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Made in us
Deadly Dire Avenger







I just wanted to make a threat to change some of the stuff the Eldar has in the current codex. I know that most if not all of what I'm saying will be overpowered to over 9000, but I just wanted to have a giggle . Please comment knowing that I intended for them to be overpowered. Rather than decreasing the cost of many things in the current Eldar codex, I decided to add abilities to make them stronger since that's what Eldar is about.

HQ:

Avatar of Khaine: Increase strength of +2 and make in immune to laser weapons in addition to flamers and meltas. Increase his points cost to 200pts. (meltas, flamers, and lasers are non-mass energy, so I figured they should all be the same.)

Farseer and Warlocks: Increase them by 10pts. All witchblades and singing spears wound on 2+ and are power weapons. (Trying to make an Eldar version of Force Weapons)

Farseer: If a Farseer is accompanied by at least 5 warlocks, Farseer gains Psychic Focus at no additional cost. Psychic Focus increases the Farseer's psychic abilities by an additional six inches. Due the growing strain on the warlocks as the numbers dwindle, the Farseer loses Psychic Focus if there are less than 3 warlocks accompanying the Farseer.

Increases the strength of Eldritch Storm to 4.

Prince Yriel of Iyanden: The Spear of Twilight is a singing spear that ignores armor saves. In addition, the Spear of Twilight inflicts instant death on a roll of 6 (regardless of the toughness value).

Eldrad Ulthran: Eldrad is such a potent psyker that he can guide his comrades even in the midst of battle. He can see the ebbs of possibility of each comrade with him and can directly communicate with each of them without trouble. Eldrad has Guiding Blow: Any unit attached to Eldrad Ulthran may reroll fail to hit in close combat. This is a psychic ability done on the beginning of the Eldar player's turn.

Phoenix Lords: Give them 4+ invulnerable save. Asurmen has 3+ invulnerable save. (Can't go into individual details because I haven't thought enough about them to give them something good and fluffy. I'll maybe edit later)

Troops:

Defender Guardians: Shuriken Catapults: S4 AP5 Increase range to 18 inches. Due to the sheer amount of shuriken disks launched per shot, the chances to hit a weak spot in the armor is increased. Thus, all shrunken weaponry have rending.

Storm Guardians: (Don't know what to do with them) (Really want to removed them from the codex. The Eldar are a dying race who wouldn't mind sacrificing a 100,000 humans to save 1 Eldar life. Why would they send their militia into close combat.)

Dire Avengers: Due to their constant training in their Aspect shrine Dire Avengers can see the weaknesses in the enemies armor. Avenger Catapults have rending at a 5+. Still 18 inch range.

Guardian Jetbikes: (Don't know what to do with them)

Rangers: The Eldar's lithe and graceful movements give them more stealth capabilities than the lesser races. Rangers can infiltrate 12 inches with line of sight to the enemy rather than 18 inches.

Elites:

Striking Scorpions: Striking Scorpions are masters hunters that patiently wait to strike the enemy at the perfect opportunity. Striking Scorpion Exarch can gain Sinister Strike at +25 pts. Sinister Strike: The Exarch and the unit he is attached to may be placed in reserve. Rather than coming from reserve, the Exarch and his unit comes in from an area terrain much like deep strike without scatter. The Exarch and his unit must be placed at least 1 inch away from an enemy model. Then roll a D6: on a 1 or a 2, the enemy as noticed your movements and are prepared for you. The Exarch and his unit may shoot but not assault. On a 3+, the Exarch and his unit has the enemy within his grasp and may assault the same turn it "deep striked."

Howling Banshees: The Exarch may purchase Grace for 25 pts. The acrobatics training allows the Banshees to exit a speeding wave serpent without much harm. If the Wave Serpent moved more than 12 inches but less than 18 inches, the Exarch and her squad may disembark using this rule. They must roll for a dangerous terrain test, taking a non savable wound on a 1. They may not run or shoot, but may assault that turn.

Fire Dragons: Increase cost of Fire Dragons by 2 its per model. Give them Feel No Pain.

Wraithguard: Make D-Cannons Assault 2

Harelquin Troope: Their Flip Belts, in addition to ignoring difficult terrain, then may roll 2D6 and choose the highest when running. (Don't know enough about them to give them a decent upgrade)

Fast Attack

Shining Spears: On the first turn that they assault, their lances count as Strength 6 power weapons. In addition, they can reroll fail to hit roll on the first turn.

Warp Spiders: Their Death Spinner makes the enemy they fired upon treat their movement as if they were in difficult terrain for that turn.

Swooping Hawks: Their Swooping Hawk Grenade Pack ignores cover Saves. Increases the strength of Lasblaster, Hawk's Talon, and Sunrifle by 1.

Vyper Squadron: Holofields are normally used on large tanks such as Falcons and Fire Prisms. However, to place a Holofield on a Vyper gives them more protection due to their small size. Vypers with Holofields gain a 4+ cover save no matter the distance move. This does not protect against close combat.

Heavy

Dark Reapers: Due to their training of shooting a gun with a precision of a scalpel, Dark Reapers ignore cover saves on a roll to hit of 5+.

Wraithlord: Second of the same weapon is not twin linked. The Wraithsword, in addition for allowing retools to hit in close combat, the Wraithsword allows an additional attack for every unsaved wound. This can continue until the unit is wiped out or there are no more wounds dealt.

War Walkers: Moved to Fast Attack

Fire Prisms: The Prism Cannon is counted as a Lance Weapon. However, when rolling for penetration, if a six is rolled, too much power was built up in the prism cannon. Roll a D6. On a roll of 1, the prism cannon overloads and is counted as weapon destroyed. The shot still went through for that turn. On a 2+, the prism cannon overheats and may not fire the following turn. The shot still went through that turn.

Falcon: Changed to Dedicated Transport.

Support Weapon Battery: Move them to Guardian Defender units. A unit of Guardian Defender may purchase a support platform or the support weapon battery. If the support weapon battery is taken, the weapon is counted as Heavy rather than Assault as with the support platform. Prices are the same (i.e.: support platform: only cost is the weapon, support weapon battery: buying the battery plus 40 pts. for 2 guardian gunners).


- 12500
- 7000
Imperial Knight - 1500
-1250

High Elves - 8000
 
   
 
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