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Made in dk
Fresh-Faced New User

Hi, I can see on the interweb that many choses to equip their Autarch with ex. an reaper launcher to take advantage of his BS. 2.

What I dont understand is, where does it say what equipment/weapons he can/can't chose?
Made in nl
Dakka Veteran

both codex: craftword and index xenos 1

Made in dk
Fresh-Faced New User

I mean, in the craftworld codex, where exactly is it written where and what equipment he can chose, like fx a Autarch/HQ equipment list?

terry wrote:
both codex: craftword and index xenos 1
Made in gb
Dark Angels Librarian with Book of Secrets


The Datasheet tells you what equipment lists you can pick from.

Those lists tell you what the options are.

 Stormonu wrote:
For me, the joy is in putting some good-looking models on the board and playing out a fantasy battle - not arguing over the poorly-made rules of some 3rd party who neither has any power over my play nor will be visiting me (and my opponent) to ensure we are "playing by the rules"
Made in us
Unshakeable Grey Knight Land Raider Pilot

Correct, that is where the options are, but I assume OP's question was about how exactly the Autarch is able to take a reaper launcher, as there is no option in the codex.

There was a flowchart released by GW:


What it essentially means is that you can take your Autarch from the codex, but give him a Reaper Launcher as per the index option, using the points cost from the codex.

Confusticating, right?
Made in gb
Waaagh! Ork Warboss

@nders wrote:
Hi, I can see on the interweb that many choses to equip their Autarch with ex. an reaper launcher to take advantage of his BS. 2.

What I dont understand is, where does it say what equipment/weapons he can/can't chose?
The flowchart from the Designers Commentary allows you to. https://whc-cdn.games-workshop.com/wp-content/uploads/2017/11/warhammer_40000_designers_commentary_en-1.pdf

That being said, this is the one time GW has actually gone on record as saying that the intent behind these rules is to allow older players with old, now non-codex legal models to still use them, rather than let new players use them, so make of that what you will. FWIW I say take the thing all you want, you're permitted to and it's not your job to hobble yourself on HONOUR!

This message was edited 1 time. Last update was at 2018/01/03 10:46:29

Disclaimer: My YMDC answers are from a "What the rules, as written (or modified by Special Snowflake FAQ) in the rulebooks, actually say" perspective, not a "What I wish the rules said" perspective. Even GW agrees with me, send an email to 40kfaq@gwplc.com for a confirmation reply "4. Apply The Rules As Written. If you still don’t have a satisfactory answer, use the rule just as it is written if you possibly can, even if you are not completely happy with the effect the rule has."
Because some people get their knickers in a twist, I'll list these RaW 'oddities' in my sig. Sadly GW's promise of fixing their broken rules has itself been broken. Zoom in to read them. RaW you cannot advance and then fire assault weapons, you can't shoot pistols if within 1" of an enemy; "minimum" ranges don't work; Seraphim have to re-roll saves that "fail" pre-re-roll; the game simply breaks if you ever have more than one wounded model in a unit; the game also breaks if a single rule ever tries to do multiple things simultaneously; Khârn punches himself in the face if he's not near some meatshields; Librarians on Bikes are locked to the Index power list, Howling Banshees can't declare a charge further than 12"; Spore Mines have an infinite range; Shroudpsalm technically doesn't do anything, only enemy models, not friendly models, have permission to move on top of a Skyshield Landing Pad; T'au have access to stackable Ignore Wounds (albeit against Mortal Wounds only); the T'au Early Warning Override Support System only works if a unit is "teleporting to the battlefield", not just arriving mid-battle; you can only ever use the Deathwatch Teleportarium Stratagem "once", and then never again in any battle after you use it; if a model splits fire, each weapon must target a different unit; a Tyrant Guard with Lashwhip can absorb an infinite amount of damage via Shieldwall between the time they die and the time they fight; Chapter Tactics on Successor Chapters don't actually do anything; Codex Leman Russ's can take an infinite amount of Hunter-Killer Missiles, Storm Bolters and Heavy Stubbers; Imothekh's 'Lord of the Storm' ability hits the "target unit" twice; "Airborne" units can't be charged by non-FLY units, but can be Heroically Intervened into, piled into, or consolidated into just fine by non-FLY units; Wave Serpents cannot be legally charged at by any model with a standard base; Slab Shields, along with the 'Take Cover!' stratagem no longer have any effect; and vehicles that are "slain" by a special effect do not trigger the "Explodes" ability.
--- Mathhammer tables for 2D6 and 3D6 Charging with various re-roll abilities --- Stylus CSS theme for DakkaDakka forums to hide black avatar background and fully hide ignored users. 
Made in us
Awesome Autarch

Dallas area, TX

To clarify, The Autarchs in the Codex have little to no options outside those the current models are stuck with
The Autarchs in the Index have the same plethora of options that Autarchs have always enjoyed

So using the Flow chart referenced above, we can conclude that you may take a Codex Autarch with all the same options as an Index Autarch, but you get to use the points and rules from the Codex.

My personal favorite use for this is a Saim-Hann Autarch Skyrunner with Lance, Banshee mask and Reaper launcher
You get to use the points costs from the Codex (which are cheaper) and the rules for the Banshee mask fro the codex (which is better)
It's also the only model that takes full advantage of both the Saim-hann abilities to fire Heavies without penalty and re-roll charges.


This message was edited 1 time. Last update was at 2018/01/04 20:27:13

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