Just posting this here for anyone interested, especially if you actually looked at my total rewrite of the Blood Angel codex. Personally, it's my 'thing' to make custom books so that
40k is more playable and fun for my home campaigns with friends. Having finished my Biel Tan rewrite awhile ago I decided to polish it up and make a codex out of it (similar in format to the
BA one). Luckily Eldar were in much less need of help and this is more of a thematic book in either case. However, there are still glaring (and pretty stupid) problems with the main book and since Biel Tan are very similar I figured I'd fix some of the common issues on the way.
The goals of this book is to (1) PROMOTE use of Aspect Warriors over non-aspect warriors, to (2) keep with Biel Tan fluff, (3) resolve severe unit weaknesses or thematic inconsistencies. As with my other books I tend to first evaluate the problems with
GW books. In the Eldar case we have 2 major issues that limit all other fixes and that is the Wave Serpent and scatter lasers. These are both altered as to provide still useful benefits but again promote a more varied selection of weapons and units.
What is Biel Tan supposed to do? They are a fast and hard hitting aspect warrior strike force that utilizes transports to deliver troops into combat. Unfortunately they've been pretty awful at it for many editions.. Here are some rationals for why changes were made. Put frankly, assault armies that need transports are useless in 6th and need to be made viable for Biel Tan to even function at all. One of the main Biel Tan rules is that ALL infantry based aspect warriors treat transports as assault vehicles. Right now they are the joke of the Eldar book and I don't believe in having useless units. Thanks for reading! (or not reading)
Eldar Supplement: Biel Tan
Some of the key changes
Laser Lock: Simply put, this now allows one unit to expend a laser lock marker (if this gun hits) to ignore the night fighting rules. Twin linking everything was stupid and a huge crutch.
Falcon: This was changed to a dedicated transport and given and Tank Hunters rule. Reason, no one takes it in heavy and I wanted it to be taken as a true alternative to serpents. With Tank Hunters it can fulfill a much more specific role which is that of destroying
AV 13 vehicles or transports so its cargo can attack the models inside. Currently it's simply a bad tank.
Wave Serpent: The shield was reduced to 12" for fairly obvious reasons, it's supposed to be a defensive weapon. Along with the change to scatter lasers I envision this tank will be used to transport large aspect units or defensively used with shooting units.
Avatar: Currently useless due to speed and durability. He has option to take
FnP now instead of Night Vision (??) and if he is near an Exarch he moves 12" and has a 4+ invul.
Autarch: Added Disciplines which make him a real choice over a Farseer
Howling Banshees: Yeah.. worst unit in the game. First change was giving them plasma grenades and changing acrobatic to let them run + charge. Coupled with changes to the transports they are actually scary again.
Striking Scorpions: I didn't like how they're basically just foot based assault marines with no real "personality". Taking inspiration from the
apoc formation with Karandras I wrote up a rule called Strike from the Shadows which basically lets them use terrain to create surprise assaults. Mandiblaster is also treated as a pistol so they can fire both in a single turn, this gives them firepower to kill lots of lightly armored troops which is what they should be doing.
Harlequins: Again, a unit with no personality and very hindered by the
DE book requiring the same unit. My theme for them is a fast moving ground unit that is difficult to catch, to that end I reduced their overall point costs, gave them Shrouded via Holo-suits and Scouts and made it so the shadowseer can cast Veil of Tears during deployment. I figure they will be used to scout into terrain and then move up a flank. Remember, they cant take transports.
Hemlock Wraithfighter and Crimson Hunter: Large point reductions primarily, these two units are basically never used and that's why. Perhaps they can compete with the other
FA choices now.
Wraithknight: Functionally unchanged but fixed
GW's bonehead point costing. It comes BASE at 200pts for sword + shield, then you can make it the current 240 by buying the heavy wraith cannons.
NEW UNITS
Bonesinger: This guy is just something Ive used for awhile and think should be a part of the Eldar book since it (1) has a model and (2) is in Dawn of War series. Basically it's a techmarine and a debuffer of vehicles.
Warlock Kindred: Biel Tan has no access to spirit seers so this guy is a more fighting version of the spirit seer with his kinetic gauntlets.
Court of the Young King: A defining unit for Biel Tan, it lets you take a unit of 8 exarchs if you also include an Avatar.
Special Characters: My own units I use in custom games that have a long history to them. Biel Tan has no access to craftworld specific characters.