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Pile of Harlequin-related leaks from Bolter & Chainsword:
Quins:
3++ on advance if moving more than 8" for 2CP
No access to fight last
Webway Gate still worthless
Only 3 Warlord Traits, and no more CP regen
No more teleport when charged
No way to get around S4 in melee
Still have stratagems on Fall Back
All clown secondaries are "very bad"
Advance and Charge still alive
Fall back and shoot and charge also still a thing
Fight Twice on Players
Murderous entrance capped at 3 damage
Twilight Fang is same as before, but meh compared to regular weapons
Harlequin Warlord allows Yncarne without penalty
No benefit fo multiple caress/embrace
"They have access to most CW strats. And have some unique. Nothing new beside the weapons strat”
SUBFACTIONS:
"Light. If being shot from more than 12", 1-3 hit rolls always fail. And advance and shoot."
"Twilight. +1 attack when charging and +2" to consolidation move."
"Dark. Fight when killed, improve ap by 1."
LUCK OF THE LAUGHING GOD:
"4 dice + 3d6 (if any double, 1d6 instead) of dices to reroll per BR."
"No no no, my wording was confusing. You get up to +3 dice for a total of 7."
LotLG is free rerolls "Works on anything the command reroll can reroll"
No limitation per unit/phase on use
SHADOWSEER:
Shadowseer has -1 to wound and -1A auras
TROUPE MASTER:
access to 5+ Wound Rolls ignore invulns
No Chapter Master upgrade for TM
TROUPES:
up to 10 man : up to 2 fusion, 11 : up to 4
No benefit fo multiple caress/embrace
13ppm, 5pts for each weapon (including fusion)
4 attacks base
Lead player now has 2W
SKYWEAVERS:
Glaive is +2 -2 dmg2
Bikers get -1 to be hit and no hit rerolls
Bikes are the same cost as before
Skyweavers T4 3W
VOIDWEAVERS:
can be squadroned: "-1 to be hit, no hit reroll, Prismatic canon : -Focus : Heavy 2 s12 ap4 2d3 dmg -Dispertion : 3d3 s5 ap3 dmg1 blast"
SOLITAIRE:
Solitaire has access to -1 to hit and no hit rerolls
"No more relics can be taken. s+2 ap3 dmg2. All weapons keywords. Oh and T4 S4"
-Death Jester: Death jester
Cannon 30" assault 3 S6 -2ap 2dmg, ignore look out sir, shuriken
-Death Jester Pivotal Roles:
Death jester
1. Hit roll of 6 counts as 3 additional hits
2. If shot hits anything but vehicle or monster
a. movement reduce by 2
b. no overwatch or defend
3. No cover, 4+ to wound is 1 MW in addition to normal damage
Phoenix Lord (Baharroth) has ability to teleport to anywhere outside 9" of enemy for consolidate or battle focus
Spider Exarch power clarified to teleport elsewhere on the table
Death Spinners auto-hitting was NOT in the playtest version, was a recent change
Yvraine gets transhuman, reroll psychic tests from gyrinx, Deny 2, 6s to hit do 2MWs and dont go further, weapon damage 2, no more +1 to cast
Spiritseer being "psyker lieutenant" means giving reroll ones to wounds as well as casting
Webway strike works for infantry, bikes, and also harlequins
No transhuman or -1 damage strats for eldar
Runes of Witnessing strat no longer exists
-Warp Spooders have a datasheet ability that let's them move 6" the first time each turn they're targeted for a charge
-Exarch Powers:
1. Once per battle, make a terrain piece which has an enemy unit in difficult terrain and on a 2+ does d3 mortals
2. First time the deep strike get an additional shot with the spinners
3. Once per battle, instead of making a battle focus move, set them up anywhere on the battle field 9" away from enemy
-According to playtest codex leaker recieved, Warp Spooder weapons were NOT flamers and remained 18ppm
-Shadowseer Pivotal Rolls:
1. Any enemy unit within 6" -1 attack
2. Select unit within 12" stop auras from that unit
3. Units within 6" are counted to be an additional 6" away from enemy units for shooting range
blood reaper wrote: I will respect human rights and trans people but I will never under any circumstances use the phrase 'folks' or 'ya'll'. I would rather be killed by firing squad.
the_scotsman wrote: Yeah, when i read the small novel that is the Death Guard unit options and think about resolving the attacks from a melee-oriented min size death guard squad, the thing that springs to mind is "Accessible!"
Argive wrote: GW seems to have a crystal ball and just pulls hairbrained ideas out of their backside for the most part.
You're not. If you're worried about your opponent using 'fake' rules, you're having fun the wrong way. This hobby isn't about rules. It's about buying Citadel miniatures.
Please report to your nearest GW store for attitude readjustment. Take your wallet.
There’s a theme here for Eldar in 9th. Insane movement abilities. They will be a nightmare to pin down. And they hit extremely hard. Going to be a lot of fun mastering them. You should be able to overload one part of the board per turn. Annihilate what’s there. Then take cover or disappear until the next turn to repeat.
warpedpig wrote: There’s a theme here for Eldar in 9th. Insane movement abilities. They will be a nightmare to pin down. And they hit extremely hard. Going to be a lot of fun mastering them. You should be able to overload one part of the board per turn. Annihilate what’s there. Then take cover or disappear until the next turn to repeat.
Which is what move shoot move has generally led. Army just deletes stuff immune to reprisal. And 9e terrain rules makes this even more powerful.
Slow armies are basically screwed if they don't army wide basically shoot out of LOS.
Well that article on Phoenix Lords was absolutely worthless. Also, going to be a shame to have good rules for resin kits I have absolutely zero desire to buy.
bullyboy wrote: Well that article on Phoenix Lords was absolutely worthless. Also, going to be a shame to have good rules for resin kits I have absolutely zero desire to buy.
Yah, it was a little light on hard info.
Phoenix lords buff their aspects. Big shock.
If they all hand out ObSec, that could be quite nice. If your reapers are standing on one, it’s a nice little buff, but not anything to build around. Other aspects would gain more from it.
l0k1 wrote: Warp Spooders sound fun and annoying, but man I don't want to pick up any more finecrap lol
Between the Autarch's warp spider generator, and the corsair's version of a spider, I'm hoping someone out there kitbashes a cool way to do a warp spider. (And hopefully the former's bits will end up on ebay or somewhere for a decent price.)
bullyboy wrote: Well that article on Phoenix Lords was absolutely worthless. Also, going to be a shame to have good rules for resin kits I have absolutely zero desire to buy.
There is a high probability they want to clear up stock for the full refresh in 10th edition.
The 3D files that will be made will be awesome. I think I’ve got the raging heroes Phoenix lord proxies and they are pretty nice. I don’t play in tournaments so I don’t care. As the Mandalorian would say
l0k1 wrote:Warp Spooders sound fun and annoying, but man I don't want to pick up any more finecrap lol
Artel W makes some very nice not warp spiders.
bullyboy wrote:Well that article on Phoenix Lords was absolutely worthless. Also, going to be a shame to have good rules for resin kits I have absolutely zero desire to buy.
Not totally worthless. It points to why Dire Avengers are moving to elite. It's so Asurmen can give them obsec.
Warp Spiders seem like a solid option, the movement on charge is a nice way of keeping them alive and promotes their speed although I am skeptical that it will be meaningfully impactful.
This message was edited 1 time. Last update was at 2022/02/10 15:56:37
l0k1 wrote:Warp Spooders sound fun and annoying, but man I don't want to pick up any more finecrap lol
Artel W makes some very nice not warp spiders.
bullyboy wrote:Well that article on Phoenix Lords was absolutely worthless. Also, going to be a shame to have good rules for resin kits I have absolutely zero desire to buy.
Not totally worthless. It points to why Dire Avengers are moving to elite. It's so Asurmen can give them obsec.
I've been considering Artel W for the Warp Spiders and Fire Dragons for a long time now. Since they're not getting the plastic treatment I may finally pull the trigger. I was really hoping GW would do plastic Swooping Hawks this batch too.
The movement shenanigans with Warp Spiders look pretty fun, it's nice having an anti-charge unit. The only other ones that spring to mind are the Grav tanks that can give -2" to enemy charges and free disengage with a Stratagem. And of course Custodes can use tanglefoot grenades.
I have a couple of support platforms. Maybe I should get a third and make D-Cannons. They were a lot of fun in Dawn of War...
I know it's not the major point of the video but:
Flayed Skull Venom - super-light transport that sacrifices armour for speed, in a subfaction that emphasises speed even more - M18"
Eldar Night Spinner with Star Engines - Eldar heavy support tank that doesn't trade armour for speed - M19"
blood reaper wrote: I will respect human rights and trans people but I will never under any circumstances use the phrase 'folks' or 'ya'll'. I would rather be killed by firing squad.
the_scotsman wrote: Yeah, when i read the small novel that is the Death Guard unit options and think about resolving the attacks from a melee-oriented min size death guard squad, the thing that springs to mind is "Accessible!"
Argive wrote: GW seems to have a crystal ball and just pulls hairbrained ideas out of their backside for the most part.
You're not. If you're worried about your opponent using 'fake' rules, you're having fun the wrong way. This hobby isn't about rules. It's about buying Citadel miniatures.
Please report to your nearest GW store for attitude readjustment. Take your wallet.
I've been considering Artel W for the Warp Spiders and Fire Dragons for a long time now. Since they're not getting the plastic treatment I may finally pull the trigger. I was really hoping GW would do plastic Swooping Hawks this batch too.
I've got their dragons, scorpions and warlocks. All are fantastic casts. The best resin minis I've ever handled. No flash. No mold lines. I had a couple bubbles on some of the scorpion parts where the vents meet the part and the warlock staffs/spears were bent, but that's it. When I ordered of the site in December it said 30-60 days for delivery, but I got my models in just 28 days. If that timeline bothers you, there are importers on ebay that can get you the models more quickly.
Latest White Dwarf plopped on my mat earlier. I cleaned it up, and it has some Stratagems for Altansar
What do you think? Should Uncle Grotsnik share them with all the good boys and girls?
Whaddya mean no, you rotter.
Anyways.
Craftworld Attribute - Altansar, Grim Survivors
Each time a model with this attribute makes a melee attack after it or it’s unit made a charge move, was charged, or made a heroic intervention, improve the AP characteristic of that attack by 1
Each time a combat attrition test is taken for a unit blah blah, add 1 to that Combat Attrition test.
Defiant to the Last - Epic Deed Stratagem
Use this Stratagem at the start of your command phase. Select one Altansar unit from your army. Until the start of your next Command phase, that unit gains Objective Secured
2 Co
Inexhaustible Hatred - Battle Tactic Stratagem
Use this Stratagem in the Fight phase, when an Altansar unit from your army is selected to fight. Until the end of the phase, each time a model in that unit makes a melee attack against a Daemon unit (excluding Vehicle and Monster units) add 1 to that attack’s wound roll.
2 CP
Thrice-Layered Mat Wards - Wargear Stratagem
Use this Stratagem in your opponent’s Psychic phase, when an Altansar unit from your army would suffer a mortal wound. Until the end of the phase, each time a model in that unit would lose a wound, roll one D6; on a 4+, that wound is not lost.
1 CP (seems a bit of a bargain?)
Withering Volleys - Wargear Stratagem
Use this Stratagem in your Shooting phase, when an Altansar unit from your army is selected to shoot. Until the end of the phase, each time a model in that unit makes an attack with an Aeldari Missile Launcher or Reaper Launcher, improve the Armour Penetration characteristic of that attack by 1. If that unit has the Dark Reapers keyword, this Stratagem costs 2 CP, otherwise it costs 1 CP
Warlord Traits
I know, I know. I’m too good to you folk. But I like to see your smiling, cherubic faces.
1. Master Rune of Mat Warding (look I think it’s funny, so it’s funny. ok?)
Warlord can Deny The Witch, twice if their already a Psyker. And they can re-roll Deny The Witch tests taken by that Warlord.
2. A Beacon of Light in the Darkness
In your command phase, nominate one friendly Altansar unit within 9”. Until your next Command phase, that unit can perform actions and shoot without the action failing, that unit can still perform an action in a turn in which it Advanced or Fell Back.
3. Weaver of the Blade Storm
In your Command phase, select on friendly Altansar Core unit within 9” of this Warlord. Until the start of your next Command phase makes an attack with a Shuriken weapon an I modified hit roll of a 6 automatically wounds the target.
Relics
Saviour Stone
At the start of the battle round, when you make a Strands of Fate roll, if the bearer is on the battlefield you can either.
1. Increase the result of one of the dice you rolled by 1 (max 6)
2. Decrease the result of one of the dice you rolled by 1 (min 1)
Elblem of the Broken Chain
In your Command phase, select one friendly Altansar Core unit within 6” of the bearer. Until the start of your next Command phase, that unit can re-roll Advance and Charges rolls.
This message was edited 4 times. Last update was at 2022/02/10 19:21:31
Fed up of Scalpers? But still want your Exclusives? Why not join us?
Mad Doc Grotsnik wrote: Latest White Dwarf plopped on my mat earlier. I cleaned it up, and it has some Stratagems for Altansar
Craftworld Attribute - Altansar, Grim Survivors
Each time a model with this attribute makes a melee attack after it or it’s unit made a charge move, was charged, or made a heroic intervention, improve the AP characteristic of that attack by 21
AP improves by 21? Seems pretty reasonable for 9th edition
Thanks for taking the time to do the write up!
This message was edited 1 time. Last update was at 2022/02/10 19:20:23
It's a shame that none of that would fit into the Codex and had to be cut out for DLC...
vipoid wrote: Flayed Skull Venom - super-light transport that sacrifices armour for speed, in a subfaction that emphasises speed even more - M18" Eldar Night Spinner with Star Engines - Eldar heavy support tank that doesn't trade armour for speed - M19"
I'm more weirded out that it's +3", rather than +4" to go to a flat 20".
19" is such a weird number for this.
This message was edited 1 time. Last update was at 2022/02/10 22:40:16
Mad Doc Grotsnik wrote: There’s also a bunch of background which I’m yet to read, as I’ve been doing my Cross Stitch tonight instead.
Care to share? I'm interested if there is any actual concrete expansion of Altansar's background. Ever since they were first mentioned as being brought back out of the Eye of Terror (in the aftermath of the Eye of Terror campaign), there has been virtually nothing substantial beyond them rarely taking off their helmets and others not trusting them. Is there anything on how they managed to survive in the Eye so long? I hope GW doesn't just say they are broody and sullen for "unknown reasons", which after so many years just comes off to me as lack of effort and lazy writing. Sure not everything has to be laid out but if too much is just waved off as unknown and mysterious, it gets tiresome.
Mad Doc Grotsnik wrote: There’s also a bunch of background which I’m yet to read, as I’ve been doing my Cross Stitch tonight instead.
Care to share? I'm interested if there is any actual concrete expansion of Altansar's background. Ever since they were first mentioned as being brought back out of the Eye of Terror (in the aftermath of the Eye of Terror campaign), there has been virtually nothing substantial beyond them rarely taking off their helmets and others not trusting them. Is there anything on how they managed to survive in the Eye so long? I hope GW doesn't just say they are broody and sullen for "unknown reasons", which after so many years just comes off to me as lack of effort and lazy writing. Sure not everything has to be laid out but if too much is just waved off as unknown and mysterious, it gets tiresome.
These photos have been floating around. Some snippets of more in there
There is still not a whole lot of concrete background there, at least compared to what was already known before. The layered warding is basically the old custom Craftworld trait Warding Runes, only now it is a stratagem giving 4+++ against MW instead of an always on trait giving 5+++ against MW. There is allusion to some sort of battle with Maugan Ra closing off Altansar's Webway portals (were daemons coming through?).
This message was edited 2 times. Last update was at 2022/02/11 02:05:14