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		<title><![CDATA[Latest posts for the thread "Codex: Eldar Exodites for 6th Edition (Updated 03/04/2014)"]]></title>
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		<description><![CDATA[Latest messages posted in the thread "Codex: Eldar Exodites for 6th Edition (Updated 03/04/2014)"]]></description>
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				<title>Codex: Eldar Exodites for 6th Edition (Updated 03/04/2014)</title>
				<description><![CDATA[ So I have finally finished updating my Exodite Codex for 6th Edition. Lots of minor tweaks from the previous version, mostly bringing things in line with 6th Edition conventions, new special rules and the 6th Edition Eldar Codex. The biggest change was a complete overhaul to Spiritsingers and their Melodies/Harmonies. I have created a somewhat unique system whereby the Spiritsinger casts a primary power (the Melodies) and then addes one or more secondary powers to it (the Harmonies) that either enhance the primary power or give it a minor additional effect that is independent of the primary power.<br /> <br /> <font color='#FF0000'>* UPDATED 03/04/2014 *</font><br /> <br /> You can download the latest version of the Codex <a href="https://app.box.com/s/6l6wvt1kvd2mxgsvo98n" target="_new" rel="nofollow">via this link to box.com</a> or <a href="http://www.scribd.com/doc/195595415/Codex-Eldar-Exodites-for-Warhammer-40-000-6th-Edition" target="_new" rel="nofollow">via this link to scribd.com</a>.<br /> <br /> As always, comments and constructive criticism are encouraged, as they help me make my works the best they can be!]]></description>
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				<pubDate><![CDATA[Fri, 3 Jan 2014 21:23:02]]> GMT</pubDate>
				<author><![CDATA[ Ambience 327]]></author>
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				<title>Codex: Eldar Exodites for 6th Edition</title>
				<description><![CDATA[ It's great ! You've done a good job here. I'm surprised that this topic doesn't receive any comments. There are still something that bother me, though:<br /> <br /> - The Troop choices are pretty underwhelming when compare with other slots. There are nearly no anti-tank option here, save for perhaps Laser lance and Rending from Raptors and Rangers, but they cannot substitute for a Rokkit Launcha, Meltagun or Plasmagun equivalent. And if possible, I'd like to see the Dragon Knights, Sundered Knights with one or two special weapons, such as Flamers, Fusion guns or Lasblasters, and option to take plasma grenades for entire squad.<br /> <br /> - Why the Dragon Knights have 3+ save ? They are not Space Marines. Eldar with 3+ save doesn't sound right. The only Eldar that have 3+ save I can think of are Autarchs and Exarchs. 4+ save for Dragon Knights is preferable <span class="glossaryitem" onmouseover='gp(71);'>IMHO</span>, and drop their cost to 14 or 13pts/model<br /> <br /> - Ballad of the Beast is a bit strong. For 24" you can cover a large number of units, and there are many Feral Instinct units out there. It's also somewhat undercosted, for 10 points.<br /> <br /> - Raptors are somewhat overcosted, but not much. 12-13 points/model seems reasonable.<br /> <br /> Those are all I can come up with right now. Keep up the good work <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"> And where did you get your codex layout ? It's great <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0">]]></description>
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				<pubDate><![CDATA[Sun, 5 Jan 2014 06:14:44]]> GMT</pubDate>
				<author><![CDATA[ xalvissx]]></author>
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				<title>Re:Codex: Eldar Exodites for 6th Edition</title>
				<description><![CDATA[ Yeah, for some reason my Exodites don't seem to get as much interest and as many comments as some of my other works. Your comments are greatly appreciated though! Allow me to address them.<br /> <br /> - Not quite sure what to do about the Troops being underwhelming, though I am not certain anything needs to be done there. In general, basic Troops should be good at their job, but not as much so as units from other slots - at least that's how I look at it. They should also be good at being Scoring Units, since that is a role they are generally required to fill.<br /> <br /> The Dragon Knights are a good close combat unit, especially on the charge, and there are lots of ways to make them even better at that job. They hit hard, and then they have the ability to weather a decent bit of damage in return. For scoring purposes, they tend to be good at driving enemy units off of objectives with their powerful assault.<br /> <br /> The Raptors are intended to be cheap but still good at their job. They can typically keep pace with Dragon Knights and other Heavy Cavalry and support them with a decent number of Rending attacks on the charge.<br /> <br /> The Rangers, conversely, are meant more to sit back and hold an objective, while providing supporting fire.<br /> <br /> As far as special weapons, I don't think I want to go that route. I like the Dragon Knights to be kept simple and lance-based. Also, a lack of anti-tank in Troops can be considered one of the Exodites' racial weaknesses. One thought you just gave me though, is perhaps allow Haywire Grenades to be taken on some units. (Not on Troops though, I don't want them spammed. Maybe on the Sundered Knights and Dragonwarders...?)<br /> <br /> Finally, as to Plasma Grenades on Dragon Knights, I definitely don't want to do that. I purposely chose not to offer Plasma Grenades as I want there to be a special synergy when multiple units are near one other when they charge. This is the crux of the Dragonsingers - if you notice, their abilities extend beyond their own unit, with the War Drum allowing all units within 12" to be treated as if they had Assault Grenades, the Hunting Horn granting Rage in the same range, etc. The idea here is to bring several units to bear in a coordinated assault that hits several enemy units in one big charge and through which all of the charging units offer support to one another by having Dragonsingers with different songs & instruments.<br /> <br /> <br /> - Dragon Knights have 3+ saves because they are wearing heavy armour similar to the Heavy Aspect Armour worn by Autarchs, Exarchs, Shining Spears, Striking Scorpions and Dark Reapers. They don't need to worry about the heavy armour hindering their mobility, as their big dragon mounts can carry the weight with no problem. Also, I wanted the Exodites to fill a niche that doesn't exist - that being a cavalry-heavy army. I wanted them to hit hard, and take hits back as well, which a 3+ save backed by a 6+ invulnerable lets them do. This allows them to be a smaller, elite force, but still survive the torrents of deadly fire coming their way long enough to deliver that all-important charge.<br /> <br /> <br /> - You might be on to something on Ballad of the Beast. I want it to be useful, and to compete well with the other options, but I don't want it to completely dominate things. I might look at cutting the range down and bringing the cost up.<br /> <br /> <br /> - I will look into the cost of Raptors. I often have units that are slightly overcosted at first, as I steer towards the higher end to avoid people dismissing my work as overpowerd and undercosted and tossing it in the proverbial trash bin. <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"><br /> <br /> <br /> As for my layout - I created it myself in Microsoft Word. I just have an eye for detail and a knowledge of how to get that program to do what I want. (Sometimes it takes a few tries though, Word can be a bit obstinate...) <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"><br /> <br /> <br /> If you have the time to comment further, I want to ask you what you think of the Spiritsinger Disciplines. That is the newest bit of work in this Codex, and something I really want to work properly to give a unique feel to Exodite Psychic Powers. Is it clear how you go about casting the Melodies and Harmonies? Do they seem effective? Underwhelming? Overpowered? Does it seem fun?]]></description>
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				<pubDate><![CDATA[Sun, 5 Jan 2014 13:40:29]]> GMT</pubDate>
				<author><![CDATA[ Ambience 327]]></author>
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				<title>Codex: Eldar Exodites for 6th Edition</title>
				<description><![CDATA[ thank you for your detailed explain <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"> An army with units that have synergy with each other is always good and should be welcomed. And about his topic...well maybe they have little sympathy for Space treehuggers <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0">)<br /> About the Spiritsinger discipline and the psykers, I have something to add <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"><br /> <br /> - Instead of allowing the psykers to know all psychic powers, you could make them buy those they want. The same suggestion for Harmonies <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"> Knowing all could cause many peoples to think it is <span class="glossaryitem" onmouseover='gp(280);'>OP</span>. The cost of psykers should be dropped if you do this <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"><br /> <br /> - What happen if a psyker suffer a Perils of the Warp when taking psychic test to add a Harmony ? <br /> <br /> - Prelude of Fate should be Warp Charge 2. Re-rolling 2+ save is dangerously...well you know <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"> And if a unit choose to re-roll their failed saves, and failed again, are they allowed to re-roll again ?<br /> <br /> - Refrain is really powerful, especially when used with Prelude of Fate. It should cost one additional Warp Charge when attempt to use (that means if you add it first, it will cost one Warp Charge, and the next Harmony cost one Warp Charge as normal).<br /> <br /> - I see that none of the psykers have any clue of what psychic discipline they generate their powers from. Of course, we all know the answer, but you should add it, just in case <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"> <br /> <br /> - Should Spiritsingers generate power from other disciplines ? If you do this, I suggest the Harmonies can be used with powers from other discipline.<br /> <br /> That is all <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"> for now <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"> overall, the new discipline is interesting. It will, <span class="glossaryitem" onmouseover='gp(72);'>IMO</span>, brings something new into the game <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"> And looking at your codex, I see something very familiar. Did you take some inspirations from <span class="glossaryitem" onmouseover='gp(147);'>WHFB</span> ? <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"><br /> ]]></description>
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				<pubDate><![CDATA[Sun, 5 Jan 2014 14:47:33]]> GMT</pubDate>
				<author><![CDATA[ xalvissx]]></author>
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				<title>Re:Codex: Eldar Exodites for 6th Edition</title>
				<description><![CDATA[ Thanks for spending more time on my Codex. I really do appreciate the feedback! It helps me shape my work into the very best it can be.<br /> <br /> - I have considered allowing powers to be purchased, but to me that seems a bit of a throwback. Rolling for powers is out, as I am trying to build for a feel of order and musical structure, with the Psyker having a repertoire they draw from.<br /> <br /> - Due to the "Musical Structure" rule, Spiritsingers only suffer Perils of the Warp on a double 6, so if they suffer such an attack, they would fail their Psychic Test anyway. If, under special circumstances, they did suffer a Perils of the Warp on a Harmony that passed its test, I would think it would work like any other Psychic Power - it would be used, as normal. I should make it clear that under those circumstances you would not be able to add any further Harmonies though, so I will add that to the list of amendments for the next version. Thanks!<br /> <br /> - Perhaps it isn't clear in the way it is worded, but each Fate Counter only allows you to re-roll once die. So if you have a unit of Dragon Knights who have Prelude of Fate cast on them and they get 8 re-rolls, then they get shot at by the enemy and fail 10 saves, they could only re-roll up to 8 of those saves by removing the 8 Fate Counters. This is much less effective than something like Fortune, which would let you re-roll all failed saves, not just a limited number, which could be as few as 2 or as many as 12 (or up to 18 with Refrain). <br /> <br /> Also, only a Dragon King can get a 2+ save, and then only with a 35 point upgrade - and you are limited to a maximum of 1 Dragon King even when you have multiple detachments, so it shouldn't be too much of an issue.<br /> <br /> - I agree that Refrain is pretty powerful, and I've often thought it would be a pretty much guaranteed "Auto Cast' as the first cast much of the time, but wasn't sure what to do about it without nerfing it into uselessness. However, you just inspired me. Since a refrain is usually about repetition and relies on other aspects of the music to build to it, I am thinking of giving it a rule that it cannot be the "free cast" Harmony, but may only be cast as an additional Harmony. Thus, you must successfully add a Chorus, Crescendo or Dissonance to your Melody before adding the Refrain - which will always cost 1 Warp Charge then. That way, it will always require Warp Charge to cast, but it will always be a powerful addition to an already powerful casting. How does that sound?<br /> <br /> - Spritsingers only have their Melodies and Harmonies. Their whole philosophy of using psychic powers is centered around musical structure and invoking the power of their lost gods - which is why they are less vulnerable to Perils of the Warp. As a consequence, though, their repertoire of abilities is limited to the Melodies and Harmonies, but is far more reliable as they can always count on having just the power they need, with just the addition or two the situation might warrant.<br /> <br /> <br /> I have taken some inspiration from <span class="glossaryitem" onmouseover='gp(147);'>WHFB</span>, but not much. Obviously some of the background material is drawn from that of the Wood Elves from <span class="glossaryitem" onmouseover='gp(147);'>WHFB</span>, but since the Eldar and the Elves share the same basic deities, that is to be expected. I haven't really kept up with the game since 6th edition, so any rules mechanics that might be similar are probably coincidental.<br /> <br /> As far as inspiration is concerned, I'm still waiting for someone to notice the inspiration for the Sundered Knights, Drake Flights and Mei'nly Kurim-We. It is pretty blatantly obvious for anyone familiar with the source, but apparently the source is more obscure among gamers than I would have thought.  <img src="/s/i/a/8f7b3f87df347f2cf6c1e7d5e119a067.gif" border="0"> ]]></description>
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				<pubDate><![CDATA[Sun, 5 Jan 2014 18:19:40]]> GMT</pubDate>
				<author><![CDATA[ Ambience 327]]></author>
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				<title>Codex: Eldar Exodites for 6th Edition</title>
				<description><![CDATA[ Hmm...How about making the psykers know one pyschic power per their Mastery Level ? They can choose what they want, but they cannot take all ?<br /> <br /> - Well, Fortune is actually Warp Charge 2. However I agree that when you rolling low is really hurt. So...I don't have anything more to add here <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"><br /> <br /> - The new Idea for Refrain is excellent <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"> thumb up <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"><br /> <br /> - However, will there be another psyker unit ? Or just Spririt Singers ? And why not adding an option for them to take an additional Mastery Level ?<br /> <br /> And I realize the inspiration for Sundered Knights. Is it from Dragon Riders of Eragon that lose their mounts ? And the Drakes are inspired by "How to train your dragon". Am I right ? <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"> But Mei'nly Kurim-We is somewhat...strange <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"> ]]></description>
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				<pubDate><![CDATA[Mon, 6 Jan 2014 03:12:00]]> GMT</pubDate>
				<author><![CDATA[ xalvissx]]></author>
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				<title>Re:Codex: Eldar Exodites for 6th Edition</title>
				<description><![CDATA[ - I will think about Mastery Levels and available powers, but part of me likes that they always know them all. Of course, I could just leave <span class="glossaryitem" onmouseover='gp(555);'>El</span>'Iysa as the one who knows them all, and maybe let Spiritsingers pick one Melody and one Harmony for each level of Mastery, then allow them to choose Mastery 1, 2 or 3 for varying points costs... Tempting thought, but I am not sure yet.<br /> <br /> - The new concept for Refrain is definitely where I am leaning now. I think that change will probably make the cut.<br /> <br /> - I don't think I want another type of Psyker.<br /> <br /> - As for the inspiration, the Sundered Knights, Drakes and Mei'nly all come from the same source, which predates both Eragon and How to Train Your Dragon by more than 30 years. Like I said, to someone familiar with the source, it will be blatantly obvious, but I'm surprised there aren't more fans of the work among <span class="glossaryitem" onmouseover='gp(50);'>GW</span> gamers.]]></description>
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				<pubDate><![CDATA[Mon, 6 Jan 2014 16:52:07]]> GMT</pubDate>
				<author><![CDATA[ Ambience 327]]></author>
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				<title>Codex: Eldar Exodites for 6th Edition</title>
				<description><![CDATA[ Is there a way to see it without subscribing?<br /> <br /> I've been rather curious about Exodites lately, but can't see what you've done.<br /> <br /> One thought I had on them was to merge them with a lizard man race, and possibly do some counts-as Tyranids, but it's probably a bad idea...]]></description>
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				<pubDate><![CDATA[Thu, 9 Jan 2014 19:32:40]]> GMT</pubDate>
				<author><![CDATA[ Bharring]]></author>
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				<title>Codex: Eldar Exodites for 6th Edition</title>
				<description><![CDATA[ I had the wrong link selected. Thank you very much for pointing that out.<br /> <br /> Now you can download it <a href="https://app.box.com/s/6l6wvt1kvd2mxgsvo98n" target="_new" rel="nofollow">via this link to box.com</a>, and I have updated the first post as well.]]></description>
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				<pubDate><![CDATA[Thu, 9 Jan 2014 19:58:06]]> GMT</pubDate>
				<author><![CDATA[ Ambience 327]]></author>
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				<title>Codex: Eldar Exodites for 6th Edition</title>
				<description><![CDATA[ If the Staff of Sorrows can cut through tank armour (armourbane), why is it only <span class="glossaryitem" onmouseover='gp(6);'>AP</span>-?]]></description>
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				<pubDate><![CDATA[Thu, 9 Jan 2014 20:11:05]]> GMT</pubDate>
				<author><![CDATA[ Furyou Miko]]></author>
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				<title>Codex: Eldar Exodites for 6th Edition</title>
				<description><![CDATA[ Eldar magic. <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"><br /> <br /> The real answer: I wanted the weapon to be dangerous, but not make <span class="glossaryitem" onmouseover='gp(555);'>El</span>'Iysa overwhelmingly powerful in close combat. I figure there is something warp-based about the Staff that causes it to interact with the physical environment in unusual ways, granting it the Armourbane, Fleshbane, Sorrowful and Soul Blaze rules. I could also make it AP1 or AP2, but I think that would make her more dangerous than I really want her to be.]]></description>
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				<pubDate><![CDATA[Thu, 9 Jan 2014 20:30:25]]> GMT</pubDate>
				<author><![CDATA[ Ambience 327]]></author>
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				<title>Codex: Eldar Exodites for 6th Edition</title>
				<description><![CDATA[ I think that, given that she's a 2 attack wizard type, making her staff AP2 and reducing the Sorrowful rule to just the warp charge effect (no instant death effect) would probably be just as balanced.]]></description>
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				<pubDate><![CDATA[Thu, 9 Jan 2014 21:29:43]]> GMT</pubDate>
				<author><![CDATA[ Furyou Miko]]></author>
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				<title>Codex: Eldar Exodites for 6th Edition</title>
				<description><![CDATA[ Wow, you've put a lot of work (and thought) into this!<br /> <br /> What you have is amazing.<br /> <br /> Couple thoughts:<br /> -In keeping with how all other army Powers work, it does seem like rolling for powers might be a good idea. You have 4 powers for each type, so perhaps roll d3 to pick (with one being primaris, obviously?). If you go this route, I'd think each Singer would get one roll on each table per <span class="glossaryitem" onmouseover='gp(328);'>ML</span>, instead of picking between - to fit Exodite fluff, I would think any one musician can start, and all others are equally capable of backing them up.<br /> <br /> -I like that the staff isn't low-<span class="glossaryitem" onmouseover='gp(6);'>AP</span>. It's more like traditional Eldar equipment (witchblades and singing spears).<br /> <br /> -This might be a bit out of Exodite fluff, but are there different levels of Great Drake?]]></description>
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				<pubDate><![CDATA[Fri, 10 Jan 2014 00:43:02]]> GMT</pubDate>
				<author><![CDATA[ Bharring]]></author>
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				<title>Codex: Eldar Exodites for 6th Edition</title>
				<description><![CDATA[ New version uploaded. (See the first post)<br /> <br /> Update notes:<br /> <br /> - Added a bit to the Heavy Cavalry rules granting Heavy Cavalry a +1 Strength Bonus for their Hammer of Wrath Attacks. I wanted them to be just a little more powerful on the charge, and this should help them get there.<br /> <br /> - Added the new Storm Lance as an option for Dragon Knights, Noble Knights and Kindred Guard, to give them another option for dealing with vehicles. When I thought of the possibility of adding a haywire-based lance option, it just seemed to make sense, while still keeping them relatively simple and lance-based.<br /> <br /> - Reduced the Range of Ballad of the Beast to 12".<br /> <br /> - Reduced the cost of Raptors to 13 points per model, leaving a small premium built-in to the unit to account for the Pack Leader.<br /> <br /> - Updated Mei'nly Kurim-We's Flaming Breath rule to clarify that the additional shooting attack is usable in both normal shooting and overwatch.<br /> <br /> <br /> <br /> Big Change:<br /> <br /> I have overhauled the Spiritsinger Psychic powers and many things related to them. I think the changes address many of the comments I've had so far, and add an interesting mechanic. They definitely enhance the overall fluff factor of music-based Psychic powers. However, I want to know if anyone thinks it is too complicated. Thoughts on this are espeically welcome. The below notes are all related to the Spritisinger overhaul:<br /> <br /> <br /> - Changed how generating Melodies and Harmonies works. Now you choose one Melody and one Harmony for each Mastery Level, rather than simply knowing them all. Also, casting Harmonies requires other models in the unit, and has them take a Psychic Test on their own Leadership to do so, but they may only fire Snap Shots in the Shooting Phase if they do. Basically, now the Spiritsinger is leading the song, and others join in to improve them.<br /> <br /> - Reduced the cost of upgrading a Kindred to a Spiritsinger by 5 points to reflect the new Melody and Harmony rules.<br /> <br /> - Granted Spritisingers the ability to upgrade to Mastery 3.<br /> <br /> - Clarified what happens in the rare event that a Harmony is successful, but incurs a Perils of the Warp attack.<br /> <br /> - Changed the wording on Prelude of Fate so that each Fate Counter "allows the unit to re-roll a single die from any To Hit roll, To Wound roll, Armour Save or Leadership Test." This both clarifies the original intent, and makes it slightly less useful for Leadership Tests, since you would have to now spend two Fate Counters to re-roll both dice.<br /> <br /> - Added an exception to the Refrain Harmony: "Refrain may only be added to a Melody that has already had at least one other Harmony added to it."<br /> <br /> - Made it clear, in both unit entries and army list entries, the Psychic Disciplines used by the various Psykers.]]></description>
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				<pubDate><![CDATA[Tue, 4 Mar 2014 19:16:08]]> GMT</pubDate>
				<author><![CDATA[ Ambience 327]]></author>
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				<title>Codex: Eldar Exodites for 6th Edition (Updated 03/04/2014)</title>
				<description><![CDATA[ The update is great ! I have nothing more to add now. On my game last week the Harmony and Melody mechanic works smoothly, but unfortunately I still lost. :p<br /> <br /> -On a side note, Dragon King and Princes should be able to take Storm Lance. Why a king and a prince do not get access to the same amount of weaponry as their guards ?<br /> <br /> -Fire Gale should have something to differentiate itself from Bright Stallion and Towering Destroyer. The Fire Gale now looks like an inferior version of the other two, and the players should have some advantages when taking it other than a lower price.<br /> <br /> -The Outcast Ranger's entry should read " You may include up to five additional Rangers."<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Fri, 18 Apr 2014 12:24:31]]> GMT</pubDate>
				<author><![CDATA[ xalvissx]]></author>
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				<title>Re:Codex: Eldar Exodites for 6th Edition (Updated 03/04/2014)</title>
				<description><![CDATA[ I love this! Awesome work with the dex, this is the kind of dex i have been searching for ages after!<br /> I do however have som questions.<br /> <br /> 1. This dex is suppose to be a somwhat hard hitting <span class="glossaryitem" onmouseover='gp(19);'>CC</span> dex yes?<br /> <br /> 2. why have you keept the old war walker profile? "the <span class="glossaryitem" onmouseover='gp(14);'>BS</span> and <span class="glossaryitem" onmouseover='gp(149);'>WS</span> 3 profile since the new dex gives them a 4/4"<br /> <br /> 3.what is the resoning behind the dragon lance? i would love to change the dragon lance to the same profile as the power lance in the 6th ed <span class="glossaryitem" onmouseover='gp(13);'>BRB</span> but i guess that would make them too good but lowering the <span class="glossaryitem" onmouseover='gp(6);'>ap</span> to <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 4 on the charge would not make it to good right?<br /> <br /> 4. seeing what units you are bound to face i would like to see a +1 wounds on the "Great Drake" and "Carnosaur" giving them atleast a bit higher threat level. (To much weapons would one shoot them otherwise, Krak grenades in <span class="glossaryitem" onmouseover='gp(19);'>CC</span> is one example"<br /> <br /> 5. Seeing how the Wraithknight comes down at 240 Points as it it and the "Towering Destroyer" at about 270p "with suncannon, jetpack and scatter laser" is rediculus. it needs to be nerfed or have higher points costs (Also "Jungle born"  is way to good, a 4+ cover save once you have a toe in forrest cover? remove to make it more balanced)<br /> <br /> other than that i realy have nothing more to say, I havent played enough to make a better report!<br /> <br /> A good dex however!<br /> Will be using it more and more in the future once i have converted more models <img src="/s/i/a/39ea8e0dbfb45dcc6b802cd0e198dba3.gif" border="0">]]></description>
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				<pubDate><![CDATA[Tue, 20 May 2014 18:48:06]]> GMT</pubDate>
				<author><![CDATA[ SB1]]></author>
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				<title>Codex: Eldar Exodites for 6th Edition (Updated 03/04/2014)</title>
				<description><![CDATA[ Thanks for the feedback. Glad to hear you are enjoying my efforts. I am currently on a development hiatus until I have a chance to pick up the new rules (hopefully this weekend if all goes according to plan) and digest the various changes and new mechanics. However, when I get back to working on my Exodites, your suggestions will definitely be taken into consideration!]]></description>
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				<pubDate><![CDATA[Wed, 21 May 2014 23:28:36]]> GMT</pubDate>
				<author><![CDATA[ Ambience 327]]></author>
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				<title>Re:Codex: Eldar Exodites for 6th Edition (Updated 03/04/2014)</title>
				<description><![CDATA[ Sounds great man! I would love to see how 7th Ed will turn out.<br /> <br /> Also why does the "Sailbacks" and "firemouths" have barrage in their ranged weapon stats? since it is not a blast weapon is it there only for the pinning effect?<br /> <br /> Why are the "Trichedon herd" unit classed as "infantry"? <br /> <br /> And whats the thinking behind giving the "Carnosaur" a 4+ armour save when the "megadon (small)" and "great drake" both have a 3+? <br /> <br /> I am at this point looking at alternatives for converting models to use with your exodite codex (realy inspiering stuff, keep it up! :3 )<br /> ]]></description>
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				<pubDate><![CDATA[Wed, 21 May 2014 23:56:55]]> GMT</pubDate>
				<author><![CDATA[ SB1]]></author>
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