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Made in de
Implacable Skitarii




Somewhere...

UPDATE: 19/07/2015

- Add Wraithhulk (Heavy Support)

- Nightmare Colossus now costs 160 pts; Mounted Spikes and Dragging Hands upgrade now cost 15 pts; Bound Psyker Soul upgrade now costs 30 pts.

- Warp Hydra now costs 135 pts; Aetheric Flame upgrade now costs 20 pts; Aetheric Blast now costs 35 pts.

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

According to one of the old rumours, Crone World Eldar were meant to be in Codex: Eye of Terror, but the Eldar list for Eye of Terror is a modified Ulthwe army. There are evidences of their existence in fluff, and I think it makes perfect senses for an army of them. While the majority of Crone Worlders will be playthings for Slaanesh, it is shown that some of them - or at least their creations - still stay safe:

- In an old Eldar Codex: "It is said that there are worlds where Eldar still live, the descendants of Chaos worshipping Eldar of ancient times"

- In Warhammer 40,000: Munitorum - The Maugetar, Maugan Ra killed three surviving Farseers in a Crone World within the Eye of Terror.

- In the novel Angel Exterminatus, the Emperor's Children fought with Wraithguards, Wraithlords and a pair of Revenant Titans in Iydris. Also, the spirit stones of thousands of dead Eldar kept Iydris safe from the colossal tidal forces of the black hole near the center of the Eye.

And if a bunch of Dark Reapers (despite being led by a Phoenix Lord) and the Eldar of Craftworld Altansar could survive that long in the Warp, then why some of the abandoned Eldar cannot ? They can also be used to represent the Eldar that turned to other Chaos Gods to escape Slaanesh, or the darker, more sinister side of the survivors of Altansar. They never remove their masks, so who knows what actually became of them ? Also, I think it is safe to assume that they would be changed by the Warp so much that their style of combat, as well as their weapons and psychic powers, will be far different from those of Craftworld, Dark or Exodite Eldar.

So, to the crunch !

Affiliation:
Before the game begins, the controlling player must choose an Affiliation for all of his detachments with Crone World Eldar Faction. The controlling player may choose either Survivor or Fallen as the Affiliation of his main detachments. All other detachments with Crone World Eldar Faction under the control of this player must have the same Affiliation as the main detachment. Detachment with different Affiliations has different Allies Matrix and has access to different units.

Faction Special Rules:
Spoiler:
Prey of the Dark Prince:
Slaanesh craves the souls of Eldar above all, even more so those of the Eldar trapped within the Warp but are still avoiding his touch.
Models with the Daemon of Slaanesh special rule or have Mark of Slaanesh must re-roll all failed To Hit and To Wound rolls in close combat against models with this special rule.

Warp Aura:
Staying so long in the Warp has its own benefits, but the price one must pay is terrible
Models with this special rule have the Feel No Pain (6+) special rule, and must add 2" to their Run and Charge distance.


Allies:

Spoiler:

Fallen

Battle Brothers: Chaos Space Marine, Chaos Daemons (but treat all models with Mark of Slaanesh or the Daemon of Slaanesh special rule as Come the Apocalypse)

Allies of Convenience: Ork, Dark Eldar

Desperate Allies: Tau

Come the Apocalypse: Necron, Armies of the Imperium, Eldar, Tyranid, Survivor Crone World Eldar

Survivor

Battle Brothers: Dark Eldar

Allies of Convenience: Ork, Tau Empire, Armies of the Imperium, Eldar

Come the Apocalypse: Chaos Space Marines, Chaos Daemons, Tyranid, Necron, Fallen Crone World Eldar


Warlord Trait

Spoiler:
1 - Soul Drinker: If the Warlord has less than his starting number of Wounds, he regains one Wound for every unsaved Wounds he caused in a Challenge.

2 - Shadowed Fate: The Warlord must re-roll all saving throw results of 1

3 - Dark Blessing: The Warlord and his unit have a 6+ Invulnerable Save. If they already posses an Invulnerable Save, they gain a +1 bonus to their Invulnerable Saves (i.e 5+ become 4+)

4 - Crimson Death: The Warlord has the Rampage special rule

5 - Warp Strike: Invulnerable Save cannot be taken against Wounds caused by close combat attacks caused by the Warlord and his unit

6 - Midnight Hunter: The Warlord and his unit have the Night Vision and Preferred Enemy special rules.


Umbramancy: (Psychic Discipline)

Spoiler:
PRIMARIS POWER
Abyssal Howl:......Warp Charge 1
The psyker opens his mouth and screams with the voice of Death itself.

Abyssal Howl is a malediction that targets a single enemy unit within 18”. That unit instantly goes to ground and suffers a -3 penalty to their Initiative.

1. Doomfire: ......Warp Charge 1
Bolts of dark flame leap out of the psyker’s hand, scorching and burning all who stand in his way.

Doomfire is a witchfire power with the following profile: R12" S4 AP5 Assault D6, Soul Blaze, Rending

2. Black Terror:......Warp Charge 1
The psyker sends his foes images of their horrible deaths, filling their hearts with unspeakable terror.

Black Terror is a malediction that targets a single enemy unit within 18”. That unit must take a Leadership test using the lowest Ld score in their unit. If they fail, they must instantly fall back and suffer a -1 penalty to their Ld for the rest of the game. Units with the Fearless or And They Shall Know No Fear or Zealot special rule automatically pass the test.

3. Word of Pain:......Warp Charge 1
As the psyker utters a forbidden name, his foes are wracked with agony

Word of Pain is a malediction that targets an enemy unit within 12”. Whilst the power is in effect, all models in the target unit suffers a -1 penalty to their Weapon Skill and Ballistic Skill and Strength.

4. Cloak of Darkness:......Warp Charge 1
The psyker summons darkness to protect him and his allies.

Cloak of Darkness is a blessing that targets the Psyker. Whilst the power is in effect, the Psyker and his unit gains the Stealth special rule.

5. Shadow Summoning:......Warp Charge 1
The psyker reaches out his hand and opens a rift, calling out for the minions of darkness.

Shadow Summoning is a conjuration with a range of 6" that creates one unit of 5 Shadow Hounds or 10 Dark Spirits (your choice)

6. Dark Light:......Warp Charge 2
The psyker projects the harnessed power of a black hole, consuming the enemy in a strange beam of light that can warp even armour platings.

Dark Light is a focussed witchfire power with the following profile: R18" S8 AP2 Assault 1, Lance


HQ:

Dark Seer - 60 points
The Dark Seers are those who had guided their people to their deaths. After thousand of years, these unfortunate souls are still alive, if their condition could be called life. Withered husks, unable to move without the support of a hover platform, they still possess ferocious psychic might. Anyone who attacks them will find themselves assaulted by magical fire and conjured beasts of immense power.

Spoiler:
Dark Seer WS2 BS5 S2 T3 W3 I2 A1 Ld10 Sv-

Unit Type: Infantry (Character)

Unit Composition: 1 Dark Seer

Wargear: Unholy cloak, Shadow staff, Soulwrack pistol

Special Rules: Fear, Fleet, Independent Character, Move Through Cover, Psyker (Mastery Level 3), Prey of the Dark Prince, Warp Aura

Psyker: A Dark Seer generates his powers from the Divination, Pyromancy, Telepathy, Discipline of Tzeentch, Discipline of Nurgle and Umbramancy disciplines.

Option:
May replace shadow staff with one of the following:
- Abyssal spear: 5 pts
- Deathsong: 10 pts

May take one of the following Ancient Prowess (Survivor only):
- Call of the Hunt: 10 pts
- Remnant of Power: 10 pts
- Witness to Destiny: 15 pts

May take one of the following Marks of Chaos (Fallen only):
- Mark of Tzeentch: 15 pts
- Mark of Nurgle: 15 pts

May take up to one of the following Chaos Reward (Fallen only):
- Ichor Blood: 5 pts
- Combat Familiar: 15 pts
- Spell Familiar: 15 pts

May take one of the following daemonic steeds if it has the mark of the approriate Chaos God:
- Disc of Tzeentch: 30pts
- Palanquin of Nurgle: 40 pts


Empyrean Tyrant - 85 points (Survivor only)
The equivalent to the Autarchs of the Craftworlds, the Empyrean Tyrants are all strategists and warriors without peers.Through cunning, raw power, political acumen, and tactical genius, all of them have furthered their own schemes while simultaneously ensuring the survival of the few untainted Crone Worlders. However, their position is insecured, and couple with the danger of the Warp have turned them all into ruthless individuals, capable of heinous acts of cruelty that put even the Archons of Commorragh to shame. They rule with an iron fist, as their subjects cowering at their feet, for even a small perceived act of insult or insubordination is punishable by a horrible death. In battle, the Tyrants wield a wide variety of weapons, and some have even captured and broken the will of a Juggernaut of Khorne, no small feat considering they had to defeat both the mount and its former master, usually a Khornate Chaos Lord, in mortal combat.

Spoiler:
Empyrean Tyrant WS6 BS6 S3 T3 W3 I6 A3 Ld10 Sv3+

Unit Type: Infantry (Character)

Unit Composition: 1 Empyrean Tyrant

Wargear: Armour of Night, Soulwrack pistol, Haywire Grenades, Plasma Grenades, Repulsor Shield

Special Rules: Iron Dominion, Fear, Fleet, Independent Character, Prey of the Dark Prince, Warp Aura
Iron Dominion: At the beginning of the controlling player's Movement Phase, choose one friendly unit within 6" of the Empyrean Tyrant. That unit instantly take D6 S3 AP- hits, distribute as from a shooting attack originates from the Empyrean Tyrant. After the attacks have been resolved, all models in the target unit gain +1 WS, +1 Attack and can choose to charge in the Charge sub-phase even if they have Run in the preceding Shooting Phase. The effect of Iron Dominion lasts until the beginning of the controlling player's next Movement Phase.

Option:

May take up to two weapons from the following list:
- Hexrazor: 5 pts
- Halo gun: 5 pts
- Deathsong: 10 pts
- Fusion gun: 10 pts
- Phantom claymore: 10 pts
- Power weapon: 15 pts
- Starrifle: 15 pts

May take one of the following mounts:
- Warprunner jetbike: 15 pts
- Juggernaut of Khorne: 35pts

May take one of the following Ancient Prowess:
- Call of the Hunt: 10 pts
- Remnant of Power: 10 pts
- Witness to Destiny: 15 pts


TROOPS:
For each Dark Seer in a detachment, up to one unit of Dark Spirits or Shadow Hounds may be taken. Qualify as mandatory Troops choice.

Dark Spirits - 60 pts
Humanoid figures covered by darkness, the Dark Spirits are once peaceful souls, corrupted and pulled from their slumber by the magik of the Dark Seers. They move over all kind terrain without any difficulty, striking the enemy of the Seers from unexpected quarters. Though not very dangerous individually, they have a notorious tendency to appear in large groups, where their threat level increases exponentially.

Spoiler:
Dark Spirit WS3 BS0 S3 T3 W4 I3 A Ld7 Sv-

Unit Type: Infantry

Unit Composition: 3 Dark Spirits

Special Rules: Daemon, Fearless, Fleet, Infiltrate, Move Through Cover, Swarm, Warp Aura, Phase Through
Phase Through: On each To Hit roll of 6 caused by a model with this special rule, the target vehicle automatically suffers a S1 AP- Haywire hit in addition to any other effects.

Option:

May take up to 6 additional Dark Spirit bases for 20pts each.


Shadow Hounds - 45 pts
Countless warriors have met their ends in the slavering jaws of a pack of Shadow Hounds, vicious pack hunters that the Crone Worlders set upon isolated enemy champions and units. Many foes have been demoralized after seeing their mightiest heroes torn to pieces by a pack of these unnatural predators. Even the most resilient armour is no match for the unnatural attacks of a Shadow Hound’s jaws; a pack of them working in concert can swiftly reduce even a hulking Carnifex to a pile of bloody bones.

Spoiler:
Shadow Hound WS3 BS0 S3 T3 W1 I5 A3 Ld7 Sv-
Kerberus WS4 BS0 S4 T4 W2 I5 A5 Ld8 Sv-

Unit Type: Beast

Unit Composition: 5 Shadow Hounds

Special Rules: Daemon, Rending, Warp Aura

Option:

May take up to 10 more Shadow Hounds for 9pts each.

One Shadow Hound may be upgraded to a Kerberus: 20 pts.


Wraithwardens - 65 pts
A marvel of Eldar technologies, the Wraithwarden is an unmistakable sight on the battlefield. These automatons used to be the foot soldiers of the Eldar, the backbone of their conquests, the stones on which their empire was built. However, the secret to their construction has long been lost, the number brought by the Eldar fleeing the Fall slowly dwindled by attrition until almost none is left. But a great many of them still reside on the Crone Worlds, and some of the construction facilities, despite their decrepit state, are still able of sporadically created batches of new warriors. Their weapons are the same as those of their pre-Fall brethrens, but some have been retrofitted with new, unnatural armaments created by the Crone Worlders.

Spoiler:
Wraithwarden WS3 BS4 S3 T4 W1 I4 A1 Ld9 Sv4+

Unit Type: Infantry

Unit Composition: 5 Wraithwardens

Wargear: Halo gun, Repulsor shield

Special Rules: Fearless

Option:

May take up to 5 more Wraithwardens for 13pts each.

Any Wraithwarden may replace its halo gun with a soulwrack rifle for free

For every 5 models in the unit, one Wraithwarden may replace its halo gun with one of the following:
- Flamer: 5pts/model
- Fusion gun: 10pts/model
- Starrifle: 15 pts/model


ELITE

Abysswalkers - 75 points
The Abysswalkers are the remains of once proud Crone Worlders. Despite being turned into something less than animals in the eyes of their peers, they still remember how to fight. Equipped with weapons that defy the laws of physic and aided by their ability to almost instantly teleport themselves from one place to another, the Abysswalkers will sweep aside anyone who stands in their way, be they Daemons, aliens or their own kind.

Spoiler:
Abysswalker WS4 BS4 S3 T3 W1 I5 A2 Ld8 Sv5+
Abysshunter WS4 BS4 S3 T3 W1 I5 A3 Ld9 Sv5+

Unit Type: Infantry, Abysshunter is Infantry (Character)

Unit Composition: 4 Abysswalker, 1 Abysshunter

Wargear: Soulwrack rifle, Corrupted mail, CCW, Plasma grenades

Special Rules: Fear, Fleet, Prey of the Dark Prince, Warp Aura, Abysswalk
Abysswalk: During the controlling player's Movement Phase, a model with this special rule may be repositioned D6" in any direction (roll once for all models wished to be repositioned this way), but must stay in unit coherency with its unit. A model repositioned this way does not count as having move.

Option:

May take up to 5 more Abysswalkers for 15pts each.

Any Abysswalker may replace his soulwrack rifle with a soulwrack pistol for free

The Abysshunter may replace his soulwrack rifle with one of the following:
- Hexrazor: 5 pts
- Warp dust projector: 10 pts
- Phantom claymore: 10 pts

For every 5 models in the unit, one Abysswalker may replace his soulwrack rifle with one of the following:
- Doomfire launcher: 10pts/model
- Starrifle: 15pts/model
- Rift cannon: 20pts/model

The unit may purchase one of the following Ancient Prowess (Survivor only):
- Call of the Hunt: 2pts/model
- Remnant of Power: 3pts/model
- Witness to Destiny: 3pts/model

The Abysshunter may take the ichor blood reward (Fallen only): 3pts

The unit may purchase one of the following Marks of Chaos (Fallen only):
- Mark of Khorne: 2pts/model
- Mark of Tzeentch: 2pts/model
- Mark of Nurgle: 3pts/model


Nightmare Colossus - 160 pts - Fallen only
An abomination against the very law of nature, the Nightmare Colossus is one of the most reviled creations of the Fallen Crone Worlders. Only those psykers with singular power and (arguably insane) vision are able to fashion them. These colossi vary in size and composition, but always hold true to the same basic form - a monstrous humanoid shape, fashioned upon a frame of corrupted wraithbone, lined with spirit stones, alongside scores or sometimes hundreds of corpses held within. Mutilated beyond recognization, these cadavers breath unholy life into the monster through the wounds on their bodies. The Seers, in their twisted imagination, have created a truly terrifying monstrosity, a giant of unliving flesh that fears neither pain nor injury, a vortex of Warp energy so vile against which no living things can stand. With so much power hold within them, Nightmare Colossi are no mindless thrall, but possess a deathly gestalt will and intelligence made up of hundred of tortured Eldar souls, and sometimes in extreme cases even able to manifest powerful psychic powers. They will often outlast the Seers that created them, or even prove their undoing should their master's control slips for even a moment

Spoiler:
Nightmare Colosus WS3 BS0 S6 T6 W6 I2 A3 Ld8 Sv4+

Unit Type: Monstrous Creature

Unit Composition: 1 Nightmare Colossus

Special Rules: Daemon, Fearless, Rampage, Death Vortex, Warp Aura
Death Vortex: All models in enemy units within 12" of the Nightmare Colossus suffer a -1 penalty to their Toughness (i.e 4 becomes 3)

Option:

May take one of the following upgrades:
- Mounted Spike: 15 pts
Mounted Spike On the turn a Nightmare Colossus with Mounted Spike charges and ends its charge move in base or hull contact with an enemy model, it makes D6 additional Attack that hits automatically and is resolved at S4 AP5, at Initiative 10 step. This Attack does not benefit from any of the model’s special rules (such as Furious Charge, Rending etc.).

- Dragging Hands: 15 pts
Dragging Hands: During the Fight sub-phase at the Initiative 1 step, enemy units in base contact with a Nightmare Colossus with Dragging Hands suffer 2D6 S2 AP- automatic hits. In addition, models that use grenades against the Nightmare Colossus with this upgrade in the Assault Phase suffer a -1 penalty when rolling To Hit against it.

- Bound Psyker Soul: 30 pts
Bound Psyker Soul: Nightmare Colossus with the Bound Psyker Soul upgrade has BS4 and gains the Psyker (Mastery Level 1) special rule. A Nightmare Colossus with this upgrade generates its powers from the Biomancy, Pyromancy, Telepathy, Discipline of Tzeentch, Discipline of Nurgle and Umbramancy disciplines.

0-1 Wraithguard (Survivor only-As Codex Craftword)

0-1 Wraithblades (Survivor only-As Codex Craftworld)

FAST ATTACK

Warprunners - 75 pts
Despite thousand of years stranding within the Eye of Terror, the Warprunners have not forgotten the way their kind go to war. Many have been fused to their steeds, no longer be able to dismount or feel any mortal pleasure. The only thing they know now is the intoxicating feeling of the Hunt - one more sight of Slaanesh slowly gnawing at their souls. In battle they appear suddenly, their mutated steeds breaking through the wall of the Warp into realspace at breakneck speed, allowing their riders to lop off heads and limbs as they pass over their startled foes.

Spoiler:
Warprunner WS4 BS4 S3 T4 W1 I5 A2 Ld8 Sv3+
Warpreaper WS4 BS4 S3 T4 W1 I5 A3 Ld9 Sv3+

Unit Type: Eldar Jetbike, Warpreaper is Eldar Jetbike (Character)

Unit Composition: 2 Warprunners, 1 Warpreaper

Wargear: Warprunner Jetbike, Soulwrack Pistol, CCW, Plasma grenades

Special Rules: Fear, Deep Strike, Prey of the Dark Prince, Skilled Rider, Warp Aura.

Option:

May take up to 6 more Warprunners for 25pts each.

The Warpreaper may replace his CCW with one of the following:
- Hexrazor: 5 pts
- Phantom claymore: 10 pts
- Power weapon: 15 pts

For every 3 models in the unit, one Warprunner may replace their Warprunner Jetbike's twin-linked soulwrack rifle with one of the following:
- Fusion gun: 10pts/model
- Warpdust projector: 10pts/model

The unit may purchase one of the following Ancient Prowess (Survivor only):
- Call of the Hunt: 2pts/model
- Remnant of Power: 3pts/model
- Witness to Destiny: 3pts/model

The Warpreaper may take the ichor blood reward (Fallen only): 3pts

The unit may purchase one of the following Marks of Chaos (Fallen only):
- Mark of Khorne: 2pts/model
- Mark of Tzeentch: 2pts/model
- Mark of Nurgle: 3pts/model


HEAVY SUPPORT

Wraithhulk - 135 points

The burning remains of Eldar vehicles, fueled by the bodies of their crews, sometimes rise in anguish as Wraithhulks, raging beasts of wraithbone intent on expending their spiritual energy on one last frenzy before they burn out. The effect of the Fall inevitably produce horrid results for anyone caught in its blast, including vehicle crews, no matter how well protected they were. The Wraithhulk is born from the frantic emotions of the crew members as they try hauling their mutating bodies from their death trap. These intense feelings, raging Warp energy, and desperation fuse the crews’ flesh, blood, and souls with that of their vehicle. All their hatred and fear twists the remains of their vehicle—and others sharing the same fate nearby—into an animated hulk filled with vengeance for those still alive. Their raging life forces assert themselves by binding parts of their destroyed vehicles together in an anthropomorphic form. They bash at foes with driver wheels, radiators, armored hatches bound by sheer will into metal fists, as well as firing furiously from their mysteriously still-functioning weapons. Most sane men naturally flee such an unearthly construct, and few even realize the hulk simply wants someone to put it out of its burning misery. On the Crone Worlds, vehicle husks, and consequently Wraithhulks, are not uncommon, and it is an usual practice for the remaining Seers to bind them into their service, to provide their troops with a versatile support platform.

Spoiler:
Wraithhulk WS3 BS3 S6 F12 S12 R12 I3 A3 HP4

Unit Composition: 1 Wraithhulk

Unit Type: Vehicle (Walker)

Special Rules: Fear, Hatred, It Will Not Die, Molten Body, Warp Aura
Molten Body: Model with this special rule is unaffected by all Pyromancy psychic powers, all flamer weapons as defined in Warhammer 40,000: The Rules, and all attacks that have the Melta and/or Soul Blaze special rules.

Wargear: Shuriken cannon

Option:

Must take up to two of the following options, in any combination:
- Shuriken cannon: 15 pts each
- Starcannon 20 pts each
- Bright lance: 25 pts each
- Eldar missile launcher: 30 pts
- Heavy wraithcannon: 35 pts each


Warp Hydra - 135 pts
The name of the Warp Hydra inspires dread in the heart of even the most hardened corsair and renegade of the Eye of Terror. A half daemonic, half mutant beast with several heads, an ill tempered and ravenous nature, the Warp Hydra has proven the doom of many an unsuspecting morsel. The Warp Hydras are notoriously difficult to tame, almost to the point of impossible-only the dark magik of the Seers has any change of remotely put the beast under control, and even then, a Seer must be quick with his punishment lest he be devoured in the enemy's stead. They are even more difficult to slay, for not only their scaly bodies incredibly armoured, they also generate damage at a frightening speed. An attacker only chance is to sever all the monster's heads in quick succession, for even if one remains, the other will swiftly grow back. What's more, he has to do it while trying to avoid the many ways a man can be slain by a Hydra: torn apart, swallow whole, crushed underfoot, immolate or even killed by bullets ricocheting off its hide.

Spoiler:
Warp Hydra WS4 BS3 S6 T6 W5 I3 A1* Ld6 Sv4+

Unit Type: Monstrous Creature

Unit Composition: 1 Warp Hydra

Special Rules: Daemon, Fearless, Feel No Pain, It Will Not Die, Multiple Head, Rampage
Multiple Heads: The Warp Hydra has one Attack, +1 for each remaining Wound after the first.

Option:

May take one of the following upgrades:
- Aetheric Flame: 20 pts
Aetheric Flame: Warp Hydra with the Aetheric Flame upgrade can make a shooting attack with the following profile:
R Template S6 AP4 Heavy 1, Torrent

- Aetheric Blast: 35 pts
Aetheric Blast: Warp Hydra with the Aetheric Blast upgrade can make a shooting attack with the following profile:
R12" S6 AP3 Multiple Shots, Haywire
Multiple Shots: The number of shots of this weapon is equal to the Warp Hydra's remaining number of Wounds.

0-1 Wraithlord (Survivor only-As Codex Craftworld)

RANGED WEAPONS:
Spoiler:

Doomfire launcher: Inscribed with potent cursing runes, the doomfire launcher lobs flaming projectiles that burn the enemies to cinder
R24" S4 AP5 Assault 1, Blast, Ignores Cover, Soul Blaze

Halo gun: The halo gun fires a concentrated stream of blue-white flames, burning their targets to crisp before they have time to react
R24" S4 AP5 Assault 1, Soul Blaze, Ignore Cover

Rift cannon: Only seen carried by experienced Abysswalkers, the rift cannon opens a hole in space, sending chunks of vehicles and body parts into the Warp. However, it is notoriously inaccurate and unreliable, often causes some part of its user to dissapear.
R24" S8 AP1 Salvo 1/1, Lance, Gets Hot

Soulwrack weapon: Soulwrack weapons send out a psychic shockwave at the target, wrecking their very souls. Cover or forcefield offers no protection against these unearthly guns.

Soulwrack pistol: R12" S3 AP3 Pistol, Soulwrack, Ignores Cover

Soulwrack rifle: R12" S3 AP3 Assault 2, Soulwrack, Ignores Cover

Soulwrack: Any To Wound roll of a 6 inflicted by this weapon wounds automatically, with no Invulnerable Save allowed.

Starrifle: A smaller variant of the Starcannon, the Starrifle remains light enough to be carried by one man despite retains allmost all the power
R24" S6 AP2 Rapid Fire

Warpdust projector: This unholy contraption spews warp dust at the enemy, making them melt before their horrified comrades
R Template S1 AP5 Assault 1, Fleshbane


MELEE WEAPONS:

Spoiler:

Abyssal spear: Those who are pierced by this cursed spear age decades in mere seconds, their powerful frames reduced to withered husks before the eyes of their comrades .

R- S User AP4 Melee, Fleshbane, Force

Deathsong: Only used by the fearsome leaders of the Crone Worlders, the blade named Deathsong cannot be returned to its sheath until a certain number of kills have been achieved, lest it turns on its owner in the midst of battle.

R- S+1 AP3 Melee, Soulwrack, Two-handed

Hexrazor: This weapon is said to possess a will of its own, bites deeply the flesh of the victims whenever it strikes.

R- S User AP5 Melee, Rending

Phantom Claymore: These mysterious weapons are said to destroy the very souls of the victims, and those who fall before them will suffer a fate infinitely worse than mere death

R- S+2 AP5 Melee, Master-crafted, Two-handed

Shadow staff: Drawing upon the inner psychic power of the wielder, the shadow staff can shatter bone and armour alike with ease

R- S User AP4 Melee, Concussive, Force


ARMOUR:

Spoiler:

Armour of Night: Created from the dark matter of the Warp itself, the Armour of Night grants the bearer a near impenetrable hide that bellies its flimsy look.

Armour of Night confers a 3+ Armour Save.

Corrupted mail: Made from pieces of warp-corrupted wraithbone and thermoplas, the corrupted mail provides good protection against both the nightmarish nature of the Warp and enemy fire.

Corrupted mail confers a 5+ Armour Save.

Unholy cloak: Dark Seers protect themselves with strange cloaks that swirl and twist with daemonic energy.

Unholy cloak confers a 4+ Invulnerable Save.


LOST GLORY

Spoiler:
Repulsor shield: The wraithbone shield houses a repulsor generator, capable of pushing even a hulking Ork Nob or Space Marine Terminator away from the bearer.
Model equipped with repulsor shield counts as having defensive grenades. In addition, enemy non-vehicle, non-Monstrous Creature units attempts to assault a unit with 3 or more models with repulsor shield reduced their assault move by 2" (to a minimum of 0)

Warprunner Jetbike: The ancient jetbikes of the lost Eldar Empire, corrupted and modified until became almost unrecognizable.
A model riding an Warprunner jetbike has a 3+ Armour Save and a twin-linked soulwrack rifle. Their unit type also changes to Eldar Jetbike


ANCIENT PROWESS:

Spoiler:

Call of the Hunt: A model with Call of the Hund may choose to fire Snap Shot at BS2 instead of BS1.

Remnant of Power: A model with Remnant of Power gains the Furious Charge special rule. In addition, in a turn its unit is charged, adds +1 to its Strength characteristic until the end of the Assault phase on the turn.

Witness to Destiny: A model with Witness to Destiny may choose to re-roll failed Invulnerable Save with a -1 penalty (to the minimum of 6+) i.e 4+ becomes 5+.


MARKS OF CHAOS:

Spoiler:

Mark of Khorne: A model with Mark of Khorne gains the Rage and Counter-attack special rule.

Mark of Tzeentch: A model with Mark of Tzeentch gain have +1 to their Invulnerable Save (to the maximum of 3+). If given to a model that does not have an Invulnerable Save, this mark confers a 6+ Invulnerable Save. In addition, a Psyker with Mark of Tzeentch must generate at least one of his powers from the Discipline of Tzeentch.

Mark of Nurgle: A model with Mark of Nurgle gains +1 Toughness. In addition, a Psyker with Mark of Nurgle must generate at least one of his powers from the Discipline of Nurgle.


CHAOS REWARDS:

Spoiler:

Combat Familiar:: A model with Combat Familiar gains 2 additional S4 AP- Melee Attacks.

Ichor Blood:: Any unit that causes one or more unsaved Wounds on a model with Ichor Blood during the Fight sub-phase immediately takes a S3 AP4 hit per Wound caused.

Spell Familiar:: A model with Spell Familiar may re-roll failed Psychic tests.

Juggernaut of Khorne: A model with Juggernaut of Khorne gains +1 Toughness, +1 Wound and +1 Attack and his unit type becomes Cavalry.

Disc of Tzeentch: A model with Disc of Tzeentch gains +1 Attack and his unit type becomes Jetbike.

Palanquin of Nurgle: A model with Palanquin of Nurgle gains +2 Wounds, +1 Attack and gain the Very Bulky special rule.

This message was edited 37 times. Last update was at 2015/07/19 21:55:40


   
Made in gb
Lord of the Fleet






London

Just from first glances it's rather dull and underpowered. There's very few units, one HQ choice and they're both just...meh.

You have one weapon in the entire army that is Ap3 or less. One, and no Melee Weapons at all that could take on a Marine. The Soulwrack weapons' special rule is pretty much pointless, since something with a good enough Invuln save you want to ignore would be too tough to try wounding with this, anything which does lose it's save still has its armour, which is likely to be at least 3+ if it's got a decent Invuln save as well.



Automatically Appended Next Post:
Also, why are they good allies with normal Eldar? They're the Chaos God's playthings trapped in the Eye of Terror, if anything I would make it so they can never be taken with Eldar, instead allow them to ally with CSM, Daemons or Orks.

This message was edited 2 times. Last update was at 2015/05/14 11:32:47


 
   
Made in gb
Mighty Vampire Count






UK

Interesting idea bu I think you either need to have the list represent the fallen Eldar who are now worhsipers / husks aminated by Chaos or the survivors that have not.

They are very different and will have different allies:

I think:

Fallen Eldar:
Battle Brothers: All Chaos factions
AOC: Orks, Dark Eldar
DA: Tau, Tyranids
CTA: Eldar, Imperial, Necrons,

Survivors:
Battle Brothers: Dark Eldar
AOC: Imperial, Eldar, Tau,
DA: Orks
CTA: Chaos, Tryanids

I AM A MARINE PLAYER

"Unimaginably ancient xenos artefact somewhere on the planet, hive fleet poised above our heads, hidden 'stealer broods making an early start....and now a bloody Chaos cult crawling out of the woodwork just in case we were bored. Welcome to my world, Ciaphas."
Inquisitor Amberley Vail, Ordo Xenos

"I will admit that some Primachs like Russ or Horus could have a chance against an unarmed 12 year old novice but, a full Battle Sister??!! One to one? In close combat? Perhaps three Primarchs fighting together... but just one Primarch?" da001

www.dakkadakka.com/dakkaforum/posts/list/528517.page

A Bloody Road - my Warhammer Fantasy Fiction 
   
Made in de
Implacable Skitarii




Somewhere...

UPDATE: 15/5/2015

- Splitted the Codex into Fallen and Survivor Crone Worlder (Affiliation)

- Reworked the Allies Matrix

- Added Shadow Hounds (Troops)

- Shadow Hounds and Dark Spirits now can be used as compulsory Troop choices and take up a FOC slot.

- Added Wraithwardens (Troops)

- Dark Seer cost raised to 60 points

- Dark Spirit's cost raised to 6 ppm, WS raised to 3, max unit size 50

- Moved Abysswalkers to Elite

- Abysswalker's cost raised to 15 ppm, gained the Abysswalk special rule, now has access to Starrifle

- Add Halo gun and Starrifle (Ranged Weapons)

- Soulwrack rifle and pistol gained AP3, rifle's range reduced to 12"

- Add Repulsor shield (Lost Glory)

 Mr Morden wrote:
Interesting idea bu I think you either need to have the list represent the fallen Eldar who are now worhsipers / husks aminated by Chaos or the survivors that have not.

They are very different and will have different allies:

I think:

Fallen Eldar:
Battle Brothers: All Chaos factions
AOC: Orks, Dark Eldar
DA: Tau, Tyranids
CTA: Eldar, Imperial, Necrons,

Survivors:
Battle Brothers: Dark Eldar
AOC: Imperial, Eldar, Tau,
DA: Orks
CTA: Chaos, Tryanids


Fantastic idea ! Thank you very much for the suggestion

 Valkyrie wrote:
Just from first glances it's rather dull and underpowered. There's very few units, one HQ choice and they're both just...meh.

You have one weapon in the entire army that is Ap3 or less. One, and no Melee Weapons at all that could take on a Marine. The Soulwrack weapons' special rule is pretty much pointless, since something with a good enough Invuln save you want to ignore would be too tough to try wounding with this, anything which does lose it's save still has its armour, which is likely to be at least 3+ if it's got a decent Invuln save as well.

Automatically Appended Next Post:
Also, why are they good allies with normal Eldar? They're the Chaos God's playthings trapped in the Eye of Terror, if anything I would make it so they can never be taken with Eldar, instead allow them to ally with CSM, Daemons or Orks.


The Codex is not finished yet. I usually post the bare minimum first, and then update frequently, so that people can see my progress and add suggestions for changes and new units.

The problem with AP I have (I think) somewhat alleviated at range with the upgrade of Soulwrack Weapons and the addition of Fusion Gun and Starrifle, but in melee I am still brainstorming. Any suggestions ?

And also, I have reworked the Allies Matrix according to your and Morden's suggestion. Is that good enough ? Or still need reworking ?

This message was edited 3 times. Last update was at 2015/07/16 21:13:29


   
Made in gb
Angered Reaver Arena Champion




Connah's Quay, North Wales

I like it, i really do.

A few little tweaks i'd suggest, but i like the direction you are going. Actual Chaos Tainted Eldar should be rare, dangerous and extremely powerful, supported by Umbral minions, Wraithhusks and Eldar who weren't powerful enough to retain their identity or control the chaos around them.

I personally think you should add another HQ choice or to bump up the price and power of the Dark Seer. Something to remember, any Eldar can be a Farseer. It's not like humans were you need to be born for it, any Eldar, with training can be a Farseer, some of the most powerful Psykers in the galaxy. Now consider that Farseers hold back to not invite chaos. A Chaos Tainted Eldar would be able to draw that power and more, for they have nothing to fear, so with that in mind a Conscious, fully self aware Chaos Eldar should be one of the most powerful things in the Eye of Terror. So i would suggest you keep the Dark Seers, but also add a very powerful Chaos Eldar who is something akin to a Psykic Solitaire. That would be in line with how i imagine Chaos Eldar, but it's your vision that matters.

Dark Souls seem cool, but a little to good of a tarpit for so cheap. Each model has a 5++/6++ that can take against most things, maybe reduce it to a to a 6++/6+++ to represent the weaker magicks binding them? Or to go off on another idea, you could do something unique and rework the unit to be Eternal Warrior Swarms. No army makes good use of Swarm Troops, but lots of armies have a Tarpit Equivilent (Wyches, Conscripts, Plague Zombies). 4 Wounds 5+/6++ with 6's to hit causing Haywire hits to represent them phasing through vehicles? Just brainstorming there.

Shadowhounds should go up to 10pts. Comparing them to their closest relative the Khymerae you lose out on 1 Ws, S and T but gain a 6+ FNP and rending at 2 points less. Equal Points would be a fair trade then. Just another idea purely for flavor, give the unit a ''Sargent'' upgrade which is a much larger and more dangerous Shadow Hound. 2 Wounds, Str 4 T 4 4 Attacks kind of thing, a little like a Broodlord. Because Shadow Cerebus are just to cool to leave out.

Just my first impressions, but congratulations on another great codex idea.

This message was edited 1 time. Last update was at 2015/05/15 22:38:30


 
   
Made in us
Spawn of Chaos





Dreaming of Electric Sheep

This is a great idea. I agree that Chaos Eldar should be powerful. Have you considered adding in Chaos options for some units? Like Marks of Chaos, Chaos Boons, Rewards Etc. It would be good for representing Eldar that have fallen to other gods to avoid Slaanesh.

Get Some.
 
   
Made in de
Implacable Skitarii




Somewhere...

UPDATE: 13/07/2015

- Add Empyrean Tyrant (HQ) (Survivor only)

- Add Deathsong (Melee Weapon)

- Add Armour of Night (Armour)

- Add Warprunner Jetbike (Lost Glory)

- Add Marks of Chaos and Chaos Rewards.

- Dark Seers with the Fallen Affiliation can now take Chaos Rewards and Marks of Chaos, can replace Abyssal Spear with Deathsong for 10 pts, and can generate his powers from the Discipline of Tzeentch and Discipline of Nurgle.

- Dark Spirit gains the Swarm and Phase Through special rules, point cost raised to 20ppm.

- Fix the error in Shadow Hound's unit entry; one Shadow Hound can now be upgraded to a Kerberus for 20 pts; point cost raised to 9 ppm.

- Wraithwardens can now replace halo gun for soulwrack rifle for free.

- Abysswalkers with the Fallen Affiliation can now take Marks of Chaos; the Abysshunter may now take ichor blood for 3pts.

- Phantom Claymore now grants the user +2 Strength.

 ALEXisAWESOME wrote:
I like it, i really do.

I personally think you should add another HQ choice or to bump up the price and power of the Dark Seer. Something to remember, any Eldar can be a Farseer. It's not like humans were you need to be born for it, any Eldar, with training can be a Farseer, some of the most powerful Psykers in the galaxy. Now consider that Farseers hold back to not invite chaos. A Chaos Tainted Eldar would be able to draw that power and more, for they have nothing to fear, so with that in mind a Conscious, fully self aware Chaos Eldar should be one of the most powerful things in the Eye of Terror. So i would suggest you keep the Dark Seers, but also add a very powerful Chaos Eldar who is something akin to a Psykic Solitaire. That would be in line with how i imagine Chaos Eldar, but it's your vision that matters.

Dark Souls seem cool, but a little to good of a tarpit for so cheap. Each model has a 5++/6++ that can take against most things, maybe reduce it to a to a 6++/6+++ to represent the weaker magicks binding them? Or to go off on another idea, you could do something unique and rework the unit to be Eternal Warrior Swarms. No army makes good use of Swarm Troops, but lots of armies have a Tarpit Equivilent (Wyches, Conscripts, Plague Zombies). 4 Wounds 5+/6++ with 6's to hit causing Haywire hits to represent them phasing through vehicles? Just brainstorming there.

Shadowhounds should go up to 10pts. Comparing them to their closest relative the Khymerae you lose out on 1 Ws, S and T but gain a 6+ FNP and rending at 2 points less. Equal Points would be a fair trade then. Just another idea purely for flavor, give the unit a ''Sargent'' upgrade which is a much larger and more dangerous Shadow Hound. 2 Wounds, Str 4 T 4 4 Attacks kind of thing, a little like a Broodlord. Because Shadow Cerebus are just to cool to leave out.

Just my first impressions, but congratulations on another great codex idea.


Hehe, glad you like my new codex !

I agree that there should be a powerful Chaos Eldar, however it is still in the brainstorming phase. But I promise it will come soon. In the meantime you will have to make do with the Survivor Empyrean Tyrant

I like your idea of improving the Dark Spirits and the Shadow Hound Leader I have imported it to the new version Good job !

However, raising the cost Shadow Hound equal to Khymaera is...well, I have to put it, will make the Hound overcosted. In combat againts both tarpit and MEQ and TEQ, the Khymaera will have a better chance of winning even if the Hound has Rending, as it will hit and wound more often, and can also take a beating to go down thanks to its higher T. 6+ FnP and 6+ Invul, while good, cannot be relied upon to save a large number of models, as it is still a small odd. However, I still raised the cost of the Hound to 9ppm, just in case

 Delicate Swarm wrote:
This is a great idea. I agree that Chaos Eldar should be powerful. Have you considered adding in Chaos options for some units? Like Marks of Chaos, Chaos Boons, Rewards Etc. It would be good for representing Eldar that have fallen to other gods to avoid Slaanesh.


Yes, I have added Marks of Chaos and Chaos Rewards Thanks for your suggestion. However, I will not add Chaos Boon, as it is too random and complicate and the game has, at this time, enough randomness and complication of its own.

This message was edited 1 time. Last update was at 2015/07/14 09:44:39


   
Made in de
Implacable Skitarii




Somewhere...

UPDATE: 15/07/2015

- Add Warp Hydra (Heavy Support)

- Survivor Detachment may now take 0-1 unit of Wraithguard (Elite), Wraithblades (Elite), Wraithlord (Heavy Support)

   
Made in de
Implacable Skitarii




Somewhere...

UPDATE: 16/07/2015

- Add Nightmare Colossus (Elite-Fallen only)

- Add Warprunners (Fast Attack)

- Add Ancient Prowess (basically Marks of Chaos for Survivors)

- Dark Seers and Abysswalkers with the Survivor Affiliation, as well as Empyrean Tyrant can now take Ancient Prowess.

   
Made in de
Implacable Skitarii




Somewhere...

UPDATE: 19/07/2015

- Add Wraithhulk (Heavy Support)

- Nightmare Colossus now costs 160 pts; Mounted Spikes and Dragging Hands upgrade now cost 15 pts; Bound Psyker Soul upgrade now costs 30 pts.

- Warp Hydra now costs 135 pts; Aetheric Flame upgrade now costs 20 pts; Aetheric Blast now costs 35 pts.

   
 
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