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Made in us
Shrieking Guardian Jetbiker




San Diego, CA

Hello everyone. I'm a bit new to the playing of Warhammer 40k, having been exposed to the grimdark universe for quite some time but only recently picking up, painting, and fielding my own little craftworld. That said, here are some things I've noticed that don't quite make sense to me given the Eldar position in the universe. As such, I've compiled a list of what I believe to be fairly balanced improvements for the Eldar units:

1) All Aspect warriors should have leadership 9, all psykers leadership 10. Rangers should be 7, Pathfinders 8, Guardians 7.
Reason: The Eldar are an incredibly disciplined people, devoting the wholeness of their existence to the perfection of a type of warfare whilst training as that aspect. Be it anti-armor, psychic abilities, or close combat, the lives of these individuals are honed to a monomolecular-razors edge in the name of preventing the indulgence that spawned The Great Enemy. Now, those that have revoked their adherence to The Path, or have not undertaken it, lack the discipline of their brothers and sisters, hence the lower score. I do believe the demand of constant discipline, vigilance, and familiarity with psychic perils and the Warp in particular on the part of the Craftworld warriors should be reflected in higher than average Leadership.

2) Rangers\Pathfinders should be BS 5, but to counter this keep WS at 3 and lower their I, but give them a Once per game ability called "Rapid Redeployment" allowing them to become "slow but purposeful" for 1 turn.
Reason: They're snipers, and while the increase in hits would invariably result in more wounds, those shots are, because of the special rending rule of the weapon and how it wounds, not going to make any dent in the use of the models as they sit now. One or two more hits that wound on a 4+ but are AP6 isn't game breaking, or even all that much of a buff. Having hits occur on anything but 1 doesn't change the fact that they aren't AP1 unless the hit rolls a 5 or 6 (Pathfinders. Rangers it's just a 6). Lower their I to make them increasingly vulnerable to charges as they should be. The new ability (Could even limit it to pathfinders) would allow them to deploy out of a transport for rapid re-positioning and fire that same round.

3) Make all vehicles and weapon teams BS4, OR, make them able to purchase a cheap upgrade to twinlink shots. Increase cost of Scatter Laser if need be to prevent spam, though I don't think it's required
Reason: The Eldar are supposed to be the most technologically advanced race in the galaxy, yet they can't take the time to train their pilots and gunners on how to aim for better than a 50/50 shot? Or to install targeting mechanisms? BS 3 for everything but a fire prism and Wraithlord has always bothered me. It doesn't make sense that the only way to reliably get more than a 50% chance at hitting is to have a farseer standing by. Farseers should be supporting troops, not vehicles imo.

4) Remove the chance to blink out of existence for warp spiders/warp jump generators. Replace it with a chance to wound, or even suffer 1d6 wounds, that can be saved against by making Ghosthelms, or something similar, an available exarch power upgrade. Make Warp Spiders fearless.
Reason: They jump through the warp. For Eldar, this is a pretty big deal. If they do that, nothing in this universe should phase them (pun intended). The chance for trained Warp Spider to just blink out of existence with no saves allowed, when the Eldar obviously have defenses against that (Ghosthelm), doesn't seem to be consistent with me. Granted this is the warp, and this is grimdark, so I think the chance to need to take a save, or maybe even 1d6 saves when rolling doubles, is acceptable.

5) Wave serpent is an assault transport
Reason: Solves the crap out of a lot of the CC issues Eldar have, and justifies the cost of the damn thing. This is probably the biggest wishlisting item though.

6) Reduce the cost of Brightlance and Starcannon significantly
Reason: Because it needs to happen. Enough said.

7) Make anything with 2 legs Fleet. Make anything with 2 legs and made of Wraithbone able to be upgraded to fleet with a nearby Psyker.
Reason: Eldar are about mobility. They sacrifice armor and toughness for it. Keep the theme. Exception is Dark Reapers, but consider giving the Exarch the power to give the group Slow but Purposeful.

8) Remove Wraith sight, Make Wraith constructs either immune to poison or have FnP.
Reason: Wraithsight is stupid. Having to check and see if your 140 point Wraithlord chases a butterfly instead of firing missiles because you don't a psyker within 6 inches is a foolish mechanic, given the cost of the unit vrs the cost of other walkers. They're expensive as hell, but I'm in no way denying a Wraithlord is an amazing unit. As for poison? They don't have blood. Or biological functions. They're made of psychic-responsive heavy duty plastic. Either make them immune to poison, make all poison wound on a 5+ regardless of strength (if you wanna make the argument of acidic toxic compounds), or give them FnP.

9) Make the +1 Str from Scorpion chainsword count towards the Scorpion claw for the Striking Scorpion Exarch
Reason: 15 points for a str 6 power fist? "But it has an assault bolter attached!" Those 2 shots aren't going to kill anything you're going to charge where your claw is going to be used, you'd just use your chainsword. The point is somewhat moot.

10) Combine Holofields and vectored engines, call it "Hoverdancer: Modifies the hull of the vehicle with several dormant antigravity burst generators which, in response to a detected incoming attack, activate to extend the antigravity field of the vehicle in the direction of the assault, deflecting incoming fire. In an emergency, the generators may be used to soften the landing of a crash, offering some small protection to those within." and make it increase vehicle cover save by 1, or give it a 5+ invul save, whatever is the least disruptive/effective of the two options, as well as adding +1 to the save rolls of those involved in a vehicle crash.
Reason: The two upgrade are 35 points and 15 points respectively, and are nearly useless in the current iteration of the rules for vehicle damage in 6th ediition. I'd put this upgrade at... I dunno, 45 points? I'd prefer cover save increase over invul save as I think that encroaches on the new CSM codex demonforged vehicles, but I recognize that might be too strong. I know this upgrade is powerful, but I think I've made it prohibitively expensive so it can't be spammed in all but the biggest lists, and even still if you took it on, say, 3 tanks? You're basically paying for a 4th tank with this upgrade alone, nevermind the weapon loadout.


Thoughts? Criticisms?

This message was edited 1 time. Last update was at 2013/03/01 22:26:25




"Russ - This guy is basically werewolf Dick Cheney. No pity at all."
-Vulgar, because it was too funny not to steal 
   
Made in se
Wicked Warp Spider






Ios

1. So essentially you want to nerf Guardians and Rangers (Pathfinders are the Ranger equivalent of Exarchs, just so you know). Aspects are already 9, psychers are already 10 (not counting Warlocks since they aren't proper psychers).

2. Rangers aren't snipers. That's just the weapons they've got in game. They're survivalists, meaning they'll use any and all weapons they need to use to survive the outside world, and that includes crude and unsophisticated weapons such as lasguns, chainswords and pulse rifles.

3. Weapon teams are just Guardians. Falcon and Serpent pilots are just Guardians. War Walkers are, again, just Guardians. Vypers and the more archaic Falcon-chassis are crewed by pilots meeting a completely different criteria.
Also, Scatter Lasers aren't cheap. It's the other weapons that are expensive. Bright Lance is atrociously expensive.

4. For Eldar it's a pretty big deal for completely different reasons. Gav Thorpe completely neglected to mention Eldar Warp Spiders getting lost in the warp, though he did mention that Warp Spiders in general emit an aura of dead emotions. The part about being a Warp Spider being really dangerous to the Spider is that their psyche emitted a strong suicidal tendency, not that their wargear wasn't safe.
Besides, it would ruin them as a unit. And all Aspect Warriors would be fearless, but that, again, would make no sense on the board.

5. Yup, absolutely. Maybe through upgrade, maybe not. Fact is, the reason Land Raiders have assault ramps is that their access points are the same designs as the ramps on Serpents and Falcons.

6. Yup. Though it would be nice to see significant changes to the stats on the Starcannon in order to remove the "Eau de six" that Eldar are currently cursed with.

7. One of my favourites. I'd say Wraiths being fleet only if within range of psychers, though.

8. Wraithsight is an important fluff part of the Eldar codex. Personally I don't like how it is now, and think it should be changed to a strong penalty the moment they leave range and not chance based.
I've given immunity to poison a good thinking and discussed it a lot on these forums and my opinion is that it would lead to bad game design. The question regarding their vulnerability to poison will, as long as they are T8, not really be much of a question.

9. Or you simply redesign his claw to be an archaic wargear rather than a power fist?

10. The vehicle upgrades need to be redesigned one and all. None of them are relevant any more and only two are not completely dysfunctional (and those are just bad).
Try for something a bit less complicated. "Provides Shrouded" is a magic phrase for a certain Eldar upgrade I feel.

This message was edited 1 time. Last update was at 2013/03/01 22:52:47


I really need to stay away from the 40K forums. 
   
Made in us
Shrieking Guardian Jetbiker




San Diego, CA

Appreciate the post. My thoughts on your comments:

1) My mistake on the Aspects, but I did intend warlocks to be Leadership 10 as they are on the path of the seer, even if it is the warseer.

2)Agreed they are survivalists, but in the codex it's stated their primary battle role is eliminating key figures on the battlefield and recovering important artifacts/information (Holding objectives and sniping).

3) I understand they're guardians, but they're guardians given enough training to operate items beyond a simple Shuriken Catapult. One would imagine they were instructed how to aim the thing beyond "point it at the enemy," or at the very least are outfitted with the advanced targeting technology of the race they hail from. I know they (SL) aren't cheap, but I did this so that 24 SL shots from BS 4 Warwalkers wouldn't be broken beyond repair.

4)How would it ruin them as a unit? As it stands right now, their assault jump results in a minimum of a lost model every game math-wise with no saves. This at least gives them a chance to save against said peril. Being suicidal doesn't make your armor/gear less effective or a non-issue.

5) agreed

6) I don't mind it being Str 6, but I think it should have more shots. 3 maybe, to justify the cost. Makes sense given that Eldar plasma tech remains cool.

7) That's the idea, make them not fleet when not in range of a psyker instead of having it remove wraithsight.

8) See above for Wraithsight. Make them slower, more difficult to maneuver into position without a psyker. As for poison, give them a FnP against it then?

9) I think having a power fist option is kind of important, given it's the only such option in the army. I just don't want it to be "powerfist-lite" with all the limitations of one but none of the impact. Giving scorpions 1 weapon to ignore armor saves isn't a bad idea, gives them versatility and the chance to handle other Sargent type characters with a little more reliability instead of weight of Dice.

10) Agreed, was just trying to see a way of combining the existing ones.



"Russ - This guy is basically werewolf Dick Cheney. No pity at all."
-Vulgar, because it was too funny not to steal 
   
Made in nl
Fresh-Faced New User




If there is one thing I could ask not to be included in the next eldar codex, it would be runes of warding. Or make the upgrade cost atleast 200 points on it self, because it ruins the chances of some psyker dependent army lists completely.
   
Made in se
Wicked Warp Spider






Ios

1. The thing is Guardians are by no means weak of will. They go through a warrior ritual adapted for Eldar not on the path. Add to this they are not human and are of a race where discipline is religion. There is grounds in the fluff for increasing Guardian leadership to 9 (I'm not advocating it), but not decreasing it to 7.

2. Because 40k rules are written with fluff as the baseline, and then in the best of worlds the point cost will balance everything out in the end.
There is an excellent opportunity to give Rangers a more diverse role than just snipers, not to mention that there are now precedents for using weapons OTHER than bolt-action rifles for sniper rifles, including assault rifles.

3, BS3 is by no means "point in that direction and pull the trigger", that's BS2. BS4 is an entirely different level of training.
Regardless of which, there is no reason what so ever why some Guardians would be BS4 just because of their equipment. And they wouldn't get any special training with said equipment because you don't want to train Eldar for war unless they are on the path of the Warrior. It's a psyche thing, Craftworld Eldar are, by large, mentally unstable even by Eldar standards.

4. You made it read like you wanted to remove the teleport ability fully from them.

5. Well, it's a bit repetitive.
36" S6 AP6 H4
36" S6 AP2 H3
24" S6 AP5 A3
12" S6 AP- A2
48" S6 AP- H1 B LB R
Also, since there's 3 heavy weapons that are so extremely similar one of them will become the best weapon, negating the use of the others. At this point that weapon would be the Starcannon provided it receives a decent price tag. The price tag can not balance these weapons, it can only decide whether the weapon should be taken or not. In order to balance them you need to make them distinct in their roles but since the Starcannon is equally good against light infantry and against vehicles as the other two but excel against heavy infantry, you've got a bad situation where you'd take the Starcannon over the other two just-in-case-I-meet-Terminators.
Difference can be achieved by altering the other two.

7. Yeah, but considering they go blind simply removing fleet is a bit weak.

8. It's still a matter of balance. Sense must be abandoned in order to create a functional table-top unit unless you want to pay costly points to be immune to Dark Eldar and a few Tyranids. Wraithlords are by no means horribly overpriced like some units in the Eldar Codex at the moment.

9. It's not a Power Fist Light, it's a Power Fist +. The problem is that it's not a Space Marine wielding it. Personally, I'd say remove Power Fist reference.
"The Scorpion's claw has the following profile: Sx2 AP2 Unwieldy // R18" S4 AP5 Assault 2"
Note how Specialist Weapon went "poof" and how it is suddenly compatible with any other one-handed weapon he's wielding?

--

Anatholos: There are knee-jerk reactions, but that's not a knee-jerk that's an amputation in order to move the leg to a different planet.

You seriously consider a single Rune of Warding to be about the same potency as Mephiston or Abbadon? Have you even heard the rumours for Daemons? From what I hear a roll of double 6 at the beginning of a shooting phase one psycher on the table goes *poof* and becomes a Daemon with no saves of any kind allowed.
There is a need for making the Runes of Warding more balanced, but what you suggest makes no sense and there are far better ways to do it.

Ever thought about what it would be if it was limited to the same range as Shadows in the Warp?

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



New Zealand

1) While fluff wise I you could possibly justify it, making Warlocks Ld10 would be too much imo. Being able to attach to Guardians (and possibly Aspects as well in the next codex since fluff wise they do work with them as battle leaders and command links back to the Seers/command structure) make Ld10 very powerful because you entire army will be Ld9 or 10. There is absolutely no reason for them to be Ld8, but Ld9 is imo a given since they are at worst the equivalent of a Marine Sarge etc. The only reason they might get 10 is if they become much more of a focus for the army in terms of its psychic theme, but that would certainly require a points adjustment. Exarchs could also end up being 10, but thats not a major issue atm imo.

2) BS5 generally requires a higher than average level of training, a true elite unit. Guardians are miltia, so get BS3, Aspect Warriors are WS/BS 4 because they are trained (although there is definitely an argument to be made to make the specialist Aspects 5/3 or 3/5 rather than 4/4). Rangers actually have no official training, they are really just Guardian level Eldar who have left the Path. There is no way you could justify them being BS5 because then they are suddenly more skilled than Aspect Warriors, which makes no sense.

3) Weapons teams will definitely stay at BS3, they are just Guardians. The same applies to vehicles, as Guardians pilot most of them. However I do think BS4 (+ possibly some other bonus) should be available as an upgrade for most vehicles in the form of an Aspect Warrior crew. Eldar fliers are certainly crewed by specialist Aspects, so its not much of a stretch to say some of the ground vehicles could be as well.

4) Spiders need some major reworking imo (as do Hawks and Spears) so that they fit better into the specialised Aspect system that is the basis of Eldar armies. I would change the assault jump so that if doubles are rolled the unit takes D6 wounds with normal saves allowed, higher potential for damage but less likely to kill people overall. Having said that I wouldn't be surprised if they simply get a standard 2D6" jump back like Jetbikes. They also need tweaks to their overall role in the army, at the moment they just give you more S6 shooting up close which isn't particularly unique. I would like to see them changed back to flamer based weapons with Rending.

5) Agree, although possibly make it an upgrade so that the base cost isn't pointlessly inflated for the majority of the codex (i.e all the shooty Aspects). I doesn't solve all of the Eldar assault unit issues (still have the major problem that the access point is at the rear, and threat radius from a vehicle has dropped quite a bit in 6th). Alternatively give Banshees the ability to assault out of it, since they are the ones with the most need for it. Scorpions should be focused on Infiltrate deployment, Shining Spears have Jetbikes and Harlies have Veil, the rest are allrounders or shooting based so its not a major issue.

6) Absolutely, with its current profile the Starcannon is at best worth the same as a Scatter Laser, it comes out behind in almost every single plausible in game test (i.e not 5 Marines standing in the open, or 5 Terminators who don't have at least one SS in the unit, since no one actually uses those). I was talking with my usual gaming group about this the other week, and we came to the conclusion that GW have absolutely no idea how to price Lascannons and Lance weaponry, the latest example being the DA Jetfighter (which is basically 180pts for a T/L Lascannon). Bright Lances certainly shouldn't be more expensive than Starcannons and need to be costed properly on Serpents in particular so they aren't so painfully expensive. Really all the Eldar Heavy weapons need some tweaking so that they offer different things, at the moment the Scatter Laser, Shuriken Cannon and Star Cannon offer very similar things, the first two in particular being almost identical.

7) Agree. When the current Eldar codex was developed/released the design thinking was that nothing with better than a 4+ save would be allowed to have Fleet, hence why Scorpions etc don't have it. Since then plenty of units with 3+ saves or even 2+ saves can get access to Fleet, and with Biomancy now even some stupidly big things can get Fleet. As it is Reapers and Wraithguard gain basically nothing from Fleet anyway, so its easier to just give it to them and leave it as an army wide special rule. If you leave Wraithsight in then I wouldn't even bother making them depend on a psyker to keep Fleet, if they don't have a babysitter then they can just go dumb.

8) Wraithsight is a really annoying rule to try and deal with. The problem is that from a game design POV it is absolutely terrible, it is a perfect example of 'if you forget about this rule all the time then it is a bad rule' - its not intuitive and is easy to forget and gives Eldar (an inherently structured disciplined army) a random element which doesn't really fit. However from a fluff perspective it is important that it is included in some way because Wraithguard/Lords are different from normal Eldar. I'm not really sure what you could change it to that would be much better, although I do think that any unit of Wraithguard should be forced to include a Warlock/Spiritseer be default (the same way Exarches should be auto upgrades in all Aspect units, the same as a Sarge for Marines) as fluff wise they always accompany them into battle. Immunity to Poison would make Wraithguard and Lords significantly stronger and is a bit of a stretch fluff wise, if a metal Necron isn't immune to Poison why would a Wraithbone warrior be immune? FNP I can definitely agree on, they can already get it with a FW psychic power but I definitely think both Lords and Guard could both use it and be fluff wise justified in getting it. For Lords it would let them have some chance of surviving massed anti tank shooting and help against assault units, and for Guard it moves them into Terminator levels of durability, which is where they really should be.

9) The Claw being a Power Fist is already pretty weird, Scorpions are stalkers and anti light infantry assault specialists, the Claw really seems out of place as it is. I would rather they changed it to a at initiative S6 Concussive AP4 'hit everything in base contact' or something like that.

10) The Eldar vehicle upgrades obviously need a complete reworking. Energy Fields aren't as useful as they used to be, Holos are now completely useless (but easy to fix by comparing them to Nightshields or Flickerfields as a base), Spirit Stones will stay but will hopefully drop in price, Star Engines have always been pointless but will probably stay (you never need to go that fast basically) and Vectored Engines will also probably stay (with the points drop). The main thing is that Eldar actually need some more vehicle upgrades, they have Extra Armour, Dozer Blades and Smoke Launchers (i.e basic Marine upgrades or default equipment) but that's about it. They definitely need something to deter assault units, as that is by far the area that Eldar have been hurt the most in 6th (hitting on 6's to hitting on 3's is massive). I could also see the Crystal Targetting Matrix making a comeback.
   
Made in se
Wicked Warp Spider






Ios

Small note: Rangers are still on the path, their path is called Path of the Outcast and is a recognised path just as the Path of Servitude. Pathfinders are lost on the path of the outcast, just as Exarchs are lost on the path of the warrior.

Wraithsight suggestion: Unless the Wraith unit is within 12" of a friendly Eldar psycher, the Wraiths will only be able to Snap Fire and additionally strikes last in close combat and may not benefit from Fleet. (Also, remove the Spiritseer upgrade)
Yes, it's a kick in the nuts, but they won't be completely useless and if you forget in movement phase you get to be able to run them into range in the shooting phase.

Thoughts on vehicle upgrades:
Holo-Fields. Provides Shrouded.
Vectored Engines // Stabilized Motivators. Move Through Cover. (Motivators is the upgrade name when applied to walkers)
Spirit Stones. More expensive and provides one extra HP.
Energy Fields. Available to all vehicles at a cost of Holo-fields, shooting attacks from front and side arcs are -1S and may not armourbane.
Star Engines. I'd like to see this upgrade convert the vehicle into a Flyer. Please note that it wouldn't have Hover and as such wouldn't be available to dedicated transports.
Crystal Targeting Matrix. Allows the vehicle to shoot it's weapons in the beginning of the movement phase. If it chooses to do this it may not shoot or perform special movement during the shooting phase.
Star Eagle. Pilot becomes BS4 and gains access to Strafing Run and Interceptor as aspect warrior powers.

I really need to stay away from the 40K forums. 
   
Made in us
Emboldened Warlock





Ok, Things on my wishlist.

Guardians get new fluff that makes them Eldar just starting on their Paths. The Guardian stage is where each warrior is initially assigned according to their natural abilities and psychology. Doing this would remove a lot of the logic flaws of former aspect warriors no longer being BS4 or WS4.
This would also set the stage for the one thing that I want more than anything else in the next codex.....Aspect specific stat lines that actually reflect their training and specialization. With that in mind, Storm Guardians would be WS 4 BS 3 while Guardian Defenders would be WS 3 and BS 4. Leadership would remain 8 but the Guardians would get a choice as to their seargent. Instead of just a warlock you could have the option to pick an appropriate exarch. It would work something like this:

Storm Guardians - Unit size 5-15,.... WS 4 BS 3 S 3 T 3 W 1 A 1 I 4 Ld 8 Save 5+ Equipped with Shurken Pistol and ccw
They may select a:
Fire Dragon Exarch....Unit may be equipped with melta bombs for x points per model and may purchase 1 fusion gun for every 5 models
Howling Banshee Exarch...unit may be equipped Shrieker Grenades(New, doubles equipped models Initiative) and/or power swords for x points per model
Striking scorpion Exarch....unit may be equipped with Blind Grenades(Old name new USR) and/or chainswords(+1 Strength) for x points per model
Warp Spider...Unit is equipped with Warp Jump Generators for x points per model and 1 in 5 storms may purchase a Death Spinner
Warlock...unit may purchase 1 flamer for every 5 Storm Guardians.

Guardian Defenders - Unit size 5-15,.... WS 3 BS 4 S 3 T 3 W 1 A 1 I 4 Ld 8 Save 5+ Equipped with Shuriken Catapult(Now Range 18")
They may select a:
Dark Reaper Exarch ..... Unit may be equipped with 4+ armour for x points per model and 1 in 5 Defenders may purchase a weapon platform
Dire Avengers Exarch .... Unit may be equipped defensive and assault grenades for x points per model and 1 in 5 Defenders may purchase a Dire sword
Pathfinder...Unit is equipped with ranger long rifles and camo cloaks for x points per model
Swooping Hawk...Unit may be equipped with Eldar Jet Packs and Haywire Grenades for x points per model and may purchase 1 Hawks Talon for every 5 Defenders
Warlock....Unit may purchase 1 Heavy Weapon Platform for every 5 Guardian Defenders


Jetbike Guardians -Unit size 3-12,.... WS 3 BS 3 S 3 T 4 W 1 A 1 I 4 Ld 8 Save 3+, Equipped with Eldar Jetbikes and Twin-linked Shuriken Catapults
Shining Spear Exarch...Unit may be equipped with assault grenades for x points per model and 1 in 5 Guardians may purchase a Star Lance.
Warclock.... Unit may purchase 1 special weapon for every 3 Guardians(Special weapon = Flamer, Fusion Gun or Shurken Cannon)


Aspect Warriors Get Aspect specific stat lines

If a Guardian unit takes an Exarch as its sqyad leader then one squad of the Exarchs Aspect may be taken as a troop choice

Dark Reapers- Unit size 4-8 Reapers,....WS 3 BS 5 S 3 T 4 W 1 A 1 I 5 Ld 9 Save 2+
Reaper Ecarch WS 4 BS 6 S 3 T 3 W 2 A 2 I 5 Ld 9 Save 2+
Equipment: Reaper Armour, Reaper Launchers and Defensive Grenades
Options 1 Reaper for every 4 may exchange their Reaper Launcher for one of the following:
Bright Lance...20 pts
EML.....10pts
Scatter Laser...5 pts
Shuriken Cannon....free
Star Cannon....15 pts
Exarch may exchange his Reaper Launcher for any of the above or may purchase a Tempest Launcher for +15 pts

Unit has Crack Shot
Exarch May take Fast Shot


Dire Avengers- Unit Size 4-8 Avengers,....WS 4 BS 5 S 3 T 3 W 1 A 1 I 5 Ld 9 Save 4+
Avenger Exarch WS 5 BS 6 S 3 T 3 W 2 A 2 I 6 Ld 9 Save 3+
Equipment: Avenger Armour, Shuriken Catapult, Targeter(+6" range), Defensive & Assault Grenades, Dire Swords Swords
Options: 1 Reaper for every 4 may exchange their Shuriken Catapults for a Shuriken Cannon
Exarch may purchase a Shimmer Shield(5+ inv)
Unit has Blade Storm
Exarch may take the Defend


Dire Dragons- Unit Size 4-8 Dragons,...WS 5 BS 4 S 3 T 3 W 1 A 2 I 5 Ld 9 Save 4+
Dragon Exarch WS 6 BS 5 S 3 T 3 W 2 A 3 I 6 Ld 9 Save 3+
Equpment: Dragon Armour (Immune to flame/heat weapons), Fusion Gun, Melta Bombs, Shurikem Pistol & CCW
Options: 1 Dragon for every 4 may exchange his Fusion Gun, Shuriken pistol & CCW for a Fire Pike(18" range melta that is also a power axe)....free
or
Entire unit may Exchange their Fusion Funs for Flamers....free
Exarch May choose to instead exchange his fusion gun for a Dragons Breath Flamer

Unit has Tank Hunter
Exarch may take the Fast Shot ability

Howling Banshees, Unit Size 4-8 Banshees,....WS 5 BS 3 S 3 T 3 W 1 A 2 I 5 Ld 9 Save 4+ 5++
Banshee Exarch WS 6 BS 4 S 3 T 3 W 2 A 3 I 6 Ld 9 Save 3+ 5++
Equipment, Banshee Armour(4+ 5++) Banshee Mask, Assault Grenades, Shuriken Pistol & Power Sword
Options: Any number of Banshees may exchange their Power Swords and Shuriken pistols for Executioners (a +2 Strength AP 2 power weapon) for 10 pts per model
Exarch may additionally purchase a triskele (Range 12" S 4 AP 2 that confers a +1 bonus attack when used with an executioner)

Unit has the Acrobatic Assault ability(May assault out of any Transport)
Banshee Exarch May take the War Shout ability

Striking Scorpions- Unit Size 4-8 Scorpions,.... WS 5 BS 3 S 3 T 3 W 1 A 3 I 5 Ld 9 Save 3+
Scorpion Exarch WS 6 BS S 3 T 4 W 2 A 4 I 6 Ld 9 Save 3+
Equipment: Scorpion Armour (Grants Shrouded), MandiBlasters(+1 attack already included in profile), Blind Grenades, Shuriken Pistol & Scorpion Chainsword(+1 Strength)
Options: Any model may exchange his Shuriken Pistol and Scorpion Chainsword for a pair of Chain Sabres....free
or
1 Scorpion for every 4 may exchange their Sxorpion Chainsword for a Biting Blade...........5 pts per model
Exarch may do any of the above or mat exchange his Shuriken Pistol for a Scorpion Claw( +1 Strength CCW with ArmourBane and Fleshbane)

Unit has The Move through Cover & Stealth Abilities(Stalkers)
Exarch may take the Infiltrate (Shadowstrike) Ability


You should get the idea. Will post the rest later if you guys want.


 
   
 
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