Códex Eldars

Foro para hablar de las novedades de este juego así como tus inquietudes sobre él.

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imrahilold
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Re: Códex Eldars

Postby imrahilold » Tue May 28, 2013 8:44 pm

Supuestamente sacado del códex:

eldar warlord traits:
1. one use only. in the own shooting or assault phase, the warlord and all allies within 12" reroll failed to wound rolls of 1.
2. one use only. in the enemys shooting phase. the warlord and all allies within 12" gain the stealth usr.
3. the warlord and his unit add +1 to their run movement (so d6 + 1)
4. the warlord rerolls failed saves of 1.
5. the warlord got the split fire usr
6. allied eldar units deepstriking within 6" around the warlord dont scatter.

exarch abilites. some are USR some are codex specific:

fear, monsterhunter, night vision, feel no pain, hit & run.

sniper vision : the exarch has precision shots on a 5+

iron resolve: the exarch has +1 LD

disarm: in a challenge before striking blows, the exarch player and the enemy both roll a d6. if the exarch player rolls equal or higher than the enemy the enemys weapon counts as a normal close combat weapon instead.
if the WS of the exarch is higher than the enemy, you add +1 to your D6 roll.

fire hail (may be spelled wrong i translate here): the exarch may fire his weapon 1 more time than normal. has no use on flamers.

assassin: in a challenge, the exarch and his enemy both roll a D6. if equal or higher the exarch may reroll failed to wound rolls. if the initiative of the exarch is higher than the opponents, he adds +1 to his roll.

shield of grace: in a challenge, instead of attacking the exarch has a 3+ invulnerable save.

battle luck : 4+ invul for the exarch

crushing blow : +1 S for the exarch.

whats interessting is : the avatar can get exarch powers. so pretty fun

army special rules :

old nemesis : hatred (daemons of slaanesh and enemys with the mark of slaanesh) also they have -1 on their LD when doing fear tests against daemons of slaanesh and enemys with the mark of slaanesh

battletrance: the unit may run and shoot or shoot and run. you have to run& shoot or shoot& run with each unit before you can move the next unit. models cannot run & shoot or shoot & run with heavy weapons unless they got the relentless special rule.

vehicle equipment:

mindbreaker: every enemy and friendly unit within 12" has to reroll passed lmorale and pinning tests.

ghostpath matrix: the vehicle gets the move through cover USR

holofield: the vehicle grants +1 on its cover save if it has moved.

forcefield : 5+ invul

crystal targeting matrix: one use only. the vehicle (except walkers) can fire a weapon at full BS even if it has moved with cruising speed.

soulstones: the vehicle ignores crew shaken on 2+ and crew stunned on 4+

serpent shield: as long as the shield is active, every penetrating hit on the front and side armor of a vehicle is a glance on a d6 roll of 2+
the shield may be deactivated to grant a following shooting attack :
60" s 7 ap - assault d6+1, ignores cover, pinning.

star engine: a vehicle that is no walker can move 24" with cruising speed. a walker runs +3"

vector engine: as long as the vehicle isnt immobilized, the vehicle can turn after shooting.


Me gusta todo, si es que es cierto, pero tiene toda la pinta de que así es.

RaymondVaple
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Re: Códex Eldars

Postby RaymondVaple » Tue May 28, 2013 9:38 pm

Pues parafraseando a Koba....

Vais a llorar!!!! :twisted: :twisted: :twisted:

Me gusta tooooodo... :mrgreen:

imrahilold
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Re: Códex Eldars

Postby imrahilold » Tue May 28, 2013 10:31 pm

Más cosas. No sé si serán ciertas o no, pero si se las ha inventado son una currada xD

Disclaimer: Please note my time with the book was limited and my knowledge of the old Eldar Codex is spotty at best, so please excuse any vagaries and misnamed rules

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


Dentro de 4 días lo sabremos! :D

imrahilold
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Re: Códex Eldars

Postby imrahilold » Tue May 28, 2013 10:34 pm

Y estos que si son verdad 100%, sacados de la versión digital del códex:

FIRE DRAGONS
Fire Dragon WS 4 BS 4 S 3 T 3 W 1 I 5 A 1 Ld 9
Fire Dragon Exarch WS 5 BS 5 S 3 T 3 W 1 I 6 A 2 Ld 9
Wargear:
Heavy Aspect Armor (3+)
Fusion Gun
Melta Bombs
Special Rules:
Ancient Doom
Battle Focus
Fleet
- 5 Dragons 110 points
Options
up to 5 more at 22/model
1 Exarch upgrade 10
Exarch may take Dragon's Breath Flamer for free or Firepike 15pts
Exarch may take up to two of the following Exarch powers:
-Iron Resolve 5pts
-Crushing Blow 10pts
-Fast Shot 10pts
May use a Wave Serpent as a Dedicated Transport.

And the Warlocks:

WARLOCKS
WS4 BS4 S3 T3 W2 I5 A1 Ld8 Sv-
Psyker Lvl 1
Fleet
Witchblades


Dragones más caros, con mejor salvación, y brujos con mastery level 1, iniciativa 5 y 2 heridas.

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Justik
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Re: Códex Eldars

Postby Justik » Wed May 29, 2013 12:50 am

Pues a mi me parecen impresionantes la verdad... Cierto que les han quitado cosas, lo más notable los poderes psíquicos ya no serán tan burros como antes, pero aún así, tienen mucha sinergía entre ellos y a ver si a los brujos les hacen concilio o alguna cosa de esas... Y un ML3 por 100 puntos...

Eso si, siguen siendo frágiles como el cristal, pero con más disparo y movilidad que ningún otro ejército (y ahora los bípode a open topped pero con 5++ lo confirma clarisimamente). La regla del shoot&run va a dar mucho que hablar, me parece a mi. Y las espectros no me parecen tan malas, entre su iniciativa y la habilidad del exarca las unidades de marines y xenos se las comen en una ronda prácticamente...

Espero ver que les hacen a las arañas, porque los guardianes 10 por 90 pts con HP4 no están nada mal...

Ah y la habilidad de hacer sniper a 5+ con el exarca para quitarte del medio lo que te interesa es muy interesante también... Muchas reglas y muchas pijadicas que la verdad me gustan si se combinan bien.

De momento me gustan, a ver cuanto de todo esto al final se hace realidad...

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Benkei
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Re: Códex Eldars

Postby Benkei » Wed May 29, 2013 6:47 am

Exactamente cómo "se comen" los Espectros a una unidad de marines hiriendo a 5+? Por no hablar de los fuegos defensivos

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Carlos
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Re: Códex Eldars

Postby Carlos » Wed May 29, 2013 6:49 am

Benkei wrote:Exactamente cómo "se comen" los Espectros a una unidad de marines hiriendo a 5+? Por no hablar de los fuegos defensivos


Llorón!, tienen múltiples ataques y puedes combinarlo con el poder de guía del vidente, lo cual las hace mortales.

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Re: Códex Eldars

Postby ocelma » Wed May 29, 2013 7:07 am

Muy Eldar todas las reglas, por ahora muy contento.

Me ha llamado la atención esto:
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


Es muy muy cebado!!! Espera, ves esos Banshees que no te dicen nada? pues ahora salvan a +3 (+2 si llevan salvación de base de +3)
Ah, y sigues viendo esos banshees? pues ahora tienen repetir para impactar, o +1 a la F.

Que te cargo a unos termis? Anda...si les bajo la salvación a +3...y mis espadas son FP3!!
Pobrecitas.

Aún así, es verdad que tienen el mismo problema que todas las tropas de asalto esta edición.

Os habéis fijado que según esto vuelve el "fiuuu-fiuuu" de Arendal? Puedes mover un serpe ni lo sé, salvar a +4 por turbo, +1 por el quipo...a +3, y que no se le puedam echar poderes...

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Benkei
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Re: Códex Eldars

Postby Benkei » Wed May 29, 2013 7:08 am

Me estáis troleando, no? Así que ahora son "mortales" si les añades un Vidente que vale x puntos más y les tira un poder que puede que tenga o no, puede que consiga lanzar o no, y puede que otra unidad necesite más, una vez que las pobres hayan conseguido llegar al combate en número suficiente para ser mínimamente amenazadoras.

Creo que tenemos un concepto de "sinergia" diferente: para mi dos unidades son sinergeticas cuando por separado son decentes o incluso buenas, pero juntas son mucho más que la suma de sus partes (ejemplo: Dragones o Bipodes con Guía), no cuando una unidad es mala y NECESITA otra unidad para ser meramente decente (ejemplo: Espectros)

Y que pasa, que ahora "llorón" es la palabra mágica cuando alguien quiere discutir cosas que fallan en un codex? Hay que decir que todo es bueno?

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Benkei
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Re: Códex Eldars

Postby Benkei » Wed May 29, 2013 7:15 am

Y Orki: los poderes de los Brujos son aleatorios y si tienen que chequear es con Ld8, así que no me parecen lo suficientemente fiables para contar con ellos... y sigo remitiendome a lo mismo, no se puede decir que una unidad es buena si le tiras encima mil poderes, porque puedes hacer eso con cualquier otra unidad(GE con plantillas de FP2) y obtener mejores resultados, y los poderes tienen un coste tanto en puntos cómo en oportunidad. A ver que pasa cuando vas a cargarle a esos termis (a los que sigues hiriendo a 5+) y el Brujo está lejos, o ha muerto, o no tiene el poder, o falla el chequeo de Ld, te tienes que quedar con una unidad que no puede rentar sus puntos si no quieres o no puedes utilizar poderes? Pero bueno, es sólo mi opinión

Dicho esto, ya veremos cuando tengamos el codex de verdad entre manos porque hay cosas que están mal, empezando por el Primaris de los Brujos, que no es Doom sino Conceal


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