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Made in se
Nasty Nob





'Ere an dere

Mahtamori wrote:Yer, if Scorps have Infiltrate as innate ability (this should stick their points to about 15-16 with their current statline anyway) and then allow the Exarch to upgrade it... I like.

Very good indeed.
I like too that we are going on to MkIII, so that we can see everything new at once. Tell us if you need help Gorechild

idolator wrote:That Nob is carrying a big honking gun that happens to have two barrels. You could call it a twin-linked shoota if you want, you could also call it Susan.


My Eldar Blog

THE DARK CITY, A Dark Eldar Dedicated Forum! 
   
Made in gb
Mighty Brass Scorpion of Khorne






Dorset, UK

I apologize in advance for the length of this post

I think we're missing Fire Prisms, Nightspinners, War Walkers, Dark Reapers, Falcons, Wave Serpents, Quins, Farseer, Autarch, Biel Tan and Ulthwe SC's, Pheonix Lords.
I assume We'll leave the green ones as they are? If you can find the entries for any of the others in amoungst the madness it would be great. could you just post a link to the specific post and I'll add it into this monster.

If there are any other things that were discussed that I've missed out whilst going through all the pages of the thread then let post them and I'll tidy it up

Mahtamori wrote:
Borrowing from Gorechild wrote:
Swooping Hawks - xxx points
Unit size - 4 Swooping Hawks, 1 Exarch

Stats:
As now

Special Rules:
Aspect Warriors
Fleet

Unit Type:
Jump Infantry

Wargear:
Hawk Wings
Haywire Blaster: R24" S4 AP4 Assault 1 Haywire. (1=nothing 2-5=glance 6=pen)
Haywire Grenades: (1=nothing 2-5=glance 6=pen)

Options:
Up to 5 Additional Swooping Hawks may join the unit for XX points each
The Exarch weapons discussed below quote

Exarch powers:
Sky leap - The unit has access to Turbo Boost universal special rule.
Aerial assault - Because of the Hawks incredible agility they are able to strike at speeding vehicles with much great accuracy than mere humans. A unit with this ability never requires more than a 4+ to hit a vehicle in close combat, regardless of the speed it moved in the previous turn.


Aspect Warrior- A unit with the "Aspect Warrior" Special rule can regroup as long as it is above 25% of its starting strength (rather than the usual 50%), all other conditions that prevent a unit from regrouping still apply.

Exarch weaponry- Sun Blaster. R24", S8, Ap2, Assault 1 Lance.
Haywire Pulse. R24", S3, Ap4, Assault 2 Haywire.

Hawk Wings-A model with Hawk Wings is able to deep strike, instead of deploying in base to base contact after the first model has been places (and any scatter is resolved), they may be places however the controlling player wants as long as the unit remains in coherency


Howling Banshees - xxx points

Unit Size - 4 Howling Banshees + Exarch
Stats - as now
Wargear - as now
Special Rules - Aspect Warriors, Furious Charge.

Options - Up to 5 additional Howling banshees may be purchased for xx points each

Exarch powers
Warshout - As now, with following exception: Initiative test instead of Ld, If the test is failed then the enemy unit will attack at WS 1 for the rest of the turn: xx points
Assault drill - A unit with the Assaut Drill exarch power may disembark, shoot (or run) and assault as long as long as the vehicle they were embarked in has moved no more than 12" that turn: xx points

Exarch Wargear
Executioner- Two handed power weapon that allows the wielder to attack with +2 strength.
Mirrorswords - Replaces Shuriken catapult and power weapon. Two single handed power weapons, they allow you to re-roll fails to hit.


Striking Scorpions - xxx points

Unit Size - 4 Striking Scorpions + Exarch
Stats - as now +1 attack
Wargear - as now
Special Rules - Aspect Warriors, Infiltrate, Outflank
Options - Up to 10 additional Striking Scorpions may be purchased for xx points each

Exarch powers
Shadow Strike - All coversaves improved by 2 (4+ becomes 2+ ect)
Stalkers - A unit with this ability can come in from reserve from any piece of area terrain rather than their board edge.

Exarch Wargear
As now?


Fire Dragons - 115 points

Unit Size - 4 Fire Dragons + Exarch
Stats - as now
Wargear - as now
Special Rules - Aspect Warriors
Options - Up to 5 additional Fire Dragons may be purchased for 20 points each

Exarch powers
*Name?* -Always hit walkers on a 4+ when using metabombs in combat.
Meltdown - If a unit with this ability scores a total of over 6 (7+) on the vehicle damage chart, the strength of the hit inflcted on the unit being transported withing the vehicle is increases to 6

Exarch Wargear
As now?


Wraithguard - xxx points

Unit Size - 4 Wraithguard + Spiritseer
Stats - as now
Wargear - as now
Special Rules -
Wraithguard- Wraith, Extreme strength
Spiritseer - see Warlock entry

Options -
Up to 5 additional Wraithguard may be purchased for xx points each.
The Spiritseer may take any of the options specified in the Warlock entry except the Eldar Jetbike.

Wraith - Wraiths are not living beings but wraithbone constructs animated by the souls of long deceased warriors. As a result they are not affected by poisoned weapons and have the fearless special rule. Unfortunately this great strength also has a downside, at the start of each eldar turn roll a dice for each unit with the "Wraith" special rule, on a roll of 1, the unit may not move, shoot or assault for the entire game turn and will be automatically hit in close combat, as the spirit animating the construct becomes dormant.
Extreme strength- The wraithguard are far taller than even the tallest of the living eldar, because of their giant stature they are able to strike with such force that the enemys armour often proves to be no defence. Any model that suffers a wound from a wraithguard must re-roll any successful armour saves.


Iyanna Arienal - 375 points
Iyanna:
WS/BS:5 S/T:3 2A I5 W3 Ld10 sv -

Wargear:
Spear of Vaul - a singing spear which ignores armor saves
Armor of Vaul - Instead of saving wounds in the normal way, Iyanna must take a leadership test every time she suffers a wound. If the leadership test is passed, the wound is saved. This save counts as invulnerable save. The Leadership test may not be modified in any way, but may be rerolled if it is forced or enabled to do so.
Runes of Warding

Special Rules:
Independent Character
Fleet of Foot
Psyker
Spiritseer of Iyanden : An army which includes Iyanna may take Wraithguard units as troop selections. In addition, while Iyanna is alive, no Wraith unit needs to test for wraithsight.

Psyker Powers:
Iyanna has all of the warlock psyker powers, and employs them all simultaneously. Note that she may still only make one shooting attack in the shooting phase.

Iyanna's Wraithlord Husband (I need to re-read the Iyanden fluff)
Normal Wraithlord, doesn't take a FoC slot, basically a "free" HS choice. Maybe +1 WS/BS.


Basically, in the above schema, the player needs to invest 375 points to get Wraithguard as troops to start with. If the player wants to take a farseer on top of that (in what will be a point-strapped list), they are free to do so.


Defender Guardians: 75 points

Stats: Warlock (as now), Guardians WS/BS3 5+

Unit size: 5 Guardians, 1 Warlock, 1 Shuriken Cannon weapon platform

Special Rules: Fleet

Wargear:Shuriken catapult R18" S4 Assault 2

Options: Up to 5 more guardians may be purchased for 8 points per model, If all 5 additional guardians are taken, another Shuriken Cannon weapons platform may be taken for +10 points.
Any shuriken cannon weapons platform may be upgraded to: Star cannon (x points), scatter laser (x points) ect ect...
The warlock may take any of the options from the warlock entry.
If the unit includes 2 heavy weapon platforms, one heavy weapon platform per unit may be replaced with a support weapon: D-Cannon for x points, Vibro cannon for x points ect...
May take WS dedicated transport.

Any heavy weapon mounted on a platform can fire even if it moved in the movement phase, A support weapon may not fire if the unit has moved this turn. Any unit that includes a heavy weapon platform may not enter a transport


Dire Avengers: 80 points

Stats: As now (BS/WS4 4+) 5++ from shimmershield

Unit size: 4 Dire Avengers, 1 Dire Avenger Exarch

Special Rules: Fleet, Aspect Warrior

Wargear:Shuriken catapult R18" S5 Assault 2, Exarch has shimmershield + 2 catapults

Options: Up to 5 more Dire Avengers may be purchased for 12 points per model
The Exarch may take any of the following powers: Bladestorm (as now), Defend (as now)
May take WS or Falcon dedicated transport

Aspect Warrior - unit can regroup as long as it is above 25% of its starting strength, rather than the usual 50%.

Shining Spears - 90 points

BS WS S T I A W Ld Sv
4---5--3-3(4)-6-2-2--9--3+

Unit type:
Jetbike

Unit Size:
2 Shining Spears, 1 Shining Spears Exarch

Wargear:
Star Lance
Shuriken Pistol
Close Combat Weapon

Special Rules:
Hit and Run

Options:
Up to 2 additional Shining Spears may be purchased for 30 points each
One Shining Spear may upgrade to an Exarch for 12 points
The Exarch may upgrade his Star Lance to a Sun Lance for 8 points
The Exarch ay purchase a Shimmershield for 15 points

Exarch Powers:
Masters of the Charge - A unit with "Masters of the Charge" may assault 12" rather than the normal 6" - 20 points
Master Riders - The whole unit have the skilled rider USR and count as having plasma grenades - 5 points


Star Lance - A Star Lance is a two handed weapon that doubles the wielders strength and ignores armour saves on the turn they charge, They can also discharge a short range blast with the folowing profile Range 6" S4 AP2
Sun Lance - A Sun lance is a two handed weapon that increases the weilders strength to 8 and ignores armour saves, They can also discharge a short range blast with the folowing profile Range 6" S5 AP2

Araenion wrote:
Warp Spiders - 115 points
BS4 WS4 S3 T3 I5 A1 W1 Ld9 Sv3+

Unit type:
Jump infantry

Unit Size:
4 Warp Spiders + 1 Exarch


Wargear:
Warp jump generator
Death Spinner:
Range: 18" S4 AP6 Assault 3, Monofilament wire


Special Rules:
A unit equiped with a warp jump generator may make a 6" jump in the assault phase, they may choose to increase the distance of this jump by D6", but if a 1 is rolled one model in the squad is lost in the warp and removed as a casualty before moving the extra inch. This move may be used even if the unit is not in a position to assault.

The death spinner releases a barrage of shots of monofilament wires that covers the enemy, impairing movement and cutting through their flesh and bone should they move. Any squad hit with a Death Spinner is treated as if being in difficult terrain the next time it moves, every model in the squad must also roll a D6 - if a 1 is rolled they suffer a wound with no saves of any kind allowed.


Up to 5 additional Warp Spiders may be added for + 20 points each

Exarch wargear options:
The Exarch may purchase an addition Death Spinner for +5 points (fired as 1 assault 6 weapon) or may exchange it for a Spinneret Rifle. A Spinneret Rifle is a sronger version of the Death Spinner that is S5 and has Rending USR for +10 points; additionally, the exarch may be equiped with a pair of poisoned blades that provide an extra attack, wound on 4+ and have Rending USR for +10 points.

Exarch Powers:
Withdraw for 15 points, provides the unit with Hit&Run USR
Suprise assault for 10 points, when the Exarch's squad Deep Strikes from reserve, they scatter d6" instead of the usual 2d6"


Vypers - XXX points

BS WS S T I A W Ld Sv
4---4--3-5-5-1-2--9--3+

Unit type:
Jetbike

Unit Size:
3 Vypers

Wargear:
Twin Linked Shuriken Catapult
Shuriken Cannon

Special Rules:
Scout

Upgrades:
Up to two additional Vypers may be purchased for +XX points each
Any Twin Linked Shuriken Catapult may be upgraded to a Shuriken Cannon for +5 points each
Any Shuriken Cannon may be upgraded to Scatter Lasers for +XX points each
Any Shuriken Cannon may be upgraded to Star Cannon for +XX points each
Any Shuriken Cannon may be upgraded to Eldar Missile Lanchers for +XX points each
Any Shuriken Cannon may be upgraded to Bright Lance for +XX points each


Guardian Jetbikes - XXX points

BS WS S T I A W Ld Sv
3---3--3-4-5-1-1--8--4+

Unit type:
Jetbike

Unit Size:
3 Guardian Jetbikes + Warlock on Jetbike

Wargear:
Twin Linked Shuriken Catapult

Options:
Up to 6 additional Jetbikes may be purchased for XX points each
The Warlock may take any of the Warlock powers from the Warlock entry
1 Guardian Jetbike in every 3 may upgrade its Twin Linked Shuriken Catapult to a Shuriken Cannon for XX points



Gorechild wrote:Nuadhu 'Fireheart', Wild Rider of Saim Hann - XXX points

WS: 6 BS: 6 S: 3(6) T: 5 I: 6 A: 4 W: 3 Ld: 10 Sv: 3+


Unit Type:
Independant Character
Jetbike

Wargear:
Alean
Holofields
Shuriken Cannon
Spear of Wind

Special Rules:
Hit and Run
Furious Charge
Brotherhood of the Wind

--------------------------------------------------------------------------------------------------------

Spear of Wind - Ignores armour, double strength in CC (already included in profile)
Holofields - 4+ inv save
Alean - A special Vyper that is riden as a jetbike, confers +2 toughness and a 3+ armour save (included in profile)
Reckless - Nuadhu confers all of his USR's to any unit that he is joined to.
Brotherhood of the Wind - The wild riders of Saim Han are masters of the eldar jetbike, perfectly equipt to take on any foe from the back of their wraithbone steeds. For every 3 models in a unit of Guardian jetbikes in an army with Nuadhu, 1 may upgrade their shuriken catapult with a fusion gun or flamer for +6 points, as well as the normal shuriken cannon upgrade option
--------------------------------------------------------------------------------------------------------


Hoec - XXX points

-BS-WS-S--T--I---A-W--Ld--Sv
--8--5---3--3--6--2--3--10--3+


Unit Type
Independant Character

Wargear:
Silence
Defensive Grenades

Special Rules:
Less Than a Shadow
Mentor of Guile

---------------------------------------------------------------------------------------------

Silence- Range 48" S8 AP1 Heavy 1 Pinning or Range 48" S5 AP3 Assault 3 Pinning

Less Than a Shadow- Hoec and any unit he joins have all cover saves improved by 2 (4+ becomes 2+ ect) In addition, Hoec has a 4+ invunerable save against any wounds inflicted by a weapon that ignores cover.

Mentor of Guile- Every ranger long rifle in an army that includes Hoec changes its type from "Heavy 1" to "Assault 1"

---------------------------------------------------------------------------------------------



Gwyidion wrote:
Wraithlord - xxx points

WS BS S T W I A Ld Sv
5 5 10 8 3 3 3 10 2+

Unit Type
Monstrous Creature

Special Rules
Fearless
Wraith

Wargear:
two wrist mounted twin-linked shuriken catapults
wraithsword

The wrist mounted twin-linked shuriken catapults may be replaced with:
2 flamers (for free), 2 Heavy Flamers (for XX pts) or 2 Wraithcannons (for XX pts)

The wraithsword may be replaced with:
Shuriken Cannon (for free), Star Cannon (for XX pts), Scatter Laser (for XX pts), Eldar Missile Launcher (for XX pts) or a Bright Lance (for XX pts)

They may also take:
A second wraithsword (+1A) (for XX pts), a Shuriken Cannon (for XX pts), a Star Cannon (for XX pts) a Scatter Laser (for XX pts) an Eldar Missile Launcher (for XX pts) or a Bright Lance (for XX pts)

Alternativly, all non-wrist mounted weapons may be replaced with:
A Pulse Laser (for XX pts), a D-Cannon (for XX pts), a Shadow Weaver (for XX pts) or a Vibrocannon (for XX pts)


The Avatar of Khaine: WS BS S T I W A Ld Sv
10 6 6 6 6 4 4 10 3+ (4++)

Special Rules:
Monstrous Creature
Daemon (4++)
Molten Body (any Flamers,heavy flamers,hand-flamers,infernus pistols,flamestorm cannons, Inferno cannons, meltaguns, Multi-Meltas, Heat lances, combi-flamer or combi-meltas cannot wound the Avatar)
Fearless
Inspiring (any unit within 12” counts as being fearless, Any unit that can draw line of sight to the avatar has the stubborn USR)

Wargear:
The Wailing Doom-Range 12” Strength:8 AP:1 melta



Rangers: WS BS S T I W A Ld Sv
3 4 3 3 5 1 1 9 5+

Special Rules:
Fleet of Foot
Stealth (2+ for Pathfinders)
Move Through Cover (Pathfinders
Infiltrate

Wargear:
Eldar Long Rifle (Sniper) (5 or 6 is a rending shot for Pathfinders and counts as AP1)


Dark Reapers - xxx points

Unit size: Exarch + 4 Reapers, can take 5 additional Reapers
Stats: As now
Weapon: As now
Special Rules: Slow and Purposeful, Aspect Warrior
Exarch Powers: Relentless: Unit replaces Slow and Purposeful with Relentless
Crackshot: coversaves of whole unit reduced by 2 (4+ becomes 6+)
Exarch Weapons Tempest Launcher: as now
*Can't think of name* - Range 48" S8 AP3, Heavy 1, Split fire (can fire at different unit as rest of squad)


Seer Council of Ulthwe - xxx points
Eldrad Ulthran, 4 Warlocks
Up to 5 warlocks may be added for xx points each and up to 2 Farseers may be addedd for xx points each.

Special Rules: Fleet.
Options: Each warlock may take one of the psychic powers from the Warlock entry, or one of the following: Amplify: The range of all Farseer powers in this unit are increased by 6", the effect of this power is cumulative. Distort: The range of all enemy shooting attacks fired at the seer council are reduced by 6", when assaulting a unit with a unit with the distort warlock power the enemy may only move d6", the effects of this power are not cumulative.
Any Warlocks or Farseers (except Eldrad Ulthran) may replace their Witchblade with a singing spear for x points.
The Farseers may take any of the psychic powers from the farseer entry, Eldrad Ulthran has all the powers, in addition to "Forewarn: This power can only be cast on a unit of guardians. If this power is sucessfully cast, the entire unit of guardians may fire in the enemies assault phase when an assault is declared against them, but before the enemy models move into base contact. They must fire at the first unit that is attempting to assault them.
The Seer Council of Ulthwe may take a Wave Serpent or Falcon dedicated transport.


PLEASE DONT MAKE ANY NEW SUGGESTIONS FOR THE TIME BEING, WE NEED TO TRY AND CONTROL THIS MADNESS!

This message was edited 21 times. Last update was at 2011/06/20 11:07:51


   
Made in us
Longtime Dakkanaut



Beaver Dam, WI

OK I am going to break the request. One of the things making this stream being very hard to follow is that we are now going off on different tangents. Vehicles, aspects, farseers and warlocks, autarchs. Might I suggest that it is time to subdivide all these issues and make them a separate
post like "Ideas for the Eldar Mk III: Autarchs" and "Ideas for the Eldar Mk III: Swooping Hawks"

2000
2000
WIP
3000
8000 
   
Made in se
Wicked Warp Spider






Ios

It'll be hard since some discussions will inevitably involve more than one unit. Spiders will interfere with Hawks, and Guardians and Avengers will wreck havoc on each other if kept separate.

Might be good to start compiling to a codex, even though that means costs will have to be worked out as well (something that's actual with Night Spinner, btw).

I really need to stay away from the 40K forums. 
   
Made in gb
Mighty Brass Scorpion of Khorne






Dorset, UK

I'm really struggling to find any of our discussion on Quins or Dark Reapers. If anyone can remember anything or find a mock-up entry that one of us made could you quote it here again?

As far as points go, I was thinking we could leave them blank, and in MK3 others can look at the entries and give their opinion on what they should cost.

   
Made in dk
Devastating Dark Reaper




We agreed to give them Kisses as standard equipment.
Beyond that, suggestions were as far as I remember: Solitaire back as HQ maybe, possibly give the Harlequins only some kind of webway portal. Don't think there was much more to that.

   
Made in se
Wicked Warp Spider






Ios

Dark Reapers: there's been a few suggestions.
* Straight up Relentless.
* Option to go Slow and Purposeful for a turn.
* Indirect fire through other units (particularly Swooping Hawks) where you'd use the other unit's vision to determine cover and line of sight.
* Increased armour to 3+

No mockups though.

I really need to stay away from the 40K forums. 
   
Made in gb
Crafty Clanrat




Scotland

I'm going to admit I didn't read all the thread so I apologise about talking about things already discussed but I'm glad most of my suggestions were already suggested. Great minds and all that.

@Mahtamori Dark Reapers already have a 3+ Armour save, the other things sound interesting. Slow and Purposeful would allow them to move around but not too quickly. Indirect fire might be a bit much, but perhaps they could split fire between them and their exarch? After all if you give the Exarch an EML to shoot at heavier tanks it makes the rest of the unit a bit pointless, and at the same time when they shoot at the unit the EML isn't as good as the Tempest Launcher unless it's GEQ.
   
Made in se
Wicked Warp Spider






Ios

Fail on my part, keep thinking of 3e codex since I so seldom use them

I really need to stay away from the 40K forums. 
   
Made in gb
Mighty Brass Scorpion of Khorne






Dorset, UK

Dark Reapers and Seer Council of Ulthwe added. Do they look okay?

If any units are remaining unchanged I'll just leave them out of the Dex entirely. I'm reluctant to make big changes (or any really) to Quins as it will stop them matching up with DE.

If anyone spots any massive screw ups let me know, I'll start moving that into a dex now

   
Made in se
Wicked Warp Spider






Ios

'quins won't really be used much in the DE codex which can support them due tot heir cost and in the CWE codex they are both costly and difficult to support, so they badly need to change. The big problem is their dual-codex nature which just ensures they will never change.

I really need to stay away from the 40K forums. 
   
Made in gb
Sneaky Sniper Drone





Shouldn't Wraithlords have the 'Wraith' special rule like Wraithguard?

 
   
Made in dk
Devastating Dark Reaper




Gorechild wrote:Dark Reapers and Seer Council of Ulthwe added. Do they look okay?


Just one thing I remembered: Warlock powers are never cumulative, so no need wording that Amplify and Distort aren't cumulative.

This message was edited 1 time. Last update was at 2011/06/20 11:02:09


   
Made in gb
Mighty Brass Scorpion of Khorne






Dorset, UK

@ZeroSamurai - Good catch, it's stupid things like this that I'm missing. Thanks.

   
Made in us
Eternally-Stimulated Slaanesh Dreadnought






New York, NY

Aren't wraithlords also made of the same material as wraithguard and thus shouldalso be immune to poison? I fully understand that makes wraithlords nearly immune to all types of small arms fire but...

I have a love /hate relationship with anything green. 
   
Made in us
Sneaky Striking Scorpion



Oregon

harlequins can't live under the "they need to match with the other codex" idea... or they will never, never change.

It is ok to change them.
   
Made in gb
Mighty Brass Scorpion of Khorne






Dorset, UK

Can anyone find the most up to date version of all the heavy weapons ideas?

I'm very nearly done writing up the dex. Its only a rough outline for each unit that we can work on in MKIII. I'll be leaving all the point costs blank though. I just need to sort out the 'Quins entry and do some tidying up and we'll be there!

   
Made in gb
Trustworthy Shas'vre






Dorset, UK

Gorechild wrote:Can anyone find the most up to date version of all the heavy weapons ideas?

I'm very nearly done writing up the dex. Its only a rough outline for each unit that we can work on in MKIII. I'll be leaving all the point costs blank though. I just need to sort out the 'Quins entry and do some tidying up and we'll be there!


Can we Make the MKIII Thread?
   
Made in se
Wicked Warp Spider






Ios

I don't think we've got anything remotely approaching a consensus on the heavy weapons, but I'll try to recap on what's been discussed. Mainly it's about breaking the flavour-of-S6.

Shuriken Cannon.
- Keep as is.
- Alter to high ROF, low S to keep it defensive (Heavy 5 S4 Ap4)
(- Deny Reapers these)

Scatter Laser.
- Keep as is.

Missile Launcher.
- Keep as is.

Bright Lance.
- Cost reduction absolutely necessary. At least 10 points flat across the board.

Star Cannon.
- Heavy 2 S7 Ap2
- Heavy 3 S6 Ap2
- Heavy 1 S6 Ap2 Blast

Pulse Laser.
- Keep as is.
- Make available for all heavy weapons platforms at roughly the cost of current Bright Lance

---

Support weapons in general.
- Moved to replace a platform in a Guardian squad
- Moved to replace two platforms in a Guardian squad per support platform
(I'd personally love to see these particularly Vibro Cannon on Falcons)

D-Cannon.
- +12" range.
- Made available to Wraithlords

Vibro Cannon.
- Reference point scatter similar to barrage blast.
- Extra cannons add +1 hit / glance
- Ignores cover

Shadow Weaver.
- Monofilament

---

The key to remember about Eldar heavy weapons is that it's mainly the costs and Star Cannon that are the problem, the rest of their issues are more to do with the individual units using them. Guardians have a problem with survival versus volume of fire, Falcons have a problem with the new vehicle rules preventing them from using all weaponry, Wraithlords pay a premium for additional weapons of the same variety, Vypers have a problem with survival versus cost, etc.

---

For 'quins, here's a suggestion:
All Harlequins are armed with Kisses, cost is increased by +2 (this is a cost reduction of 2). Shrieker Cannon counts as a two-handed power weapon in close combat.

Harlequin's Kiss could become a special ability (Rending Blades) to preserve model consistency. The actual Harlequin's Kiss models would in such case be provided a new shiny weapon which truly represents injecting a spinning monofilament wire into the enemy's body.
Single attack power weapon attack which causes instant death, which always wound on 2+? (Numbers on old kiss: (MEQ) 3x (((4/6)x(1/6)x(2/6))+(4/6)x(1/6) ~= 3x 0,148 = 3x (32/216) = 3 chances at 4/27 OR roughly 55.6% chance of killing with new Kiss versus 38.2% (47.3% on charge) chance of killing with old kiss)

This message was edited 2 times. Last update was at 2011/06/22 10:35:49


I really need to stay away from the 40K forums. 
   
Made in us
Longtime Dakkanaut



Beaver Dam, WI

Mahtamori wrote:Dark Reapers: there's been a few suggestions.
* Straight up Relentless.
* Option to go Slow and Purposeful for a turn.
* Indirect fire through other units (particularly Swooping Hawks) where you'd use the other unit's vision to determine cover and line of sight.
* Increased armour to 3+

No mockups though.


In an effort to make the foot dar army viable. Change the reaper launcher to S7 AP3 ROF1. With the exarch ability transferring to the squad of Quick Fire +1 ROF or Crack shot Ignore cover. S7 will give the foot dar the requisite number of shots and when added to an exarch packing an EML, that is potentially 8 S7 and 2 S8 shots. Relentless of course could be added. The issue is then the cost of the unit.

2000
2000
WIP
3000
8000 
   
Made in gb
Mighty Brass Scorpion of Khorne






Dorset, UK

I've finished as much as I can for the PDF.

The MK3 thread, with the uploaded PDF has been opened HERE

   
Made in dk
Devastating Dark Reaper




DAaddict wrote:
Mahtamori wrote:Dark Reapers: there's been a few suggestions.
* Straight up Relentless.
* Option to go Slow and Purposeful for a turn.
* Indirect fire through other units (particularly Swooping Hawks) where you'd use the other unit's vision to determine cover and line of sight.
* Increased armour to 3+

No mockups though.


In an effort to make the foot dar army viable. Change the reaper launcher to S7 AP3 ROF1. With the exarch ability transferring to the squad of Quick Fire +1 ROF or Crack shot Ignore cover. S7 will give the foot dar the requisite number of shots and when added to an exarch packing an EML, that is potentially 8 S7 and 2 S8 shots. Relentless of course could be added. The issue is then the cost of the unit.


No more suggestions for the moment, Gorechild is writing a codex with the suggestions so far. Wait 'till MKIII

   
Made in gb
Longtime Dakkanaut





Scotland

I like the way Striking scorpions have been made into stealth experts, good call.

Mary Sue wrote: Perkustin is even more awesome than me!



 
   
 
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