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Made in se
Wicked Warp Spider






Ios

I think the passive options all sound like excellent ideas for an Autarch. A Farseer is enough of a griefer with his psychic powers in game (and griefing is good).

If you wish to show Eldar psychic powers, then you need to make them more common - and currently Warlocks just don't give you the proper sense for it.

---

I've only just begun reading Way of the Warrior, but the technology described just isn't done justice in game. I recognise a lot of the ideas from high-sci/fi works of Alastair Reynolds or Neal Asher, mostly in the intelligent clothing, but also in the potential of the holo-fields.

I really need to stay away from the 40K forums. 
   
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Tough Tyrant Guard






Seattle

@ Farseer

For an eldritch storm amendment, perhaps units affected by the eldritch storm must spend the next turn getting to their feet and re-establishing unit coherency. Meaning they can't shoot, assault, move very far, if used repeatedly it all but takes a unit out of the game. It is supposed to be a crazy storm that throws people around so it would make sense that even marines and such would have to take a moment to get themselves set to rights and ready to fight. I think that would also turn it into a valid offensive weapon. Hah, your deep striking terminators are now being thrown around like rag dolls, and I can shoot them to pieces at my leisure. Probably wouldn't need a strength increase in that case either, the goal not necessarily killing off mass units, but effectively removing them from the opponents control.


~seapheonix
 
   
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Screaming Shining Spear





Central Coast, California USA

Mahtamori wrote:I think the passive options all sound like excellent ideas for an Autarch. A Farseer is enough of a griefer with his psychic powers in game (and griefing is good).

If you wish to show Eldar psychic powers, then you need to make them more common - and currently Warlocks just don't give you the proper sense for it.

---

I've only just begun reading Way of the Warrior, but the technology described just isn't done justice in game. I recognise a lot of the ideas from high-sci/fi works of Alastair Reynolds or Neal Asher, mostly in the intelligent clothing, but also in the potential of the holo-fields.


That makes me remember. In 2nd ed Warlocks were the ones casting Guide, Farseer only had Doom.

-MightyG

THE FUN HAS BEEN DOUBLED!!! 
   
Made in us
Longtime Dakkanaut



Beaver Dam, WI

Mahtamori wrote:I think the passive options all sound like excellent ideas for an Autarch. A Farseer is enough of a griefer with his psychic powers in game (and griefing is good).

If you wish to show Eldar psychic powers, then you need to make them more common - and currently Warlocks just don't give you the proper sense for it.

---

I've only just begun reading Way of the Warrior, but the technology described just isn't done justice in game. I recognise a lot of the ideas from high-sci/fi works of Alastair Reynolds or Neal Asher, mostly in the intelligent clothing, but also in the potential of the holo-fields.


Old idea:

Farseers: 2 active and one passive ability Ld 10 Auto: Stones, Runes of Warding, Runes of Witnessing

Warlock Leaders: 1 active and one passive ability Ld 9

Warlock Retinue: 1 Passive ability

Warlock leaders are those that are squad leaders. Retinue warlocks are only part of councils except perhaps the Ulthuwe coucil.

Either you need to come up with separate active powers for Farseers and Warlock Leaders or just allow the Warlock Leaders to chose 1 active power.

Active:
1. Doom
2. Guide
3. Preferred Enemy or +1 WS
4 +1 BS
5. Mind War (no cover)
6. Eldritch Storm ( I like the idea of effecting enemy movement.)

Passive:
1. Destructor
2. Enhance
3. Embolden
4. Conceal
5. Extend +6" Range on all spells
6. Provide Night Vision


Also a vehicle add-on that allows psychic sight - the farseer or any vehicle can see a target based on the sight of any other farseer or vehicle with the add-on can see as far as night vision or targeting indirect fire weapons.

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Made in se
Wicked Warp Spider






Ios

I don't know how firmly rooted the idea of a Warlock leading Guardians are, but if a Warlock goes all apothecary (1-3 Elite slot) then LD10 and proper psychic powers are warranted.
At which point the difference between a Farseer's psychic powers and a Warlock's psychic powers need to be defined. One should have a distinct feel from the other. It's OK if one is left without a psychic attack or vice versa

So far, this I've learned regarding Eldar Warfare from Aspect Warrior (and do note that this is stuff from Alaitoc, and NOT from Biel-Tan):
1. Rangers are very commonly used as guides to accompany warhosts.
2. Aspect Warriors form the back-bone of the army.
3. Guardians are only used in large scale conflicts.
4. Warmachines are only used in large scale conflicts.
5. Aspect Warriors are always, without fail, lead by their Exarchs. Exarchs form the basis of a shrine, and there can be several shrines of the same aspect.
6. Eldar armies deploy from space, although their warships do not need to be in very close proximity, and deploy through the Webway.
7. All Eldar aspect warriors tend to be stealthy, while Scorpions are hidden.
8. Webways can be used to deploy forces directly onto the battlefield, and no gate is necessary.
9. An Avatar's Wailing Doom is an excellent anti-infantry weapon and is described more as a multi-shot singing spear than a melta-gun.

So from this essence, we have the following blatant errors with the current codex when it comes to fluff-rules relationship:
1. Aspect Warriors have Exarch as optional.
2. Guardians are troop choice.
3. Craftworld Eldar can not use webway directly onto the battlefield.

Now, I'm still only about half-way into the book, and there are probably other sources of fluff, but so far the book does not disappoint as far as fluff goes - even surprisingly good for a game-novel.

As far as the novel goes, it depicts Shining Spears assaulting directly out of the gateway, and several such gateways being used to deploy multiple squads (while initial deployment had squads get their own gateway). This leads to an alternate way of seeing it, and that is that you purchase a gateway opening (or if you like to see it like that - a Wayseer). The Eldar army then have the following deployment options: On the board, in reserve, in deep strike, in outflanking, or in the webway.
Webways would then be rolled for reinforcements rather than the units inside them, and all units in the webway that's deployed would then exit through the portal (which would likely close directly afterwards, given their temporary nature).

TL-DR:
When a Webway is purchased, you can deploy units into it as if a transport during deployment. When the transport is deployed, the opening is placed (deep strike?). Units leave the webway as if from stationary transport.

Fun side-note: that raised section on top of Eldar shuriken weapons is an optical scope which feeds vision straight into the helmet - the gun's point of view - with an FOF system.

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






Dorset, UK

Version two added to 1st post!
I've tried to catch up with everything in the week I've been away but let me know if anything has been missed.

Most of the changed are simply tidying up errors and adding clarifications from V1.

Let me know what you think!

   
Made in se
Nasty Nob





'Ere an dere

Hm - Something about the wraith special rule along with spiritseers - I'd rather say that having a warlock/any psyker in the unit allows you to reroll the wraithtest, while a spiritseer makes you not having to roll at all.

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.


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By the way: Didn't Gorechild want us to talk about HQs?

   
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World-Weary Pathfinder





Heya Gore,

Good ideas in this... I enjoyed the Iyanna Arienal entry got me all excited! Ironically I just got done writing a post on the dear old Wraithguard for rules I wished changed but you might take a gander at the idea... http://www.dakkadakka.com/dakkaforum/posts/list/30/375797.page I do like what you came up with for Wraithguard. The Wraith rule is interest but it might be kind of not so fun rolling against both Wraithsight and Wraith. Though, I didn't see Wraithsight in your entry so maybe I'm a bit confused on that but from most of the read I gathered you were only writing about changes. I do like the immunity to poison considering the Faye Cousin(Duke).
When reading over your Swooping Hawks I have to wonder if you compared them to Scourge & Jetfighter considering the use of Haywire Blaster & Aerial Assault in the write up I thought it was pretty interesting. Master Strategist rule choice's are nice. There are some things I didn't like though... Change on Sky Leap, your change is definitely good though.

-Sincerely Viri
   
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Mighty Brass Scorpion of Khorne






Dorset, UK

Wooly wrote:By the way: Didn't Gorechild want us to talk about HQs?

I was having a thinkI've got a couple of ideas about a Biel Tan SC that I came up with whilst I was on holiday (being made to sit by a pool for hours by the GF gave me plenty of thinking time ). As much as I liked the court of the young king idea I couldnt think of a way to impement it and come out with a decent unit, just mashing a load of exarchs into a squad would make the unit aimless, as the roles of the different aspects would conflict with one another.

In the mock up of version 3 I've added in the existing pheonix lords (upgrade 1 exarch to PL, only 1 PL per army) this would basically give you a 3rd HQ that isn't an IC.

I was thinking of making the Biel Tan guy an Autarch, give him some awesome CC wargear, another stratagem and remove the limit on taking just 1 PL. This would let you have a scoring unit of FD's, Scorps, banshees, hawks and reapers. Then you can just come up with some fluff to tie it all together and you'd be able to get a fairly fluffy biel tan army (the character, an Avatar, loads of DA's, and 5 scoring aspect warriror units).

Viridian wrote:Heya Gore,

Good ideas in this... I enjoyed the Iyanna Arienal entry got me all excited! Ironically I just got done writing a post on the dear old Wraithguard for rules I wished changed but you might take a gander at the idea... http://www.dakkadakka.com/dakkaforum/posts/list/30/375797.page I do like what you came up with for Wraithguard. The Wraith rule is interest but it might be kind of not so fun rolling against both Wraithsight and Wraith. Though, I didn't see Wraithsight in your entry so maybe I'm a bit confused on that but from most of the read I gathered you were only writing about changes. I do like the immunity to poison considering the Faye Cousin(Duke).
When reading over your Swooping Hawks I have to wonder if you compared them to Scourge & Jetfighter considering the use of Haywire Blaster & Aerial Assault in the write up I thought it was pretty interesting. Master Strategist rule choice's are nice. There are some things I didn't like though... Change on Sky Leap, your change is definitely good though.

-Sincerely Viri

I didn't intend to have wraithsight as well as the test that is part of the wraith rule (that was meant to be rolling wraith sight into the same rule). I think eventually I'll just have to do the complete entry for each unit to stop this sort of confusion coming up. Glad you liked Iyanna though

   
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Gorechild wrote:
Wooly wrote:By the way: Didn't Gorechild want us to talk about HQs?

I was having a thinkI've got a couple of ideas about a Biel Tan SC that I came up with whilst I was on holiday (being made to sit by a pool for hours by the GF gave me plenty of thinking time ). As much as I liked the court of the young king idea I couldnt think of a way to impement it and come out with a decent unit, just mashing a load of exarchs into a squad would make the unit aimless, as the roles of the different aspects would conflict with one another.

In the mock up of version 3 I've added in the existing pheonix lords (upgrade 1 exarch to PL, only 1 PL per army) this would basically give you a 3rd HQ that isn't an IC.

I was thinking of making the Biel Tan guy an Autarch, give him some awesome CC wargear, another stratagem and remove the limit on taking just 1 PL. This would let you have a scoring unit of FD's, Scorps, banshees, hawks and reapers. Then you can just come up with some fluff to tie it all together and you'd be able to get a fairly fluffy biel tan army (the character, an Avatar, loads of DA's, and 5 scoring aspect warriror units).



First of all: YOU HAVE A GIRLFRIEND?! **Lacks scared Orkmoticon - sadface*
Jokes aside: Your idea sounds pretty neat. But while we are on the subject: Could we talk about some unique wargear for the Autarchs? Perhaps the Biel-Tan SC would have a stronger version of the wargear available to the Autarch? One piece of Wargear that we might as well make an option, would be a witchblade or a Singing Spear (I mean, Yriel has got one that ignores armour saves). It's an efficient way to get past the whole S3 issue, while not ignoring armour saves. Another thing that would be a neat piece of Autarch wargear would be an energy-field covering all of the Autarch's unit, granting it a 5+ invulnerable save, like a better version of the Shimmershield.

   
Made in se
Nasty Nob





'Ere an dere

Believe witchblades and singing spears are a sort of force weapons and can only be used by psykers (yriel's spear isn't fluff-wise a singing spear, really). But I do agree that they should gain access to more weaponry. Perhaps a powered scorpion chainsword.

Another idea of a weapon I had in mind, is a shuriken pistol that fires powered shuriken. Just like a shuriken pistol, but AP 2. Pretty interesting, no?

A third kind of helmet would be nice too. Perhaps it has some kind of psychic (or something like that) stare, which makes enemy models WS 1 and/or sinks their Ld?

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.


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Mighty Brass Scorpion of Khorne






Dorset, UK

Wooly wrote:
Gorechild wrote:
Wooly wrote:By the way: Didn't Gorechild want us to talk about HQs?

I was having a thinkI've got a couple of ideas about a Biel Tan SC that I came up with whilst I was on holiday (being made to sit by a pool for hours by the GF gave me plenty of thinking time ). As much as I liked the court of the young king idea I couldnt think of a way to impement it and come out with a decent unit, just mashing a load of exarchs into a squad would make the unit aimless, as the roles of the different aspects would conflict with one another.

In the mock up of version 3 I've added in the existing pheonix lords (upgrade 1 exarch to PL, only 1 PL per army) this would basically give you a 3rd HQ that isn't an IC.

I was thinking of making the Biel Tan guy an Autarch, give him some awesome CC wargear, another stratagem and remove the limit on taking just 1 PL. This would let you have a scoring unit of FD's, Scorps, banshees, hawks and reapers. Then you can just come up with some fluff to tie it all together and you'd be able to get a fairly fluffy biel tan army (the character, an Avatar, loads of DA's, and 5 scoring aspect warriror units).



First of all: YOU HAVE A GIRLFRIEND?! **Lacks scared Orkmoticon - sadface*
Jokes aside: Your idea sounds pretty neat. But while we are on the subject: Could we talk about some unique wargear for the Autarchs? Perhaps the Biel-Tan SC would have a stronger version of the wargear available to the Autarch? One piece of Wargear that we might as well make an option, would be a witchblade or a Singing Spear (I mean, Yriel has got one that ignores armour saves). It's an efficient way to get past the whole S3 issue, while not ignoring armour saves. Another thing that would be a neat piece of Autarch wargear would be an energy-field covering all of the Autarch's unit, granting it a 5+ invulnerable save, like a better version of the Shimmershield.

Yes That's why its taken me all these months to type this thread up into a PDF and why I after all this time still don't have a fully painted army

I don't think a witchblade would be appropriate, its a psyker piece of wargear, there's no reason we couldn't think of something similar though. I don't think Exarch wargear is the way to go either, they are meant to be ritualistic pieces of equipment that belong to each shrine, they wouldn't lend it out to randomers that would only have ever been a basic aspect warrior for a couple of the aspects.

I think it would be a nice way to add in some new highly sophisticated eldar tech, they are supposed to be the most advanced race technologically, but all we really get to see are power weapons and fusion guns. Maybe swords that are so sleek that they give an initiative bonus (+2 or 3), a pistol sized version of the D- cannon, helms that allow you to fire as normal during night fighting, holo-fields that create dupicate illusions of the character like the DE clone field. Things like that Any other suggestions would be ace.

   
Made in se
Nasty Nob





'Ere an dere

Any other suggestions would be ace.
Look above your post and you'll see some.

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.


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Mighty Brass Scorpion of Khorne






Dorset, UK

Saintspirit wrote:
Any other suggestions would be ace.
Look above your post and you'll see some.

I didn't realise how long it took me to write that post! I completely missed your reply.

I like the shuriken pistol idea, building off and upgrading existing stuff seems to make a lot of sense. I don't know about the psychic helmet though, I'd leave the psychic powers to the farseers. I'm probably being an idiot, but if you want to add a third helmet, what is the second one? I can only think of the mandiblaster.

   
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Screaming Shining Spear




Pittsburgh, PA

They've also or the Banshee mask. I don't think a witchblade would be too terrible, I mean all Eldar are psychic and would have the capability to use it, Farseers and Warlocks are just actively pursuing that at the moment.

This message was edited 1 time. Last update was at 2011/07/05 15:15:34


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Longtime Dakkanaut



Beaver Dam, WI

How about an upgrade to any farseer to his witchblade or spear to also make it a power weapon. This is far from unbalanced as we are talking at most 2 in an army and these are both A1 on their statlines so we are talking at most 6 Wound on 2+ with nothing but invlunerable save attacks in a whole army.

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Nasty Nob





'Ere an dere

Or maybe giving them the possibility to upgrade/replace their witchblade to an actual force weapon? That'd give them powered attacks, along with a psychic touch.

@Gorechild, Yes, as Mandaloryn said the second is the banshee mask. But considering that the mandiblaster is psychically activated, why not this one.

I like the shuriken pistol idea,
Yay

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.


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Dorset, UK

Autarch – xxx points
Stats: As now

Unit Type: Independent character, Infantry.

Special Rules: Fleet, Master Strategist

Wargear: Power Weapon, Shuriken Pistol, Force Shield.

Options: The Autarch may take a Warp Jump Generator for xx points (changes unit type to Jump Infantry), Hawk Wings (changes unit type to Jump Infantry) or a Jet bike (changes unit type to Jet bike).
The Autarch may replace his shuriken pistol with a fusion pistol for xx points, a pyre-shuriken pistol for xx points or D-pistol for xx points
His power weapon may be replaced by a zephyr blade for xx points or staff of Isha for xx points
The Autarch may choose to replace both its shuriken pistol and power weapon with an Eldanesh blade for xx points or a Spear of Khaine for xx points
If mounted on an Eldar Jet bike the Autarch may replace both their Pistol and Power weapon with a Laser Lance for xx points.
The Autarch may take one of the following: Banshee mask for xx points, mandiblaster for xx points, tracker helm for xx points or holo projector for xx points

pyre-shuriken pistol - range 12" S4 AP2 Pistol
D-Pistol - as wraith guard but with 6" range
Zephyr blade - single handed power weapon that gives +2 initiative
Staff of Isha - single handed close combat weapon, each wound inflicted restores 1 wound to the autarch.
Blade of Eldanesh - two handed power weapon, provides +2 Weapon skill
Spear of Khaine - two handed power weapon, provides +1 strength and causes instant death, can be thrown with the following profile R12" S8 AP2
Tracker helm - A model with a tracker helm ignores the shooting restrictions caused by night fighting, it also helps detect enemies movements at close quarters to assist the wearer in dodging enemies attacks, it privides a 6+ invulnerable save in close combat, any unit that already has an invulnerable save has their save improved by 1.
Holo-projector- A holo projector allows the autarch to project another image of themselves in the mind of their foes. All models in base contact with the Autarch have their weapon skill reduced by 2 as they attempt to parry and dodge the attacks of a person that is not even there.

Thats just a load of suggestions that I came up with off the top of my head. Any additions, changes or "that idea is stupid"'s would be awesome

   
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'Ere an dere

Me likey, me likey a lot. A few notes though:

pyre-shuriken pistol - range 12" S4 AP2 Pistol
D-Pistol - as wraith guard but with 6" range
Zephyr blade - single handed power weapon that gives +2 initiative
Staff of Isha - single handed close combat weapon, each wound inflicted restores 1 wound to the autarch.
All looks like nice ideas

Spear of Khaine - two handed power weapon, provides +1 strength and causes instant death, can be thrown with the following profile: R12" S8 AP2[/b]
Must cost a lot, this one? It's better than a huskblade, I mean. Also, if that has that name then Iyannas spear should get back its old name (spear of teuthlas). Oh wait, you named it spear of vaul, not khaine... Well, still!

Tracker helm - A model with a tracker helm ignores the shooting restrictions caused by night fighting, it also helps detect enemies movements at close quarters to assist the wearer in dodging enemies attacks, it privides a 6+ invulnerable save in close combat, any unit that already has an invulnerable save has their save improved by 1.
No need to give a 6+ invo save as autarches have force shields, otherwise good.

Holo-projector- A holo projector allows the autarch to project another image of themselves in the mind of their foes. All models in base contact with the Autarch have their weapon skill reduced by 2 as they attempt to parry and dodge the attacks of a person that is not even there.
Cool.

This message was edited 1 time. Last update was at 2011/07/05 16:04:26


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.


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Wicked Warp Spider






Ios

Exarch weapons are the chosen weapons of each exarch, and the shrines belong to the exarchs. Need to remember that the Craftworld Eldar do not dabble in geneseeds or genetics at all, but their understanding and manipulation of the soul leaves all others behind. Exarchs are immortal spirits, amalgamations of several aspect warriors whom were lost on the path and successively picked up the call from an exarch without a body. Side-track: In fact, their poor profile is quite laughable when you consider the fluff. Aspect warriors themselves is just about right, equal to a full fledged Space Marine but without the genetic manipulations to make the body stronger nor the exo-skeleton supporting them, but the exarchs we play with only shadow the power of a new-born exarch with an untried soul. If Path of the Warrior is to be held as any sort of canon, then a moderately competent exarch is in the same league as a space marine captain (again, with the captain's genetics giving them the edge).

In either case, what I'm getting at is that while autarchs do not get the ritual gear of the exarchs, they still merit the very best gear the craftworld has to offer - not at all inconceivable that it's in fact better than what the exarchs tote around.

And then there's the case of the whole cycle of rebirth that the exarchs and phoenix lords deal with. I was thinking something along the lines of that if a phoenix lord dies, one can sacrifice an exarch of the corresponding path to revive him/her.

That's all fluff theory, though. In a general sense, I'd love to see CE arsenal and toys expanded with more gravitational and holographic items.

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Devastating Dark Reaper





Love the thought that Eldar could get a real wargear section rather than fluff on the heavy weapons. I always tend to feel sad when I look through other codex's armouries.

To exspand on this perhaps Exarchs, Farseers, and Warlocks should also get greater options in the armoury, that way Eldar squad leaders can be very customizable

(Side note: speaking of squad leaders, Rangers should have pathfinder abilities base and be led by an exarchlike pathfinder with other gear and abilities)

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I think a lot of the proposed Autarch wargear is pretty redundant. With I6 and WS6, there probably aren't too many instances where you'd really feel the need to increase those. The part of the tracker helm that let's him ignore night fighting is also pretty useless seeing as how his highest ranged gun is 12 inches. Unfortunately I don't really have any suggestions to make this post more constructive, but there you go.

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Nasty Nob





'Ere an dere

MandalorynOranj wrote:I think a lot of the proposed Autarch wargear is pretty redundant. With I6 and WS6, there probably aren't too many instances where you'd really feel the need to increase those. The part of the tracker helm that let's him ignore night fighting is also pretty useless seeing as how his highest ranged gun is 12 inches.
It is? I assumed that the autarch could also take any of the wargear already available to him?

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.


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Mighty Brass Scorpion of Khorne






Dorset, UK

Saintspirit wrote:Me likey, me likey a lot. A few notes though:

pyre-shuriken pistol - range 12" S4 AP2 Pistol
D-Pistol - as wraith guard but with 6" range
Zephyr blade - single handed power weapon that gives +2 initiative
Staff of Isha - single handed close combat weapon, each wound inflicted restores 1 wound to the autarch.
All looks like nice ideas

Spear of Khaine - two handed power weapon, provides +1 strength and causes instant death, It can be thrown with the following profile: R12" S8 AP2. The Spear of Khaine does not inflict instant death when used as a ranged weapon
Must cost a lot, this one? It's better than a huskblade, I mean. Also, if that has that name then Iyannas spear should get back its old name (spear of teuthlas). Oh wait, you named it spear of vaul, not khaine... Well, still!
I've just changed the name of Iyanna's spear and added a bit in here for clarification. Its not that much better than a huskblade due to being two handed, and you don't have the soul trap option that the DE husk blade really depends on. It would be more expensive, but compaired to buying a single handed weapon and a gun, it won't seem too crazy I hope. I'm always open to changing it if people dont think its right though

Saintspirit wrote:
Tracker helm - A model with a tracker helm ignores the shooting restrictions caused by night fighting, it also helps detect enemies movements at close quarters to assist the wearer in dodging enemies attacks, it privides a 6+ invulnerable save in close combat, any unit that already has an invulnerable save has their save improved by 1.
No need to give a 6+ invo save as autarches have force shields, otherwise good.

Holo-projector- A holo projector allows the autarch to project another image of themselves in the mind of their foes. All models in base contact with the Autarch have their weapon skill reduced by 2 as they attempt to parry and dodge the attacks of a person that is not even there.
Cool.

Notice the bit in green? I've edited it in the mock up for the next version so the force shield goes back to a 4++, the tracker helm would then improve it to a 3++.

Oriallis wrote:Love the thought that Eldar could get a real wargear section rather than fluff on the heavy weapons. I always tend to feel sad when I look through other codex's armouries.

To exspand on this perhaps Exarchs, Farseers, and Warlocks should also get greater options in the armoury, that way Eldar squad leaders can be very customizable

I bought a few Haemonculi about 2 weeks ago and have been having great fun with the wealth of fancy wargear options that have available, thats what really made me think about how mundane the Eldar options are. I also like the fluff of the Eldar gods so thought I'd find a way to incorporate them into the gear.

Saintspirit wrote:
MandalorynOranj wrote:I think a lot of the proposed Autarch wargear is pretty redundant. With I6 and WS6, there probably aren't too many instances where you'd really feel the need to increase those. The part of the tracker helm that let's him ignore night fighting is also pretty useless seeing as how his highest ranged gun is 12 inches.
It is? I assumed that the autarch could also take any of the wargear already available to him?

This is why I really need to include (ie copy out) most the old stuff into this dex. Saintspirit is right, you're still meant to have access to the old stuff. I tried to make that clear in the first page, but I guess its a bit confusing.

   
Made in se
Wicked Warp Spider






Ios

Autarches really do have the best kit available, what about if they had a special rule, let's call it Forge of Vaul, which stated all their equipment is master-crafted?

I really need to stay away from the 40K forums. 
   
Made in se
Nasty Nob





'Ere an dere

Gorechild wrote:
Saintspirit wrote:
Tracker helm - A model with a tracker helm ignores the shooting restrictions caused by night fighting, it also helps detect enemies movements at close quarters to assist the wearer in dodging enemies attacks, it privides a 6+ invulnerable save in close combat, any unit that already has an invulnerable save has their save improved by 1.
No need to give a 6+ invo save as autarches have force shields, otherwise good.

Notice the bit in green? I've edited it in the mock up for the next version so the force shield goes back to a 4++, the tracker helm would then improve it to a 3++.
I did indeed notice that, that is why I wrote Otherwise good.

This message was edited 1 time. Last update was at 2011/07/06 09:36:12


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.


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Made in gb
Mighty Brass Scorpion of Khorne






Dorset, UK

How about giving the tracker helm's to the Dark Reapers as well? The whole anti-night fighting thing seems to fit them well.

   
Made in us
Screaming Shining Spear




Pittsburgh, PA

Dark Reapers would benefit much more from the night fighting thing. Even if the autarch does still have all the old options, the only one that would benefit from ignoring night fighting is the reaper launcher which remains pointless to take on an assault-oriented character.

Eldar shenanigans are the best shenanigans!
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