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Made in gb
Regular Dakkanaut




Hi, I have a couple of queries about some things in the Eldar codex.

Firstly, can Warp Spiders make the Warp Jump AND the Assault Phase Jetpack move? Also, can they move 6" AND make the Warp Jump move?

Secondly, if you have Baharroth in a unit of Swooping Hawks and they deep strike do they get TWO grenade packs? Baharroth's and the Hawks? or is it just the one.

Thirdly, are Wave Serpents / Falcon etc's weapons 360* rotatable?

Lastly, on page 74 there is a big picture of Saim-Hann Eldar, the Wraithknight has two weapon's on his shoulders what are they? They look like Heavy D-Scythes but the Wraithknight cannot equip them. So what are they?

There are a few more questions but I have forgotten them so I will edit this if I remember.
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

Well, I think you need the codex.
Warp Spider are jsj units now. Baharroth has his own grenade pack. Serpents and Falcons have turret weapons with are 360 degrees rotatable, the underslung weapns are not. The Wraithknight has several weapon options but as MC can only shoot two weapons per turn.

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Longtime Dakkanaut



Las Vegas

Jacob29 wrote:
on page 74 there is a big picture of Saim-Hann Eldar, the Wraithknight has two weapon's on his shoulders what are they? They look like Heavy D-Scythes but the Wraithknight cannot equip them. So what are they?



They look like a new variation on Starcannons to me.
   
Made in us
Guarding Guardian





Not sure on the others, but i'm pretty sure that the weapons on the WraithKnight are Starcannons.

   
Made in gb
Regular Dakkanaut




 wuestenfux wrote:
Well, I think you need the codex.
Warp Spider are jsj units now. Baharroth has his own grenade pack. Serpents and Falcons have turret weapons with are 360 degrees rotatable, the underslung weapns are not. The Wraithknight has several weapon options but as MC can only shoot two weapons per turn.


I have the codex.

You didn't answer any of my questions .

I know they are JSJ, but do they still move 6" and Warp Jump? or is it only Warp Jump in Movement phase?

Yes I know he has his own grenade pack but if you put him within a Swooping Hawk squad does he also get to use his grenade up? That's how I figured it would work but I was just clarifying.

Ty for the Turret rotatable.

Yes I am aware he can only shoot 2, but I am reffering to a picture within the codex and was curious as to what weapon he has.
   
Made in gb
Towering Hierophant Bio-Titan






Jacob29 wrote:

You didn't answer any of my questions .

I know they are JSJ, but do they still move 6" and Warp Jump? or is it only Warp Jump in Movement phase?


Warp Spiders can move like so:
6" in the movement phase (like normal jetpack units)
Another optional 2D6" in the movement phase, at the risk of losing a squad member

Run/shoot or Shoot/run a rerollable D6" in the shooting phase from Battle Focus + Fleet

Jump 2D6" in the assault phase as jetpack units.

They're crazy now, and I expect to see them wrecking lots of vehicles with a combination of S7 firepower and the mobility to hit side/rear armour easily.
   
Made in us
Horrific Howling Banshee





The wraithknight has Suncannons (I think).

   
Made in nz
Kabalite Conscript





wilsjur wrote:
The wraithknight has Suncannons (I think).


you have to buy them for a decent amount of points
   
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Longtime Dakkanaut



Aizuwakamatsu, Fukushima, Japan

It can get a Suncannon, singular. The shoulder weapons must be Starcannons, as that's the only similar weapon it can get in duplicate.
   
Made in im
Nasty Nob on Warbike with Klaw





Liverpool

Jacob29 wrote:
Thirdly, are Wave Serpents / Falcon etc's weapons 360* rotatable?
Depends which weapon. If the turret weapons are capable of rotating 360* then they have 360*.
The hull mounted ones have a 45*.
   
Made in us
Hoary Long Fang with Lascannon





Kalamazoo

Chrysis wrote:
It can get a Suncannon, singular. The shoulder weapons must be Starcannons, as that's the only similar weapon it can get in duplicate.


No, the one he is referencing is different. The army list gives the option for shuricannons, star cannons or scatter lasers. By and large all the WK pictures show those options, but there is one red WK with D-scythes as the secondary weapon.

I wonder if at one point it D-scythes were considered, along with Bright lances and EML. It would have made the Sword, shield and 2 D-scythe option very compelling, and probably that is the reason it got dropped.
   
Made in au
Screaming Shining Spear





Western Australia

 grendel083 wrote:
Jacob29 wrote:
Thirdly, are Wave Serpents / Falcon etc's weapons 360* rotatable?
Depends which weapon. If the turret weapons are capable of rotating 360* then they have 360*.
The hull mounted ones have a 45*.


They don't have hull mounted weapons at all... and the underslung ones on mine rotate a full 360 degrees... though LOS is terrible outside of the front 90 or so

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Made in au
Emboldened Warlock




Durandal wrote:
Chrysis wrote:
It can get a Suncannon, singular. The shoulder weapons must be Starcannons, as that's the only similar weapon it can get in duplicate.


No, the one he is referencing is different. The army list gives the option for shuricannons, star cannons or scatter lasers. By and large all the WK pictures show those options, but there is one red WK with D-scythes as the secondary weapon.

I wonder if at one point it D-scythes were considered, along with Bright lances and EML. It would have made the Sword, shield and 2 D-scythe option very compelling, and probably that is the reason it got dropped.


The new star cannon casts on the flyer sprue and the wraithknight sprue look a lot like D-scythes. Some differences include being wider at the tip (the scythe tapers to a point) and having the "iron sight" style bit on the top of the end of the barrel. If you look at a picture of the hemlock (armed with heavy d-scythes) and at the crimson hunter exarch (armed with star cannons) you can see the similarities and differences. Then look at the Wraithknight. I believe that they are the new star-cannon casts (also I have been building my WK and are doubly sure). If needed I can take a pic tonight of the sprue and upload.

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Deadly Dire Avenger





Barroth + swooping hawks will only get to use one grenade pack. But he will ofc help with it, so 5 hawks and Barroth will use the large blast. Though not sure if the model using the grenade pack gets to shot in the shooting phase, or if it counts as his shot.
   
Made in us
Powerful Phoenix Lord





Buffalo, NY

 Massaen wrote:
 grendel083 wrote:
Jacob29 wrote:
Thirdly, are Wave Serpents / Falcon etc's weapons 360* rotatable?
Depends which weapon. If the turret weapons are capable of rotating 360* then they have 360*.
The hull mounted ones have a 45*.


They don't have hull mounted weapons at all... and the underslung ones on mine rotate a full 360 degrees... though LOS is terrible outside of the front 90 or so


I would have disagreed but they took out the relevant question from the FAQ.

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Made in es
Deadly Dire Avenger





Banyeres de Mariola (Alicante)

 xttz wrote:
Jacob29 wrote:

You didn't answer any of my questions .

I know they are JSJ, but do they still move 6" and Warp Jump? or is it only Warp Jump in Movement phase?


Warp Spiders can move like so:
6" in the movement phase (like normal jetpack units)
Another optional 2D6" in the movement phase, at the risk of losing a squad member

Run/shoot or Shoot/run a rerollable D6" in the shooting phase from Battle Focus + Fleet

Jump 2D6" in the assault phase as jetpack units.

They're crazy now, and I expect to see them wrecking lots of vehicles with a combination of S7 firepower and the mobility to hit side/rear armour easily.


As stated in the BRB, you can only move on the assault phase using your Jetpack as you would do in the movement phase, so it's 6+2d6. Confusion comes as usual jetpack move is only 2d6, but the codex specific rule overrides that.

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Made in gb
Chalice-Wielding Sanguinary High Priest





Stevenage, UK

 noghri wrote:
As stated in the BRB, you can only move on the assault phase using your Jetpack as you would do in the movement phase, so it's 6+2d6. Confusion comes as usual jetpack move is only 2d6, but the codex specific rule overrides that.


If you mean what I think you mean... it doesn't. The codex-specific rule states right at the get-go that you perform the special move in the Movement phase.

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Made in es
Deadly Dire Avenger





Banyeres de Mariola (Alicante)

 Super Ready wrote:
 noghri wrote:
As stated in the BRB, you can only move on the assault phase using your Jetpack as you would do in the movement phase, so it's 6+2d6. Confusion comes as usual jetpack move is only 2d6, but the codex specific rule overrides that.


If you mean what I think you mean... it doesn't. The codex-specific rule states right at the get-go that you perform the special move in the Movement phase.


Which is exactly the same movement you're allowed to do in assault phase

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Made in gb
Executing Exarch






 noghri wrote:
Which is exactly the same movement you're allowed to do in assault phase
When the rulebook says "they move just as they would when using their jet packs in the Movement phase", that means using the Skybourne rule to go over difficult / dangerous terrain. No distance is actually mentioned in the Skybourne rule (since that's based off the unit's other type).
   
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Devastating Dark Reaper






Rochester, NY

Quanar wrote:
 noghri wrote:
Which is exactly the same movement you're allowed to do in assault phase
When the rulebook says "they move just as they would when using their jet packs in the Movement phase", that means using the Skybourne rule to go over difficult / dangerous terrain. No distance is actually mentioned in the Skybourne rule (since that's based off the unit's other type).


This.
   
Made in es
Deadly Dire Avenger





Banyeres de Mariola (Alicante)

Quanar wrote:
 noghri wrote:
Which is exactly the same movement you're allowed to do in assault phase
When the rulebook says "they move just as they would when using their jet packs in the Movement phase", that means using the Skybourne rule to go over difficult / dangerous terrain. No distance is actually mentioned in the Skybourne rule (since that's based off the unit's other type).

My Spanish edition Rulebook is a bit ambiguous on that sentence, so I'll take your statement as valid. I apologize for my confusion

This message was edited 1 time. Last update was at 2013/06/03 13:36:14


 
   
Made in gb
Executing Exarch






 noghri wrote:
My Spanish edition Rulebook is a bit ambiguous on that sentence, so I'll take your statement as valid. I apologize for my confusion
No need to apologise, I'll guarantee that your English is better than my Spanish! It would be interesting to know if that's actually how things work in the Spanish RAW (no translation can be perfect after all).
   
Made in us
Regular Dakkanaut





Jacob29 wrote:
Hi, I have a couple of queries about some things in the Eldar codex.

Firstly, can Warp Spiders make the Warp Jump AND the Assault Phase Jetpack move? Also, can they move 6" AND make the Warp Jump move?

Secondly, if you have Baharroth in a unit of Swooping Hawks and they deep strike do they get TWO grenade packs? Baharroth's and the Hawks? or is it just the one.

Thirdly, are Wave Serpents / Falcon etc's weapons 360* rotatable?

Lastly, on page 74 there is a big picture of Saim-Hann Eldar, the Wraithknight has two weapon's on his shoulders what are they? They look like Heavy D-Scythes but the Wraithknight cannot equip them. So what are they?

There are a few more questions but I have forgotten them so I will edit this if I remember.


1. Pg 67 explains how the Warp Jump Generators work. Basically, you can move like a normal jet pack infantry unit (6") OR make a Warp jump (6"+2d6" in any direction). So you give up being able to JSJ in order to move faster in the movement phase.

2. Answered I think.

3. Answered.

4. I think you mean pg 72, but Ok. Those are Starcannons. If you look at the back of the weapon, they have the three pod-like protrusions. Pg 68 has pictures of the weapons.
   
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Devastating Dark Reaper






Rochester, NY

Moridan wrote:


1. Pg 67 explains how the Warp Jump Generators work. Basically, you can move like a normal jet pack infantry unit (6") OR make a Warp jump (6"+2d6" in any direction). So you give up being able to JSJ in order to move faster in the movement phase..


If JSJ means Jump Shoot Jump, then I don't think you're right. You get 6" move or 6+2d6" warp jump (in the movement phase), then you get Battle Focus (JSJ in the shooting phase), then you get a thrust move 2d6" (in the assault phase).

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Made in gb
Swift Swooping Hawk






Indeed, they follow all the Jet Pack rules except in the movement phase they can optionally use their generators.

This message was edited 1 time. Last update was at 2013/06/03 19:29:46


 
   
Made in us
Fresh-Faced New User




If Baharroth is attached to the squad of Swooping Hawks then it's only one grenade pack. However since neither squad drifts when deep striking if you want to take your chances have them arrive separately and just attach Baharroth to the squad after he deep strikes. He only has to end his movement 2" from the squad to be able to attach to it and this way you get two grenade packs. Just remember to grenade pack the same squad so that they can fire at it.
   
Made in ca
Foolproof Falcon Pilot




Ontario, Canada

Another question about Warp Spiders - Can they use their Jump Generator move in the movement phase in which they have arrived via Deep Strike?
   
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Devastating Dark Reaper






Rochester, NY

Bojazz wrote:
Another question about Warp Spiders - Can they use their Jump Generator move in the movement phase in which they have arrived via Deep Strike?

No, but they can use the Jet Pack Thrust move in the Assault phase.

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Made in us
Kabalite Conscript





Regarding the laser lock ability of the scatter lasers...

Since all weapons on a model or unit fire simultaneously, this would infer that the bonus is then only applied to further rounds of shooting, and not the round in which you first fired the scatter lasers.Did I miss something that allows them to stagger this shooting
   
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Longtime Dakkanaut



Aizuwakamatsu, Fukushima, Japan

deevil wrote:
Regarding the laser lock ability of the scatter lasers...

Since all weapons on a model or unit fire simultaneously, this would infer that the bonus is then only applied to further rounds of shooting, and not the round in which you first fired the scatter lasers.Did I miss something that allows them to stagger this shooting


You did. You missed reading the Laser Lock rule, which spells out in detail exactly how it works.
   
 
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