Warhammer 40,000 (Defiler)

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Red Wunz Is Fasta!

Post by Batgirl III » Tue Jun 26, 2018 9:06 am

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ELDAR JETBIKES
Warhammer 40,000 Character
Power Level 8 ( 115 PP )

Hrythar Dreamweaver, Wild Rider of Saim-Hann wrote:The wind whipping across your face as your blades whip across the throats of the foe. It makes the blood sing.
ABILITIES
Strength 2
Stamina 3
Agility 2
Dexterity 2
Fighting 5
Intellect 0
Awareness 1
Presence 0

SKILLS
Athletics 3 (+5), Acrobatics 3 (+5), Close Combat [Unarmed] 3 (+8), Perception 7 (+8), Ranged Combat [Eldar Weapons] 6 (+10), Technology 4 (+4), Vehicles 6 (+8)

ADVANTAGES
Defensive Roll (2), Equipment (13), Evasion (2), Improved Defense, Improved Initiative (2), Move-By Action, Ranged Attack (2), Skill Mastery [Vehicles], Uncanny Dodge

POWERS
Eldar Physiology [ 9 PP Total ]
Long-Lived Enhanced Advantage 2 (Eidetic Memory, Well-Informed); Immunity 1 (Aging [1]) [ 3 PP ]
Hypercognition Quickness 3 (Mental: One Minute in Six Seconds Physical: 12 Seconds in Six Seconds; F: Limited to Mental [Two Ranks]) [ 2 PP ]
Inhuman Grace Leaping 1 (15'); Speed 1 (4 MPH) [ 2 PP ]
Keen Eyesight Senses 1 (Visual: Extended [1], Ultravision [1]) [ 2 PP ]

Xenos Mesh Armor Device ( 25 PP Base; F: Removable) [ 20 PP Total ]
Auto-Senses Senses 4 (Visual: Direction Sense [1], Distance Sense [1], Infravision [1], Time Sense [1]) [ 4 PP ]
Psycho-Plastic Plating Protection 5 [ 5 PP ]
Environmentally Sealed Immunity 5 (Environmental Cold [1], Environmental Heat [1], Radiation [1]; Suffocation Effects [2]) [ 5 PP ]
Vox Link Communication 3 (Radio, Long Range; E: Subtle [2]; F: Limited to Eldar from same Craftworld) [ 11 PP ]

EQUIPMENT ( 65 EP )
Eldar Jetbiker Standard Issue [ 20 EP Total ]
One member of an Eldar Guardian Squad may add an Eldar Heavy Weapon Platform, see below, to his Equipment for an additional +6 PP
Flight Helmet Immunity 2 (Pressure [1], Vaccuum [1]) [ 2 EP ]
Shuriken Pistol Damage 4 (E: Accurate [1], Improved Critical [w], Multiattack, Ranged) [ 15 EP ]
AE: Eldar Chainsword Damage 6 (Strength-Based; E: Accurate [1], Improved Critical [3]) [ 1 EP ]
AE: Plasma Grenade Damage 5 (E: Area [30' Burst], Ranged) [ 1 EP ]
AE: Krak Grenade Damage 8 (E: Penetrating [5], Reach [1], Triggered [timer]; F: Innaccurate [1]) [ 1 EP ]
Eldar Jetbike wrote:Image
Eldar Jetbike
Equipment Rank 9 ( 45 EP )

VEHICLE TRAITS
Size: Medium [ 0 EP ]
Strength: 2 [ 2 EP ]
Speed: 0 [ 0 EP ]
Defense: 6 [ 6 EP ]
Toughness: 10 [ 5 EP ]

VEHICLE POWERS
Armored Chasis Enhanced Advantage 1 (Second Chance [toughness versus projectile damage]); Impervious Toughness 3 [ 4 EP ]
Skimmer Flight 6 (250 MPH; F: Check Required [Initiative DC12]) [ 10 EP ]
Twin-Linked Shuriken Catapult Damage 6 (E: Improved Critical [2], Multiattack, Ranged; F: Diminished Range [2]) [ 18 EP ]

VEHICLE OPTIONS
► [iEvery third Guardian Jetbike in the squadron may replace its Twin-Linked Shuriken Catapults with the following:[/i]
Shuriken Cannon Damage 6 (E: Improved Critical [1], Multiattack, Ranged; F: Diminished Range [1]) [ 18 EP ]
DEFENSE
Dodge (6) Base 4
Parry: (6) Base 1
Fortitude: (6) Base 3
Toughness: (8/10) ——
Will: (8) Base 7

WORKSHEET
Dodge: 6 Tough: 8/10 Total: 14/16
Parry: 6 Tough: 8/10 Total: 14/16
Fort: 6 Will: 8 Total: 14


ABILITIES [ 30 pp ] +
SKILLS [ 16 pp ] +
ADVANTAGES [ 25 pp ] +
POWERS [ 29 pp ] +
DEFENSES [ 15 pp ] =
115 PP TOTAL

Background:
Eldar Jetbikes are sleek one-man craft propelled by powerful anti-gravitic motors. Beautifully designed, the Eldar jetbike is a wonder of engineering. It is capable of such velocity that without the prodigious reaction speed of an Eldar it would be more lethal to the rider than his foe.

To an Eldar, the mastery of the jetbike is an exhilarating challenge. Jetbikes have long, curved vanes on either side that allow the rider to execute incredibly sharp turns in mid-air, and the strength of their anti-grav motors can be subtly manipulated to send the jetbikes hurtling into a steep dive or sharp climb. Even for an Eldar it takes years of practice to master a jetbike's potential, bot one who does so builds a rapport with his steed comparable to the horsemasters of Eldar mythology.

Jetbike riders operate as forward scouts and fast-response strike forces, speeding across the battlefield in a brightly-colored blur before unleashing tight fusillades from the hull-mounted shuriken weaponry. A common tactic is for jetbike riders to circumvent enemy lines completely and then close in on their vulnerable rear, taking a fearsome toll before gunning their engines and speeding off again.


Background:
In my opinion, the Eldar Jetbike is the iconic unit for this faction. The design of the model is a classic, its mastery of its battlefield role was untouched for decades, and a well-painted and well-played Jetbike army is a thing of beauty. Every army has that one platonic ideal unit in its list that sums up the entire faction. The go anywhere, do anything, fight anybody all-purpose Tactical Space Marine is probably the iconic unit for the Astartes; rank upon rank of disposable generic Infantrymen is iconic of the Imperial Guard; as is the endless green tide of Ork Boyz for the greenskins... The Eldar Jetbike is the faction's entire mantra of fast, fierce, but fragile rendered in 32mm scale.
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< Insert Sinead O'Conner Joke Here >

Post by Batgirl III » Thu Jun 28, 2018 10:11 pm

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HOWLING BANSHEES
Warhammer 40,000 Character
Power Level 9 ( 135 PP )

Unit Activation Quote, 'Dawn of War' wrote:Many are called, few survive.
ABILITIES
Strength 2
Stamina 2
Agility 3
Dexterity 3
Fighting 6
Intellect 0
Awareness 1
Presence 0

SKILLS
Athletics 6 (+8), Acrobatics 10 (+13), Close Combat [Unarmed] 3 (+12), Expertise [Path of the Banshee] 8 (+8), Intimidate 5 (+5), Perception 4 (+5), Ranged Combat [Eldar Weapons] 7 (+12), Stealth 3 (+6)

ADVANTAGES
Accurate Attack, Agile Feint, All-Benefit (Ambidextrous), Close Attack (3), Defensive Attack, Defensive Roll (3), Equipment (7), Evasion (2), Improved Disarm, Improved Iniative (2), Move-By Action, Quick Draw, Ranged Attack (2), Seize Initiative, Takedown (2), Teamwork, Uncanny Dodge, Weapon Break

POWERS
Eldar Physiology [ 9 PP Total ]
Long-Lived Enhanced Advantage 2 (Eidetic Memory, Well-Informed); Immunity 1 (Aging [1]) [ 3 PP ]
Hypercognition Quickness 3 (Mental: One Minute/Six Seconds Physical: 12 Seconds/Six Seconds; F: Limited to Mental [Two Ranks]) [ 2 PP ]
Inhuman Grace Leaping 1 (15'); Speed 1 (4 MPH) [ 2 PP ]
Keen Eyesight Senses 1 (Visual: Extended [1], Ultravision [1]) [ 2 PP ]

Howling Banshee Armor ( 31 PP Base; F: Removable) [ 25 PP Total ]
Auto-Senses Senses 4 (Visual: Direction Sense [1], Distance Sense [1], Infravision [1], Time Sense [1]) [ 4 PP ]
Psycho-Plastic Plating Protection 5 (E: Impervious [5]) [ 10 PP ]
Psychosonic Dampeners Immunity 1 (Rare Power Discriptor: Banshee Masks [1]) [ 1 PP ]
Environmentally Sealed Immunity 5 (Environmental Cold [1], Environmental Heat [1], Radiation [1]; Suffocation Effects [2]) [ 5 PP ]
Vox Link Communication 3 (Radio: Long Range; E: Subtle [2]; F: Limited to Eldar from same Craftworld) [ 11 PP ]

EQUIPMENT ( 35 EP )
Howling Banshee Standard Issue [ 15 EP Total ]
Power Sword Damage 7 (Strength-Based; E: Improved Critical [2], Penetrating [5]) [ 14 EP ]
• AE: Shuriken Pistol Damage 4 (E: Accurate [1], Improved Critical [1], Multiattack, Ranged) [ 1 EP ]

Banshee Mask [ 20 EP Total ]
Psychosonic Amplifiers Affliction 5 (Resist: Insight; Recovery: Will; Conditions: Impaired, Disabled; E: Alternate Resistance, Area [Auditory Perception], Sustained; F: Limited to Two Degrees) [ 20 EP ]

DEFENSE
Dodge (8) Base 5
Parry: (8) Base 2
Fortitude: (8) Base 6
Toughness: (7/10) ——
Will: (10) Base 9

WORKSHEET
Attack: 12 Effect: 2 Total: 14 (Unarmed)
Attack: 9 Effect: 9 Total: 18 (Power Sword)
Attack: 14 Effect: 4 Total: 18(Shuriken Pistol)
Attack: —— Effect: 5 Total: 5 (Banshee Mask)
Dodge: 8 Tough: 7/10 Total: 15/18
Parry: 8 Tough: 7/10 Total: 15/18
Fort: 8 Will: 10 Total: 18


ABILITIES [ 34 pp ] +
SKILLS [ 23 pp ] +
ADVANTAGES [ 32 pp ] +
POWERS [ 24 pp ] +
DEFENSES [ 22 pp ] =
135 PP TOTAL

Background:
Howling Banshees are swift and athletic troops who are most deadly in hand-to-hand fighting. Their banshee masks contain psychosonic amplifies that magnify their keening battle screams into mind-destroying shockwaves. This inflicts severe damage to the central nervous system of the Eldar's foe, inspiring a feeling of mortal terror and causing momentary paralysis. A full squad of Howling Banshees activating their masks in unison can cripple an enemy unit before a single blow is struck.

In battle, what these fierce warrior women — and the Howling Banshees are disproportionately female — lack in brute strength they make up for in precision and efficiency, their shimmering power swords slicing through armor, flesh, and bone with equal ease.

Mini-Rant:
Sexy, screaming, celtic, shinobi space elves. If I ever make a serious effort to collect an Eldar army, I'm going to include as many of these girls as I legally can. Not only are the basic trooper models great looking, their phoenix lord — Jain Zar — is drop-dead gorgeous. Its an older figure, dating back to the days of two-piece pressed pewter molding, which is why most of the miniatures from the 1980s and 1990s tend to have a very two-dimensional look. The way that they were able to capture so much motion and grace in the Jain Zar figure is a testament to what a skilled sculptor can do with a miniature. Mind you, when it comes to table-top performance the Howling Banshees are less than stellar. Like all the Aspect Warriors they are very, very good at their niche: killing power armored Space Marines in close-combat. They have some issues getting there, however, as the Eldar lack any form of assault vehicle... So you've got to time their movement and charge very carefully lest they get caught in the open and gunned down. In melee against units other than basic Space Marines they get hit by their over-specialization: against things with worse melee stats and less armor than a Marine (like Orks, Tau, or Guard) the Banshees' armor-negating powerswords are complete overkill. Against foes with better armor, better weapon skill, or both (like Terminators or the bigger Tyranid beasties) the Banshees just aren't quite good enough. Thankfully, however, something like nine out of every five players of 40K fields a Space Marine army!
Last edited by Batgirl III on Fri Jun 29, 2018 12:27 am, edited 1 time in total.
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Re: Warhammer 40,000 (Howling Banshees)

Post by catsi563 » Thu Jun 28, 2018 10:28 pm

Oh id disagree entirely Banshees are murder on the battlefield no such thing as overkill. And they absolutely SLAY Terminators with near impunity. Acrobatic fighting style on the Exarch means she can get into any fight position needed to be most effective and with the banshee masks guatanteeing first hits most average squads are down before they know what hit them.

One of my Banshee squads went table edge to table edge in one memorable match against the Marines back when the overrun rules allowed you to do so easily.

That said though if your opponent has any sense they'll focus fire on them with all due predjudice making it really rough on the ladies approach
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Re: Warhammer 40,000 (Howling Banshees)

Post by Batgirl III » Thu Jun 28, 2018 10:53 pm

Powerswords no longer completely ignore armor, like they did in 3rd through 5th Editions, nor do they only ignore armor 3+ or worse (as in 6th and 7th Editions). Instead they reduce the armor value of the target by -3; So a standard Terminator will go from a 2+ Save (83%) to a 5+ Save (33%)... Which makes them useful against Terminators, but unless you happen to come across an All-Terminator Dark Angels Deathwing force or an All-Terminator Grey Knights force, generally speaking, Howling Banshees won't be quite as efficient for the Eldar player at killing the Termies as shooting at them would be.

They're still gorgeous murder machines and my favorite Eldar unit by far, but like all other Aspect Warriors they have a specific specialty and rapidly begin to lose efficiency when tasked with things outside of it.
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Re: Warhammer 40,000 (Howling Banshees)

Post by catsi563 » Thu Jun 28, 2018 11:53 pm

true enough im mostly a 4-5th ed veteran so meh

slight side note Id offer that their dex and agility are way low for the acrobatic she demons theyre supposed to be, and youre acrobatics skill Number is off by 1 :)
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Re: Warhammer 40,000 (Howling Banshees)

Post by Batgirl III » Fri Jun 29, 2018 12:45 am

A Rank 3 Ability is considered "Gifted," and with their Acrobatics +13 skill modifier, they can accomplish Challenging (DC 20) tasks as a Routine Check and have 70% of making them when rolled; are very likely to accomplish Formidable (DC 25; 45% chance); and can even accomplish the occasional Heroic (DC 30; 20% chance) task.

Need them to move across a narrow ledge (DC 10), in the rain (+2), at an angle (+5), without being vulnerable (+5)...? They'll do it 60% of the time.

With their Agile Feint Advantage, they're getting an average result of 23; Compare that to a rank and file Space Marine's average result of Deception 10 or Insight 11... That's going to easily leave them Vulnerable to the Banshee's attacks most rounds. And that's assuming they haven't been Impaired or Hindered by the Banshee Mask (which, again, odds indicate they will succumb to more often than not).

These builds also represent average "grunt" Aspect Warriors; Exarchs should probably be PL 10 / 150 PP Heroic Characters, basically taking the baseline build, increasing a few key Abilities, Advantages, and Skills, and slapping on some special Devices and Powers.
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Re: Warhammer 40,000 (Howling Banshees)

Post by catsi563 » Fri Jun 29, 2018 12:51 am

Banshee Exarchs were a little known reason why they fixed the rules for Dreadnaughts in close combat. the Banshee exarch with acrobatics and an executioner could get behind a Dread every time and attack its vulnerable rear armor carving it open with anywhere from 1-3 attacks on the charge.

:mrgreen:
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Shining Spears

Post by Batgirl III » Fri Jun 29, 2018 3:20 am

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SHINING SPEARS
Warhammer 40,000 Character
Power Level 9 ( 135 PP )

Nuadhu Fireheart wrote:Feel the rush of the wind against your skin and hear her keening cry in your ears. Listen to her call well, for are we not the Wild Riders, the children of the storm?
ABILITIES
Strength 2
Stamina 2
Agility 3
Dexterity 3
Fighting 6
Intellect 0
Awareness 1
Presence 0

SKILLS
Athletics 2 (+4), Acrobatics 3 (+5), Close Combat [Unarmed] 3 (+11), Expertise [Path of the Spear] 8 (+8), Perception 4 (+5), Ranged Combat [Eldar Weapons] 9 (+12), Technology 4 (+4), Vehicles 9 (+12)

ADVANTAGES
Close Attack (2), Defensive Roll (3), Equipment (12), Evasion (2), Favored Environment [Piloting Jetbike], Improved Iniative (2), Move-By Action, Seize Initiative, Skill Mastery [Vehicles], Uncanny Dodge

POWERS
Eldar Physiology [ 9 PP Total ]
Long-Lived Enhanced Advantage 2 (Eidetic Memory, Well-Informed); Immunity 1 (Aging [1]) [ 3 PP ]
Hypercognition Quickness 3 (Mental: One Minute in Six Seconds Physical: 12 Seconds in Six Seconds; F: Limited to Mental [Two Ranks]) [ 2 PP ]
Inhuman Grace Leaping 1 (15'); Speed 1 (4 MPH) [ 2 PP ]
Keen Eyesight Senses 1 (Visual: Extended [1], Ultravision [1]) [ 2 PP ]

Shining Spear Armor ( 30 PP Base; F: Removable) [ 24 PP Total ]
Auto-Senses Senses 4 (Visual: Direction Sense [1], Distance Sense [1], Infravision [1], Time Sense [1]) [ 4 PP ]
Psycho-Plastic Plating Protection 5 (E: Impervious [2]) [ 7 PP ]
Silver Helm Enhanced Advantage 1 (Skill Mastery: Vehicles); Immunity 2 (Pressure [1], Vaccuum [1]) [ 3 EP ]
Environmentally Sealed Immunity 5 (Environmental Cold [1], Environmental Heat [1], Radiation [1]; Suffocation Effects [2]) [ 5 PP ]
Vox Link Communication 3 (Radio, Long Range; E: Subtle [2]; F: Limited to Eldar from same Craftworld) [ 11 PP ]

EQUIPMENT ( 15 EP )
Shining Spears Standard Issue [ 15 EP ]
Laser Lance (Melee) Damage 6 (Strength-Based; E: Accurate [1], Improved Critical [1], Penetrating [5], Reach [2]; F: Quirk [looses Accurate unless mounted on jetbike]) [ 14 EP ]
AE: Laser Lance (Ranged) Damage 6 (E: Penetrating [4], Ranged; F: Diminished Range [3]); Weaken Toughness 6 (E: Improved Critical [1], Ranged; F: Affects Only Objects, Diminished Range [3], Instant Recovery) [ 1 EP ]
Eldar Jetbike wrote: Eldar Jetbike
Equipment Rank 9 ( 45 EP )

VEHICLE TRAITS
Size: Medium [ 0 EP ]
Strength: 2 [ 2 EP ]
Speed: 0 [ 0 EP ]
Defense: 6 [ 6 EP ]
Toughness: 10 [ 5 EP ]

VEHICLE POWERS
Armored Chasis Enhanced Advantage 1 (Second Chance [toughness versus projectile damage]); Impervious Toughness 3 [ 4 EP ]
Skimmer Flight 6 (250 MPH; F: Check Required [Initiative DC12]) [ 10 EP ]
Twin-Linked Shuriken Catapult Damage 6 (E: Improved Critical [2], Multiattack, Ranged; F: Diminished Range [2]) [ 18 EP ]
DEFENSE
Dodge (8) Base 5
Parry: (8) Base 2
Fortitude: (8) Base 6
Toughness: (7/10) ——
Will: (8) Base 7

WORKSHEET
Attack: 11 Effect: 2 Total: 13 (Unarmed)
Attack: 10 Effect: 8 Total: 18 (Laser Lance, Melee)
Attack: 12 Effect: 6 Total: 18 (Laser Lance, Ranged)
Attack: 12 Effect: 6 Total: 18 (Shuriken Catapult)
Dodge: 8 Tough: 7/10 Total: 15/18
Parry: 8 Tough: 7/10 Total: 15/18
Fort: 8 Will: 8 Total: 16


ABILITIES [ 34 pp ] +
SKILLS [ 21 pp ] +
ADVANTAGES [ 25 pp ] +
POWERS [ 33 pp ] +
DEFENSES [ 22 pp ] =
135 PP TOTAL

Background:
The Shining Spears are one of the rarest and most specialized Aspects. They fight as the spear of Kaela Mensha Khaine, which struck like lightning and killed any foe with a single blow. Shining Spears ride sleek, gleaming jetbikes to war, their vehicles' anti-gravitic motors allowing them to skim over even the roughest terrain at breakneck pace. Each Aspect Warrior is so in tune with his jetbike that he can execute complex high-speed aerial maneuvers with a single gesture. Even a small unit of Shining Spears can turn the tide of a protracted combat, for their legendary charges hit home with the force of a thunderbolt.

The ritual armament of the Shining Spears is the laser lance. This elegant weapon can deliver intense short ranged energy blasts and is usually used just as the Shining Spears deliver their charge. These Aspect Warriors specialize in delivering hit-and-run attacks, careening past the foe and returning for another attack in much the same way as the dueling knights of the Exodite worlds.

Mini-Rant:
The Shining Spears are the Warhammer Fantasy Battles / Age of Sigmar High Elf Silver Helms brought into the grim darkness of the far future, which for some reason causes a lot of grumbling amongst younger players. I don't get it, but then again, I've been playing this game so long I remember when the packaging for Eldar models still called them "Space Elves." Much like the other Aspect Warrior they share the Fast Attack slot with (Swooping Hawks) the Shining Spears are a rare sight to see on the table and for much the same reason. Although they aren't a bad unit when you look at their overall performance, basic Jetbikers can accomplish virtually the same goals for fewer points. The Shining Spears are better at killing Space Marines in melee and zapping tanks in their front or side armor... But basic Jetbikers can mount the heavier shuriken cannon, which kills marines from range quite well (and doesn't let the marines punch back) and have more than enough speed to get into the rear arc of most tanks where the armor is usually softer and vulnerable to those same shuriken cannons. As such, the Shining Spear remains the elf on the shelf.
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Get Over Here!

Post by Batgirl III » Fri Jun 29, 2018 11:37 pm

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STRIKING SCORPIONS
Warhammer 40,000 Character
Power Level 9 ( 135 PP )

Aulirel Doomhand, Striking Scorpion Exarch wrote:Attack swiftly and without warning. This is the mantra of the Striking Scorpions – it is the way of all our kind.
ABILITIES
Strength 2
Stamina 2
Agility 3
Dexterity 3
Fighting 6
Intellect 0
Awareness 1
Presence 0

SKILLS
Athletics 6 (+8), Acrobatics 4 (+6), Close Combat [Unarmed] 4 (+12), Expertise [Path of the Scorpion] 8 (+8), Perception 6 (+7), Ranged Combat [Eldar Weapons] 7 (+12), Stealth 7 (+10)

ADVANTAGES
All-Out Attack, All-Benefit (Ambidextrous), Close Attack (2), Defensive Attack, Defensive Roll (1), Equipment (4), Evasion (2), Hide In Plain Sight, Improved Iniative (1), Move-By Action, Power Attack, Ranged Attack (2), Takedown (1), Teamwork, Uncanny Dodge

POWERS
Eldar Physiology [ 9 PP Total ]
Long-Lived Enhanced Advantage 2 (Eidetic Memory, Well-Informed); Immunity 1 (Aging [1]) [ 3 PP ]
Hypercognition Quickness 3 (Mental: One Minute/Six Seconds; Physical: 12 Seconds/Six Seconds; F: Limited to Mental [Two Ranks]) [ 2 PP ]
Inhuman Grace Leaping 1 (15'); Speed 1 (4 MPH) [ 2 PP ]
Keen Eyesight Senses 1 (Visual: Extended [1], Ultravision [1]) [ 2 PP ]

Striking Scorpion Armor ( 35 PP Base; F: Removable) [ 28 PP Total ]
Auto-Senses Senses 4 (Visual: Direction Sense [1], Distance Sense [1], Infravision [1], Time Sense [1]) [ 4 PP ]
Enhanced Psycho-Plastic Plating Protection 7 (E: Impervious [7]) [ 14 PP ]
Environmentally Sealed Immunity 5 (Environmental Cold [1], Environmental Heat [1], Radiation [1]; Suffocation Effects [2]) [ 5 PP ]
Nutrient Recycling Immunity 1 (Starvation/Thirst [1]) [ 1 PP ]
Vox Link Communication 3 (Radio: Long Range; E: Subtle [2]; F: Limited to Eldar from same Craftworld) [ 11 PP ]

EQUIPMENT ( 20 EP )
Striking Scorpion Standard Issue
Mandiblasters Affliction 7 (Resist/Recovery: Fortitude; Conditions: Fighting Impaired, Fighting Disabled; E: Area [15' Cone], Reaction; F: Diminished Area [2], Limited to Specific Ability, Limited to Two Degrees) [ 5 EP ]
Scorpion Chainsword Damage 6 (Strength-Based; E: Accurate [1], Improved Critical [2], Penetrating [5]) [ 14 EP ]
AE: Shuriken Pistol Damage 4 (E: Accurate [1], Improved Critical [1], Multiattack, Ranged) [ 1 EP ]

DEFENSE
Dodge (8) Base 5
Parry: (8) Base 2
Fortitude: (8) Base 6
Toughness: (9/10) ——
Will: (10) Base 6

WORKSHEET
Attack: 12 Effect: 2 Total: 14 (Unarmed)
Attack: —— Effect: 7 Total: 7 (Mandiblasters)
Attack: 10 Effect: 8 Total: 18 (Scorpion Chainsword)
Attack: 14 Effect: 4 Total: 18 (Shuriken Pistol)
Dodge: 8 Tough: 9/10 Total: 17/18
Parry: 8 Tough: 9/10 Total: 17/18
Fort: 8 Will: 10 Total: 18


ABILITIES [ 34 pp ] +
SKILLS [ 21 pp ] +
ADVANTAGES [ 21 pp ] +
POWERS [ 37 pp ] +
DEFENSES [ 22 pp ] =
135 PP TOTAL

Background:
The Striking Scorpions are one of the forms of Aspect Warriors used by the Eldar, focusing on the close combat aspect of battle. They epitomize the deadly attributes of their namesake, which can sting and kill a creature many times its size. Preferring to stalk their enemy and strike at them from the shadows, they are merciless killers who revel in the hunt and the kill.

Background:
The Howling Banshees are the sexy, screaming, celtic, shinobi space elves. The Striking Scorpions are the silent, brooding, bishonen, assassin space elves. Whereas the Howling Banshees specialize in finesse and hit-and-run tactics, the Striking Scorpions are more about brute strength and getting stuck in. But, well, they're still Eldar, so what they think of as "getting stuck in" still looks a lot like hit-and-run tactics to anybody else. Striking Scorpions have greater durability than most of the other Aspect Warriors, which makes it less of a priority to use Move-By Action to dance into and out of melee range, as they can stand their ground when they have to. It is still to their best interest to use their mobility to their advantage, but if they need to risk remaining outside of cover for a couple of turns to gain some other tactical advantage they can risk it.
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Swippity Swoopity! Gonna drop Haywire on dat booty!

Post by Batgirl III » Sat Jun 30, 2018 1:38 am

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SWOOPING HAWKS
Warhammer 40,000 Character
Power Level 9 ( 135 PP )

Imperial Navy maxim wrote:You may as well try to catch starlight as bring Eldar to battle.
ABILITIES
Strength 2
Stamina 3
Agility 3
Dexterity 2
Fighting 6
Intellect 0
Awareness 1
Presence 0

SKILLS
Athletics 6 (+8), Acrobatics 7 (+10), Close Combat [Unarmed] 3 (+10), Expertise [Path of the Hawk] 8 (+8), Perception 9 (+10), Ranged Combat [Eldar Weapons] 6 (+13), Stealth 3 (+6)

ADVANTAGES
Accurate Attack, Close Attack (1), Defensive Attack, Defensive Roll (2), Equipment (6), Evasion (2), Improved Defense, Improved Iniative (2), Move-By Action, Power Attack, Ranged Attack (4), Seize Initiative, Takedown (1), Teamwork, Uncanny Dodge

POWERS
Eldar Physiology [ 9 PP Total ]
Long-Lived Enhanced Advantage 2 (Eidetic Memory, Well-Informed); Immunity 1 (Aging [1]) [ 3 PP ]
Hypercognition Quickness 3 (Mental: One Minute/Six Seconds; Physical: 12 Seconds/Six Seconds; F: Limited to Mental [Two Ranks]) [ 2 PP ]
Inhuman Grace Leaping 1 (15'); Speed 1 (4 MPH) [ 2 PP ]
Keen Eyesight Senses 1 (Visual: Extended [-1 per 100], Ultravision [1]) [ 2 PP ]

Swooping Hawk Armor Device ( 30 PP Base; F: Removable) [ 24 PP Total ]
Auto-Senses Senses 4 (Visual: Direction Sense [1], Distance Sense [1], Infravision [1], Time Sense [1]) [ 4 PP ]
Psycho-Plastic Plating Protection 5 (E: Impervious [5]) [ 10 PP ]
Environmentally Sealed Immunity 5 (Environmental Cold [1], Environmental Heat [1], Radiation [1]; Suffocation Effects [2]) [ 5 PP ]
Vox Link Communication 3 (Radio: Long Range; E: Subtle [2]; F: Limited to Eldar from same Craftworld) [ 11 PP ]

EQUIPMENT ( 30 EP )
Lasblaster Damage 5 (E: Extended Range [1], Multiattack, Penetrating [2], Ranged) [ 18 EP ]
• AE: Grenade Pack, Haywire Nullify 5 (E: Broad [Technology], Extended Range [1], Indirect [2], Randomize, Ranged) [ 1 EP ]
• AE: Grenade Pack, Plasma Damage 5 (E: Area [30' Burst], Extended Range [1], Indirect [2], Ranged) [ 1 EP ]
Swooping Hawk Wings Leaping 6 (900' F: Wings); Movement 1 (Safe Fall) [ 5 EP ]
• AE: Flight 4 (30 MPH; E: Subtle [1]; F: Wings) [ 1 EP ]

DEFENSE
Dodge (8) Base 5
Parry: (8) Base 2
Fortitude: (8) Base 5
Toughness: (8/10) ——
Will: (10) Base 9

WORKSHEET
Attack: 10 Effect: 2 Total: 12 (Unarmed)
Attack: 13 Effect: 5 Total: 18 (Lasblaster)
Attack: 13 Effect: 5 Total: 18 (Haywire Grenades)
Attack: —— Effect: 5 Total: 5 (Plasma Grenades)
Dodge: 8 Tough: 8/10 Total: 16/18
Parry: 8 Tough: 8/10 Total: 16/18
Fort: 8 Will: 10 Total: 18


ABILITIES [ 34 pp ] +
SKILLS [ 21 pp ] +
ADVANTAGES [ 26 pp ] +
POWERS [ 33 pp ] +
DEFENSES [ 21 pp ] =
135 PP TOTAL

Background:
The Swooping Hawks take their name from the wild hunting birds of the Eldar myths, synonymous with vengeance and retribution. In ancient times the Eldar believed that the spirit of a murdered Eldar would pass into a hawk and hover above the killer as a mark of guilt. The winded Aspect Warriors who take that hawk as their symbol, however, play a much more active role in their foe's destruction. The Swooping Hawks have the ability to launch high into the air at a moment's notice. Their wings are made from vibrating feather plates and incorporate small gravitic lifters. When the Swooping Hawks fly these wings turn into a blur of color. The ritual weapons of this Aspect are the lasblaster - a far more efficient energy weapon than the clumsy lasgun of the Imperium - and the grenade pack. Grenade packs contain both anti-personnel grenades for fly-by attacks and haywire grenades for disabling enemy artillery.

Mini-Rant:
Of all the various Aspect Warriors, I think the Swooping Hawks and Shining Spears are the ones I see with the least frequency. Swooping Hawks combine anti light-infantry shooting, light vehicle harassing grenades, and the mobility of jump packs. All things which the Eldar get more efficiently from basic Guardian Squads or Jetbikes. Furthermore, the Swooping Hawks share the Eldar Fast Attack slot with several very strong vehicle options which are all significantly faster than the Swooping Hawks' jump packs and can pack harder hitting anti-vehicle weapons. They aren't a bad unit, when considered objectively, they just don't do enough to distinguish themselves from the competition.

I've been saying since the fourth edition Codex: Eldar that the simplest solution to improve the Aspect Warriors is to allow players who chose the appropriate Phoneix Lord as their HQ Unit should be allowed to take the matching Aspect Warriors as a Troops choice. This would free most of these units from competing for the Elite/Fast Attack/Heavy Support choices with many of the Eldar's top tier units, give players a wider range of viable armies to collect, and make for some really kick-butt themed armies too.
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Spider-Elf! Spider-Elf! Does Whatever a Spider-Elf Does!

Post by Batgirl III » Sat Jun 30, 2018 4:06 am

Image
WARP SPIDERS
Warhammer 40,000 Character
Power Level 9 ( 135 PP )

Scholastica Psykana Aphorism wrote:When you stare into the warp, the warp stares back into you.
ABILITIES
Strength 2
Stamina 2
Agility 3
Dexterity 3
Fighting 6
Intellect 0
Awareness 1
Presence 0

SKILLS
Athletics 6 (+8), Acrobatics 5 (+8), Close Combat [Unarmed] 4 (+12), Expertise [Path of the Spider] 8 (+8), Expertise [The Warp] 4 (+4), Perception 4 (+5), Ranged Combat [Eldar Weapons] 5 (+10), Stealth 2 (+5)

ADVANTAGES
Accurate Attack, All-Benefit (Ambidextrous), Close Attack (2), Defensive Attack, Defensive Roll (1), Equipment (5), Evasion (2), Fearless, Improved Iniative (2), Move-By Action, Power Attack, Ranged Attack (2), Takedown (1), Teamwork, Uncanny Dodge

POWERS
Eldar Physiology [ 9 PP Total ]
Long-Lived Enhanced Advantage 2 (Eidetic Memory, Well-Informed); Immunity 1 (Aging [1]) [ 3 PP ]
Hypercognition Quickness 3 (Mental: One Minute/Six Seconds Physical: 12 Seconds/Six Seconds; F: Limited to Mental [Two Ranks]) [ 2 PP ]
Inhuman Grace Leaping 1 (15'); Speed 1 (4 MPH) [ 2 PP ]
Keen Eyesight Senses 1 (Visual: Extended [1], Ultravision [1]) [ 2 PP ]

Warp Spider Armor Device ( 34 PP Base; F: Removable) [ 27 PP Total ]
Auto-Senses Senses 4 (Visual: Direction Sense [1], Distance Sense [1], Infravision [1], Time Sense [1]) [ 4 PP ]
Enhanced Psycho-Plastic Plating Protection 7 (E: Impervious [7]) [ 14 PP ]
Environmentally Sealed Immunity 5 (Environmental Cold [1], Environmental Heat [1], Radiation [1]; Suffocation Effects [2]) [ 5 PP ]
Vox Link Communication 3 (Radio: Long Range; E: Subtle [2]; F: Limited to Eldar from same Craftworld) [ 11 PP ]

EQUIPMENT ( 25 EP )
Death Spinner Damage 6 (E: Area [60' Cone], Secondary Effect; F: Limited [no secondary effect against targets with Protection]) [ 12 EP ]
Warp Jump Generator Teleport 5 (900' E: Change Direction [1], Change Velocity [1], Turnabout) [ 13 EP ]

DEFENSE
Dodge (8) Base 5
Parry: (8) Base 2
Fortitude: (8) Base 6
Toughness: (9/10) ——
Will: (10) Base 9

WORKSHEET
Attack: 12 Effect: 2 Total: 14 (Unarmed)
Attack: —— Effect: 6 Total: 6 (Death Spinner)
Dodge: 8 Tough: 9/10 Total: 17/18
Parry: 8 Tough: 9/10 Total: 17/18
Fort: 8 Will: 10 Total: 18


ABILITIES [ 34 pp ] +
SKILLS [ 19 pp ] +
ADVANTAGES [ 23 pp ] +
POWERS [ 37 pp ] +
DEFENSES [ 22 pp ] =
135 PP TOTAL

Background:
The Warp Spiders take their name from the tiny but aggressive creatures that are seen amongst the slender wraithbone trees of the Dome of the Crystal Seers. These sparkling entities can move anywhere within the craftworld, melting their arachnoid bodies into the infinity circuit and crystallizing to reappear at a new location. They are attracted in vast numbers to invasive psychic entities, which they hunt and destroy much like an immune system.

The Warp Spider Aspect Warriors epitomize this doctrine of aggressive defense. Using a compact warp-generator housed within their armored backpack, they can make short warp-jumps, disappearing and reappearing in the blink of an eye. This enables them to make totally unexpected attacks on their foes, though it does necessitate spending a short time in the Warp. For this reason the Warp Spiders are considered the bravest of all Aspects - they risk not only their lives in the name of victory, but also their souls.

The ritual armament of the Warp Spider is the death spinner; a highly advanced weapon that extrudes a thick cloud of razor-sharp mono-filament wire. The spinner's magnetic containment field then spools the wire together and hurls it toward the enemy. The wire's own tension causes it to writhe and lash, and where it touches flesh or soft tissue it slices through the victim's body, causing an agonizing and messy death.
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Re: Warhammer 40,000 (Warp Spider)

Post by Jabroniville » Sat Jun 30, 2018 5:40 am

This is such a fascinating thread, especially as someone who's never played 40K, and has no context for most of the units off-hand. I see that GW still has "placement issues" with many of their units, struggling to make them worth taking. High Elves in Fantasy always leave out one unit of their Elite Infantry, while Ogres made their Hunters useless thanks to army composition rules (too pricey; Limited Leader slots; Mages were an auto take). Orcs push Night Goblins so much that Regular ones have little use.

Looks like, if anything, the Jetbikes are TOO good, if the Shining Spears and other units become "never takes" due to their existence.

Though that goes back to the whole maxim of power-gaming- things that are statistically weaker aren't necessarily USELESS, and don't need to be entirely written off. Though I can see how obvious differences in power would be a big deal when you're dealing with points-cost and limited unit requirements, given that most people don't play massively-pointed games.

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Re: Warhammer 40,000 (Warp Spider)

Post by catsi563 » Sat Jun 30, 2018 6:42 am

Not never takes just better picks for the points and for the fast attack spot especially if you play SammHaim which is a craftworld that specilizes in Vehicles and rapid speed armies

Biel Tan on the other hand specilzies in Aspect warriors so you cna field whole armies fo Scoprions banshees reapers and fire dragons and spiders as many points as you can afford while minimzing vehicles and normal troops.

I ran a Biel Tan Force with one of eahc above a Seer Council and Far Seer, reapers, a guardian squad with star cannon and dire Avengers and hawks, a wrathlord and Fire prism and falcon grav tank. very versatile and nasty capable of brtual combos of firepower and melee.

saw a guy with a full scorpion army at one of the GTs he did real good with it.
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Re: Warhammer 40,000 (Warp Spider)

Post by Jabroniville » Sat Jun 30, 2018 8:04 am

catsi563 wrote:
Sat Jun 30, 2018 6:42 am
Not never takes just better picks for the points and for the fast attack spot especially if you play SammHaim which is a craftworld that specilizes in Vehicles and rapid speed armies

Biel Tan on the other hand specilzies in Aspect warriors so you cna field whole armies fo Scoprions banshees reapers and fire dragons and spiders as many points as you can afford while minimzing vehicles and normal troops.

I ran a Biel Tan Force with one of eahc above a Seer Council and Far Seer, reapers, a guardian squad with star cannon and dire Avengers and hawks, a wrathlord and Fire prism and falcon grav tank. very versatile and nasty capable of brtual combos of firepower and melee.

saw a guy with a full scorpion army at one of the GTs he did real good with it.
Yeah, I put "never take" in brackets because it's not universal. It's just something unfortunate about wargames. The same thing exists in video games, but there it's not QUITE so distinctive. A good player can use anything well, but when there are some things that are obviously more worth it, it's a sign they need to re-think something.

It's part of why the "Fan-Created" lists for the "Ninth Age" game (ie. Warhammer Fantasy continued on) can work fairly well- they're routinely played enough that alterations can be made quickly- Games Worskshop outright REFUSED to update or clarify anything for years, much to the degradation of the game, as armies like Bretonnians were screwed in 8th Edition, and Ogre Kingdoms were wrecked for so much of 7th. A simple wording change here or there could have changed EVERYTHING, but they were too bound to their "hard copy" books.

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Re: Warhammer 40,000 (Warp Spider)

Post by Batgirl III » Sat Jun 30, 2018 4:33 pm

WH40k Eighth Edition and Age of Sigmar (the second edition of which drops today, incidentally) are better in this regard than previous editions... But, truth be told, it is a commonplace problem in all wargames. Especially if you decide to become a “hardcore” tournament player and chase that rabbit.

Assume you only have three units to choose from Paper, Rock, and Scissors; But, you can only take five units. Do you go “All Rock” and decimate any opponents that heavily favor Paper? Do you go for a “balanced” 2:2:1 army, and if so, who gets shorted? Maybe you gamble on a 3:2:0 ratio? What’s the popular set-up at your local club and how can you counter it?

But what happens when things get even more complex? It’s no longer Paper, Rock, and Scissors, but multiple units with stat lines like: “Paper +2, Rock, +2, Scissors +3” and “Paper +3, Rock, +1, Scissors +3” Suddenly your tradeoffs and opportunity costs get even trickier.

Now, personally, I’m a big believer in collecting whatever you think will be the most fun to build, paint, and play with. I don’t worry overly much about winning, sure, I still play with a win in mind, but I’m happy if my Win:Loss ratio is 50%. I’ve also been playing these games for decades, so I’ve seen the relative strengths and weaknesses rise and fall. I was in the hobby before the World Wide Web was invented, I’ve seen net-lists come and go... and generally speaking, a practiced player with a well-painted army of his favorite units will beat an inexperienced player with the hot new net-list.

If you like Space Marine Assault Squads, Eldar Storm Guardians, or whatever other unit “the meta” tells you is suboptimal and inefficient, you go ahead and build ‘em. You go ahead and paint ‘em. You go ahead and play ‘em. And keep playing them. On and on. Game after game. Experience counts way more than “meta.”
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