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Made in us
Dakka Veteran




Bay Area

Stemcell wrote:
Is there any info about the duality of psychic powers? When using a power, does it do both effects or do we have to choose?


you pick and roll psychic test, you dont get them both all the time.

   
Made in au
Been Around the Block




Traralgon

 ph34r wrote:
Chrysis wrote:
This is all assuming the rumours are all accurate, and with the number of typos in that page it's a stretch. Creamer Cannon anyone? I wouldn't be surprised if the Nightspinner was S6 like every other mono-filament weapon.
Creamer cannon -> Screamer cannon, I assume. That's a thing, right?


The shrieker cannon was/is a thing if I remember 2nd ed it had a different stat line death jester weapon maybe.

S6 is good enough to ID IG commesairs, a bit narrow focus but I play a lot of guard.

This message was edited 1 time. Last update was at 2013/05/29 06:52:39


 
   
Made in jp
Longtime Dakkanaut



Aizuwakamatsu, Fukushima, Japan

Theorius wrote:
Chrysis wrote:
Theorius wrote:
 Overlord Zerrtin wrote:
So.. is if an autarch can take as he pleases from the wargear list is anyone else thinking for like 200 pts of fun (autarch, jet bike, striking scorpion power claw snap shot disarm ability and fire Pike for 2 shot 18 in. melta with 2+ re rollable cover?) And hit and run with probably 4 or 5 base attacks at str. 6 I'm very excited for this book xD and then if there's points left take the Phoenix gem thing to come back to life!


unless i missed something autarchs dont get exarch powers just weapons.


Automatically Appended Next Post:
Chrysis wrote:
I can understand removing it from a book keeping perspective. But I'll miss forcing my opponent to make choices on if moving is worth the risk.

Also, if accurate, the Cannon might be S8 vs. vehicles. The rumour for monofilament is that if the target Initiative is 3 or less (or nothing) it gets +1 Strength. Most vehicles don't have an Initiative value, so if that counts as Nothing for monofilament that boosts anti-vehicle effectiveness considerably.

This is all assuming the rumours are all accurate, and with the number of typos in that page it's a stretch. Creamer Cannon anyone? I wouldn't be surprised if the Nightspinner was S6 like every other mono-filament weapon.


these arent rumors they are from the codex and your right it has no initiative so +1 strength!!!


They're rumours until I see them in the codex in 2/3 days time.

They may be credible rumours, but the fact that it's a home made translation effort coupled with the innumerable spelling mistakes means I'm not going to accept them as 100% accurate. When 7 is right next to 6 on a keyboard and every other similar weapon has the same Strength I'm not going to take as gospel that the mono-cannon is S7.


humn error doesnt turn actual rules into rumors, they are still circumspect due to the points you made, but it does not make it a rumor.


Actually yes, it does. That's kind of the idea. The definition is "a currently circulating story or report of uncertain or doubtful truth." Their accuracy is by no means certain, although you seem to believe it is. And as a large number of the rumoured rules are para-phrased, I doubt they are accurate to what is in the codex.
   
Made in gb
Boom! Leman Russ Commander




Northampton

 H.B.M.C. wrote:


I do like the replacement name for Krak Missiles. But wait... hold on... whoa... Reaper Launchers can fire the Starstrikes as well? Meaning Reapers can be anti-tank? Yikes!!!


Reapers got a massive buff.

They can fire their regular ammo and the Eldar equivalent of Krak, Flakk and I think Plasma.

Mr Mystery wrote:Suffice to say, if any of this is actually true, then clearly Elvis is hiding behind my left testicle, and Lord Lucan behind the right.
 
   
Made in fi
Flower Picking Eldar Youth




Theorius wrote:
Stemcell wrote:
Is there any info about the duality of psychic powers? When using a power, does it do both effects or do we have to choose?


you pick and roll psychic test, you dont get them both all the time.

Indeed. According to http://apocalypse40k.blogspot.fi/2013/05/eldar-wargear.html it looks like only Runes of Battle has dual powers, Fate powers are all singular. There's also "either:" in all of the RoB powers.
   
Made in us
Dakka Veteran




Bay Area

Stemcell wrote:
Theorius wrote:
Stemcell wrote:
Is there any info about the duality of psychic powers? When using a power, does it do both effects or do we have to choose?


you pick and roll psychic test, you dont get them both all the time.

Indeed. According to http://apocalypse40k.blogspot.fi/2013/05/eldar-wargear.html it looks like only Runes of Battle has dual powers, Fate powers are all singular. There's also "either:" in all of the RoB powers.


I gues i should have clarified the dual powers were runes of war only, but I assumed he understood that, my apologies.

This message was edited 1 time. Last update was at 2013/05/29 06:56:35


   
Made in us
Fresh-Faced New User





I really hope that the wraithknight has some kind of rule to fire more than two weapons, that we haven't heard about yet. Seems really silly to have its default load-out include 4 guns.

This message was edited 1 time. Last update was at 2013/05/29 07:31:38


 
   
Made in ch
Regular Dakkanaut





lobos wrote:
Indeed S 7 will pen a lot of side armour with a lucky roll AP1 on a six.
Always was a fun toy for cowering MEQ behind cover.


S8 against most vehicles. Monofilament rules give you +1 St against models with an I of 3 or less, OR WHICH DON'T HAVE AN I. (Caps added solely for emphasis)

Most vehicles don't have initiative, so monofilament weapons get a +1 S against them.
   
Made in us
Dakka Veteran




Bay Area

milo wrote:
lobos wrote:
Indeed S 7 will pen a lot of side armour with a lucky roll AP1 on a six.
Always was a fun toy for cowering MEQ behind cover.


S8 against most vehicles. Monofilament rules give you +1 St against models with an I of 3 or less, OR WHICH DON'T HAVE AN I. (Caps added solely for emphasis)

Most vehicles don't have initiative, so monofilament weapons get a +1 S against them.


faq lowered str to 6 base as noted before.

   
Made in us
Guarding Guardian




Alright I decided I'd compile all the info released by Raziel/Souba here so it's a bit easier to understand and find the info you want.

I'm modifying his posts a bit for assumed english translations: (Rune Prophet = Far Seer, ect.) as well as better grammar for a cleaner look. All credit goes to him for the info as I am just compiling it here, also I'm perfectly fine if anyone wants to use this on the first page for easier access.

The original board has been lost but most of the info can be found here:http://pastebin.com/tdt9kAya# and this is what all my work is based off of.

General Army Info

Eldar Warlord Traits:
Spoiler:

1. One use only. In the Warlord's shooting or assault phase, the warlord and all allies within 12" reroll failed to wound rolls of 1.

2. One use only. In the enemy’s shooting phase, the warlord and all allies within 12" gain the stealth usr.

3. The warlord and his unit add +1 to their run movement (so d6 + 1)

4. The warlord rerolls failed saves of 1.

5. The warlord gets the split fire usr.

6. Allied Eldar units deep striking within 6" around the warlord don't scatter.

Exarch Abilities:
Spoiler:

Universal special rules: Fear, Monster Hunter, Night Vision, Feel No pain, Hit & Run.

Sniper Vision: the exarch has precision shots on a 5+

Iron Resolve: the exarch has +1 LD

Disarm: in a challenge before striking blows, the exarch player and the enemy both roll a d6. If the exarch player rolls equal or higher than the enemy the enemy’s weapon counts as a normal close combat weapon instead. If the WS of the exarch is higher than the enemy, you add +1 to your D6 roll.

Fast Shot: (may be spelled wrong I translate here): the exarch may fire his weapon 1 more time than normal. Has no use on flamers.

Assassin: in a challenge, the exarch and his enemy both roll a D6. If equal or higher the exarch may reroll failed to wound rolls. If the initiative of the exarch is higher than the opponents, he adds +1 to his roll.

Shield of Grace: in a challenge, instead of attacking the exarch has a 3+ invulnerable save.

Battle Luck: 4+ invul for the exarch

Crushing Blow: +1 S for the exarch.

Army Special Rules:
Spoiler:
Ancient Doom: Hatred (daemons of Slaanesh and enemy’s with the mark of Slaanesh) also they have -1 on their LD when doing fear tests against daemons of slaanesh and enemy’s with the mark of slaanesh

Battle Focus: the unit may run and shoot or shoot and run. You have to run& shoot or shoot& run with each unit before you can move the next unit. Models cannot run & shoot or shoot & run with heavy weapons unless they got the relentless special rule.

Vehicle Equipment
Spoiler:

Mind Shock Pod: Every enemy and friendly unit within 12" has to reroll passed morale and pinning tests.

Ghost Path Matrix: The vehicle gets the move through cover USR

Holofield: The vehicle grants +1 on its cover save if it has moved.

Force Field: 5+ invul

Crystal Targeting Matrix: one use only. The vehicle (except walkers) can fire a weapon at full BS even if it has moved with cruising speed.

Spirit Stone: The vehicle ignores crew shaken on 2+ and crew stunned on 4+

Star Engine: A vehicle that is no walker can move 24" with cruising speed. A walker runs +3"

Vector Engine: As long as the vehicle isn’t immobilized, the vehicle can turn after shooting.

Serpent Shield: As long as the shield is active, every penetrating hit on the front and side armor of a vehicle is a glance on a d6 roll of 2+ the shield may be deactivated to grant a following Shooting attack:
60" s 7 AP - assault d6+1, ignores cover, pinning.


Army List
I am posting the info that was released by Raziel/Souba, the only point costs that are included are the cost of the base models themselves. This is not a replacement for the codex and is just meant to highlight the changes and additions that have been made in the new codex.

HQ

Avatar
Spoiler:

Pts:195
WS 10 BS 10, S 6 W 6 W 5 I 10 A 5 LD 10 AS 3+
Special Rules: Ancient Doom, Daemon, Fearless, Battle Focus, Khaine’s Presence, Fleet, Glowing Body.

Relic: Wailing Doom
S user AP 1. Melta
Can be used as shooting weapon with the following Profile.
12" S 8 AP 1 assault 1 melta(I'm assuming Armourbane).

May take 2 of the following
Night Vision, Fire Hail, Monster Hunter, Crushing Strike, Sniper Vision, Disarm.

Glowing Body: Pyromancy, Flaming Weapons and all attacks with the special rule Melta and or Soul fire have no effect on the avatar.

Far Seer
Spoiler:

Pts:100
WS 5 BS 5 S 3 T 3 W 3 I 5 A 1 Ld. 10 AS -
Special Rules: Ancient Doom, Battle Focus, Psyker level 3, Fleet, Independent Character.
War gear: Rune Armor, Shuriken Pistol, Witch Blade, Ghost Helm.
Psyker Schools: Runes of Fate, Divinitation, Telepathy.

May exchange Witch Blade for a Singing Spear.

May take:
Runes of protection: only useable once, before rolling for deny the witch you can decide to use the runes to boost your deny the witch by +2
Runes of clarity: one use, if the psyker fails a psychic test he may reroll the test (can also do it if he has perils)
Eldar jet bike

May take items of the Relics of Old Glory

Rune armor: 4+ invul

Spirit Seer
Spoiler:

Pts:70
WS 5 BS 5 S 3 T 3 W 2 I 5 A 1 Ld 9 AS -
Special Rules: Ancient Doom, Ghost marks, Battle Focus, Psyker Level 2, Fleet, Independent Character.
War Gear: Rune armor, Shuriken Pistol, Witch Staff.
Psyker School: Runes of Battle, Telepathy.
Wraith mark: select an enemy unit at any point in the game within 24" of the wraith seer. All wraith units attacking or shooting that target reroll missed rolls of 1s on to hit rolls

Voice of the dead: if you select a wraith seer as HQ. Wraith guard and wraith blades are troops instead of elite.

Warlock Council
Spoiler:

Pts:35
WS 4 BS 4 S 3 T 3 W 1 I 5 A 1 Ld 8 AS -
Special Rules:Ancient Doom, Battle Focus, Psyker level 1, Fleet.
War Gear:Rune armor, Shuriken Pistol, Witch Blade.
Psyker School: Runes of Battle.

Options: up to additional 9 Warlocks
Each model may exchange their Witch Blade for a Singing Speer.
Each model may take a jet bike

You may have one Warlock Council for each primary detachment. They may be individually attached to other units in the army. Each Warlock not attached to a separate unit forms a separate unit together.
May attach to: Guardians, storm guardians, wind rider jet bike squadron, support weapon platform batter. (It is unclear if they can be attached to WraithGuard/Blades at this time.)

Autarch
Spoiler:

Pts:70
WS 6 BS 6 S 3 T 3 W 3 I 6 A 3 Ld 10 AS 3+
Special Rules: Ancient Doom, Battle Focus, Path of Strategy, Fleet, Independent Character.
War Gear: Heavy Aspect Armor, Shuriken Pistol, Haywire Grenades, Plasma Grenades, Force Shield.

Path of Strategy: For each Autarch in your army you may modify your reserve rolls by +1 or -1.

May take one of the following:
Eldar jet bike,
Hawk wings
Warp jump generator

One of the following:
Banshee mask
Mandiblaster

Up to 2 of the following:
Scorpion sword
Avenger Shuriken Catapult
Las Blaster
Fusion gun
Laser Lance (only on jet bike)
Death Spinner
Power weapon
Reaper Launcher with star swarm rockets

May take items of the old relics


Phoenix Lords
Asurmen, The Hand of Asuryan
Spoiler:

Pts:220
WS 7 BS 7 S 4 T 4 W 3 I 7 A 4 Ld 10 AS 2+
Special Rules: Ancient Doom, Eternal Warrior, Fearless, Counter Attack, Hand of Asuryan, Battle Focus, Fleet, Independent Character.
War Gearhoenix Armor, Twin-Linked Avenger Shuriken Catapult.
Exarch Powers:Battle Luck, Shield of Grace
Relic:
Sword of Asur
S +1 AP 2 Master Crafted, Soulcut
Soulcut: For each failed save by this blade the enemy has to make a ld test, if he fails, instant death. (Not sure if this is supposed to be removed from game or not ala Dire Sword)

Hand of Asuryan: if you play him he always has to be the warlord and rolls d3 times on the warlord chart. re rolling doubles.

Jain-Zar, The Storm of Silence
Spoiler:

Pts:200
WS 7 BS 7 S 4 T 4 W 3 I 7 A 4 Ld 10 AS 2+
Special Rules: Ancient Doom, Eternal Warrior, Fearless, Battle Focus, Fleet, Independent Character, Acrobatic (counter attack for exarch and unit(unsure if this is correct but it's what he said)).
War Gear: Phoenix Armor.
Exarch Powers: Fear, Disarm
Relics:
Silent Death
S User AP 2
Can be used as a shooting weapon with the following profile:
12" S user SP 2 assault 4

Blade of Destruction
S user AP 2 Rending

Mask of Jain-Zar: If jain zar assaults the WS and initiative of every enemy in the close combat is reduced by 5 (minimum 1)

Always comes with the 3rd warlord trait.

Karandas, The Shadow Hunter
Spoiler:

Pts:230
WS 7 BS 7 S 4 T 4 W 3 I 7 A 4 Ld 10 AS 2+
Special Rules: Ancient Doom, Move Through Cover, Eternal Warrior, Fearless, Infiltrate, Battle Focus, Night Vision, Fleet, Shrouded, Independent Character
War Gear: Phoenix Armor, Scorpion Chainsword, Scorpion's Claw, Plasma Grenades.
Exarch Powers: Assassin, Monster Hunter
Relic: Scorpion's Bite at the 10th initiative step of the Assault Phase, he causes a single automatic hit at strength 6 on a enemy in base contact. If he is in a challenge the hit has to go to the challenger, no one else.

Always comes with the 1st warlord trait

Fuegan, The Burning Lance
Spoiler:

Pts:220
WS 7 BS 7 S 4 T 4 W 3 I 7 A 4 Ld 10 AS 2+
Special Rules: Ancient Doom, Eternal Warrior, Fearless, Battle Focus, Fleet, Independent Character, Unbreakable Resolve, Feel no Pain.
War Gear: Phoenix Armor, Fire Pike, Melta Bombs
Exarch Powers: Fast Shot, Crushing Blow
Relic:
Axe of fire:
S user AP 1 Armourbane

Unbreakable Resolve:On the end of each phase in which Fuegan lost a wound his S and his A increase by 1 for each lost wound. Last until the end of the game.

Always comes with the 5th warlord trait.

Baharroth, The Cry of the Wind
Spoiler:

Pts:195
WS 7 BS 7 S 4 T 4 W 3 I 7 A 4 Ld 10 AS 2+
Special Rules: Ancient Doom, Uprise, Messenger of Victory, Eternal Warrior, Fearless, Battle Focus, Fleet, Night Vision, Shining Sun, Independent Character
War Gear: Phoenix Armor, Hawk's Talon, Haywire Grenades, Plasma Grenades, Grenade Pack, Hawk's Wings.
Exarch Powers: Battle Luck, Hit & Run
Relic:
Shining Blade
S User AP 3 Blinding.

Shining Sun: Every enemy that is within 6" when baharroth deep strikes count as having been hit by a weapon with the blind special rune.

Always comes with the 3rd warlord trait.

Magaun Ra, The Harvester of Souls
Spoiler:

Pts: 200 (this may be wrong, he posted it later in the thread and it was lost, this is just going off memory)
WS 7 BS 7 S 4 T 4 W 3 I 7 A 4 Ld 10 AS 2+
Special Rules: Ancient Doom, Eternal Warrior, Fearless, Hatred(Chaos Daemons), Battle Focus, Fleet, Independent Character, Relentless
War Gear Phoenix armor
Exarch powers: Night Vision, Fire Hail, Sniper Vision
Relic:
Maugetar:
S +2 AP 3
Can be used as a shooting weapon with the following profile:
36" s 6 ap 5 assault 4 rending, pinning

always has the 5th warlord trait


Special Characters
Eldrar Ulthran
Spoiler:

Pts:205
WS 5 BS 5 S 3 T 4 W 3 I 5 A 1 LD 10 AS -
Special Rules: Ancient Doom, The Path Beyond, Battle Focus, Psyker level 4, Fleet, Independent Character.
Psyker Schools: Runes of Fate, Telepathy, Divination
War Gear: Shuriken Pistol, Witch Blade, Ghost Helm, Runes of Protection, Runes of Clarity.
Relics:
Armor of the Last Runes: 3+ invul
Staff of Ulthamar:
S User AP 3 Fleshbane, force weapon, soubound

Soulbound: whenever eldrad passes a psychic tests he rolls a d6 on a 5+ he gains 1 warp charge.

The Path Beyond: After both sides have deployed but before scouting moves are made you may redeploy d3+1 units. You cannot switch from on the table in reserve or from reserve on the board.

Always comes with the 2nd warlord trait.

Prince Yriel
Spoiler:

Pts:140
WS 6 BS 6 S 3 T 3 W 4 I 7 A 4 Ld 10 AS 3+

No more info given, just another reason to get the codex


Illic Nightspear
Spoiler:

No info given but he did say:
"however if you play him you can make rangers to pathfinders for +13 pts per model. granting precision shots on 5+ and shrouded. (in addition to stealth)"


Elite

Fire Dragons
Spoiler:

(Per the leak from the Ipad preview)
Infantry
Pts:110 for 5
WS 4 BS 4 S 3 T 3 W 1 I 5 A 1 Ld 9 AS 3+
Exarch:WS 5 BS 5 S 3 T 3 W 1 I 6 A 2 Ld 9 AS 3+
Special Rules: Ancient Doom, Battle Focus, Fleet
War Gear: Heavy Aspect Armor, Fusion Gun, Melta Bombs

May take up to 5 additional Dragons
One may become an Exarch
The Exarch may replace his Fusion Gun for:
Dragon's Breath Flamer
Firepike

The Exarch may take up to 2 powers:
Iron Resolve
Crushing Blow
Fast Shot

May take a Wave Serpent as a dedicated transport.


Striking Scorpians
Spoiler:

Infantry
Pts:85 for 5
WS 4 BS 4 S 3 T 3 W 1 I 5 A 1 Ld 9 AS 3+
Exarch:WS 5 BS 5 S 3 T 3 W 1 I 6 A 2 Ld 9 AS 3+
Special Rules: Old nemesis, Move Through Cover, Infiltrate, Battle Focus, Stealth, Fleet
War Gear: Heavy Aspect Armor, Shuriken Pistol, Plasma Grenades, Scorpion Chainsword, Mandiblasters

Options
May take up to 5 additional Scorpians
One may become an Exarch
The Exarch may replace their Shuriken Pistol for:
Scorpion's Claw
The Exarch may replace their Scorpion Chainsword for:
Biting Blade
The Exarch may replace the Shuriken Pistol and the Scorpion Chainsword for:
Chainsabres

The Exarch may take up to 2 powers:
Monster Hunter
Assassin
Crushing Blow

May take a Wave Serpent as a dedicated transport.

Howling Banshees
Spoiler:

Infantry
Pts: 75 for 5
WS 4 BS 4 S 3 T 3 W 1 I 5 A 1 Ld 9 AS 4+
Exarch:WS 5 BS 5 S 3 T 3 W 1 I 6 A 2 Ld 9 AS 3+
Special Rules:Acrobatic, Ancient Doom, Battle Focus, Fleet
War Gear: Aspect Armor, Heavy Aspect Armor (Exarch only ), Shuriken Pistol, Power Sword, Banshee Mask

Options:
Up to 5 additional Banshees
One may become an Exarch
The exarch may excahnge her Power Sword for:
Triskele
Executioner
The Exarch may exchange her Power Sword and Shuriken Pistol for:
Mirror Blades
The Exarch may take up to 2 powers:
Fear
Disarm
Shield of grace

The unit may take a Wave Serpent as dedicated transport.

Harlequins
Spoiler:

Infantry
Pts: 90 for 5
Harlequin: WS 5 BS 4 S 3 T 3 W 1 I 6 A 2 Ld 9 AS -
Death Jester: WS 5 BS 4 S 3 T 3 W 1 I 6 A 2 Ld 9 AS -
Shadow Seer: WS 5 BS 4 S 3 T 3 W 1 I 6 A 2 Ld 9 AS -
Troupe Master: WS 5 BS 4 S 3 T 3 W 1 I 6 A 3 Ld 9 AS -
Special Rules: Furious Charge, Fleet, Hit & Run
War Gear: Shuriken Pistol, CC Weapon, Flip Belt, Hole-Suits.

Options
May take additional 5 Harlequins
One may become a Death Jester exchanging their CC Weapon and Shuiken Pistol for a Shrieker Cannon.
One may beceome a Troupe Master exchanging the CC Weapon for a Harlequin's Kiss. May exchange the Kiss for a Power Sword.
One may be a Shadow Seerr becoming Psyker lv 1 and gaining hallucination grenades.
Each Harlequin may exchange the CCW for a Kiss.
Up to 2 may exchange their Shuriken Pistol for a Fusion pistol.

The Shadow Seer is psyker level 1 and gains the Veil of Tears psychic power.
Veil of Tears:
Blessing, every enemy shooting at the Shadow Seer's unit has to roll 2D6 x 2(roll 2D6 and multiply results by 2) to see if they are within range. If they are not they cannot chose to shoot at a different target.

Wraith Guard
Spoiler:

Infantry
Pts:160 for 5
WS 4 BS 4 S 5 T 6 W 1 I 5 A 1 Ld 10 AS 3+
Special Rules: Ancient Doom, Fearless, Bulky
War Gear:Wraith Cannon

Options:
May add 5 additional Wraith Guard
The whole unit may exchange their Wraith Cannons for D-Scythes
May take a Wave Serpant dedicated Transport.

Wraith Blades
Spoiler:

Infantry
Pts:160 for 5
WS 4 BS 4 S 5 T 6 W 1 I 5 A 1 Ld 10 AS 3+
Special Rules: Ancient Doom, Fearless, Bulky
War Gear: 2 Ghost Swords

Options:
May take 5 additional Wraith Blades
The unit may exchange the Ghost Swords for Ghost Axe and Forceshield

May take a Wave Serpant dedicated transport.


Troops
Dire Avengers
Spoiler:

Infantry
Pts: 65 for 5
WS 4 BS 4 S 3 T 3 W 1 I 5 A 1 Ld 9 AS 4+
Exarch: WS 5 BS 5 S 3 T 3 W 1 I 6 A 2 Ld 9 AS 3+
Special Rules: Ancient Doom, Counter Attack, Battle Focus, Fleet.
War Gear: Aspect armor, Heavy Aspect Armor(Exarch only), Avenger Shuriken Catapult, Plasma Grenades.

Options:
Up to 5 additional Avengers
One may become an exarch
The exarch may excahnge his Avenger Shuriken Catapalt for:
Twin linked Avenger Shuriken Catapult
Power weapon and Shuriken Pistol
Dire sword and Shuriken Pistol
Power weapon and Shimmer Shield
The Exarch may take up to 2 powers:
Disarm
Shield of grace
Battle luck

The unit may take a Wave Serpent as dedicated transport.

Rangers
Spoiler:

Infantry
Pts:60 for 5
WS 4 BS 4 S 3 T 3 W 1 I 5 A 1 Ld 8 AS 5+
Special Rules: Ancient Doom, Move Through Cover, Infiltrate, Battle Focus, Stealth, Fleet.
War Gear: Mesh Armor, Ranger Longrifle, Shuriken Pistol.

Options:
May take up to 5 additional Rangers


Guardian Defenders
Spoiler:

Infantry
Pts:90 for 10
Guardian WS 4 BS 4 S 3 T 3 W 1 I 5 A 1 Ld 8 AS 5+
Weapon Plattform : WS - BS - S - T 5 W 1 I - A - Ld - AS 3+
Special Rules: Ancient Doom, Battle Focus, Fleet.(Guardians only)
War Gear: Mesh Armor, Shuriken Catapult, Plasma Grenades

Options:
May take up to 10 additional Guardians
For each 10 in the unit one can get a weapon platform:
Shuriken Cannon
Scatter Laser
Brightlance
Star Cannon
Eldar Missile launcher with plasma and starstrike rockets

May take a Wave Serpent as dedicated transport

Storm Guardians
Spoiler:

Infantry
Pts:90 for 10
WS 4 BS 4 S 3 T 3 W 1 I 5 A 1 Ld 8 AS 5+
Special Rules: Ancient Doom, Battle Focus, Fleet
War Gear: Mesh Armor, Shuriken Pistol, CC Weapon, Plasma Grenades.

Options:
May take up to 10 additional Guardians
Up to 2 Storm Guardians may exchange CC Weapon and Shuriken Pistol for:
Flamer
Fusion Gun
Up to 2 Storm Guardians may exchange their CC Weapon for:
Power Sword

May take a Wave Serpent as dedicated transport.

Wind Rider Jet Bike Squadron
Spoiler:

Eldar Jet Bikes
Pts: 51 for 3
WS 4 BS 4 S 3 T 4 W 1 I 5 A 1 Ld 8 AS 3+
Special RulesL Ancient Doom, Battle Focus
War Gear: Mesh Armor, Eldar Jet Bike

Options:
May take up to 7 additional Wind Rider Jet Bikes
For every three in the unit one may exchange the Twin-Linked Shuriken Catapult for:
Shuriken Cannon


Fast Attack
Shining Spears
Spoiler:

Eldar Jet Bikes
Pts:75 for 3
WS 4 BS 4 S 3 T 4 W 1 I 5 A 1 Ld 9 AS 3+
Exarch: WS 5 BS 5 S 3 T 4 W 1 I 6 A 2 Ld 9 AS 3+
Special Rules: Ancient Doom, Outflank, Skilled Rider, Battle Focus
War Gear: Laser Lance, Heavy Aspect Armor, Eldar jet bike(YAY! Two sources of a 3+ save XP)

Options:
May take up to 6 additional ones
One may become an Exarch
The exarch may exchange his Laser Lance for:
Power Weapon
Star Lance

The Exarch may take up to 2 powers:
Monster hunter
Disarm
Hit & run

Swooping Hawks
Spoiler:

Jump Infantry
Pts:80 for 5
WS 4 BS 4 S 3 T 3 W 1 I 5 A 1 Ld 9 AS 4+
Exarch:WS 5 BS 5 S 3 T 3 W 1 I 6 A 2 Ld 9 AS 3+
Special Rules: Ancient Doom, Uprise, Messenger of Victory, Battle Focus, Fleet.
War Gear:Aspect Armor, Heavy Aspect Armor(Exarch only) Lasblaster, Haywire Grenades, Plasma Grenades, Grenade Pack, Hawk wings.

Messenger of Victory: A unit completely containing models with this special rule do not scatter while deep striking.
Uprise: A unit completely containing models with this special rule can "up rise". Remove the unit and put it in active reserve. May not be used in the same turn they appeared.

Options:
May take up to 5 additional Hawks
One may become an Exarch
The Exarch may exchange his Lasblaster for:
Hawk's Talon
Sun Rifle
The exarch may take a power weapon
The exarch may take up to 2 powers:
Night vision
Sniper vision
Hit & run

Warp Spiders
Spoiler:

Jet Pack Infantry
Pts:95 for 5
WS 4 BS 4 S 3 T 3 W 1 I 5 A 1 Ld 9 AS 3+
Exarch WS 5 BS 5 S 3 T 3 W 1 I 6 A 2 Ld 9 AS 3+
Special Rules: Ancient Doom, Battle Focus, Fleet, Hit & Run
War Gear: Heavy Aspect Armor, Death spinner, Warp Jump Generator.

Options:
May take up to 5 additional Spiders
One may become an Exarch
He may exchange his Deathspinner for:
Twin-Linked Deathspinner
Spinneret Rifle
He may take a pair of Power Blades

The Exarch may take up to 2 powers:
Sniper vision
Fast Shot
Assassin

Crimson Hunter (Nightshade Interceptor)
Spoiler:

Vehicle - Flyer
Pts:160
BS 4 F 10 S 10 R 10 HP 3
Exarch BS 5 F 10 S 10 R 10 HP 3
Special Rules: Sky Hunter, Perfect Shot, Vector Dancer
War Gear: 2 Bright Lances, 1 Pulse Laser.

Options:
May become and Exarch
The Exarch can exchange his both Bright Lance for Star Cannons
The Exarch may take both powers:
Night vision
Sniper vision

I have no idea what Perfect Shot or Sky Hunter do, I'm not very familar with flyers. They're probally just translation issues but after looking through the BRB I couldn't find anything that sounded even similar. If anyone has any idea send me a pm and I'll update the list.

Vyper Jet Bike Squadron
Spoiler:

Vehicle - Fast, Open-Topped, Skimmer
Pts: 50
BS 4 F 10 S 10 R 10 HP 2
War Gear: Shuriken Cannon, Twin-Linked Shuriken Catapult

Options:
May add two additional Vypers to the squadron.
Each Vyper may echange their Shuriken Cannon for:
Starcannon
Brightlance
Scatter laser
Eldar Missile Launcher with plasma and starstrike rockets

Each Vyper may exchange their Twin-Linked Shuriken Catapult for:
Shuriken Cannon

May take vehicle upgrades

Hemlock Wraithfighter
Spoiler:

Vehicle - Flyer
Pts:185
BS 4 F 10 S 10 R 10 HP 3
Special Rules: Psyker Level 1, Psychic Pilot, Vector Dancer
War Gear:2 Heavy D-Scythes, Mindshock Pod, Spirit Stones
Always has the Terify Psychic Power.


Heavy Support
Dark Reapers
Spoiler:

Infantry
Pts: 90 for 3
WS 4 BS 4 S 3 T 3 W 1 I 5 a 1 Ld 9 AS 3+
Exarch WS 5 BS 5 S 3 T 3 W 1 I 6 A 2 Ld 9 AS 3+
Special Rules: Old nemesis, Slow and Purposeful(No Battle Focus for them)
War Gear: Heavy Aspect Armor, Reaper Launcher with Star Swarm Missiles, Reaper targeting array.

Options:
May take up to 7 additionalReapers
One may become an Exarch
He may exchange his Reaper Launcher for:
Shuriken Cannon
Eldar Missile Launcher with plasma and star strike missiles
(No Tempest Launcher anymore I guess)

The Exarch may take anti air rockets for the Eldar Missile Launcher.
The Exarch may take Star Srike Missiles for his Reaper Launcher.

The Exarch may take up to 2 powers:
Night vision
Sniper vision
Fast Shot

May take a Wave Serpent as dedicated transpor

War Walker Squadron
Spoiler:

Vehicle - Open-Topped, Walker
Pts: 60
WS 4 BS 4 S 5 F 10 S 10 R 10 I 5 A 2 HP 2
Specail Rules: Ancient Doom, Battle Focus, Scout, Fleet
War Gear: 2 Shuriken Cannons, Forcefield

Options
May add two additional War Walkers to Squadron.
May exchange Each Shuriken Cannons for any of the Following:
Brightlance
Scatter laser
Star Cannon
Eldar Missile Launcher with Plasma and Starstrike Missiles.

May take additional Anti Air Missiles for Eldar Missile Launcher.

May take vehicle upgrades

Support Weapon Battery
Spoiler:

Artillery
Pts: 30 for 1 Support Battery and 2 Guardians
Guadian: WS 4 BS 4 S 3 T 3 W 1 I 5 A 1 Ld 8 AS 5+
Support Battery: WS - BS - S - T 7 W 2 I - A - Ld - AS 3+
Special Rules: (Guardians only) Ancient Doom, Battle Focus, Fleet.
War Gear:
Guardians:Mesh Armor, Shuriken Catapult, Plasma Grenades
Support Battery: Shadow Weaver

Options:
May add up to two additional Support Batteries with two Guardians a piece.
May exchange the Shadow Weaver for:
Vibro Cannon
D-Cannon

Wraith Lord
Spoiler:

Monsterous Creature
Pts: 120
WS 4 BS 4 S 8 T 8 W 3 I 4 A 3 Ld 10 AS 3+
Special Rules: Ancient Doom, Fearless
War Gear: 2 Shuriken Catapults

Options:
May replace one or both Shuriken catapults for:
Flamers
May take a Ghost Glaive.
May take up to 2 of the following:
Shuriken Cannon
Brightlance
Scatter Laser
Star Cannon
Eldar Missle Launcher with Plasma and Star Strike Missles

Wraith Knight
Spoiler:

Jump Monsterous Creature
Pts: 240
WS 4 BS 4 S 10 T 8 W 6 I 5 A 4 Ld 10 AS 3+
Special Rules: Ancient Doom, Fearless
War Gear: 2 Heavy Wraithcannons

Options
May exchange Right Heavy Wraithcannon for:
Ghost Glaive
Sun Cannon
May exchange Left Heavy Wriathcannon for:
Scatter Shield

May take up to 2 of the following (in any combination):
Shuriken Cannon
Scatter Laser
Star Cannon

Falcon
Spoiler:

Vehicle - Fast, Skimme, Tank, Transport
Pts: 125
BS 4 F 12 S 12 R 10 HP 3
War Gear: Pulse Laser, Shuriken Cannon, Twin-Linked Shuriken Catapult.
Transport Capacity : 6

Options:
May exchange the shuriken cannon for :
starcannon
Brightlance
Scatter laser
Eldar Missile launcher with plasma and starstrike rockets

May exchange Twin-Linked Shuriken Catapult for:
Shuriken Cannon

May take vehicle Equipment

Fire Prism
Spoiler:

Vehicle - Fast, Skimmer, Tank
Pts: 125
BS 4 F 12 S 12 R 10 HP 3
War Gear: Fire Prism, Twin-Linked Shuriken Catapult

Options:
May exchange the Twin-Linked Shuriken Catapult for a Shuriken Cannon
May take vehicle upgrades

Night Spinner
Spoiler:

Vehicle - Fast, Skimmer, Tank
Pts:115
BS 4 F 12 S 12 R 10 HP 3
War Gear: Doom Weaver, Twin-Linked Shuriken Catapult

Options:
May exchange the Twin-Linked Shuriken Catapult for:
Shuriken Cannon
May take vehicle equipment.


Dedicated Transport

Wave Serpent
Spoiler:

Vehicle - Fast, Skimmer, Tank, Transport
Pts:115
BS 4 F 12 S 12 R 10 HP 3
War Gear:Twin-Linked Shuriken cannon, Twin-Linked Shuriken Catapult, Serpent Shield
Transport Capacity : 12

May exchange the Twin-Linked Shuriken Cannon for:
Twin-LinkedBrightlance
Twin-Linked Star Cannon
Twin-Linked Scatter Laser
Twin-Linked Eldar Missile Launcher with Plasma and Star Strike Missiles.
May exchange the Twin-Linked Shuriken Catapult for:
Shuriken Cannon

May take vehicle equipment.


War Gear

Shuriken Weapons
Spoiler:

Shuriken Pistol:
12" S 4 AP 5 Pistol, Shurikenstorm

Shuriken Catapult:
12" S 4 AP 5 Assault 2, Shurikenstorm

Avenger Shuriken Catapult:
18" S 4 AP 5 Assault 2, Shurikenstorm

Shuriken Cannon:
24" S 6 AP 5 Assault 3 Shurikenstorm

Shrieker Cannon:
24" S 6 AP 5 Assault 3, Pinning, Shurikenstorm

Chainsabres:
S+ 1 AP 5 Melee, Rending.
Can be used as a shooting weapon with the following profile:
12" S 4 AP 5 Assault 2, Shurikenstorm

Scorpian's Claw:
S x2 AP 2 Melee (that's right a power fist without unwieldy XD)
Can be used as a shooting weapon with the following profile:
12" S 4 AP 5 Assault 2, Shurikenstorm



Shurikenstorm : To wound rolls of 6 count as automatic wound with AP 2

Laser Weapons
Spoiler:

Ranger Longrifle:
36" S X AP 6 Heavy 1, Sniper

Lasblaster:
24" S 3 AP 5 Assault 3

Sun Rifle:
24" S 3 AP 3 Assault 3, Blinding

Hawk's Talon:
24" S 5 AP 5 Asssault 3

Scatter Laser:
36" S 6 AP 6 Heavy 4, Laser Lock

Pulse Laser:
48" S 8 AP 2 Heavy 2

Brightlance:
36" S 8 AP 2 Heavy 1, Lance

Laser Lance
S +3 AP 3 Melee, Impact, Lance
Can be used as a shooting weapon with the following profile:
6" S 6 AP 3 Assault 1, Lance

Star Lance:
S 8 AP 2 Melee, Impact, Lance
Can be used as a shooting weapon with the following profile:
6" S 8 AP 2 Assault 1, Lance

Impact: in the phases the user didnt assault with this weapon the weapon counts as a normal close combat weapon instead.

Laser Lock: If a unit/model fires a weapon with Laser Lock in addition to other weapons you roll to hit for the Laser Lock weapon first. Each other weapon of that unit/model count as Twin-Linked.



Plasma Weapons
Spoiler:

Star Cannon:
36" S 6 AP 2 Heavy 2

Sun Cannon:
48" S 6 AP 2 Heavy 3, Small Blast


Melta Weapons
Spoiler:

Fusion pistol:
6" S 8 AP 1 Pistol, Melta

Fusiongun:
12" S 8 AP 1 Assault 1, Melta

Firepike:
18" S 8 AP 1 Assault 1, Melta

Explosive Weapons
Spoiler:


Eldar Missile Launcher:

Plasma Missile:
48" S 4 AP 4 Heavy 1 small blast, pinning
Anti Air Missile:
48" S 7 AP 4 Heavy 1 skyfire
Starstrike Missile:
48" S 8 AP 3 Heavy 1 pinning

Reaper Launcher:

Starstrike Missile:
48" S 8 AP 3 Heavy 1, Pinning
Starswarm Missile:
48" S 5 AP 3 Heavy 2

Tempest Launcher:
36" S 4 AP 3 Heavy 2, Small Blast, Barrage.


Monofilament Weapons
Spoiler:

Spinneret Rifle:
18" S 6 AP 1 Rapid Fire, Monofilament, Pinning

Doomspinner:
12" S 6 AP - Assault 2, Monofilament

Shadow Weaver:
48" S 6 AP 6, Heavy 1 Small Blast, Monofilament, Barrage.

Doom Weaver:

Scattered:
48" S 7 AP 6 Heavy 1, Large Blast, Mono, Pinning, Barrage
Concentrated:
Template S 7 AP 6 Heavy 1, Monofilament, Torrent.

Monofilmanet: If the targeted unit has Initiative 3 or less (including 0) +1 Strength. On a wound roll of 6 this weapon wounds automatically and counts as AP 1
Units with mixed initiative use the highest initiative.


Warp Weapons
Spoiler:

D-Scythe:
Tem S 4 AP 2 Assault 1, Warprift
Heavy D-Scythe:
18" S 4 AP 2 Assault 1, Small Blast, Warprift
Wraithcannon:
12" S 10 AP 2 Assault 1, Warprift
D-Cannon:
24" S 10 AP 2 Heavy 1, Small Blast, Warprift
Heavy Wraithcannon:
36" S 10 AP 2 Assault 1, Warprift

Warprift: Non-vehicle units are automaticly wounded on to wound rols of 6, these wounds are also subject to Instant Death. Against vehicles every penetration roll of 6 is a penetrating hit.

Melee Weapons
Spoiler:

Dire sword:
S User AP 2 Melee, Soulcut

Soulcut: If a model would suffer a wound with this special rule, it has to pass a ld test or gets removed from play.

Power Blades: 2 weapon
S User AP 3 Melee

Scorpion Chainsword:
S +1 AP 6 Melee

Biting Blade:
S +2 AP 4 Melee, Two-Handed

Chainsabres:
S+ 1 AP 5 Melee, Rending.
Can be used as a shooting weapon with the following profile:
12" S 4 AP 5 Assault 2, Shurikenstorm

Scorpian's Claw:
S x2 AP 2 Melee (that's right a power fist without unwieldy XD)
Can be used as a shooting weapon with the following profile:
12" S 4 AP 5 Assault 2, Shurikenstorm

Laser Lance
S +3 AP 3 Melee, Impact, Lance
Can be used as a shooting weapon with the following profile:
6" S 6 AP 3 Assault 1, Lance

Star Lance:
S 8 AP 2 Melee, Impact, Lance
Can be used as a shooting weapon with the following profile:
6" S 8 AP 2 Assault 1, Lance

Impact: in the phases the user didnt assault with this weapon the weapon counts as a normal close combat weapon instead.


Mirror Blades: 2 weapons
S User AP 3 Melee, Master-Crafted

Executioner:
S +2 AP 2 Melee, Two-Handed

Triskele:
S User AP 3 Melee
Can be used as a shooting weapon with the following profile:
2" S 3 AP 3 Assault 3


Harlequin Kiss:
S User AP - Melee, Rending


Ghost Axe:
S +2 AP 2 Melee, Unwieldy

Ghost Sword:
S +1 AP 3 Melee

Ghost Glaive:
S +1 AP 2 Melee, Master-crafted


Witch Blade:
S User AP - Melee, Fleshbane, Armorbane

Singing Spear:
S User AP - Melee, Fleshbane, Armorbane (Two-Handed?)
Can be used as a shooting weapon with the following profile:
12" S 9 AP - Assault 1, Fleshbane (no Armorbane?)

Witch Staff:
S User AP - Melee, Fleshbane, Armourbane, Soulblaze(Two-Handed?)


Psyker Weapons
Spoiler:

Witch Blade:
S User AP - Melee, Fleshbane, Armorbane

Singing Spear:
S User AP - Melee, Fleshbane, Armorbane (Two-Handed?)
Can be used as a shooting weapon with the following profile:
12" S 9 AP - Assault 1, Fleshbane (no Armorbane?)

Witch Staff:
S User AP - Melee, Fleshbane, Armourbane, Soulblaze(Two-Handed?)


Artillery Weapons
Spoiler:

Shadow Weaver:
48" S 6 AP 6, Heavy 1 Small Blast, Monofilament, Barrage.

D-Cannon:
24" S 10 AP 2 Heavy 1, Small Blast, Warprift

Vibro Cannon:
48" S 7 AP 4 Heavy 1 Infrasound, Pinning

Infrasound: If a unit has been a target of one or more infrasound weapons. each following infrasound weapon increases its strength by 1 and ds by -1 (so second hit s 8 ap 3 etc.)

Vehicle Weapons
Spoiler:

Shuriken Cannon:
24" S 6 AP 5 Assault 3 Shurikenstorm

Scatter Laser:
36" S 6 AP 6 Heavy 4, Laser Lock

Brightlance:
36" S 8 AP 2 Heavy 1, Lance

Eldar Missile Launcher:

Plasma Missile:
48" S 4 AP 4 Heavy 1 small blast, pinning
Anti Air Missile:
48" S 7 AP 4 Heavy 1 skyfire
Starstrike Missile:
48" S 8 AP 3 Heavy 1 pinning

Star Cannon:
36" S 6 AP 2 Heavy 2

Fire Prism:

Scattered:
60" S 5 AP 3 Heavy 1, Large Blast
Concentrated:
60" S 7 AP 2 Heavy 1, Small Blast
Lance mode:
60" S 9 AP 1 Heavy 1, Lance

Pulse Laser:
48" S 8 AP 2 Heavy 2

Doom Weaver:

Scattered:
48" S 7 AP 6 Heavy 1, Large Blast, Mono, Pinning, Barrage
Concentrated:
Template S 7 AP 6 Heavy 1, Monofilament, Torrent.

Laser Lock: If a unit/model fires a weapon with Laser Lock in addition to other weapons you roll to hit for the Laser Lock weapon first. Each other weapon of that unit/model count as Twin-Linked.

Monofilmanet: If the targeted unit has Initiative 3 or less (including 0) +1 Strength. On a wound roll of 6 this weapon wounds automatically and counts as AP 1
Units with mixed initiative use the highest initiative.










This message was edited 4 times. Last update was at 2013/05/30 00:53:20


 
   
Made in us
Agile Revenant Titan




Florida

Fortune appears work on a Beastpack now. And Karandaras gets Shrouding...

This message was edited 1 time. Last update was at 2013/05/29 07:40:08


No earth shattering, thought provoking quote. I'm just someone who was introduced to 40K in the late 80's and it's become a lifelong hobby. 
   
Made in gb
Boom! Leman Russ Commander




Northampton

 Carthuun wrote:
I really hope that the wraithknight has some kind of rule to fire more than two weapons, that we haven't heard about yet. Seems really silly to have its default load-out include 4 guns.


This.

Also, I'm still not sold on the Wraithknight.

It's expensive, has quite a few hard counters and only one weapon (Suncannon) puts out the hurt.

ATM, I'm leaning towards Reapers for my Heavy Support picks. They are too good to skip when they have an answer to everything except 2+.

Mr Mystery wrote:Suffice to say, if any of this is actually true, then clearly Elvis is hiding behind my left testicle, and Lord Lucan behind the right.
 
   
Made in us
Dakka Veteran




Mississippi

Banshees still fail. Son, I am disappoint.
   
Made in us
Dakka Veteran




Bay Area

Mr.Church13 wrote:
Banshees still fail. Son, I am disappoint.


its weird that they did like nothing new for them save make them a point cheaper, been trying to figure out what the "catch" is....


   
Made in au
Longtime Dakkanaut




http://www.games-workshop.com/gws/wnt/blog.jsp?pid=9300076

GW blog on the flyers.

I fail to see why the Hemlock is looked down upon or despised for its fear causing special gear. What's so bad about that? One could even argue that is a more merciful weapon since it appears to be non-lethal. And really, doesn't the rest of the Eldar arsenal sound or appear horrifying if you were on the other end of it? You've got Banshees shrieking at you, Dark Reapers in a skeletal themed suits, monofilament weapons that shred or slice you up into pieces, Scorpions that stalk you from the shadows before pouncing and shredding with chainswords... What's a little projected terror?
   
Made in gb
Boom! Leman Russ Commander




Northampton

Awwwww man... I was hoping for more info on Yriel.

Four Wounds though... :O

Mr Mystery wrote:Suffice to say, if any of this is actually true, then clearly Elvis is hiding behind my left testicle, and Lord Lucan behind the right.
 
   
Made in us
Morphing Obliterator





The Frigid North of Minneapolis

So, as for Aspect Warriors, Reapers get a buff and Banshees are still nerfy... What about the other troops?

Were Dire Avengers buffed, as many suspected they would be, based on their extreme price spike?

I read some pages back that Fire Dragons are the new hotness (sorry, I couldn't resist). Is this the case?

Spiders? Scorpions?

I am working on a small new Eldar force, and am wondering which troops would be good to pick up, and which to avoid...

-C6
   
Made in gr
Furious Fire Dragon





Athens Greece

Dire avengers for sure. You will see many of them

Got milk?

All I can say about painting is that VMC tastes much better than VMA... especially black...

PM me if you are interested in Commission work.
 
   
Made in us
Dakka Veteran




Bay Area

 catharsix wrote:
So, as for Aspect Warriors, Reapers get a buff and Banshees are still nerfy... What about the other troops?

Were Dire Avengers buffed, as many suspected they would be, based on their extreme price spike?

I read some pages back that Fire Dragons are the new hotness (sorry, I couldn't resist). Is this the case?

Spiders? Scorpions?

I am working on a small new Eldar force, and am wondering which troops would be good to pick up, and which to avoid...

-C6


all the ones you listed got a buff, banshees thus far are the only one that seems to be subpar still.

   
Made in ie
Deadly Dire Avenger



Ireland

So is a rune priest just a different type of farseer?
   
Made in nl
Blood-Drenched Death Company Marine





The Netherlands

Rune Priests are Space Wolves...?

   
Made in fr
Swift Swooping Hawk






KaiyaA wrote:
So is a rune priest just a different type of farseer?


Just a mistranslation I think. There are Farseers and Spiritseers as HQ options.
   
Made in ie
Deadly Dire Avenger



Ireland

 Redemption wrote:
Rune Priests are Space Wolves...?


I apologize it's early and I'm tired. I meant rune prophet. I keep seeing it everywhere.
   
Made in eu
Executing Exarch






Has anyone seen anything on whether falcons are dedicated transports?


 Blacksails wrote:

Its because ordinance is still a word.
However, firing ordinance at someone isn't nearly as threatening as firing ordnance at someone.
Ordinance is a local law, or bill, or other form of legislation.
Ordnance is high caliber explosives.
No 'I' in ordnance.
Don't drown the enemy in legislation, drown them in explosives.
 
   
Made in gb
Agile Revenant Titan





Scotland

KaiyaA wrote:
So is a rune priest just a different type of farseer?


Runeseer = Farseer when you directly translate it for German I believe.

Iranna.

 
   
Made in ie
Deadly Dire Avenger



Ireland

 Iranna wrote:
KaiyaA wrote:
So is a rune priest just a different type of farseer?


Runeseer = Farseer when you directly translate it for German I believe.

Iranna.


That makes sense. And I suppose a wraithseer would be a spiritseer.
   
Made in tr
Willing Inquisitorial Excruciator





One would hope not , i would like to field my wraithseer
/sarcasm

Yeah it probably is(spriritseer=wraithseer)

Weyland-Yutani
Building Better Terrains

https://www.weyland-yutani-inc.com/

https://www.facebook.com/weylandyutaniinc/

 Grey Templar wrote:
The Riptide can't be a giant death robot, its completely lacking a sword or massive chainsaw. All giant death robots have swords or massive chainsaws.
 
   
Made in dk
Deadly Dire Avenger





Theorius wrote:
milo wrote:
lobos wrote:
Indeed S 7 will pen a lot of side armour with a lucky roll AP1 on a six.
Always was a fun toy for cowering MEQ behind cover.


S8 against most vehicles. Monofilament rules give you +1 St against models with an I of 3 or less, OR WHICH DON'T HAVE AN I. (Caps added solely for emphasis)

Most vehicles don't have initiative, so monofilament weapons get a +1 S against them.


faq lowered str to 6 base as noted before.


No it didn't, It changed the the profile of the shadow weaver (support weapon), not the doom weaver (night spinner).
   
Made in gb
Courageous Grand Master




-

Making Guardians BS4 is making me scratch my head. From a fluff sense, it makes no sense. On a lot of craftworlds, guardians are supposed to be a last resort - artists, poets, and janitors press-ganged into defending the craftworld.

Sure you could point to superior Elder tech compensating for this, but it makes a mockery of other elite units that have trained for years/ fought in a 100 battles, to gain that BS4

"Our crops will wither, our children will die piteous
deaths and the sun will be swept from the sky. But is it true?" - Tom Kirby, CEO, Games Workshop Ltd 
   
Made in fr
Swift Swooping Hawk






I thought the vehicles should be BS4 (advanced targeting equipment, better training whatever) but Guardians should have been kept as BS3.
   
 
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