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  • 4 months later...

I decided to put the house rules for my Bloodclaws up over in the Fang so here's the rules used around my table for Fire Dragons:

 

FIRE DRAGONS 50pts-100pts

Fire Dragons

M/WS/BS/S/T/W/A/Ld/Sv

7"/3+/3+/3/3/1/1/8/3+

Fire Dragon Exarch

M/WS/BS/S/T/W/A/Ld/Sv

7"/3+/3+/3/3//2/2/8/3+

Fire Dragons Unit Type

Aeldari, <Craftworld>, Elites, Fire Dragons, Infantry

Fire Dragon Exarch Unit Type

Aeldari, <Craftworld>, Elites, Fire Dragons, Infantry, Psyker

 

Unit Composition

5-10 Fire Dragons

 

Wargear

Each Fire Dragon is armed with Dragon Armor, a Fusion Gun and Melta Bombs.

 

Options

One Fire Dragon may be upgraded to a Fire Dragon Exarch armed with Dragon Armor, a Fusion Gun and Melta Bombs.

A Fire Dragon Exarch may exchange their fusion gun with a Dragon's Breath Flamer or a Firepike.

Dedicated Transport

This unit may be accompanied by a Wave Serpent.

 

Fire Dragons Special Rules

Ancient Doom: You can re-roll failed hit rolls in the assault phase for this unit in a turn in which it charges or is charged by a SLAANESH unit. However, you must add 1 to Morale rolls for this unit if it is within 3" of any SLAANESH units.

 

Fire Dragon Exarch Special Rules

Ancient Doom: You can re-roll failed hit rolls in the assault phase for this unit in a turn in which it charges or is charged by a SLAANESH unit. However, you must add 1 to Morale rolls for this unit if it is within 3" of any SLAANESH units.

Assured Destruction: This psychic power is used at the beginning of the shooting phase.

This unit rerolls wound rolls of 1 against monster and vehicle unit types until the end of the shooting phase.

Battle Focus: This psychic power is used at the beginning of the movement phase.

If this unit marches or runs in its Movement phase weapons (excluding Heavy weapons) are used as if the unit had remained stationary until the end of the shooting phase.

Burning Fist: This psychic power is used at the beginning of the assault phase.

This model rerolls failed rolls to wound, furthermore, successful rolls to wound inflict mortal wounds, until the end of the assault phase.

Crack Shot: This Psychic ability is used at the beginning of the shooting phase.

This model rerolls ranged attack rolls of 1 until the end of the shooting phase.

Psyker: The Exarch can use one psychic power during its turn.

Edited by Wulf Vengis
So i read thru this. Like some of it but having a hard time with the psychic part. I like your idea but think that is a little to much for an aspect. We have so many different psychers already but as a house rule it looks good. 7" move wearing a heavy type armor might be a little much too but i love my elves being faster than most other armies so...

I appreciate the glance you took. Thank you.

 

The Psyker part is still kinda beta rolling, but i felt just having The abilities always active was a cop out/op so i went for the activated ability route. The reasoning is the known fact that each Eldar is technically a psyker.

 

The armour/movement is just the standard profile, i simply brought back the old rogue trader name for this units armour. I had thought about reducing the movement but I'm also thinking the dragon armour may reduce the potency of wounds from flamer/melta/plasma weapons. Again a few beta runs will determine.

hmmm.... how would the aspect power = psyker power work with say grey knights or sisters of battle with their lock downs....

Sisters have a 1 in 6 (or 1 in 3  and some with a 1 in 2 chance with the right setup) of stoppng psykic powers going off.... as it looks its a down grade for the aspect player!

Put that its a psyhic power in fluff but not in rules....

I mean sisters players have a number of weapons that do MWs on units that have psykers!

Good point. I hadn't crossed the Sisters/GK bridge yet. However that is why those two factions exist (more or less).

 

Maybe making them "Aspect Powers" or "Exarch Powers", thus separating the exarch abilities from the standard psychic system?

"Final" version and a Wargear and a couple of unit type descriptions:

 

FIRE DRAGONS 50pts-100pts

Fire Dragons

M/WS/BS/S/T/W/A/Ld/Sv

7"/3+/3+/3/3/1/1/8/3+

Fire Dragon Exarch

M/WS/BS/S/T/W/A/Ld/Sv

7"/3+/3+/3/3//2/2/8/3+

Fire Dragons Unit Type

Aeldari, Aspect Warrior, <Craftworld>, Elites, Fire Dragons, Infantry

Fire Dragon Exarch Unit Type

Aeldari, Aspect Warrior, <Craftworld>, Elites, Exarch, Fire Dragons, Infantry

 

Unit Composition

5-10 Fire Dragons

 

Wargear

Each Fire Dragon is armed with Dragon Armor, a Fusion Gun and Melta Bombs.

 

Options

One Fire Dragon may be upgraded to a Fire Dragon Exarch armed with Dragon Armor, a Fusion Gun and Melta Bombs.

A Fire Dragon Exarch may exchange their fusion gun with a Dragon's Breath Flamer or a Firepike.

Dedicated Transport

This unit may be accompanied by a Wave Serpent.

 

Fire Dragons Special Rules

Ancient Doom: You can re-roll failed hit rolls in the assault phase for this unit in a turn in which it charges or is charged by a SLAANESH unit. However, you must add 1 to Morale rolls for this unit if it is within 3" of any SLAANESH units.

Assured Destruction: This unit rerolls wound rolls of 1 against monster and vehicle unit types until the end of the shooting phase.

Battle Focus: If this unit marches or runs in its Movement phase weapons (excluding Heavy weapons) are used as if the unit had remained stationary until the end of the shooting phase.

 

Fire Dragon Exarch Special Rules

Ancient Doom: You can re-roll failed hit rolls in the assault phase for this unit in a turn in which it charges or is charged by a SLAANESH unit. However, you must add 1 to Morale rolls for this unit if it is within 3" of any SLAANESH units.

Assured Destruction: This unit rerolls wound rolls of 1 against monster and vehicle unit types until the end of the shooting phase.

Battle Focus: If this unit marches or runs in its Movement phase weapons (excluding Heavy weapons) are used as if the unit had remained stationary until the end of the shooting phase.

Burning Fist: This Exarch Ability is used at the beginning of the assault phase.

This model rerolls failed rolls to wound, furthermore, successful rolls to wound inflict mortal wounds, until the end of the assault phase.

Crack Shot: This Exarch Ability is used at the beginning of the shooting phase.

This model rerolls ranged attack rolls of 1 until the end of the shooting phase.

 

==========================

 

Unit Type

Aeldari: Models with the Aeldari unit type have the Ancient Doom and Battle Focus special rules.

Exarch: Models with the Exarch unit type may use one Exarch Ability during their turn.

 

Wargear

Dragon Armor: Models wearing dragon armour have a 3+ armor save and a 4+ invulnerable save against wounds caused by flamer, melta or plasma weapons or psychic abilities.

 

Dragon's Breath Flamer

Range/Type/S/AP/D

8" /AssaultD6 /5 /-1 /1

Special Abilities

Flamer: This weapon automatically hits any models between the firing model and the target.

 

Firepike

Range/Type/S/AP/D

18" /Assault1 /8 /-4 /D6

Special Abilities

Melta: Models that are wounded by this weapon within half range receive d6+6 wounds.

 

Fusion Gun

Range/Type/S/AP/D

12"/assault 1/8/-4/d6

Special Abilities

Melta: Models that are wounded by this weapon within half range receive d6+6 wounds.

 

Meltabomb

Range/Type/S/AP/D

Grenade/Grenade1/8/-4/d6

Special

Grenade: The weapons range is equivalent to its users unmodified Strength.

Melta:Models that are wounded by this weapon within half range receive d6+6 wounds.

Edited by Wulf Vengis

@Doctor Perils: That's a good thought; I may return to it after I've fleshed out more of the codecies.

For now though, I feel the Fire Dragons are at a pretty decent base, just need to add the rest of their Wargear rules.

AELDARI WARGEAR

 

Armor

Dragon Armor: Models wearing dragon armour have a 3+ armor save and a 4+ invulnerable save against wounds caused by flamer, melta or plasma weapons or psychic abilities.

 

Ranged Weapons

Dragon's Breath Flamer

Range/Type/S/AP/D

8" /AssaultD6 /5 /-1 /1

Special Abilities

Flamer: This weapon automatically hits any models between the firing model and the target.

 

Firepike

Range/Type/S/AP/D

18" /Assault1 /8 /-4 /D6

Special Abilities

Melta: Models that are wounded by this weapon within half range receive d6+6 wounds.

 

Fusion Gun

Range/Type/S/AP/D

12"/assault 1/8/-4/d6

Special Abilities

Melta: Models that are wounded by this weapon within half range receive d6+6 wounds.

 

Meltabomb

Range/Type/S/AP/D

Grenade/Grenade1/8/-4/d6

Special

Grenade: This weapons range is equivalent to its users unmodified Strength.

Melta:Models that are wounded by this weapon within half range receive d6+6 wounds.

Edited by Wulf Vengis

How 'bout an Avatar:

 

AVATAR OF KHAINE 200pts

Avatar of Khaine

M/WS/BS/S/T/W/A/Ld/Sv

7"/2+/2+/6/6/8/5/9/3+/5++

Unit Type

Aeldari, Character, <Craftworld>, Daemon, HQ, Independent Character

 

Unit Composition

1 Avatar of Khaine

 

Wargear

Suin Daellae (The Wailing Doom)

 

Special Rules

Ancient Doom: You can re-roll failed hit rolls in the assault phase for this unit in a turn in which it charges or is charged by a SLAANESH unit. However, you must add 1 to Morale rolls for this unit if it is within 3" of any SLAANESH units.

Battle Focus: If this unit marches or runs in its Movement phase weapons (excluding Heavy weapons) are used as if the unit had remained stationary until the end of the shooting phase.

Fearless: This unit is considered to pass all morale and pinning tests and can never be forced to fall back. It can however choose to do so voluntarily.

Inspiring Presence: Any friendly <Craftworld> units within 12 inches gain the Fearless special rule and may reroll failed charge rolls.

Iron Body: This model is immune to armor save penalties.

Molten Body: This model is immune to flamer, melta, plasma and poison weaponry and psychic powers.

Terrifying Presence: After this model makes it's assault move the defending unit must immediately take a morale test with a -2 penalty to its Leadership. If the test is passed then combat continues as normal. If the test is failed the defending unit immediately makes a fall back move.

 

======================================

 

Suin Daellae

Range/Type/S/AP/D

Melee/ Melee/ 6/ -4/ d6

Special

Daemonbane: Reroll failed wound rolls against models with the unit type Daemon.

Khaine's Wrath: Models with the unit types Daemon AND Slaanesh lose their invulnerable save against wounds inflicted by this weapon.

Melta: Models that are wounded by this weapon within half range receive d6+6 wounds.

 

======================================

 

Suin Daellae:

Range/Type/S/AP/D

12"/ Assault 1/ 8/ -4/ d6

Special

Daemonbane: Reroll failed wound rolls against models with the unit type Daemon.

Khaine's Wrath: Models with the unit types Daemon AND Slaanesh lose their invulnerable save against wounds inflicted by this weapon.

Melta: Models that are wounded by this weapon within half range receive d6+6 wounds.

Edited by Wulf Vengis

I just noticed the "melta" on the melee version of "Suin Daellae". Hmmm, gonna have to adjust that.

 

What about:

 

Suin Daellae

Range/Type/S/AP/D

Melee/ Melee/ 6/ -4/ d6+6

Special

Daemonbane: Reroll failed wound rolls against models with the unit type Daemon.

Khaine's Wrath: Models with the unit types Daemon AND Slaanesh lose their invulnerable save against wounds inflicted by this weapon.

Melta: This weapon has the "melta" special rule and deals d6+6 damage.

Edited by Wulf Vengis

+THE VENGIS ACCORDS+

Edition: 9

Version: 1.0

 

-BEGIN TRANSCRIPTION-

 

CODEX AELDARI

 

01. Aeldari Unit Types

Aeldari: Models with the Aeldari unit type have the Ancient Doom and Battle Focus special rules.

 

Character: A model with this unit type is unique; an army list may not contain two of the same "character".

 

<Craftworld>: Models with this unit type have special rules corresponding to their <Craftworld>. (TBD)

 

Daemon: This model is a demon and receives a 5+ invulnerable save.

 

Exarch: Models with the Exarch unit type may use one Exarch Ability during their turn.

 

Independent Character: This model may be deployed as part of another unit or on its own, furthermore this model may leave or join other units during its own movement phase.

 

Psyker: Models with this unit type can use psychic powers during their turn.

 

Warlock: A Warlock may use two psychic powers during their turn.

 

-END TRANSCRIPTION-

Edited by Wulf Vengis

+THE VENGIS ACCORDS+

Edition: 9

Version: 1.0

 

-BEGIN TRANSCRIPTION-

 

CODEX AELDARI

 

02. Aeldari Special Rules

Ancient Doom: You can re-roll failed hit rolls in the assault phase for this unit in a turn in which it charges or is charged by a SLAANESH unit. However, you must add 1 to Morale rolls for this unit if it is within 3" of any SLAANESH units.

 

Assured Destruction: This unit rerolls wound rolls of 1 against monster and vehicle unit types until the end of the shooting phase.

 

Battle Focus: If this unit marches or runs in its Movement phase weapons (excluding Heavy weapons) are used as if the unit had remained stationary until the end of the shooting phase.

 

Fearless: This unit is considered to pass all morale and pinning tests and can never be forced to fall back. It can however choose to do so voluntarily.

 

Inspiring Presence: Any friendly <Craftworld> units within 12 inches gain the Fearless special rule and may reroll failed charge rolls.

 

Iron Body: This model is immune to armor save penalties.

 

Molten Body: This model is immune to flamer, melta, plasma and poison weaponry and psychic powers.

 

Terrifying Presence: After this model makes it's assault move the defending unit must immediately take a morale test with a -2 penalty to its Leadership. If the test is passed then combat continues as normal. If the test is failed the defending unit immediately makes a fall back move.

 

-END TRANSCRIPTION-

Edited by Wulf Vengis

+THE VENGIS ACCORDS+

Edition: 9

Version: 1.0

 

-BEGIN TRANSCRIPTION-

 

CODEX AELDARI

 

03. Aeldari Wargear

ARMOR

Dragon Armor: Models wearing dragon armour have a 3+ armor save and a 4+ invulnerable save against wounds caused by flamer, melta or plasma weapons or psychic powers.

 

Mesh Armor: Models in mesh armor have a 5+ armor save.

 

Rune Armor: Models wearing rune armour receive a 4+ armor save and a 4+ invulnerable save.

 

MELEE WEAPONS

Aeldari Chainblade

Range/Type/S/AP/D

melee/melee/user/0/1

Special

You can re-roll failed hit rolls for this weapon.

Each time the bearer fights, it can make 1 additional attack with this weapon.

 

Suin Daellae

Range/Type/S/AP/D

Melee/ Melee/ 6/ -4/ d6+6

Special

Daemonbane: Reroll failed wound rolls against models with the unit type Daemon.

Khaine's Wrath: Models with the unit types Daemon AND Slaanesh lose their invulnerable save against wounds inflicted by this weapon.

Melta: This weapon has the "melta" special rule and deals d6+6 damage.

 

RANGED WEAPONS

Aeldari Missile Launcher

When you choose this weapon to shoot with, select one of the profiles below:

Sunburst Missile

Range/Type/S/AP/D

48"/heavy d6/4/-1/1

Starshot Missile

Range/Type/S/AP/D

48"/heavy 1/8/-2/d6

 

Bright Lance

Range/Type/S/AP/D

36"/heavy 1/8/-4/d6

 

Dragon's Breath Flamer

Range/Type/S/AP/D

8" /AssaultD6 /5 /-1 /1

Special

Flamer: This weapon automatically hits it's target as well as any models between the firing model and the target.

 

Firepike

Range/Type/S/AP/D

18" /Assault1 /8 /-4 /D6

Special

Melta: Models that are wounded by this weapon within half range receive d6+6 wounds.

 

Flamer

Range/Type/S/AP/D

12"/assault d6/4/0/1

Special

Flamer: This weapon automatically hits any models between the firing model and the target.

 

Fusion Gun

Range/Type/S/AP/D

12"/assault 1/8/-4/d6

Special

Melta: Models that are wounded by this weapon within half range receive d6+6 wounds.

 

Meltabomb

Range/Type/S/AP/D

Grenade/Grenade 1/8/-4/d6

Special

Grenade: This weapons range is equivalent to its users unmodified Strength.

Melta: Models that are wounded by this weapon within half range receive d6+6 wounds.

 

Plasma Grenade

Range/Type/S/AP/D

6"/grenade d6/4/-1/1

Special

Grenade: This weapons range is equivalent to its users unmodified Strength.

 

Scatter Laser

Range/Type/S/AP/D

36"/heavy 4/6/0/1

 

Shuriken Cannon

Range/Type/S/AP/D

24"/assault 3/6/0/1

Special

Each time you make an unmodified wound roll of 6 for this weapon, that hit is resolved with an AP of -3 instead of 0.

 

Shuriken Catapult

Range/Type/S/AP/D

12"/assault 2/4/0/1

Special

Each time you make an unmodified wound roll of 6 for this weapon, that hit is resolved with an AP of -3 instead of 0.

 

Shuriken Pistol

Range/Type/S/AP/D

12"/pistol 1/4/0/1

Special

Each time you make an unmodified wound roll of 6 for this weapon, that hit is resolved with an AP of -3 instead of 0.

 

Starcannon

Range/Type/S/AP/D

36"/heavy 2/6/-3/d3

 

Suin Daellae

Range/Type/S/AP/D

12"/ Assault 1/ 8/ -4/ d6

Special

Daemonbane: Reroll failed wound rolls against models with the unit type Daemon.

Khaine's Wrath: Models with the unit types Daemon AND Slaanesh lose their invulnerable save against wounds inflicted by this weapon.

Melta: Models that are wounded by this weapon within half range receive d6+6 wounds.

 

-END TRANSCRIPTION-

Edited by Wulf Vengis

+THE VENGIS ACCORDS+

Edition: 9

Version: 1.0

 

-BEGIN TRANSCRIPTION-

 

CODEX AELDARI

 

04. Exarch Abilities

Burning Fist: This Exarch Ability is used at the beginning of the assault phase.

This model rerolls failed rolls to wound, furthermore, successful rolls to wound inflict mortal wounds, until the end of the assault phase.

 

Crack Shot: This Exarch Ability is used at the beginning of the shooting phase.

This model rerolls ranged attack rolls of 1 until the end of the shooting phase.

 

-END TRANSCRIPTION

+THE VENGIS ACCORDS+

Edition: 9

Version: 1.0

 

-BEGIN TRANSCRIPTION-

 

CODEX AELDARI

 

05. Psychic Powers (still under scrutiny)

Battle Fate: This psychic power is used at the beginning of the assault phase.

The psyker and any friendly <Craftworld> units within 6 inches reroll failed attack rolls until the end of the assault phase.

 

Conceal: This psychic power is used at the beginning of the movement phase.

The psyker and any friendly <Craftworld> units within 6 inches receive a +1 cover bonus to their armour save until the beginning of the psykers next movement phase.

 

Destructor: This psychic power is used at the beginning of the shooting phase.

Select one of the profiles below.

Range/Type/S/AP/D

12" /Assault 1 /4 /-1 /d6

Special

Flamer: This weapon automatically hits it's target as well as any models between the firing model and the target.

 

Range/Type/S/AP/D

18" /Assault 1 /6 /-2 /d3

Special

Flamer: This weapon automatically hits it's target as well as any models between the firing model and the target.

 

Range/Type/S/AP/D

24" /Assault 1 / 8/ -4/ 1

Special

Flamer: This weapon automatically hits it's target as well as any models between the firing model and the target.

 

Doom: This psychic power is used at the beginning of the shooting phase.

Select one enemy model that is not a vehicle. Reroll all failed wound rolls against that model until the end of the shooting phase.

 

Eldritch Storm: This psychic power is used at the beginning of the shooting phase.

Range/Type/S/AP/D

18" /Assault 3d6 /3 /0 /1

Special

On attack rolls of 6 this power is S6 and AP-4

 

Embolden: This psychic power is used at the beginning of the movement phase.

The psyker and any friendly <Craftworld> units within 6 inches have the fearless special rule until the beginning of the psykers next movement phase.

 

Enhance: This psychic power is used at the beginning of the assault phase.

The psyker and any friendly <Craftworld> units within 6 inches receive +1WS bonus and attack first until the end of the assault phase.

 

Fortune: This psychic power is used at the beginning of the movement phase.

The psyker and any friendly <Craftworld> units within 6 inches reroll failed armour saves until the beginning of the psykers next movement phase.

 

Guide: This psychic power is used at the beginning of the shooting phase.

The psyker and any friendly <Craftworld> units within 6 inches reroll failed ranged attacks until the end of the shooting phase.

 

Mind War: This psychic power is used at the beginning of the movement phase.

Select one enemy model within 18 inches. The psyker and the target must each take a leadership test. If the target rolls higher than the caster or fails the test the casters controller may move, shoot or assault with that model until the end of the assault phase.

 

-END TRANSCRIPTION-

Edited by Wulf Vengis

+THE VENGIS ACCORDS+

Edition: 9

Version: 1.0

 

-BEGIN TRANSCRIPTION-

 

CODEX AELDARI

 

06. HQ Units

AVATAR OF KHAINE 200pts

Avatar of Khaine

M/WS/BS/S/T/W/A/Ld/Sv

7"/2+/2+/6/6/8/5/9/3+

Unit Type

Aeldari, Character, <Craftworld>, Daemon, HQ, Independent Character

 

Unit Composition

1 Avatar of Khaine

 

Wargear

Suin Daellae

 

Special Rules

Ancient Doom: You can re-roll failed hit rolls in the assault phase for this unit in a turn in which it charges or is charged by a SLAANESH unit. However, you must add 1 to Morale rolls for this unit if it is within 3" of any SLAANESH units.

Battle Focus: If this unit marches or runs in its Movement phase weapons (excluding Heavy weapons) are used as if the unit had remained stationary until the end of the shooting phase.

Fearless: This unit is considered to pass all morale and pinning tests and can never be forced to fall back. It can however choose to do so voluntarily.

Inspiring Presence: Any friendly <Craftworld> units within 12 inches gain the Fearless special rule and may reroll failed charge rolls.

Iron Body: This model is immune to armor save penalties.

Molten Body: This model is immune to flamer, melta, plasma and poison weaponry and psychic powers.

Terrifying Presence: After this model makes it's assault move the defending unit must immediately take a morale test with a -2 penalty to its Leadership. If the test is passed then combat continues as normal. If the test is failed the defending unit immediately makes a fall back move.

 

Suin Daellae, the Doom that Wails

Suin Daellae

Range/Type/S/AP/D

Melee/ Melee/ 6/ -4/ d6+6

Special

Daemonbane: Reroll failed wound rolls against models with the unit type Daemon.

Khaine's Wrath: Models with the unit types Daemon AND Slaanesh lose their invulnerable save against wounds inflicted by this weapon.

Melta: This weapon has the "melta" special rule and deals d6+6 damage.

 

Suin Daellae, the Doom that Wails

Range/Type/S/AP/D

12"/ Assault 1/ 8/ -4/ d6

Special

Daemonbane: Reroll failed wound rolls against models with the unit type Daemon.

Khaine's Wrath: Models with the unit types Daemon AND Slaanesh lose their invulnerable save against wounds inflicted by this weapon.

Melta: Models that are wounded by this weapon within half range receive d6+6 wounds.

 

======================================

 

-END TRANSCRIPTION-

Edited by Wulf Vengis

+THE VENGIS ACCORDS+

Edition: 9

Version: 1.0

 

-BEGIN TRANSCRIPTION-

 

CODEX AELDARI

 

07. Elite Units

FIRE DRAGONS 50pts-100pts

Fire Dragons

M/WS/BS/S/T/W/A/Ld/Sv

7"/3+/3+/3/3/1/1/8/3+

Fire Dragon Exarch

M/WS/BS/S/T/W/A/Ld/Sv

7"/3+/3+/3/3/2/2/8/3+

Fire Dragons Unit Type

Aeldari, Aspect Warrior, <Craftworld>, Elites, Fire Dragons, Infantry

Fire Dragon Exarch Unit Type

Aeldari, Aspect Warrior, <Craftworld>, Elites, Exarch, Fire Dragons, Infantry

 

Unit Composition

5-10 Fire Dragons

 

Wargear

Each Fire Dragon is armed with Dragon Armor, a Fusion Gun and Melta Bombs.

 

Options

One Fire Dragon may be upgraded to a Fire Dragon Exarch armed with Dragon Armor, a Fusion Gun and Melta Bombs.

A Fire Dragon Exarch may exchange their fusion gun with a Dragon's Breath Flamer or a Firepike.

Dedicated Transport

This unit may be accompanied by a Wave Serpent.

 

Fire Dragons Special Rules

Ancient Doom: You can re-roll failed hit rolls in the assault phase for this unit in a turn in which it charges or is charged by a SLAANESH unit. However, you must add 1 to Morale rolls for this unit if it is within 3" of any SLAANESH units.

Assured Destruction: This unit rerolls wound rolls of 1 against monster and vehicle unit types until the end of the shooting phase.

Battle Focus: If this unit marches or runs in its Movement phase weapons (excluding Heavy weapons) are used as if the unit had remained stationary until the end of the shooting phase.

 

Fire Dragon Exarch Special Rules

Ancient Doom: You can re-roll failed hit rolls in the assault phase for this unit in a turn in which it charges or is charged by a SLAANESH unit. However, you must add 1 to Morale rolls for this unit if it is within 3" of any SLAANESH units.

Assured Destruction: This unit rerolls wound rolls of 1 against monster and vehicle unit types until the end of the shooting phase.

Battle Focus: If this unit marches or runs in its Movement phase weapons (excluding Heavy weapons) are used as if the unit had remained stationary until the end of the shooting phase.

Burning Fist: This Exarch Ability is used at the beginning of the assault phase.

This model rerolls failed rolls to wound, furthermore, successful rolls to wound inflict mortal wounds, until the end of the assault phase.

Crack Shot: This Exarch Ability is used at the beginning of the shooting phase.

This model rerolls ranged attack rolls of 1 until the end of the shooting phase.

 

======================================

 

-END TRANSCRIPTION-

Edited by Wulf Vengis

+THE VENGIS ACCORDS+

Edition: 9

Version: 1.0

 

-BEGIN TRANSCRIPTION-

 

CODEX AELDARI

 

06. HQ Units

AVATAR OF KHAINE 200pts

Avatar of Khaine

M/WS/BS/S/T/W/A/Ld/Sv

7"/2+/2+/6/6/8/5/9/3+/5++

Unit Type

Aeldari, Character, <Craftworld>, Daemon, HQ, Independent Character

 

Unit Composition

1 Avatar of Khaine

 

Wargear

Suin Daellae

 

Special Rules

Ancient Doom: You can re-roll failed hit rolls in the assault phase for this unit in a turn in which it charges or is charged by a SLAANESH unit. However, you must add 1 to Morale rolls for this unit if it is within 3" of any SLAANESH units.

Battle Focus: If this unit marches or runs in its Movement phase weapons (excluding Heavy weapons) are used as if the unit had remained stationary until the end of the shooting phase.

Fearless: This unit is considered to pass all morale and pinning tests and can never be forced to fall back. It can however choose to do so voluntarily.

Inspiring Presence: Any friendly <Craftworld> units within 12 inches gain the Fearless special rule and may reroll failed charge rolls.

Iron Body: This model is immune to armor save penalties.

Molten Body: This model is immune to flamer, melta, plasma and poison weaponry and psychic powers.

Terrifying Presence: After this model makes it's assault move the defending unit must immediately take a morale test with a -2 penalty to its Leadership. If the test is passed then combat continues as normal. If the test is failed the defending unit immediately makes a fall back move.

 

Suin Daellae, the Doom that Wails

Suin Daellae

Range/Type/S/AP/D

Melee/ Melee/ 6/ -4/ d6+6

Special

Daemonbane: Reroll failed wound rolls against models with the unit type Daemon.

Khaine's Wrath: Models with the unit types Daemon AND Slaanesh lose their invulnerable save against wounds inflicted by this weapon.

Melta: This weapon has the "melta" special rule and deals d6+6 damage.

 

Suin Daellae:

Range/Type/S/AP/D

12"/ Assault 1/ 8/ -4/ d6

Special

Daemonbane: Reroll failed wound rolls against models with the unit type Daemon.

Khaine's Wrath: Models with the unit types Daemon AND Slaanesh lose their invulnerable save against wounds inflicted by this weapon.

Melta: Models that are wounded by this weapon within half range receive d6+6 wounds.

 

 

200 points..... 

 

it cant be wounded by anything that has flame, melta in its title... its a null zone... 

it has no armour save so why bother saying it cant be modified?  Also that means some-one comes along with a weapon that ignores invuns (GKs still?) .... should have an armour save the same as its invu....hmm could do with it being a 4+ armour & a 4++ (its a physical part of a god not the manifestation of a gods power (chaos demons)

 

I want to thank you guys for taking a look at this little bit of my madness. It's allowed to handle about a weeks worth of number/scenario/playtesting crunches in just a few days time.

 

So yea, thank you. I greatly appreciate your looking in and the feedback given.

 

I'll continue to post up Eldar rules here as I flesh out more of the home table rules.

+THE VENGIS ACCORDS+

Edition: 9

Version: 1.0

 

-BEGIN TRANSCRIPTION-

 

CODEX AELDARI

 

08. Troops Units

GUARDIAN DEFENDERS 80pts-220pts

Guardian

M/WS/BS/S/T/W/A/Ld/Sv

7"/4+/4+/3/3/1/2/7/5+

Heavy Weapon Platform

M/WS/BS/S/T/W/A/Ld/Sv

7"/6+/4+/3/3/2/1/7/3+

Warlock

M/WS/BS/S/T/W/A/Ld/Sv

7"/3+/3+/3/3/2/2/8/4+

Guardian Defender Unit Type

Aeldari, <Craftworld>, Guardians, Infantry, Troops

Heavy Weapon Platform Unit Type

Aeldari, <Craftworld>, Crewed Weapon

Warlock Unit Type

Aeldari, <Craftworld>, Infantry, Psyker, Warlock

 

Unit Composition

10-20 Guardians

 

Wargear

Each Guardian is armed with mesh armor, plasma grenades and a shuriken catapult.

 

Options

For every ten Guardians in the unit, you may include one Heavy Weapon Platform armed with a shuriken cannon.

Each heavy weapon platform may exchange it's shuriken cannon with an Aeldari Missile Launcher, a Bright Lance, a Scatter Laser or a Starcannon.

A Guardian defenders squad may be led by a Warlock.

The Warlock is armed with rune armour, a shuriken pistol and a witchblade.

The Warlock may exchange their witchblade with a singing spear.

Dedicated Transport

This unit may be accompanied by a Wave Serpent.

 

Guardian Defenders Special Rules

Ancient Doom: You can re-roll failed hit rolls in the assault phase for this unit in a turn in which it charges or is charged by a SLAANESH unit. However, you must add 1 to Morale rolls for this unit if it is within 3" of any SLAANESH units.

Battle Focus: If this unit marches or runs in its Movement phase weapons (excluding Heavy weapons) are used as if the unit had remained stationary until the end of the shooting phase.

Bladestorm: If this unit did not March or run during the movement phase, the guardians may fire all shuriken weapons twice during the shooting phase, this includes any heavy shuriken weapons platforms.

<Craftworld>: (TBD)

 

Heavy Weapons Platform Special Rules

Ancient Doom: You can re-roll failed hit rolls in the assault phase for this unit in a turn in which it charges or is charged by a SLAANESH unit. However, you must add 1 to Morale rolls for this unit if it is within 3" of any SLAANESH units.

Battle Focus: If this unit marches or runs in its Movement phase weapons (excluding Heavy weapons) are used as if the unit had remained stationary until the end of the shooting phase.

<Craftworld>: (TBD)

Crewed Weapon: A Heavy Weapon Platform can only fire its ranged weapon if a Guardian from its unit is within 3" and ‘fires’ it instead of shooting any of their own weapons. A single Guardian cannot operate multiple Heavy Weapon Platforms in this way in a single turn.

 

Warlock Special Rules

Ancient Doom: You can re-roll failed hit rolls in the assault phase for this unit in a turn in which it charges or is charged by a SLAANESH unit. However, you must add 1 to Morale rolls for this unit if it is within 3" of any SLAANESH units.

Battle Focus: If this unit marches or runs in its Movement phase weapons (excluding Heavy weapons) are used as if the unit had remained stationary until the end of the shooting phase.

<Craftworld>: (TBD)

Destructor: A Warlock may use the destructor power in addition to any other psychic powers it chooses to manifest.

 

======================================

 

STORM GUARDIANS SQUAD 90pts-200pts

Guardian

M/WS/BS/S/T/W/A/Ld/Sv

7"/4+/4+/3/3/1/2/7/5+

Warlock

M/WS/BS/S/T/W/A/Ld/Sv

7"/3+/3+/3/3/2/2/8/4+

Storm Guardian Unit Type

Aeldari, <Craftworld>, Guardians, Infantry, Troops

Warlock Unit Type

Aeldari, <Craftworld>, Infantry, Psyker, Warlock

 

Unit Composition

8-24 Guardians

 

Wargear

Each Guardian is armed with mesh armor, an aeldari chainblade, haywire grenades, plasma grenades and a shuriken pistol.

 

Options

For every ten guardians in this unit, one may replace their aeldari chainblade and shuriken pistol with a flamer or a fusion gun.

For every ten guardians in this unit, one may replace their aeldari chainblade with a power sword.

A storm guardians squad may be led by a Warlock.

The Warlock is armed with rune armour, a shuriken pistol and a witchblade.

The Warlock may exchange their witchblade with a singing spear.

Dedicated Transport

This unit may be accompanied by a Wave Serpent.

 

Storm Guardians Special Rules

Ancient Doom: You can re-roll failed hit rolls in the assault phase for this unit in a turn in which it charges or is charged by a SLAANESH unit. However, you must add 1 to Morale rolls for this unit if it is within 3" of any SLAANESH units.

Battle Focus: If this unit marches or runs in its Movement phase weapons (excluding Heavy weapons) are used as if the unit had remained stationary until the end of the shooting phase.

Bladestorm: If this unit did not March or run during the movement phase, the guardians may fire all shuriken weapons twice during the shooting phase, this includes any heavy shuriken weapons platforms.

<Craftworld>: (TBD)

 

Warlock Special Rules

Ancient Doom: You can re-roll failed hit rolls in the assault phase for this unit in a turn in which it charges or is charged by a SLAANESH unit. However, you must add 1 to Morale rolls for this unit if it is within 3" of any SLAANESH units.

Battle Focus: If this unit marches or runs in its Movement phase weapons (excluding Heavy weapons) are used as if the unit had remained stationary until the end of the shooting phase.

<Craftworld>: (TBD)

Destructor: A Warlock may use the destructor power in addition to any other psychic powers it chooses to manifest.

 

======================================

 

-END TRANSCRIPTION-

Edited by Wulf Vengis

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