Moderator: imrahil
Luego no digais codiros a los demas, aun no ha salido el codex y ya rebuscais q vale o no
Can't say about the Guardians, haven't looked at them really, sorry
I can tell you their Shuriken catapults are still 12", although with the new Bladestorm rule(rolls of 6 to wound always wound at AP 2, no effect on vehicles)
No squadrons in Heavy support(of course for Support batteries and War Walkers )
Wraithlord and Wraithknight are both HS.
Monofilament rule is as follows:
All units shot with I of 3 or less(or no I value) are shot with S+1 , base strength is still 6. All to wound rolls of 6 are treated with AP 1.
Wraithguard:
Old gun is S10 AP2 now, pretty sure still 12", D-Scythes are S4 AP 2 Flamer, 6 to wound causes ID as before
Heavy D-Scythe of the Flyer is 18" small blast template
Guardians:
90 pts for 10, storm guardians the same
DA:
5 for 65 pts.
FOC:
As I saw beyond Spirit Seer making Wraith Guard troops nothing, no Phoenix Kings making some Aspect units scoring
On the matter of Phoenix kings, I believe someone said they lost EW, this is not true, they stil have it, and they all look pretty cool(for example Asurmen gets to pick D3 Warlord traits)
HQ:
Farseers start at ML 3 fo 100 pts with included Ghost helm(changed so that you can ignore Perils for expanding a Warp charge), ROW are gone, give a once per game 2+ DtW, another set of runes lets you reroll a Psychic test once per game
Warlocks are ML 1 psykers and can still go on jetbikes.
Absolutionis wrote:
From the rule snippets, it looks like Warp Spiders are Jet Pack Infantry and not Jump Jet Infantry as before. I guess this makes them slower...
I believe they are able to jump farther with their Jetpack now at least, it's 6"+2D6" now, I believe with the old rule was only 2D6?
Autarchs can take different aspect Wargear, yes.
Banshees:
Still only AP 3, Banshee masks have changed, they reduce I by 5 now, to a minimum of 1(not sure if this was permanent or only first turn of charging)
Psychic powers:
The Warlock powers are very good, if you take a lot of them and you roll well you will make everyone cry:
- give/take Shrouding
- improve armor save of a friendly unit by 1, decrease the save of an enemy unit by 1
- give +/- 1 to WS/I
- give +/- 1 to S
- primaris is Doom
- run extra distance/enemy unit can't run
the other one I can't think of right now
Spirit seer:
If I remember correctly they had basically the same gear as Farseers
Miscalleaneous:
Scatter lasers have a rule that lets you shoot them first, if you hit all other weapons on the model are treated as twin-linked
Warwalkers now have a 5+ invul, but are treated as open vehicles
Fire prism has a (at least I believe so) new shot profile, a 60" S9 lance, Heavy 1
Eldar BS is now 4 across the board
Disarm Exarch power:
You roll against your opponent and get +1 if your WS is higher. If you roll higher than your opponent you get to chose a CC weapon he has and he cannot use it this turn and is treated as attacking with a normal CC. This does not work against opponents with no weapons like a Trygon for example. This Exarch ability is for a Banshee exarch(Jain Zar has it too of course), autarch, and maybe the Avatar too, as he can get some Exarch skills.
Speaking of the Avatar, he nowhas one W more, is WS/BS 10, I believe his Ini got up to 10 now(if it wasn't before) but only a Daemon now, so only 5++, but maybe he could get the Exarch skill that gives you a 4++. His CC attacks are AP 1 and they expanded his immunity to fire to Soul Blaze and Pyromancy Psychic powers.
Illic Nightspears rules lets you infiltrate without range restrictions, no matter which unit he's with, so you could join him to a unit of Flamer Wraiths and have a nice little barbeque
Warlocks have restrictions which unit they can join, but I believe it was only Wraith units.
Wraithlord is still T8, S has gone down to 8 though, his sword is now S+1, Master crafted
Seems that Dire Avengers gained Plasma Grenades and Counter Charge.
Exarch powers are:
disarm, shield of grace, battleluck.
Exarch options are:
Twinlinked Avenger Catapult.
Diresword and shuriken pistol.
Powerweapon and Flickershield
I guess in addition to Battle Trance and the psuedo-rending on their catapults, that +1 pointcost is worth it. They're really defensive now.
Swooping Hawks are 5 points cheaper.
Exarch Powers are: Night vision, Sniper Vision, Hit & Run.
New rule - Messenger of Victory: The unit does not scatter when arriving by Deepstrike.
They can still Skyleap, but not in the same turn as they arrived from reserve anymore.
They also have new weargear (some sort of mine) that I don't know the rules for.
"Hi all,
I had a sneak preview at the codex and thought I'd drop some choice things in:
Distort weapons: instant death on 6's to wound and auto pen on 6's.
Wraithcannon: 12" S10, AP1
D-cannon: 24" S10, AP1, blase, barrage
Wraithknight Cannon: 36" S10 AP1
D-Scythe: Flamer, S4 AP5
Heavy D-Scythe: 18" S4, AP5, blast
Shuriken weapons: Bladestorm; wounds of 6's count as AP2. All other things stay same (strength, AP and sadly the range).
Fire Prism:
Has a new fire mode - lance: 60" S9 AP1 Lance, Heavy 1
Illic Nightspear (the ranger dude)
BS9 - all shots that hit are precision shots. Allows rangers to go from 12 points each to pathfinders for 25 points each. Pathfinders gain the all shots are precision shots rule.
Illic's sniper rifle is also AP2 with the Distort rule (pens on 6's, ID's on 6's).
Warlocks:
Warlocks are now psyker Mastery 1 and role on the psyker table. They are taken like a necron royal court and dished out to guardian/wraith units.
Wraithlord:
Is now S8, but stayed T8. The wraithsword (now Ghostglaive) gives +1 Strength and rerolls to hit.
Wraithknight:
240 points base. Can take dual wraithlances, a suncannon/shield or sword/shield. Comes with the lances as standard. S10, T8 with a 3+ save. Requires the shield to get an invuln.
Guardians are now WS/BS 4
Psychic powers:
Fortune is now 2 warp charges but allows rerolls to deny the witch
Doom now allows rerolls to armour pen as well.
One of the new dual powers is +1 to your armour save or -1 to your enemy (up to 2+ for your own units).
Enhance is now +1 WS AND Initiative, the debuff is -1 to both.
Mindwar is now 2 warp charges and drastically changed. Didnt get the full details.
Eldritch Storm is the same BUT is now haywire and fleshbane.
BIG new power - it's a little complicated and I didn't get the best read of it. Gives the caster +5WS +5BS +5 initiative and +2 attacks. Roll at the start of every subsequent turn. On a 4+ it stays in play. If the model dies or the power fades you cede a victory point.
Exarch powers:
There is now a pool of 6-8 exarch powers. The different aspects have access to 3 of the powers.
Powers include:
4+ invuln
3+ invuln in challenge
In a challenge both people roll a dice and add to their leadership; if the eldar player wins they can remove one of the opponents weapons from the fight. This means no AP or S bonus or additional attacks bonus!!!
Monster Hunter
Fast Shot remains
and a few more...
Dark Reapers can take flak missiles to be our AA...
Wraithfighter is a psyker mastery 1 and comes with the telepathy Terrify power.
Farseers are 3 wounds still and come standard as Mastery 3!!! Ghosthelms do what they did before; but if you fail your ghosthelm save you can spend 1 warp charge to ignore the wound (if you have charges left).
Aspect warriors are Ld9 base. "
Shining Spears can be taken in a 9-Eldar unit; have haywire lances(?) Reduced in points.
Nightshade is AV 10/10/10, 3HP, not said if it can take any defensive upgrades.
Scorpions claw is no longer unwieldy, they get stealth and move trough cover by default, and their chainswords are AP6.
As if that wasn't enough, Karandras gives them Shrouded to boot.
Swooping hawks look rather nice actually, but I can't give you their rules because I don't really know their wargear, appart from the fact that they got much cheaper, don't scatter when they deepstrike, and lasblasters became Assault 3.
Don't think the hemlock is worth it's steep points. It's standard BS4, 10/10/10 yada yada.
Has 2 decent weapons (That can be traded for star cannons)
heavy warpscythe: 18" s 4 ap 2 assault 1 small blast, warprift(Instant death on 6's to wound and auto penetrates on 6's to wound)
Has a psycic crew, can cast level 1 terify spell from telepathy.
Has 2 vehicle equipment build in:
mindbreaker: every enemy and friendly unit within 12" has to reroll passed lmorale and pinning tests. (I know, helps with terrify if you're within 12')
soulstones: the vehicle ignores crew shaken on 2+ and crew stunned on 4+
Allright. So after the dissemination (And documentation) of everything (Minus the upgrade cost of just a few bits) Early impressions of winners are:
Crimson Hunter: Bloody amazing air to air fighter. Cheap, 4 S8 AP2 shots (2 with lance) vector strike, rerolling pens against flyers, one other ability I can't remember, and upgrade options for BS5, night vision and precision shots(5+). Beats out the more expensive "Nehilim Jet Fighter) and it's craptastic load of S6 shots........
Wraith Knight: Big, reasonably priced. Disappointed it's main S10 guns are only 36', but whatever, it's a Jumppack MC. Lot of wounds at T10. People moan about the 3+ armour but the fact that it starts quite cheap, I'm ok with.
Wraith Guard. Seems like the new units got all the love. Down in points, up in ability. Amazing option for a super sweet flamer (S4, AP2, Wraith Rules). People will run out and start trying 6 of them in wave serpents immediately.
Striking Scorpions. Talked about it before. Got ALL the love in the elite section it seems. Just loaded up great abilities on them.
Eldrad. Stayed amazing. People will still take him. Didn't get the Teclis MASIVE NERF BAT.
Dire Avengers: Got a bit of give and take. Went up a point, lost bladestorm, but got the mini-rending on shuriken catapults and can now use sweet shot and run shenanigans. Gets plasma grenades now. Will be the go to choice for core for another generation.
Major loosers:
Guardians: At 12' range and nearly a buck in points for 10, it's still not worth it. even if they did go up to BS4, and can run around. 12' range is still a deal breaker.
Banshees: Still crap, bunch of S3, AP3 attacks. Nothing else special. Another terrible unit for another generation.
Vypers: Went up to BS4, stayed the same in points (Well Viper with Shuriken cannon didn't change). Not enough. Still fall over like stiff breezes.
Falcons: Still aren't dedicated transport. Still take up a heavy slot that got even more competitive. I'm not saying Falcons are bad, but when you look at heavy support slots they need to compete with... Wraith Knights, Dark Reapers getting cheaper and getting flakk missiles, Fire prisms getting better (I love the new firing profiles), warwalkers getting such a massive redesign it'll take a while to wrap our heads around it.
Biggest winner in my mind? The fact that there is sooooooo much AP2. Seriously, there's AP2 everywhere! AP2 blasts, AP2 Flamer templates, It's on flyers, on troop choices! It's S6 Ap2 Blast 3 on mini titans! It's in your homes, in your streets! Sorry, but yeah, you could probably make an army entirely out of everything that just shoots AP2 weapons.......... Take that MEQ.....
I'm warming up to the book a bit........
Guardians (TROOPS) 10 Guardians @ 9 points apiece
WS4 BS4 S3 T3 W1 I5 A1 Ld8 Sv5+
Support Plattform : WS- BS- S- T5 W1 I- A -Ld- Sv3+
Special Rules
Old Nemesis, BattleFocus, Fleet.
Wargear
Mesh armor, Shuriken catapult , Plasma grenades
Options
May take up to 10 additional Guardians
For each 10 in the unit one can get one of the following weapon platforms:
-shuriken cannon
-scatter laser
-laserlance
-starcannon
-eldar missile launcher with plasma and starstrike rockets
May take a Wave Serpent as Dedicated transport
Storm Guardians (TROOPS) 10 Storm Guardians @ 9 points apiece
WS4 BS4 S3 T3 W1 I5 A1 Ld8 Sv5+
Special Rules
Old Nemesis, Battlefocus, Fleet.
Wargear
Mesh armor, Shuriken pistol, Chainsword , Plasma grenades
Options
May take up to 10 additional Guardians
Up to 2 may exchange their Shuriken pistol and Chainsword for one of the following weapons:
-fusion gun
-flamer
Up to 2 may exchange their Chainsword for a:
-powersword
May take a Wave Serpent as Dedicated transport
And the signature Eldar weapons at long last:
Shuriken Weapons
Shuriken pistol : 12" S4 AP5 pistol, Bladestorm
Shuriken catalpult : 12" S4 AP5 assault 2 Bladestorm
Avenger catapult : 18" S4 AP5 assault 2 Bladestorm
Shuriken cannon : 24" S6 AP5 assault 3 Bladestorm
Screamer cannon : 24" S6 AP5 assault 3 pinning, Bladestorm
Bladestorm : To-wound rolls of "6" automatically wound at AP2
REXOR wrote:Para codiros mis Tau, no me merece la pena ni aliarlos con estos orejotas.
A ver cuando quedamos Darhun.
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