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Los Angeles

I really don't belive that holofields were the big problem on the falcon. It was the spiritstone holofield combo that made the tank invulnerable. Every weaker hit was downgraded or eliminated by the spiritstones. Now that you can no longer eliminate the crew shaken result the falcon won't be as big a danger as it was before. I won't constantly be shooting anymore. And if it just floats around not shooting it won't be as valuable. Hence the points drop. I just don't see it being as dangerous as it once was, perhaps I'm wrong but I just don't see it.


It's not as dangerous offensively but now it's even closer to being indestructible, albeit slightly. Sure, last time half the shaken results disappeared, and shaken results were the plurality of the consequences post holofield. But half the stunned results stuck. Now it will never be stunned. Stunning a Falcon was the only way you were going to have a solid shot at taking it down. The always glancing combined with the overall mobility of the Falcon itself kept it alive. Now the chance to stun it is completely gone.

The new Spirit Stones and the new Starcannon rules are going to hurt the Falcon overall. It's going to take a legitimate offensive hit for a slight increase in durability. But even if it gets a 10 pt reduction, that's still 200 pts (assuming you take the Shuricannon) that the enemy will almost certainly never get.

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Actually, the Pulse Laser is going from d3 to Heavy 2 - which on average means more shots. So that will help as well wouldn't it, offensively speaking?
Also, Starcannons going down a bit doesn't necessarily mean that Falcons will suck. Other things are becoming options. I believe scatter lasers are defensive weapons, aren't they? Heavy 4 for them.
   
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But don't forget Chris that it's going to be BS4 instead of BS3, so the turns you do get of firing should be more potent than they used to be.

And I agree with you. Sure the Falcon gets shaken and can't shoot for a turn, but then players will just zip it behind some cover for a turn to guarantee they'll be able to shoot with it next turn.

It's still next to indestructible, it is still a scoring unit, and it can still carry a scoring unit.

I'd still take three in heartbeat. Especially if it's cheaper in points.




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The shuriken cannon is also rumored to be around 5 points or so for Guardian Squads, though I'm not sure about cost for upgrading Falcon weapons. I don't think that a pulse laser/shurikannon/shurikannon Falcon would be all that bad, really. It'd be cheap and could pump out a good volume of shots.

And it's not sure if the Falcon get BS4. The Fire Prism is looking to have BS4, not necessarily the Falcon.

-GrimTeef-
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And it's not sure if the Falcon get BS4. The Fire Prism is looking to have BS4, not necessarily the Falcon.


Indeed. I'd like to see a BS4 Falcon, but I can't imagine them giving it to us.

"The last known instance of common sense happened at a GT. A player tried to use the 'common sense' argument vs. Mauleed to justify his turbo-boosted bikes getting a saving throw vs. Psycannons. The player's resulting psychic death scream erased common sense from the minds of 40k players everywhere. " - Ozymandias 
   
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no, no bs4 falcon
the fire prism on the other hand...
   
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Actually, the Falcon may not be cheaper. We know that Serpents and Vypers get cheaper, but we also know that they don't come stock with Shuriken Cannons anymore - you have to pay to upgrade from nothing to one of the weapons. If the Falcon also doesn't retain an automatic Shuriken Cannon, its base cost goes down while staying as expensive (or becoming moreso).

I'd love BS4 on the Falcon, though I doubt they'll do it. It just seems to make a great deal of sense.

Also, Stunning a Falcon isn't the easiest way to kill one. The way things are set up, you've got a better chance of simply killing it than you have of Stunning it, though I won't deny that Stunning helps. If the new Extra Armor Spirit Stones are more than, say, 5 points, I just can't see people taking them for fast-moving Falcons; it just doesn't come up often enough. And yeah, I'm also confused as to why the Holofield didn't change into something like a 4+ invulnerable save.
   
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I wanted to do a mixed eldar force but seeing all this the wraithord's gone thanks to the wraithsight rule and 3 falcons with holofield etc will be standard with some rangers to generally anooy the enemy.

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Falcon with Pulse Laser, Scatter Laser, and Shuri-Cannon looks like the best option.

Wasn't there a rumor that the CTM would be a BS upgrade?

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Any idea on how the Tempest launcher works?, i heard somewhere it fires in an arc with cluster missles.

seems a bit odd to me.
   
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Far as I know its G36. However there is much conjecture on the Str(5 or 6), AP(3 or 4) and Blast template size.

However essentially what it allows is the Dark Reaper Exarch to hit targets that are trying to hide from his/her squad. It does reduce the squads output because only the Exarch can hit targets not in sight. It also allows the DR squad to possibly pin an enemy unit in place with their firepower and then wipe them out. It actually makes sense from a tactical point of view to add a Tempest Launcher to a DR squad.

But as stated before they will be competing with Falcons, Fireprisms, Wraithlords, Warwalkers, and Support Platforms for space in the army list. With that kind of competition it will be hard to choose.
   
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Thanks for posting all the rumors, it has been an interesting read.  I really like all the fabulous new models the Eldar are getting and especially the potential for a new HQ!  How great!

But ultimately if the swordwind list is invalidated and the only troop choices the Eldar can have are guardians (in mandated bigger squads), dire avengers (with a bit more range) and scouts, they still have the weekest troop options around, that will be sad.  I certainly hope the rumors are just that, and that some elements of force org box manipulation remain, at least for the Saim Han and Biel Tan armies.

(I don't want to buy, own or paint any guardians ever, I think they're complete junk... and Dire avengers are about the same...) 

   
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Guardian jetbikes are also troops, and they're substantially cheaper.

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I heard Warwalkers will be fast attack and there was a rumor that the Autarch can put one Warrior Aspect into a troop choice
   
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is the jetbike save being reduced to 4+ though? That'd be terrible


on the aspects, I've heard that a max size squad of certain aspects without an exarch can be troops.

so the Autarch has no exarch weapons or powers?

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Nope. Warwalkers are certainly still Heavy Support, I saw the photos of the box art, and the Heavy Support symbol is right there on the front. The saving grace may be that they get the Scouts rule, or whatever the rule is that Sentinels have that lets them move before the game starts. So they will be a bit faster for a Heavy Support option.

Haven't read anything about the Autarch moving around Aspect choices. He is reported to give the +1 on reserves roles.

-GrimTeef-
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So is the Shuriken Catapult going to 18 inch range or is that just for Dire Avenger units?  It sure would make jetbikes a bit more attractive as troops if they could shoot 18 inches...

?

   
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All rumors are pointing to Avengers being the only ones that get the 18" catapult aside from the Autarch, who has access to one. It's called the Dire Catapult, as it were.

Jetbikes are being moved to the Troops Force Org slot, and are getting cut down in price, though I do not know by now much. Their stats and everything are staying the same, including the catapults, I wager.

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"on the aspects, I've heard that a max size squad of certain aspects without an exarch can be troops. "

This was proven to not be the case. Wraithguard can be troops if bought in full 10-strong squads, though.

"so the Autarch has no exarch weapons or powers? "

No exarch weapons or powers. +1 on reserve rolls and/or strategy rolls, maybe something extra. Only access to aspect wargear, but all aspects wargear can be combined as seen in the first couple of posts.

-GrimTeef-
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GrimTeef: yes, the ability is called scout, and it is fairly useful with sentinals.

It sounds like the eldar got an all around overhaul, and i agree with some of the baove statements in that the falcon seems to be the heavy support unit of choice. with all of the new weapon options (nearly all of them becmoing cheaper) the falcon will be as useful, if not more so, than before. Three falcons with anti amror eapon load outs and full loads of dragons will eliminate any heavy infantry and armor, backed up with a few squads of avengers in flak fire WS's will make short work of most hoarde infantry. I think that the mecahinzed eldar will become the configuration of choice and will be extremely powerful.

I am happy to see many units become more useful as they are great models.

The hawks with haywire grenades is very cool, and the ability to redeepstrike beings me back to 2nd edition, although how effective it will be remains to be seen. it would be a usfull utility however, to get out of trouble and to attempt to capture objectives.

cheaper jetbikes makes the units highly viable as a cheap way to fill up troop slots and the units become great at seizing and contesting objectives, although they are still not very combat effective.

an improved avatar is needed (although the old one was great to soak up fire for his points, hardly how i would invision him from the fluff, though)

the reapers needed the amror increase and i think it is a good change.

the wraithlord and guard sound to be even more useful, baring the wraithsight issue which should be fairly easy to get around, although a bit annoying.

Shinning spears acting as rough riders whould be somewhat useful, although they need a fairly big points reduction to be worth the one hit wonder role they are filling. Otherwise it is doubtful they will ever get their points back consistantly and therefore still not see much playing time.

and harlquins back: that is just bas arse. I love harlies, great background, cool abilities, beautiful models, and the with rending? I think they will be a very useful HtH unit.

on the whole, if these rumors prove to be true, the list seems to have become even more killy and flexible while eliminating some of the broken craftworld lists. I think that the new eldar armies will be very powerful while remaining beatable. I really look forward to playing with and against them.

thanks for sharing the info GrimTeef.

   
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damnm then I really have to buy two units Dire Avangers if I want to play a Aspects-only list
   
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anybody heard or saw something that the dark reapers will be redone? I saw a new Exarch, but I don't know anything about the normal warriors
   
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yup
there are new reaper mods as well
they mix nicely with the current ones imho
   
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anybody know if rangers or pathfinders went down in points
   
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Goodness!

This all sounds almost too good - and has gotten me back into 40k army mood after having only painted competition entries for a while, and generally spending much less time on the hobby.

Looks like the Eldar will be very diverse and offer many different variations for competitive play.

I've got a small force of eldar assembled, primed and partly painted, in anticipation for the release. The aim is to get a cool new army quickly when the new toys come out.

-migs



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Here is a rumour roundup posted by: Tamashii of 40K online.
Lazarus.
 
 
Updated version 4.1
As promised this is my compiled list, so enjoy   

It has been said, that when the design team came to redo the Eldar that they actually read through all the history and fluff that had been written about the Eldar first, then they sat down and started witting up the new concepts with out looking at point cost, then looked at the newer armies that had already been done for similar weapons and then assigned points to the units while still trying to stay with the fluff.
New rumors/information
Confirmed Information form GW

HQ:

Avatar:  Not a Special Character. Cost around 155pts. Current stats with a change of +1Int +1A BS5 3+/4++ save.  All Eldar within 12? will gain Fearless, but will not gain +1 CC ressalusion. Wailing Doom ranged attack (as melta gun). Immune to Flamer and Melta type weapons.

Farseer: They will be T3 and cost around 55pts. Ghosthelm, pistol & Witchblade as standard EQ (Ghosthelm will give a 3+ save against POW). He may take a Retinue of 1-10 Warlocks. Seerer Counsel: 1 Farseer may have 1-3 Warlocks, if you have 4-6 Warlocks you may take a 2nd Farseer, if you have 7-10 Warlocks you may take a 3rd Farseer, but 3 Farseers and 10 Warlocks is the max. So far they still have the same powers, Rumor of slight changes to all the powers, more effective and some cheeper, Eldritchstorm (slightly stronger vs. Vehicles), plus Doom (cast on an enemy unit, May re-roll to wound, effects both shooting and CC). They can purchase Wargear from the Armory.

Warlocks: Will be around 25pts, a Warlock may be upgraded to a Spiritseer for +5pts, all the regular Warlock powers are still available, but Rumored that they are slightly changed. Warlocks will now be both a Retinue for the Farseers and as a troop add-on character (this does not take a Warlock from the Farseer Retinue). They will have standard EQ of Witchblade & Pistol but may upgrade Weapons to Singing Spear at +3 pts and have a Power weapon option, and may get other Wargear from Armory. 

Autarch: He will be an IC he will have a list of Aspect Wargear that he may purchase from. This will consist of 4 sub groups Movement/Headgear/one handed weapons/Two handed weapons. He may choose from any basic Aspect gear but none of the Exarch only gear, and he will not have access to Exarch Powers (but may join an Aspect squad that has an Exarch and gain that Squads ability), (standard EQ Shuriken Pistol, Plasma grenades and force shield), plus whatever Wargear choice he takes from the armory. His supposed stats are WS6 BS6 S3 T3 W3 A3 I6 LD10 3+/ 4++ save . Path of Command-He is supposed to be able to affect reserves (possible +1 on the strategy rating rolls, and +1 to bring in reserves). The Autarch will not have the option to take a Retinue.
As I understand it the Autarch Aspect Wargear options should be something like this:
    Movement                     Helm                            1 HW                                                 2 HW
     SH Wings                  Banshee mask              Laser Lance(if on jetbike)                  Dire Catapult
    WS Jumppack             Mana blaster                 Scorpion Chainsword                        Fusion Blaster
    Eldar Jet Bike                                                  Power Weapon                               Reaper Launcher
                                                                                                                                  Las Blaster
                                                                                                                                     Death Spinner
He will have access to grenade options, and possible some other Wargear. (Bright Lance is not to be an Option) 
As a character he can take two 1HW or may take one 1HW and one 2HW

Troops:

Dire Avengers: Troop choice, may upgrade one to an Exarch. Dire Catapult 18? Range. No grenade option. Exarch powers Shuriken Storm (+1 shots to the squad, but cannot fire next turn), Defend (attacking squad -1A to min of 1 in each combat phase). The Exarch has optional weapons combinations: Power weapon & Shimmershield (gives squad a 5+ Inv. save while in CC), Diresword & Shuriken Pistol, 2 Forearm mounted Dire catapults(Assault 4 not TL).

Rangers: Troop choice, they will have a size increase 5-10 for a squad, No grenade option. They will be able to up grade to Pathfinders at a point cost, this will give master marksmen which will give them on a roll of 5+ an AP 1 hit and to increase their Cover save to +2 .

Guardians: Troop choice. Min 10 to Max 21(including Warlock), you must take a heavy weapon platform the two crewmembers come from the squad (can only take one weapon platform); you may exchange their catapults for Pistol & CCW to make Storm Guardians and then have the option for two special weapons upgrades (no grenade options). You can have a Warlock join the unit.

Guardian Jetbike: Troop choice, reduced to 20-25 points (actual point cost has not been posted), no stat change (no grenade options). You can have a Warlock join the unit. Limited to 1 Shuriken Cannon per 3 and will have a upgrade cost around 10pts vs. the 20pts we do now.

Transport Waveserpent: Still has Force field (no confirmed information yet), it has been said that it will be like Energy fields in previous editions, will have a reduced cost, and we will have to pay for the type of weapons you want. They are going to making the transport be able to hold 12 models. May not carry Swooping Hawks, Warp spiders, Harlequins, Jet bikes or Monstrous Creatures, otherwise same option of Troop. BS3 still.

Elites:

Wraithguard: Troop choice if squad of 10 on foot, Elite choice if taken otherwise. They can have a Warlock/Spiritseer join the squad. They are effected by Wraithsight, A Warlock/Farseer may negate Wraithsight if within 6" or a Spiritseer if within 12". Will be T6 now no other changes to stats, Wraith cannon will wound on a 2+ AP1, instant kill on a roll of 6, and vs. vehicles it will glance on a 3-4 and penetrate on a 5-6. No grenade option.

Striking Scorpions: Elite choice. May upgrade one to Exarch. Squad is S3 but Scorpion Chainsword gives +1 to Str. Manablasters are changing to +1A, gaining Plasma Grenades as standard EQ. Exarch powers: Stalker(Squad move through cover USR), Shadow Strike(Squad Infiltrate USR). Exarch weapons: Scorpion Chainsword & Pistol, Biting Blade(2HW for each successful to hit you add +1S to your to wound no word yet if just a CCW or if PW) & pistol, Scorpion Claw(Str6) & Scorpion Chainsword, Chainsabres (paired Chainswords with fist mounted Shuriken pistols, re-roll to hits and to wound).

Fire Dragons: Elite choice. May upgrade one to Exarch. Fusion Blasters (Melta gun stats). Will be 1-2 pts cheaper. No plasma grenade option. Exarch powers Tank Hunter (squad Tank Hunter USR), Crack Shot (Exarch only). Exarch Weapons: Fusion Blaster, Firepike (18" S8 AP1 A1 Melta), Dragons Breath (Heavy Flamer).

Howling Banshees: Elite choice. May upgrade one to Exarch. Banshee mask will give Int10 and will negate opponents cover and grenade abilities when charging . No plasma grenade option. Exarch power: Acrobatics (counter charge USR), War Shout (Opponents take a moral test if failed opponents become WS1 for the first CC phase). Exarch weapons: Power Weapon & Pistol, Executioner (2HW)& pistol, Mirror Blades (paired power weapons +2A). Triskele &Pistol (web of skulls type weapon S3 AP2 A3).

Harlequins: Elite choice, no word on the troupe size, may upgrade one to a Shadow seer, one to a Troupe Master (Great Harlequin) and one to a Death Jester (no word on Solitaire, it has been said he is not in the Codex). They have a list of Wargear that they may choose from with the Harlequin Kiss as the only rending weapon in the Codex (limited grenade options). They will have an Inv save. The Death Jester is to get Shreiker Cannon (same stats as Shuriken Cannon and gains pinning). They have not said what Abilities they will be getting, but suppose to have their normal EQ. Shadow seer will still have ?Veil of Tears? Physic power (use night fight rules to see the unit he is with), and can take Hallucinogen grenades and allows the squad that he?s with to gain them also. Harlequins still have flip belts which allow them to ignore difficult terrain tests.

Fast Attack:

Shining Spears: Fast Attack choice may upgrade one of them to be an Exarch. They are reducing cost to 35pts. Exarch Powers Withdraw (hit and run USR), Expert Rider USR. They are changing the Laser Lance to S6 Power Weapons on the charge, and that they then revert to S3 CCW in the following rounds of CC. No plasma grenade option. Exarch is losing the Bright Lance option, but may upgrade TL Catapults to a Shuriken Cannon. Exarch weapons: Laser Lance, Power weapon, Star Lance a S8 version of the Laser Lance.

Warp Spiders: Fast Attack choice may upgrade one of them to be an Exarch. No plasma grenade option. Exarch Powers Surprise Assault (always deepstrike like terminators) Withdraw (hit and run USR). Death Spinner (12" S6 AP- A2). Exarch weapon options: Powerblades, Twin Death Spinner (Assault4). Spinneret Rifle (Rng 18" S6 AP1 A1 Pinning, It has been said on the Warseer forum by Brimstone that it's to be different then Death Spinners, Try to think of a Harlequin Kiss as a ranged weapon, a focused burst of monofilament wire shot in a tight line to cut through armor vs. a glob shot at an opponent).

Swooping Hawks: Fast Attack choice may upgrade one of them to be an Exarch. They have their normal grenades plus gaining Haywire Grenades as standard EQ. Exarch powers Intercept (gives ability to hit Vehicles in CC on a 4+ even against skimmers), and Skyleap (in your movement phase you may choose to leave the table and go into reserves even if you where in CC, next round you roll your reserve roll to bring them back in the next movement phase). Exarch weapons Lasblaster, power weapon & pistol, Hawks talon, Sunrifle (S3 AP5 A6 pinning).

Vyper: Reduction in cost and is counted as being open topped still. Will still have TL catapults, but will have to pay for the heavy weapons turret option and vehicle upgrades. BS3 still.

Heavy Support:

Support Weapons: D-cannons will now be a G24? small blast versions of the Wraith cannon. It will affect Vehicles the same even if any part of the template touches them now. They have not said if it will still be counted as Ordinance for the Penetration table or if it counts as S10 for instant kill vs. to wound roll of 6.
Vibro Cannons will still have same special rules as now.
Shadow Weaver is to be reduced in cost.

Dark Reapers: Heavy Support choice may upgrade one of them to be an Exarch. They are to be reduced by 2pts in cost and gain back 3+ armor save. Not much else for the squad. No plasma grenade. Exarch weapons: Reaperlauncher, Shuriken Cannon, Missile Launcher,Tempest Launcher (G36" S4 AP3 H2 blast Pinning). Exarch powers: Crack Shot and Fast Shot as they are now.

Wraith Lord: Heavy Support only. Increase in cost. You will have 2 light weapons(Flamer/catapult) and 1to2 heavy weapons, requirement of 1 HW still (if you take two of the same type of weapon it will be TL). Str10 standard(monstrous creature).Wraithsword (10pt upgrade)which can re-roll to hits in CC, he may take this in place of taking the second HW choice. He will be effected by Wraithsight, he will need to be within 12" of a Spiritseer to act normal.

Falcon: Reduction in point cost. Pulse Laser is changing from H1d3 shots to H2 (no more random amount of shot weapons). BS3 still.

Fire Prism:  No point cost change. Changing the Fire Prism weapon to be a duel propose weapon, Anti-tank mode Rng 60? S9 AP2 Small Blast, Anti-infantry mode S5 AP4 Large Blast. If you take a second Fire Prism and its in LOS of the other you can decide to boost the first one, Anti-tank mode Rng 60? S10 AP1 Small blast Twin linked, Anti-infantry mode S6 AP3 large blast twin linked. BS4 as standard.

War walkers: Heavy Support No point change other then cost for purchase of weapons. Its force field will now make it count as being closed topped. They are supposed to be gaining scout ability as rumored. It has been said that it will still be able two take 2 HW and not count as TL (special Rule), supposedly it may take spirit stone as its only vehicle upgrade. BS3 still.

Heavy Weapons: (this is the supposed listed price for the vehicle HW not the Platforms)

Shuriken Cannon:        Rng 24?   S6   AP5   A3            5pts
Scatter Laser:              Rng 36?   S6   AP6   H4           15-20pts (have seen two different point costs)
Eldar Missile Launcher:  Same stat line as it is              25pts
Bright Lance:               Rng 36?   S8   AP1   A1/lance   30pts (is said to be Vehicle & Platform only)
Starcannon:                 Rng 36?   S6   AP2   H2             25pts
 
Special Characters: (that are said to be in the book)

Eldrad Ulthran ? Farseer of Ulthwe

Prince Yrial ? Autarch of Iyandan

Phoenix Lords ? They are suppose to range around 185-235pts, they are suppose to have much better stats and abilities (possible stats WS7 BS6 S4 T4 W3 I7 A3 LD10 2+ armor save) and be able to purchase limited Wargear from the Armory (grenades limited to Aspect). They are also to get a special rule called ?Disciples? (is said not to change FOC of units so no changing Elites to Troop option, this is to effect a Aspect squad that he joins in some way, might just be their new name for Fearless that can bestow on a squad they join). PL's protected from insta-kill by a special rule "Eternal Warrior".
Karandras- Weapons -Scorpion Bite (Manablasters +2A), Scorpion Chainsword, Scorpion Claw
Maugan Ra- Weapons- Maugetar?
Jain Zar- Weapons- Executioner, Silent Death?
Baharroth- Hawks Talon, Power Weapon?
Fuegan- Weapons- Firepike, Fire Axe?
Asurmen- Shuriken Gauntlets, Sword of Asur?

Wargear & Upgrades:

Physic Wargear: Rune of Warding will make an opponents physic roll 3d6 and total them together with any total 12+ causing an POW test to them this ability has no range limit.

Harlequin Wargear ? Death Jester/Shreiker Cannon: Same stats as Shuriken Cannon, and gains pinning.

Spirit Stone is changing to same as Extra armor (reduces Crew stunned to shaken result)
Vectored Engines possibly changing to same effect as Tau Sensor Spines (allows vehicle to avoid the effects of dangerous terrain).
Star Engines to have a fixed distance (probibly no more 2d6
Holo-field are to stay the same
It has been said that CTM is not in the new Codex.
Scythes are not in Codex
No new Vehicle upgrades
I will try to keep this up to date as I learn more.

Please remember, that this is a compilation of Rumors and should still be considered as such, most come from people that have play tested or who have said that they have seen or have heard from people who have seen the new codex, but the only way for them to be really be confirmed, is if GW releases information to confirm them.
   
Made in us
Longtime Dakkanaut





Orlando, Florida

Wow, if the point cost are true, the Scatter Laser isn't as sure of choice over the S. Cannon as I thought it would be.

I wonder if the cost for the S. Cannon upgrade on Falcons and Wave Serpents is 5 points, if that was true there is no reason not to take it.

Current Armies: Blood Angels, Imperial Guard (40k), Skorne, Retribution (Warmachine), Vampire Counts (Fantasy)

 
   
Made in us
Longtime Dakkanaut





Whorelando, FL

From what I have been told from a little birdy, most of this stuff is accurate.

Capt K

   
Made in us
Regular Dakkanaut



Orlando, Florida

I'll update this when the next roundup occurs. So far I'm fairly worried that they are buffung the Eldar a little much and Ill never hear the end of the cries of cheese no matter what I field now (lol).

 

The falcons will be more survivalble but less on firepower due to weapon nerf (read starcannon) and the new spirit stones.

Dragons get a huge buff w/ str8 guns and a heavy flamer for the exarch.

Reapers with 3+ armour is going to be sick especially when they are now cheaper. we playtested them with a 3 point increase using the 3+ save and thought every point was well spent. Fortune these guys and nothing short of anti-tank weaponry are going to remove them.

 

The avatar is also going to be simply unbelievable with fortune on it.

Spiders didn't need anything and they are getting a nice boost. The new weapon for the exarch adds the possibility of a pin making the second jump not soo mandatory all of the time. Deepstrike means an option for dealing with artillery finally.

Dragons were fine too and now will pen monoliths on a 6. and wound MC's on 2+. not to mention insta killing most characters.

If the lance does get ap1 it will finally make it superior to the lascannon.

With warwalkers staying in the heavy slot I don't really see them competiting with our other choices.

My Biel-Tan list will change but only for the better. With all of the price drops I'll have even more than I did before not to mention a big boost for the avengers I was already using.

Extra room in the serpents means full size units + character so that's more punch when you unload.

 

 

Lazarus.

 

 

 

 

   
 
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