Drazhar: Difference between revisions
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Gameplay-wise, he's murder on legs, and even has a cute little special ability that lets him teleport around like a daggome DBZ character. However, he's an expensive straight beatstick, without any real tricks to him or skills that buff up your army when you take him. He's good, but you'll have to really throw him in there to get your points' worth out of him. | Gameplay-wise, he's murder on legs, and even has a cute little special ability that lets him teleport around like a daggome DBZ character. However, he's an expensive straight beatstick, without any real tricks to him or skills that buff up your army when you take him. He's good, but you'll have to really throw him in there to get your points' worth out of him. | ||
As of the 7th edition codex update, he now costs a lot less, but has also lost a lot of his special abilities that made him good at what he was supposed to do: bashing people in the face. He has lost his special klaivex powers (in exchange he got rampage, that, while a good ability to have, is situational), his Dragon Ball-like ability to teleport himself in whatever spot he liked in close combat and riposte, that allowed him to kick in the balls every enemy unit was attacking him if he rolled a 6 when taking an armour save. He also suffer from the nerf to demiklaives: now they only confer +1 strength as one big weapon (still AP 2 at normal initiative. It's basically a normal Klaive) and only +1 attack as two weapons (at AP 3, even!). In exchange for these nerfs he gained Murderous Assault and Master of Blades: the first gives him an additional attack in close combat every time he rolls a 6 to wound, made at the same initiative step, which is arguably better than riposte, while the second gives +1 WS for every Incubus and Klaivex in the unit he joins, which is quite good. Sadly, unlike with Phoenix Lords, they didn't fix some of his problems, so he still has to join only Incubi squads AND he still | As of the 7th edition codex update, he now costs a lot less, but has also lost a lot of his special abilities that made him good at what he was supposed to do: bashing people in the face. He has lost his special klaivex powers (in exchange he got rampage, that, while a good ability to have, is situational), his Dragon Ball-like ability to teleport himself in whatever spot he liked in close combat and riposte, that allowed him to kick in the balls every enemy unit was attacking him if he rolled a 6 when taking an armour save. He also suffer from the nerf to demiklaives: now they only confer +1 strength as one big weapon (still AP 2 at normal initiative. It's basically a normal Klaive) and only +1 attack as two weapons (at AP 3, even!). In exchange for these nerfs he gained Murderous Assault and Master of Blades: the first gives him an additional attack in close combat every time he rolls a 6 to wound, made at the same initiative step, which is arguably better than riposte, while the second gives +1 WS for every Incubus and Klaivex in the unit he joins, which is quite good. Sadly, unlike with Phoenix Lords, they didn't fix some of his problems, so he still has to join only Incubi squads AND he still lacks grenades (and his squad too), so take care not to charge enemy in cover if you want to make the most of their high initiative. Put him in a venom with 4 incubi for maximum Carnage. | ||
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Revision as of 22:02, 22 July 2015
Drazhar, also known as Master of Blades and Living Sword (that's what "Drazhar" means) was first encountered at the gates of the Great Shrine of the Incubi in Commorragh. He walked straight into the shrine, cutting his way through any guards who tried to stop him. When he reached the inner sanctum, Drazhar challenged the enthroned Hierarch of the Shrine. The Hierarch stepped down from his throne into the duelling circle with Drazhar and took up a battle stance. The Hierarch's self-assured superiority soon evaporated when his challenger blurred into action. The duel took only a couple of minutes until it ended with Drazhar stepping over the Hierarch's dead body before making a small bow.
No one knows Drazhar's true identity. There are no records of him in any Incubus shrines and no one had heard of him before he walked in to the Great Shrine. Even the name Drazhar is ceremonial, meaning Living Sword. Even though he killed the Hierarch, and has since killed everyone bold enough to challenge him, he hasn't taken up any leadership post, not even becoming a lowly Klaivex. He could become Hierarch by right of conquest, or hold any position he wanted due to his skill, but he seems to totally lack ambition and exist only to kill. This frustrates the other shrine lords immensely, because they have no way of dealing with such a creature.
After Drazhar had invaded the Great Shrine and killed its Hierarch, gossip and rumors started to spread. Some say Drazhar is the Fallen Phoenix Lord, Ahrha, and that Drazhar's armour is filled with nothing but bone-dust. We can't say for sure about the armor, since he's never once taken it off (not even to eat or sleep), but he certainly does have the same stat-line as the other Phoenix Lords, and the Incubi are in many ways a dark reflection of the Eldar Aspect Warriors.
Taller and more lithe than other Incubi, Drazhar is fast as lightning. Dark Eldar warriors move at a blur when viewed by humans. Incubi strike even faster. Drazhar moves so quickly that it leaves other incubi wondering what the hell just happened. He wears an ancient Incubus Warsuit, perhaps even the original Warsuit, which is significantly tougher than those worn by others of the sect. Drazhar uses demiklaives, formerly known as disemboweller blades, which can also be used by deadly Klaivex Incubi leaders.
Tabletop
Gameplay-wise, he's murder on legs, and even has a cute little special ability that lets him teleport around like a daggome DBZ character. However, he's an expensive straight beatstick, without any real tricks to him or skills that buff up your army when you take him. He's good, but you'll have to really throw him in there to get your points' worth out of him.
As of the 7th edition codex update, he now costs a lot less, but has also lost a lot of his special abilities that made him good at what he was supposed to do: bashing people in the face. He has lost his special klaivex powers (in exchange he got rampage, that, while a good ability to have, is situational), his Dragon Ball-like ability to teleport himself in whatever spot he liked in close combat and riposte, that allowed him to kick in the balls every enemy unit was attacking him if he rolled a 6 when taking an armour save. He also suffer from the nerf to demiklaives: now they only confer +1 strength as one big weapon (still AP 2 at normal initiative. It's basically a normal Klaive) and only +1 attack as two weapons (at AP 3, even!). In exchange for these nerfs he gained Murderous Assault and Master of Blades: the first gives him an additional attack in close combat every time he rolls a 6 to wound, made at the same initiative step, which is arguably better than riposte, while the second gives +1 WS for every Incubus and Klaivex in the unit he joins, which is quite good. Sadly, unlike with Phoenix Lords, they didn't fix some of his problems, so he still has to join only Incubi squads AND he still lacks grenades (and his squad too), so take care not to charge enemy in cover if you want to make the most of their high initiative. Put him in a venom with 4 incubi for maximum Carnage.
Dark Eldar Lords and Ladies | |
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Asdrubael Vect - Archon Tahril - Baron Sathonyx Drazhar - Duke Sliscus - Kheradruakh Lady Malys - Lelith Hesperax - Urien Rakarth |