der eldar codex

      der eldar codex

      Avatar:
      BS 5,
      3+Sv/4+Inv,
      immune against Melta, Flamer and HFlamer,
      every Eldar in 12" is fearless, NO +1 on the result of cc as before
      everything else as before
      can fire a melta
      Rest wie gehabt.


      Farseer
      T3
      Runes work as rumoured: Farseer takes 3 dice and has to choose the 2 lowest, enemy has to take 3 dice and takes ALL!
      3+ Save against perils from the warp
      Wraith(?)stones, ShuPi and Witchblade are included

      Autarch:
      +1 on strategy rating
      cant say anything specific about the possible combinations, because those were not in the unit descriptions but in the armylist itself and Maik (note: germany's gw boss, iirc) bugged us to go on faster.

      Scorpions:
      3+ Save
      Str 3 + 1 because of the chainsword
      Biting Blade and Scorpions Claw for the Exarch
      Exarch Skills: Infiltrate (Stalker) and Move through Cover (Shadowstrike)

      Banshees:
      As Usual
      Exarchskills: the usual (acrobatic and warshout)
      Bansheemaks does the following: enemy must make a ld test and if he fails gets WS-1
      the mirrorblades work like energyblades
      executioner works as usual
      can get a web of skulls

      Warpspiders
      no changes seen while quickly looking at them
      Exarch can get a third weapon (note: the other two are deathspinner and dual deathspinner). the profile of the 3rd is: (he is not really sure here) "18 S6 AP1 (thats for sure) Assault1 Pinning

      Dark Reapers:
      3+ Sv
      reaperlauncher as before
      exarch can get a tempest launcher (again not 100% sure) G36" S8 AP1 Pinning

      Feuerdragons:
      Unfortunately not seen if the Sv got better
      Exarch can get a Dragons Breath --> Hv Flamer
      Fusionblaster: 12" S8 AP1
      Firepike 18" S8 AP1

      Falcon warriors (dont know how they are called in english)
      grenademagazines do not change
      can leap, which means get off the table and redeepstrike but have to make an reservethrow. 2nd turn on 4+, third on 3+, etc
      Sunrifle: Assault 6 S3 or 4 (not sure) and AP6.

      Dire Avengers:
      18" Catapult
      Shurikenstorm (3 shoots) exarchskill
      Defense Exarchskill
      "shield": 5+Inv in CC

      Guardians:
      10+ Guardians
      2 Guardians can crew a platform, if those die, the platform is destroyed

      Ranger:
      BS 4 (*LOL)
      can be upgraded to pathfinders
      --> +2 on coverthrow uand AP1 at 5/6
      everything else as before

      Wraithlord:
      Wraithsight
      T8
      no 0-1
      Can reroll to hit AND to wound with his blade (cool)


      Wraithguard
      T6
      Wraithsight

      Harlies:
      are Elite
      not time for further reading here, sorry


      vehicles
      same problem as with Harlies
      Illum Zar has comboshot and 2 firemodi
      BS4 as standard
      Weaponprofile as rumoured
      Comboshoot raises S by one and AP becomes 1 better, did not see that the blast becomes ordonance blast

      special characters:
      Yriel as Autarch
      Eldrad
      Phoenixkings with standard profile and their specific special rules

      Codexdesign goes back to second edition:

      background part (quite big)
      Unit description with profile and special rule but without equipment options
      then equipment part
      at last: a compact army list
      all special characters are directly in the armylist, no separate pages for special characters any more, this means, the arm list looks like this:

      Avatar
      Yriel
      Farseer
      Eldrad
      GW-Regeln sind nicht immer gerecht, dafür aber meist schlecht gebalanced.

      RE: der eldar codex

      HQ

      Avatar

      More expensive than the last codex but some stats have been improved.
      Gets back its molten body rule
      Wailing Doom can be used in the shooting phase.

      Farseer
      Reduced T
      Comes with improved Ghosthelm as standard.
      Farseer allows purchase of Seer Council/Warlock squad
      Farseer Powers
      - Doom
      - Eldritch Storm
      - Fortune
      - Guide
      - Mind War

      Warlocks
      More expensive but come with wargear as standard
      Can be upgraded to Spiritseers.
      Warlock Powers
      - Conceal
      - Destructor
      - Embolden
      - Enhance

      Autarch ? The Path of Command
      New HQ choice
      Can take a mixture of aspect warrior wargear (Not Exarch weapons)
      The Autarch has a standard 3+ save and a 4+ invul save.

      Elites

      Striking Scorpions
      Mandiblasters give +1A
      Improved Scorpion chainsword (+1S)
      Exarch powers enhance stealth capabilities of squad, skills are Shadowstrike (Infiltrate) and Stalker.

      Fire Dragons
      Slightly cheaper
      Keep their 4+ save and fleet of foot.
      Exarch powers enhance squad shooting.

      Howling Banshees
      Pretty much the same
      Exarch powers enhance general combat abilities of squad

      Wraithguard
      Improved Toughness (now T6)
      Wraith Cannon slightly better
      Full strength squad may be troops or elites

      Harlequins
      Highly capable close combat unit especially in cityfight
      Members of the troupe can be upgraded to Death Jesters, Shadowseers or Troupe Master
      Harlequins Kiss confess rending on attacks.
      Flip belt allows you to ignore difficult terrain
      ShadowSeer has a power called 'veil of tears' which means oponents must roll for nightfight when targetting your unit.
      ShadowSeer confers Hallucinogen grenades (plasma grenades) on the entire unit


      Troops

      Dire Avengers
      Shuriken Catapult has longer range
      Exarch powers enhance squad shooting or squad defence

      Rangers
      Pretty much the same
      Can be upgraded to Pathfinders giving a improved cover save.

      Guardians
      Larger minimum squad size (10+)
      Must take a weapons platform
      Can be upgraded to storm guardians and given two special weapons instead of weapons platform.

      Guardian Jetbike squad
      Much cheaper
      Keeps the same stats


      Wave Serpent
      Cheaper
      Larger carrying capacity
      Keep the forcefield from previous editions

      Fast Attack

      Shining Spears
      Much Cheaper
      Lance gives rough rider like capability
      Exarch powers enhance riding capability

      Warp Spiders
      Pretty much the same
      Exarch powers enchance squad tactical abilities

      Swooping Hawks
      Pretty much the same except they now come with haywire grenades as standard.
      Exarch powers ? Intercept (never require worse than 4+ to hit a vehicle) and Skyleap (multiple deep strike)
      Exarch weapons
      - Power weapon
      - Hawks Talon
      - Sun Rifle


      Vypers
      Does not come with a heavy weapon as standard and one must be purchased making the basic Vyper the same cost.

      Heavy Suport

      Support Weapons
      Pretty much the same except D-cannon is enhanced inline with other weapons of the same type.

      Dark Reapers
      Better Save
      Pretty much the same except slightly cheaper
      Exarch powers enhance his shooting - Fast Shot and Crack Shot which remain unchanged in their rules from the previous codex.

      Wraithlord
      More expensive
      Must take at least one heavy weapon or Wraithsword may take another ranged weapon with duplicates counting as twin linked.
      No rumoured shield option
      Subject to the Wraithsight rule.

      Falcon
      Slightly cheaper

      War Walkers
      Same cost
      Looses energy field but gains scout USR
      No longer open topped.

      Fire Prism
      Same Price
      New fire mode ? Dispersed, less power but effects are wider area
      Fire Prisms may combine shots to increase power
      Edit - Confirmed by Underway Prism cannon firepower is
      Str 9 AP2 Blast (Focused) or Str5 AP4 Large blast (Dispersed) by combining two Fire Prisms you can increase this to:
      Str 10 AP1 Blast (Focused) or Str6 AP3 Large blast (Dispersed) both Twinlinked.


      Special Characters

      Eldrad Ulthran
      Prince Yriel ? Autarch of Iyanden
      The Phoenix Lords - All Lords have a generic improved stat line

      Misc Weapons info
      No Random shot weapons in the codex.
      All Exarchs get at least one new weapon option.
      Hawk Exarch has access to the 'Sunrifle' with Assault 6 shots.
      Spider Exarch has access to the very nasty 'Spinneret Rifle'
      Shining Spear Exarch has a Star Lance giving a S8 power weapon on the charge.
      Fire Dragon Exarch gets access to a heavy flamer equivelent called the Dragons Breath.
      Dark Repear Exarchs get access to a Tempest launcher that fires clusters of reaper missiles in a arc.
      Howling Banshee Exarchs get access to a pair of Mirrorswords, a paired set of power weapons.
      Scorpions Biting Blade increases strength each time it hits.
      Fusion gun now S8
      Heavy Weapons
      - Starcannon (one less shot) otherwise unchanged. (Cheaper)
      - Bright Lance unchanged (Slightly cheaper)
      - Shuriken Cannon unchanged (Cheaper)
      - Eldar Missile launcher unchanged (Cheaper)
      - Pulser Laser unchanged except it's now Heavy 2
      - Scatter Laser now Heavy 4 (Cheaper)

      Misc Vehicles info
      Spirit Stones now function in a similar manner to 'extra armour'

      The Autarch comes with the following weaponary as standard.

      Shuriken pistol,plasma grenades,haywire grenades and forceshield (5+ invul save)

      They can take one of the following at a points cost

      - Swooping Hawk wings
      - Spider Warp jump generator
      - Eldar Jetbike.

      One of the following at a points cost
      - Mandiblaster
      - Banshee Mask

      A Autarch may be given one single handed weapon and one two handed weapon.

      Single Handed
      - Power Weapon
      - Scorpion Chainsword
      - Laser Lance (jetbike only)

      Two Handed
      - Avenger Shuriken Catapult
      - Death Spinner
      - Fusion Gun
      - Lasblaster
      - Reaper Launcher

      ps:vieles ist alt,aber einiges doch nicht :D
      GW-Regeln sind nicht immer gerecht, dafür aber meist schlecht gebalanced.

      UND GANZ NEU JETZT

      Updated version 4.1
      As promised this is my compiled list, so enjoy

      It has been said, that when the design team came to redo the Eldar that they actually read through all the history and fluff that had been written about the Eldar first, then they sat down and started witting up the new concepts with out looking at point cost, then looked at the newer armies that had already been done for similar weapons and then assigned points to the units while still trying to stay with the fluff.
      New rumors/information
      Confirmed Information form GW

      HQ:

      Avatar: Not a Special Character. Cost around 155pts. Current stats with a change of +1Int +1A BS5 3+/4++ save. All Eldar within 12? will gain Fearless, but will not gain +1 CC ressalusion. Wailing Doom ranged attack (as melta gun). Immune to Flamer and Melta type weapons.

      Farseer: They will be T3 and cost around 55pts. Ghosthelm, pistol & Witchblade as standard EQ (Ghosthelm will give a 3+ save against POW). He may take a Retinue of 1-10 Warlocks. Seerer Counsel: 1 Farseer may have 1-3 Warlocks, if you have 4-6 Warlocks you may take a 2nd Farseer, if you have 7-10 Warlocks you may take a 3rd Farseer, but 3 Farseers and 10 Warlocks is the max. So far they still have the same powers, Rumor of slight changes to all the powers, more effective and some cheeper, Eldritchstorm (slightly stronger vs. Vehicles), plus Doom (cast on an enemy unit, May re-roll to wound, effects both shooting and CC). They can purchase Wargear from the Armory.

      Warlocks: Will be around 25pts, a Warlock may be upgraded to a Spiritseer for +5pts, all the regular Warlock powers are still available, but Rumored that they are slightly changed. Warlocks will now be both a Retinue for the Farseers and as a troop add-on character (this does not take a Warlock from the Farseer Retinue). They will have standard EQ of Witchblade & Pistol but may upgrade Weapons to Singing Spear at +3 pts and have a Power weapon option, and may get other Wargear from Armory.

      Autarch: He will be an IC he will have a list of Aspect Wargear that he may purchase from. This will consist of 4 sub groups Movement/Headgear/one handed weapons/Two handed weapons. He may choose from any basic Aspect gear but none of the Exarch only gear, and he will not have access to Exarch Powers (but may join an Aspect squad that has an Exarch and gain that Squads ability), (standard EQ Shuriken Pistol, Plasma grenades and force shield), plus whatever Wargear choice he takes from the armory. His supposed stats are WS6 BS6 S3 T3 W3 A3 I6 LD10 3+/ 4++ save . Path of Command-He is supposed to be able to affect reserves (possible +1 on the strategy rating rolls, and +1 to bring in reserves). The Autarch will not have the option to take a Retinue.
      As I understand it the Autarch Aspect Wargear options should be something like this:
      Movement Helm 1 HW 2 HW
      SH Wings Banshee mask Laser Lance(if on jetbike) Dire Catapult
      WS Jumppack Mana blaster Scorpion Chainsword Fusion Blaster
      Eldar Jet Bike Power Weapon Reaper Launcher
      Las Blaster
      Death Spinner
      He will have access to grenade options, and possible some other Wargear. (Bright Lance is not to be an Option)
      As a character he can take two 1HW or may take one 1HW and one 2HW

      Troops:

      Dire Avengers: Troop choice, may upgrade one to an Exarch. Dire Catapult 18? Range. No grenade option. Exarch powers Shuriken Storm (+1 shots to the squad, but cannot fire next turn), Defend (attacking squad -1A to min of 1 in each combat phase). The Exarch has optional weapons combinations: Power weapon & Shimmershield (gives squad a 5+ Inv. save while in CC), Diresword & Shuriken Pistol, 2 Forearm mounted Dire catapults(Assault 4 not TL).

      Rangers: Troop choice, they will have a size increase 5-10 for a squad, No grenade option. They will be able to up grade to Pathfinders at a point cost, this will give master marksmen which will give them on a roll of 5+ an AP 1 hit and to increase their Cover save to +2 .

      Guardians: Troop choice. Min 10 to Max 21(including Warlock), you must take a heavy weapon platform the two crewmembers come from the squad (can only take one weapon platform); you may exchange their catapults for Pistol & CCW to make Storm Guardians and then have the option for two special weapons upgrades (no grenade options). You can have a Warlock join the unit.

      Guardian Jetbike: Troop choice, reduced to 20-25 points (actual point cost has not been posted), no stat change (no grenade options). You can have a Warlock join the unit. Limited to 1 Shuriken Cannon per 3 and will have a upgrade cost around 10pts vs. the 20pts we do now.

      Transport Waveserpent: Still has Force field (no confirmed information yet), it has been said that it will be like Energy fields in previous editions, will have a reduced cost, and we will have to pay for the type of weapons you want. They are going to making the transport be able to hold 12 models. May not carry Swooping Hawks, Warp spiders, Harlequins, Jet bikes or Monstrous Creatures, otherwise same option of Troop. BS3 still.

      Elites:

      Wraithguard: Troop choice if squad of 10 on foot, Elite choice if taken otherwise. They can have a Warlock/Spiritseer join the squad. They are effected by Wraithsight, A Warlock/Farseer may negate Wraithsight if within 6" or a Spiritseer if within 12". Will be T6 now no other changes to stats, Wraith cannon will wound on a 2+ AP1, instant kill on a roll of 6, and vs. vehicles it will glance on a 3-4 and penetrate on a 5-6. No grenade option.

      Striking Scorpions: Elite choice. May upgrade one to Exarch. Squad is S3 but Scorpion Chainsword gives +1 to Str. Manablasters are changing to +1A, gaining Plasma Grenades as standard EQ. Exarch powers: Stalker(Squad move through cover USR), Shadow Strike(Squad Infiltrate USR). Exarch weapons: Scorpion Chainsword & Pistol, Biting Blade(2HW for each successful to hit you add +1S to your to wound no word yet if just a CCW or if PW) & pistol, Scorpion Claw(Str6) & Scorpion Chainsword, Chainsabres (paired Chainswords with fist mounted Shuriken pistols, re-roll to hits and to wound).

      Fire Dragons: Elite choice. May upgrade one to Exarch. Fusion Blasters (Melta gun stats). Will be 1-2 pts cheaper. No plasma grenade option. Exarch powers Tank Hunter (squad Tank Hunter USR), Crack Shot (Exarch only). Exarch Weapons: Fusion Blaster, Firepike (18" S8 AP1 A1 Melta), Dragons Breath (Heavy Flamer).

      Howling Banshees: Elite choice. May upgrade one to Exarch. Banshee mask will give Int10 and will negate opponents cover and grenade abilities when charging . No plasma grenade option. Exarch power: Acrobatics (counter charge USR), War Shout (Opponents take a moral test if failed opponents become WS1 for the first CC phase). Exarch weapons: Power Weapon & Pistol, Executioner (2HW)& pistol, Mirror Blades (paired power weapons +2A). Triskele &Pistol (web of skulls type weapon S3 AP2 A3).

      Harlequins: Elite choice, no word on the troupe size, may upgrade one to a Shadow seer, one to a Troupe Master (Great Harlequin) and one to a Death Jester (no word on Solitaire, it has been said he is not in the Codex). They have a list of Wargear that they may choose from with the Harlequin Kiss as the only rending weapon in the Codex (limited grenade options). They will have an Inv save. The Death Jester is to get Shreiker Cannon (same stats as Shuriken Cannon and gains pinning). They have not said what Abilities they will be getting, but suppose to have their normal EQ. Shadow seer will still have ?Veil of Tears? Physic power (use night fight rules to see the unit he is with), and can take Hallucinogen grenades and allows the squad that he?s with to gain them also. Harlequins still have flip belts which allow them to ignore difficult terrain tests.

      Fast Attack:

      Shining Spears: Fast Attack choice may upgrade one of them to be an Exarch. They are reducing cost to 35pts. Exarch Powers Withdraw (hit and run USR), Expert Rider USR. They are changing the Laser Lance to S6 Power Weapons on the charge, and that they then revert to S3 CCW in the following rounds of CC. No plasma grenade option. Exarch is losing the Bright Lance option, but may upgrade TL Catapults to a Shuriken Cannon. Exarch weapons: Laser Lance, Power weapon, Star Lance a S8 version of the Laser Lance.

      Warp Spiders: Fast Attack choice may upgrade one of them to be an Exarch. No plasma grenade option. Exarch Powers Surprise Assault (always deepstrike like terminators) Withdraw (hit and run USR). Death Spinner (12" S6 AP- A2). Exarch weapon options: Powerblades, Twin Death Spinner (Assault4). Spinneret Rifle (Rng 18" S6 AP1 A1 Pinning, It has been said on the Warseer forum by Brimstone that it's to be different then Death Spinners, Try to think of a Harlequin Kiss as a ranged weapon, a focused burst of monofilament wire shot in a tight line to cut through armor vs. a glob shot at an opponent).

      Swooping Hawks: Fast Attack choice may upgrade one of them to be an Exarch. They have their normal grenades plus gaining Haywire Grenades as standard EQ. Exarch powers Intercept (gives ability to hit Vehicles in CC on a 4+ even against skimmers), and Skyleap (in your movement phase you may choose to leave the table and go into reserves even if you where in CC, next round you roll your reserve roll to bring them back in the next movement phase). Exarch weapons Lasblaster, power weapon & pistol, Hawks talon, Sunrifle (S3 AP5 A6 pinning).

      Vyper: Reduction in cost and is counted as being open topped still. Will still have TL catapults, but will have to pay for the heavy weapons turret option and vehicle upgrades. BS3 still.

      Heavy Support:

      Support Weapons: D-cannons will now be a G24? small blast versions of the Wraith cannon. It will affect Vehicles the same even if any part of the template touches them now. They have not said if it will still be counted as Ordinance for the Penetration table or if it counts as S10 for instant kill vs. to wound roll of 6.
      Vibro Cannons will still have same special rules as now.
      Shadow Weaver is to be reduced in cost.

      Dark Reapers: Heavy Support choice may upgrade one of them to be an Exarch. They are to be reduced by 2pts in cost and gain back 3+ armor save. Not much else for the squad. No plasma grenade. Exarch weapons: Reaperlauncher, Shuriken Cannon, Missile Launcher,Tempest Launcher (G36" S4 AP3 H2 blast Pinning). Exarch powers: Crack Shot and Fast Shot as they are now.

      Wraith Lord: Heavy Support only. Increase in cost. You will have 2 light weapons(Flamer/catapult) and 1to2 heavy weapons, requirement of 1 HW still (if you take two of the same type of weapon it will be TL). Str10 standard(monstrous creature).Wraithsword (10pt upgrade)which can re-roll to hits in CC, he may take this in place of taking the second HW choice. He will be effected by Wraithsight, he will need to be within 12" of a Spiritseer to act normal.

      Falcon: Reduction in point cost. Pulse Laser is changing from H1d3 shots to H2 (no more random amount of shot weapons). BS3 still.

      Fire Prism: No point cost change. Changing the Fire Prism weapon to be a duel propose weapon, Anti-tank mode Rng 60? S9 AP2 Small Blast, Anti-infantry mode S5 AP4 Large Blast. If you take a second Fire Prism and its in LOS of the other you can decide to boost the first one, Anti-tank mode Rng 60? S10 AP1 Small blast Twin linked, Anti-infantry mode S6 AP3 large blast twin linked. BS4 as standard.

      War walkers: Heavy Support No point change other then cost for purchase of weapons. Its force field will now make it count as being closed topped. They are supposed to be gaining scout ability as rumored. It has been said that it will still be able two take 2 HW and not count as TL (special Rule), supposedly it may take spirit stone as its only vehicle upgrade. BS3 still.

      Heavy Weapons: (this is the supposed listed price for the vehicle HW not the Platforms)

      Shuriken Cannon: Rng 24? S6 AP5 A3 5pts
      Scatter Laser: Rng 36? S6 AP6 H4 15-20pts (have seen two different point costs)
      Eldar Missile Launcher: Same stat line as it is 25pts
      Bright Lance: Rng 36? S8 AP1 A1/lance 30pts (is said to be Vehicle & Platform only)
      Starcannon: Rng 36? S6 AP2 H2 25pts

      Special Characters: (that are said to be in the book)

      Eldrad Ulthran ? Farseer of Ulthwe

      Prince Yrial ? Autarch of Iyandan

      Phoenix Lords ? They are suppose to range around 185-235pts, they are suppose to have much better stats and abilities (possible stats WS7 BS6 S4 T4 W3 I7 A3 LD10 2+ armor save) and be able to purchase limited Wargear from the Armory (grenades limited to Aspect). They are also to get a special rule called ?Disciples? (is said not to change FOC of units so no changing Elites to Troop option, this is to effect a Aspect squad that he joins in some way, might just be their new name for Fearless that can bestow on a squad they join). PL's protected from insta-kill by a special rule "Eternal Warrior".
      Karandras- Weapons -Scorpion Bite (Manablasters +2A), Scorpion Chainsword, Scorpion Claw
      Maugan Ra- Weapons- Maugetar?
      Jain Zar- Weapons- Executioner, Silent Death?
      Baharroth- Hawks Talon, Power Weapon?
      Fuegan- Weapons- Firepike, Fire Axe?
      Asurmen- Shuriken Gauntlets, Sword of Asur?

      Wargear & Upgrades:

      Physic Wargear: Rune of Warding will make an opponents physic roll 3d6 and total them together with any total 12+ causing an POW test to them this ability has no range limit.

      Harlequin Wargear ? Death Jester/Shreiker Cannon: Same stats as Shuriken Cannon, and gains pinning.

      Spirit Stone is changing to same as Extra armor (reduces Crew stunned to shaken result)
      Vectored Engines possibly changing to same effect as Tau Sensor Spines (allows vehicle to avoid the effects of dangerous terrain).
      Star Engines to have a fixed distance (probibly no more 2d6
      Holo-field are to stay the same
      It has been said that CTM is not in the new Codex.
      Scythes are not in Codex
      No new Vehicle upgrades
      GW-Regeln sind nicht immer gerecht, dafür aber meist schlecht gebalanced.

      bevor ichs vergess^^

      Iyanden
      HQ ? Farseer w/Spiritseers
      Troops ? Wraithguard w/spiritseers
      Heavy Support ? Wraithlords

      Saim-Hann
      HQ ? Autarch w/Jetbike (Wild Rider Chief)
      Troops ? Eldar Jetbikes
      Fast Attack ? Vypers or Shining Spears
      Heavy Support ? Falcons

      Alaitoc
      HQ ? Farseer/Warlocks
      Troops ? Pathfinders (upgraded Rangers)

      Biel-Tan
      HQ ? Farseer or Avatar
      Elites ? Striking Scorpions/Fire Dragons/Howling Banshees
      Troops ? Dire Avengers
      Fast Attack ? Warp Spiders
      Heavy Support ? Dark Reapers

      Ulthwe
      HQ ? Farseer w/Seer Council
      Troops ? Guardians/Storm Guardians
      GW-Regeln sind nicht immer gerecht, dafür aber meist schlecht gebalanced.

      Original von grossa grüna
      ich post ja keine punktkosten,keine ganzen :D


      Sonst hättest schon einen GW-agenten am hals :D
      Ich denk da nur an matrix.... das geheimnis darf nicht preisgegeben werden.... :D :D

      Wie ich sehe bleibt der rat der seher doch in der einen oder anderen form erhalten!? (Wie ichs dachte für Ulthwe ;) )
      Exitus Acta Probat - Der Zweck heiligt die Mittel

      --Unbemalte Armeen haben keine Seele--

      ARIADNA, zum Gewinnen geboren.
      Lieber Keine Ahnung von den Game als Keine Ahnung vom Leben so wie du *hehe* :D :P
      Aber bist ja noch Jung du Lebens-Noob :D Wirst vielleicht auch in knappen 10 Jahren wennst mein Alter hast drauf kommen *hehe*
      Mein persönliches Leitzitat bei den Open 2008:

      "...... sind überbewertet :D"