Eldar im Sommer ???

      Is das mit der Shurikenkanone net wuascht? Auf einer Waffeplattform wurde sie sowieso automatisch von Schwer zu Sturm und sonst war sie nur auf Fahrzeugen drauf? Nur beim Todesjoker, beim Khaindar-Exarchen und Maugan-Ra bin i ma net sicher: war sie dort Schwer?
      Was mir an Würfelglück mangelt, gleich ich durch das Würfelpech meiner Gegner wieder aus!
      von 3++ - Teil 1/2


      Eldar 6th Rules

      Much loving thanks to Raziel for compiling all this for us, you magnificent german bastard.

      Eldar 6th

      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.

      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.

      Avatar:
      195 base
      WS 10 BS 10, S 6 W 6 W 5 I 10 A 5 LD 10 AS 3+
      old nemesis, daemon, fearless, battletrance, khaines presence, fleet, glowing body.
      relic : screaming blade can be used as shooting weapon.

      12" S 8 ap 1 assault 1 melta.
      or in close combat, S user ap 1. melta

      may take 2 of the following (i wont post points)
      night vision, fire hail, monsterhunter, crushing strke, sniper vision, disarm.

      glowing body: pyromancy, flaming weapons and all attacks with the special rule melta and or soulfire have no effect on the avatar.

      runeprophet: 100 pts base
      ws 5 BS 5 S 3 T 3 W 3 I 5 A 1 ld 10 AS-

      old nemesis, battletrance, psyker level 3, fleet,

      independent character.

      gear: rune armor, shuriken pistol, hagun zar, ghosthelm.

      may take a runespeer instead of hagun zar.
      may take runes of protection
      runes of clarity
      eldar jetbike
      may take items of the relics of old glory (coming to that later)

      runes of protection : only useable once, before rolling for deny the witch you can decide to use the runes to boost your deny the witch by +2

      runes of clarity : one use, if the psyker fails a psychic test he may reroll the test (can also do it if he has perils)

      rune armor : 4+ invul

      autarch: 70 points base
      ws 6 bs 6 s 3 t 3 w 3 i 6 a 3 ld 10 as 3+

      old nemesis, battletrance, path of strategy, fleet, independent character.

      heavy aspect armor, shuriken pistol, impuls mines, plasma grenades, power shield.

      path of strategy: for each autarch in your army you may

      modify your reserve rolls by +1 or -1

      may take one of the following:
      eldar jetbike,
      falcon wings
      warpjumpgenerator

      one of the following:
      banshee mask
      mandiblaster

      up to 2 of the following:
      scorpion sword
      huntercatapult
      laserblaster
      fusion gun
      haywire lance (only on jetbike)
      mono-catapult
      powerweapon
      khaindar rocketlauncher with starswarm rockets
      may take items of the old relics

      wraithseer: 70 pts
      ws 5 bs 5 s 3 t 3 w 2 i 5 a 1 ld 9 as -

      old nemesis, ghost marks, battletrance, psyker level 2,

      fleet, independent character.

      rune armor, shuriken pistol seer stave.

      wraith mark : select a enemy unit at any point in the game

      within 24" of the wraithseer. all wraith units attacking or shooting that target reroll missed rolls of 1s on to hit rolls

      voice of the dead : if you select a wraithseer as HQ. wraithguard and wraithblades are troops instead of elite he can roll on runes of battle and telepathy. no further upgrades for him

      runeprophet is runes of fate, divination and telepathy btw.

      seer council: 35 pts
      ws 4 bs 4 s 3 t 3 w 1 i 5 a 1 ld 8 as -

      old nemesis, battletrance, psyker level 1, fleet.
      rune armor, shuriken pistol, hagun zar.

      psychic powers: runes of battle only.

      options: up to additional 9 seer's
      each model may take a runespear instead of hagun zar.
      each model may take a jetbike

      you may have one seer council for each primary

      detatchmend. they may be in a unit and can be split up like

      wolf guard. each runeseer you cannot attach sticks to his

      unit (max 1 per attached unit)
      guardians, storm guardians, windrider jetbike squadron,

      support weapon platform batter.

      asuryans avengers (still troops) 65 points
      ws 4 bs 4 s 3 t 3 w 1 i 5 a 1 ld 9 as 4+
      exarch +1 ws, bs, i, a and 3+ as

      old nemesis, counter attack, battle trance, fleet.

      aspect armor, (heavy for exarch), hunt catapult. plasma

      grenades.

      options: up to 5 additional avengers
      1 may be a exarch
      the exarch may take instead of his hunting catapult:
      twin linked hunting catapult
      powerweapon and shuriken pistol
      asuryans sword and shuriken pistol
      powerweapon and flickershield
      the exarch may take up to 2 powers:
      disarm
      shield of grace
      battleluck
      the unit may get a serpent as dedicated transport

      swooping hawks: (fast attack) 80 points for 5
      ws 4 bs 4 s 3 t 3 w 1 i 5 a 1 ld 9 as 4+
      exarch got +1 ws, bs, i, a and 3+ as

      old nemesis, uprise, messenger of victory, battle trance, fleet.

      aspect armor (heavy for exarch) laserblaster, impuls mines, plasma grenades. falcon grenade launcher, falcon
      wings.

      messenger of victory: a unit completly containing models with this special rule do not scatter while deepstriking.

      uprise: a unit completly containing models with this special rule can "uprise". remove the unit and put it in active

      reserve. may not be used in the same turn they appeared.

      may take : up to 5 additional hawks
      one may be a exarch
      the exarch may exchange his laserblaster for a
      falcon claw or a sunbeamer
      the exarch may get a power weapon
      the exarch may take 2 powers:
      night vision
      sniper vision
      hit & run

      heavy support : black khaindar: 3 man 90 pts
      ws 4 bs 4 s 3 t 3 w 1 i 5 a 1 ld 9 as 3+
      exarch got +1 ws, bs, i, a

      old nemesis, slow and purposeful

      heavy aspect armor, khaindar rockelauncher with

      starswarm rockets and khaindar targeting array.

      may take up to 7 additional khaindar
      one may be a exarch
      he may exchance his weapon for a shuriken cannon
      eldar rocketlauncher with plasma and starstrike rockets,

      may take additional anti air rockets
      or the orkan rocket launcher
      if the exarch got a khaindar rocketlauncher he may get

      additional starstrike rockets.
      he may take up to 2 powers:
      night vision
      sniper vision
      fire hail
      may take a serpent as dedicated transport

      and old nemesis is hatred slaanesh (daemon and mark of) aswell as a -1 on the ld when doing fear tests against slaanesh units.

      power weapon = power weapon, you can decide what model. its a power weapon in the book. nothing more

      next up:
      spears of khaine: (fast attack) 75 points for 3
      ws 4 bs 4 s 3 t 4 w 1 i 5 a 1 ld 9 as 4+
      exarch got +1 ws, bs, i, a and 3+ as

      old nemesis, outflank, skilled rider, battle trance

      heavy aspect armor, haywire lance. eldar jetbike

      may take up to 6 additional ones
      one may be a exarch
      the exarch may exchange his haywire lance for a

      powerweapon or starlance
      the exarch may take up to 2 powers
      monsterhunter
      disarm
      hit & run
      Was mir an Würfelglück mangelt, gleich ich durch das Würfelpech meiner Gegner wieder aus!
      von 3++ - Teil 2/2


      warpspiders: fast attack 95 points for 5
      ws 4 bs 4 s 3 t 3 w 1 i 5 a 1 ld 9 as 4+
      exarch got +1 ws, bs, i, a and 3+ as

      they are infantry with jet pack

      old nemesis, battle trance, fleet, hit & run

      heavy aspect armor, monothrower (may spelled wrong,

      sorry) warpjump generator.

      may take up to 5 additional spiders
      one may be a exarch
      he may exchange his monothrower for a twin linked one or

      mono - blaster
      he may get a pair of power blades
      he may take up to 2 powers:
      sniper vision
      fire hail
      assassin

      crimson hunters: fast attack 160 points for 1
      its a flyer
      bs 4 f 10 s 10 r 10 with 3 HP
      the exarch got +1 bs

      skyhunter, perfect shot, vector dancer

      2 laserlances, 1 pulsar.

      its only 1 flyer always, he may be upgraded to be a exarch
      he can exchance his both laserlances for starcannons
      he may take both powers:
      night vision
      sniper vision

      guardians: troops: 10 for 90 points
      ws 4 bs 4 s 3 t 3 w 1 i 5 a 1 ld 8 as 5+
      plattform : ws - bs - s - t 5 w 1 i - a - ld - as 3+
      old nemesis, battle trance, fleet.

      aramid armor, shuriken catapult
      plasma grenades

      may take up to 10 additional guardians
      for each 10 in the unit one can get a weapon platform:
      shuriken cannon
      haywire laser
      laserlance
      starcannon
      eldar rocketlauncher with plasma and starstrike rockets

      may take a serpent as Dedicated transport

      storm guardians: 90 points for 10 also troops
      ws 4 bs 4 s 3 t 3 w 1 i 5 a 1 ld 8 as 5+

      old nemesis, battletrance, fleet

      aramid armor, shuriken pistol, chainsword, plasma grenades.

      may take up to 10 additional
      up to 2 may exchange chainsword + pistol for
      flamer, fusionbeamer

      up to 2 (additional to the above) may exchange their

      chainsword for powerswords

      may take a serpent as transport

      war walkers: heavy support: 60 pts for one
      ws 4 bs 4 s 5 f 10 s 10 r 10 i 5 a 2 hp 2

      old nemesis, battletrance, scout, fleet

      2 shuriken cannons
      forcefield

      may take up to 2 additional ones
      each shuriken cannon may be exchanged for the

      following:
      laserlance
      haywire laser
      starcannon
      eldar rocketlauncher with plasma and starstrike rockets.

      may also buy additional anti air rockets.
      may take vehicle upgrades
      they got the 5+ invul. base. yes. they are open topped

      however (dont know if before just do it for you guys)

      windrider jetbike squadron: troops 51 points for 3
      ws 4 bs 4 s 3 t 4 w 1 i 5 a 1 ld 8 as 3+

      old nemesis, battle trance

      aramid armor, eldar jetbike

      may take up to 7 additional ones
      for each 3 in the unit one may exchange the twin linked

      shuriken catapult on the bikefor a shurken cannon

      support weapon platform battery: 30 points for 1 with 2

      guardians
      guadian: ws 4 bs 4 s 3 t 3 w 1 i 5 a 1 ld 8 as 5+
      platform got nothing except T 7 W 2 and a 3+ as

      special rules (only guardians) old nemesis, battle trance, fleet.

      guardians : aramid armor, shuriken catapult, plasma

      grenades

      platform : mono- weaver

      may take up 2 to additional platforms including guardians

      may exchange the mono- weaver for a
      (sorry prolly wrong translation here) infrasound cannon
      or a warpcannon

      vyper squadrons: fast attack 1 for 50 points

      bs 4 f 10 s 10 r 10 2 hp

      shuriken cannon, twin linked shuriken catapult

      may take 2 additional vypers.

      each vyper may echange the shuriken cannon for:
      starcannon
      laserlance
      haywire laser
      eldar rocketlauncher with plasma and starstrike rockets
      every vyper may exchange the twin linked shuriken

      catapult for a shuriken cannon
      may take vehicle upgrades

      fire prism: 125 for it
      bs 4 f 12 s 12 r 10 3 hp

      fire prism, twin linked shurikencatapult

      may exchange the shuriken catapult for a shuriken cannon
      may take vehicle upgrades

      falcon: heavy support (as fire prism) 125 points
      bs 4 f 12 s 12 r 10 3 hp

      pulsar, shuriken cannon, twin linked shuriken catapult.

      transport capacity : 6

      may exchange the shuriken cannon for :
      starcannon
      laserlance
      haywire laser
      eldar rocket launcher with plasma and starstrike rockets
      may exchange the twin linked shuriken catapult for a

      shuriken cannon
      may take vehicle equipment

      shadowweaver: (that wd one) 115 pts
      bs 4 f 12 s 12 r 10 3 hp

      mono- cannon
      twin linked shuriken catapult

      may exchange the twin linked catapult for shuriken cannon
      may take vehicle upgrades

      serpent: 115 points (dedicated transport)
      bs 4 f 12 s 12 r 10 3 hp

      twin linked shuriken cannon, twin linked shuriken catapult,

      serpent shield

      capacity : 12

      may exchange the tl shuriken cannon for:
      twin linked laserlance
      twin linked starcannon
      twin linked haywire laser
      twin linked eldar rocketlauncher with plasma and starstrike

      rockets.
      may exchange the tl shuriken catapult for a non twin linked

      shriken cannon

      may take vehicle upgrades

      harlequins: 5 for 90 pts (elite)
      harlequin: ws 5 bs 4 s 3 t 3 w 1 i 6 a 2 ld 9 as -
      deathjoker: ws 5 bs 4 s 3 t 3 w 1 i 6 a 2 ld 9 as -
      fateseer: ws 5 bs 4 s 3 t 3 w 1 i 6 a 2 ld 9 as -
      mastermime: ws 5 bs 4 s 3 t 3 w 1 i 6 a 3 ld 9 as -

      furious charge, fleet, hit & run

      shuriken pistol, cc weapon, harlequin belt, holocoat.

      may take additional 5 harlequins
      one may be a deathjoker exchanging the cc weapon and pistol for a screamer cannon
      one may be a mastermime exchanging the cc weapon for a harlequin whip. may exchange the whip for a powersword
      one may be a fateseer becoming psyker lv 1 and granting

      him hallucination grenades.
      each harlequin may exchange the CCW for a whip.
      up to 2 may exchange the pistol for a fusionpistol

      the fateseer is psyker level 1 and got only 1 power:
      veil of teirs: blessing.
      every enemy shooting on the fateseer and his unit has to roll 2d6 x 2 to see if they are within range. if they are not they cannot decide to shoot on a different target

      rangers: troops 60 points for 5
      ws 4 bs 4 s 3 t 3 w 1 i 5 a 1 ld 8 as 5+

      old nemesis, move through cover, infiltrate, battle trance,

      stealth, fleet.

      aramid armor, ranger sniperrifle, shuriken pistol. may take up to 5 additional rangers

      wraithlord (heavy support 120 pts
      ws 4 bs 4 s 8 t 8 w 3 i 4 a 3 ld 10 as 3+

      old nemesis, fearless

      2 shuriken catapults

      each shuriken catapult may be exchanged for flamers.

      may take a ghostglaive.
      may take up to 2 of the following:
      shurikencannon
      laserlance
      haywire laser
      starcannon
      eldar rocketlauncher with plasma and starstrike rockets

      wraithguard: 160 for 5
      ws 4 bs 4 s 5 t 6 w 1 i 5 a 1 ld 10 as 3+

      old nemesis, fearless, bulky

      phantombeamer (sp)
      up to 5 additional ones
      the whole unit may exchange the beamers for

      warpscythes
      the unit may take a serpent

      wraithblades: also elite 160 base for 5
      ws 4 bs 4 s 5 t 6 w 1 i 5 a 1 ld 10 as 3+

      old nemesis, fearless, bulky

      2 ghostblades

      may take up to 5 additional
      the unit may exchange the ghost blades for ghost axe and

      forceshield

      may take a serpent

      (you can give those fucks with a seer in it a 2+ armor

      save.. just saying... but psychic powers come later )

      wraithknight (you guys been waiting? ) heavy support 240

      points
      ws 4 bs 4 s 10 t 8 w 6 i 5 a 4 ld 10 as 3+
      monstrous creature with jumppack

      old nemesis, fearless

      2 heavy phantombeamer

      may exchange both beamer for:
      ghostglaive and scattershield
      suncannon and scattershield

      may take up to 2 of the following (in any combination):
      shuriken cannon
      haywire laser
      starcannon

      sumach wraithhunter: fast attack : 185 pts

      bs 4 f 10 s 10 r 10 3 hp

      psyker level 1, psyker crew, vector dancer

      he always comes with the terrify psychic power (telepathy)

      no roll allowed

      2 heavy warpscythes, ghostbreaker, soulstones.

      striking scorpions: elite : 85 points for 5
      ws 4 bs 4 s 3 t 3 w 1 i 5 a 1 ld 9 3+ as
      exarch : +1 ws, bs, i and a
      old nemesis, move through cover infiltrate, battle trance,

      stealth, fleet

      heavy aspect armor, shuriken pistol, plasma grenades,

      scorpion sword, mandiblasters

      may take up to 5 additional
      one may be a exarch
      may replace the pistol for scorpion scissors
      may replace the sword for ripping blade
      may replace the pistol and the sword for a

      scorpionscimiat (sp)
      may take 2 powers:
      monster hunter
      assassin
      crushing blow

      may take a serpent

      banshees: elite 75 points for 5
      ws 4 bs 4 s 3 t 3 w 1 i 5 a 1 ld 9 4+ as
      exarch +1 ws, bs, i a and 3+ as
      acrobatic, old nemesis, battle trance, fleet

      aspect armor, heavy aspect armor (exarch), shuriken

      pistol, power sword, banshee mask

      may take up to 5 additional ones

      one may be a exarch
      may exchange the powersword for:
      triskele or deathblade
      the exarch may exchange the pistol and power sword for

      2 mirror blades
      she may take up to 2 powers:
      fear
      disarm
      shield of grace

      may take a serpent

      asurmen: 220 pts

      old nemesis, eternal warrior, fearless, counter attack, hand

      of asuryan, battle trance, fleet, independent character

      exarch powers:
      battle luck and shield of grace

      phoenix armor, twin linked hunting catapult

      hand of asuryan: if you play him he always has to be the

      warlord... he rolls d3 times on the warlord chart. rerolling

      doubles. holy cow o.o

      relic: sword of asur: s +1 ap 2 master crafted, soulcut (for

      each failed save by this blade the enemy has to make a ld

      test. if he fails, instant death)

      karandras: 230 points
      ws 7 bs 7 s 4 t 4 w 3 i 7 a 4 ld 10 as 2+

      old nemesis, move through cover, eternal warrior,

      fearless, infiltrate, battle trance, night vision, fleet,

      shrouded (o.o) independent character

      phoenix armor, scorpion sword, scorpion scissors,

      plasma grenades.

      exarch powers: assassin, monster hunter

      warlord trait: the 1st one. always

      his relic, sting of the scorpion: in cc at iniatiative step 10

      he causes a single automatic hit at strength 6 on a enemy

      in base contact. if he is within a challenge the hit has to go

      to the challenger. nothing else.

      jain zar: 200 pts
      ws 7 bs 7 s 4 t 4 w 3 i 7 a 4 ld 10 as 2+

      acrobatic (counter attack for exarch and unit) old nemesis,

      eternal warrior, fearless, battle trance, fleet, independent

      character.

      phoenix armor.

      exarch powers: fear, disarm

      relicts:
      silent death:
      shooting 12" s user ap 2 assault 4
      close combat: s user ap 2 melee.

      blade of destruction:
      s user ap 2 melee, rending

      mask of jain zar: if jain zar assaults the WS and initiative of

      every enemy in the close combat is reduced by 5

      (minimum 1)

      always comes with the 3rd warlord trait


      fuegan: 220 pts

      ws 7 bs 7 s 4 t 4 w 3 i 7 a 4 ld 10 as 2+

      old nemesis, eternal warrior, fearless, battle trance, fleet,

      independent character, unbreakable resolve, feel no pain.

      phoenix armor, fire pike, melta bombs

      exarch powers: fire hail, crushing blow

      relic axe of fire: s user ap 1 melee, armourbane

      unbreakable resolve: on the end of each phase in which

      fuegan lost a wound his S and his A increase by 1 for

      each lost wound. last until the end of the game.

      always comes with the 5th warlord power.

      maugan ra
      ws 7 bs 7 s 4 t 4 w 3 i 7 a 4 ld 10 as 2+

      old nemesis, eternal warrior, fearless, hatred (chaos

      daemons) battle trance, fleet, independent character, relentless phoenix armor

      exarch powers: night vision, fire hail, sniper vision

      relic : maugetar: 36" s 6 ap 5 assault 4 rending, pinning
      in close combat : s +2 ap 3 melee

      always has the 5th warlord trait

      baharroth: 195

      ws 7 bs 7 s 4 t 4 w 3 i 7 a 4 ld 10 as 2+

      old nemesis, uprise, messenger of victory, eternal warrior,

      fearless, battle trance, fleet, night vision, shining sun,

      independent character

      phoenix armor, falcon claws, haywire mines, plasma

      grenades, falcon grenadelauncher, falcon wings.

      exarch powers: battle luck, hit & run

      shinging sun: every enemy that is within 6" when baharroth

      deepstrikes count as having been hit by a weapon with the

      blind special rune.

      relic : shinging blade: s user ap 3 melee, blinding.

      always has the 3rd warlord trait

      eldrad: 205
      ws 5 bs 5 s 3 t 4 w 3 i 5 a 1 ld 10 as -

      old nemesis, the path beyond, battle trance, psyker level

      4, fleet, independent character.

      psychic powers : runes of fate, telepathy and divination

      shurken pistol, hagun zar, ghost helm, runes of protection,

      runes of clarity.

      relics:
      armor of the last runes:
      3+ invul

      staff of ulthamar: s user ap 3 melee, lifebane, force weapon, soubound

      soulbound: whenever eldrad passes a psychic tests he rolls a d6 on a 5+ he gains 1 warpcharge.

      path beyond: after both sides have deployed but before

      scouting moves are made you may redeploy d3+1 units.

      you cannot switch from on the table in reserve or from reserve on the board

      always comes with the 2nd warlord trait

      i will skip ilic however. i want one thing for you to see for yourself

      however if you play him you can make rangers to pathfinders for +13 pts per model. granting precision shots on 5+ and shrouded. (in addition to stealth)

      and no you dont need anything to play a seer council, they are just 1 unit per primary detatchment

      mono-blaster : 18" s 6 ap 1 rapid fire, monofilament, pinning
      mono- catapult : 12" s 6 ap - assault 2 monofilament
      mono- weaver: 48" s 6 ap 6, heavy 1 small blast, monofilament, barrage.
      mono-cannon:
      scattered: 48" s 7 ap 6 heavy 1 larg blast, monofilament, pinning, barrage
      concentrated: flame s 7 ap 6 heavy 1 monofilament, torrent.

      monofilmanet: if the targeted unit has initiative 3 or less (or nothing) the strength of the weapon counts as beeing one point higher. on a wound roll of 6 thiw weapon wounds automatically and counts as ap 1
      units with mixed initiative use the highest initiative.

      orkan rocketlauncher:
      36" s 4 ap 3 heavy 2 small blast, barrage.

      fire prism:
      scattered: 60" s 5 ap 3 heavy 1 large blast
      concentrated: 60" s 7 ap 2 heavy 1 small blast
      lance mode : 60" s 9 ap 1 heavy 1 lance

      ranger rifle: 36" sx ap 6 heavy 1 sniper

      shuriken pistol : 12" s 4 ap 5 pistol, shurikenstorm
      shuriken catalpult : 12" s 4 ap 5 assault 2 shurikenstorm
      huntinc catapult : 18" s 4 ap 5 assault 2 shurikenstorm
      shurken cannon : 24" s 6 ap 5 assault 3 shurikenstorm
      screamer cannon : 24" s 6 ap 5 assault 3 pinning, shurikenstorm

      shurikenstorm : to wound rolls of 6 count as automatically wounded with ap 2

      scorpion saber (the exchangeable weapon for pistol and sword):
      shooting: 12" s 4 ap 5 assault 2, shurikenstorm
      melee: s+1 ap 5 melee, rending.

      scorpion scissiors:
      shooting: 12" s 4 ap 5 assault 2 shurikenstorm
      melee: sx2 ap 2 melee (not unwieldly)

      starcannon : 36" s 6 ap 2 heavy 2
      suncannon: 48" s 6 ap 2 heavy 3 small blasts

      star lance:
      shooting: 6" s 8 ap 2 assault 1 lance
      melee: s 8 ap 2 melee, impact, lance

      triskele:
      shooting: 12" s 3 ap 3 assault 3
      melee: s user ap 3 melee

      warpscythe: flamer s 4 ap 2 assault 1 warprift
      heavy warpscythe: 18" s 4 ap 2 assault 1 small blast, warprift
      phantom beamer: 12" s 10 ap 2 assault 1 warprift
      warpcannon: 24" s 10 ap 2 heavy 1 small blast warprift
      heavy phantombeamer( or wraithbeamer) 36" s 10 ap 2 assault 1 warprift

      warprift not vehicle units get automatically wounded on a to wound roll of 6 and also causes instant death. against vehicles every penetration roll of 6 is a penetrating hit.

      asuryans sword: s user ap 2 melee, soulcut:

      for each unsaved wound caused by it the model has to pass a ld test or gets removed from play.

      energy blades: 2 weapons: s user ap 3 melee

      ghost axe: s +2 ap 2 melee, unwieldly
      ghost glaive: s +1 ap 2 melee, master crafted
      ghost sword: s +1 ap 3 melee

      harlequin whip : s user ap - melee, rending

      ripping blade: s +2 ap 4 melee, two handed

      runespear:
      shooting: 12" s 9 ap - assault 1 fleshbane
      melee: s user ap - melee, lifebane, armourbane

      scorpion sword: s +1 ap 6, melee

      mirror blades: 2 weapons: s user ap 3 melee, mastercrafted

      deathblade: s
      s +2 ap 2 melee, two handed

      seer staff: s user ap - melee, lifebane, armourbane, soulblaze

      Relics
      relics:

      broken piece of anaris:
      s +2 ap - melee, rending, vauls work

      vauls work : the user of the weapon has the fearless rule. in a challenge attacks made with this weapon have the fleshbane and instant death special rules

      faolchus wing:

      a model with faolchus wing may decide in its shooting phase to run 48", if it does so it may not shoot , attack or cast psychic powers, the model may reroll failed coversaves until the beginning of the next phase (why do i think about the flash here....)

      fireblade:

      s+1 ap 3 melee, soulblaze, conflagration

      conflagration: if the soulblaze special rule of this blade causes a unsaved wound roll a d6 for every unith within 6" of that unit (friend and foe). if you roll a 6 the unit gets hit by soulblaze aswell.

      hunting rifle of uldanoreth
      120" s x ap 3 heavy 1 sniper.

      mantle of the laughing god:
      the user loses the independent character special rule but gains stealth, shrouded, hit & run and can reroll failed cover saves

      phoenix jewel:
      only one use. before the user of the jewel gets taken off the board as casuality roll a d6. on 1 nothing happens, on a 2+ center the last blast template of the user. every unit hit by the template, friend andf oe suffer as many s4 ap 6 hits as they got models in the unit. if at least one unsaved wound was caused, the user does not get removed from the table but remains in play with 1 remaining wound.

      soulstone of anath'lan

      every time the user of the soulstone tryies to cast a psychic power he may decide to reduce the warpcharge cost of the psychic power by 1 (minimum 1). if he does so he cannot use his rune armor until the rest of his turn. (not bad actually. since you got the invul back at the enemy turn)

      okay last thing: psychic powers:

      runes of battle: each power has 2 effects. one for you and one for the enemy

      primary:
      either : blessing: the psyker and his unit have the shrouded special rule
      or : a enemy unit within 18" loses the shrouded special rule

      1.
      either : witchfire: flamer s 5 ap 4 assault 1 soulblaze
      or: blessing: heals a lost wound on a model in a unit within 18", cannot restore dead models.

      2.
      either: blessing: the psyker and his unit have the fearless special rule
      or: malediction: a enemy unit within 18" reduces its LD by -3

      3.
      either: blessing: the psyker and his unit have +1 ws and I
      or : malediction: a enemy unit within 18" have -1 ws and I

      4.
      either: blessing: the psyker and his unit increase their armorsave by 1 (yes. 2+ armor for wraithguard/blades!!)
      or: a enemy unit within 18" reduces its armorsave by 1 (terminators get powerarmor, lol)

      5.
      either: blessing: the psyker and his unit run additional 3"
      or: malediction: a enemy unit within 18" cannot run

      6.
      either: blessing: the psyker and his unit have +1 S
      or: malediction: a enemy unit within 18" has -1 S

      next up, runes of fate

      primary:
      blessing: friendly unit within 24" may reroll failed to hit rolls

      1.
      focused witchfire: 24" a enemy model suffers 3 hits with the strength of the runeprophet and the special rule lifebane.
      if a model gets killed by this targets another model with 2 hits. if one gets killed by that, the last one gets hit 1 time.

      2.
      malediction: 24" range, if the target is a non vehicle unit all failed to wound rolls may be rerolled against the target. if the target is a vehicle every attack against it can reroll failed armor pen rolls

      3.
      witchfire: 24" s 3 ap - assault 1 larg blast, haywire, lifebane, pinning

      4.
      blessing: the runeprophet gains d3+2 token. at the ending of each phase the runeprophet has to roll a d6. on a 1-3 one token gets removed. on a 4+ nothing happens until the end of the next phase.
      as long as the runeprophet has at least one token his stats get increased by:
      WS, BS, I +5 and attacks +2. he also gains the rampage and fearless special rules.

      if the runeprophet loses the last marker or the game ends he is removed as a casuality.
      (this isnt even my final form!)

      5.
      blessing: a friendly unit within 24" may reroll all failed saves

      6.
      focused witchfire: 24"
      the runeprophet and the target both roll a d6 and add their ld.

      if the target result is higher, the runeprophets WS and BS gets reduced to 1.

      if the result is equal the target model reduces its WS and BS to 1.

      if the runeprophets result is higher the target suffers as many wounds as there was a difference in the result. in addition WS and BS gets reduced to 1. no armor or coversaves allowed.
      Was mir an Würfelglück mangelt, gleich ich durch das Würfelpech meiner Gegner wieder aus!
      das sie bf 4 jetzt alle haben wird sie ordentlich boosten. die psikräfte dazu sind auch nicht so schlecht, aber unterm strich (und wir sind in einer beschuss edition) ist BF4 wirklich übel...
      GW-Regeln sind nicht immer gerecht, dafür aber meist schlecht gebalanced.

      1.) Das KG 4 BF 4 bei den Guardians glaub ich nicht.
      Base Statlines greift GW nicht an (Ausnahme Necron Warriors Rüstung)
      Guardians sind die "Miliz" der Eldar ..


      2.) Rangers: troops 60 points for 5
      ws 4 bs 4 s 3 t 3 w 1 i 5 a 1 ld 8 as 5+

      7 Punkte weniger für Ranger ? und WS +1 dazu ?

      Auch unglaubwürdig ..
      NO MO WALKIN´ DER BLOG - JETZT!
      I killed Riddick at the ÖMS'10 with a simple Frag Grenade 8o
      Heiliger Cleaner hilf !
      WOW 40K Crew Member

      The Crozius is the Imperium in a nutshell:
      pitiless authority, unquestioning zeal, and half understood technology
      encased within the form of a beatin' stick.
      ranger waren echt nicht gut (vgl. dazu die punkte von halblingen), und ich hab sie nur genommen, weil mir die modelle so gefallen haben.

      und der quelle würd ich trauen - angeblich handelt es sich um einen freund eines mitarbeiters von GW in deutschland. daher auch die teils sehr kruden übersetzungen ins englische: z.B. statt "Reaper" heißten die schwarzen khaindare bei ihm "black khaindars", die "wichtblade", heißt wie im deutschen auf einmal "hagun zar" etc.

      sicher is KG 4 und BF 4 ungewohnt, doch anders wärs auch nicht möglich einen punktkostenanstieg von 8 auf 9 zu rechtfertigen. und dass sie den fluff ändern (wie bei necrons), das is anscheinend auch bei eldar am kommen :)

      ich freu mich auf jedenfall auf meine BF4 fahrzeuge und gardisten-betriebenen dingsis. der tau-gegner von mir hat mich bisher immer zerschossen wie's nur geht mit seinem: "oh, deine gardisten stehen in deckung - dann halt marker drauf, du hast keine deckung mehr. oh, deine gardisten haben nur 12", schade, meine feuerkrieger haben das 3-fache an range. oh, deine gardisten haben W3, meine pulsgewehre haben S5". jetz kann ich endlich bissl besser zrückschießen mit BF4-impulslasern :P
      Was mir an Würfelglück mangelt, gleich ich durch das Würfelpech meiner Gegner wieder aus!

      Dieser Beitrag wurde bereits 2 mal editiert, zuletzt von „tom0184“ ()

      Original von grossa grüna
      das sie bf 4 jetzt alle haben wird sie ordentlich boosten. die psikräfte dazu sind auch nicht so schlecht, aber unterm strich (und wir sind in einer beschuss edition) ist BF4 wirklich übel...


      I like :)

      @Ranger
      Fand die als Weltenwanderer vor dem ganzen deckungsignorierenden Gespame ganz gut.(Im Vergleich zum anderen Kern)

      @tom
      Gerade letzte Woche gegen Tau gespielt und mit unseren 36" Kampfläufern geht da schon noch was. Eldrad dazu ist halt wichtig und die Späher primär rauszunehmen.

      Der Tau hat 1-2 Aufstellungsschnitzer gemacht, so konnte ich ihm mit dem alten Dex noch ganz gut einheizen. Freu mich schon auf den Neuen.
      "Unser ist der Zorn"
      gehen...gegangen ist immer noch was, die frage ist halt wie gut es jetzt wird, aber dazu müsste man die punktekosten für die waffen haben ;)
      der neue rat der seher wird auf jeden fall heftig werden :)
      GW-Regeln sind nicht immer gerecht, dafür aber meist schlecht gebalanced.

      Beides nicht so unrealistisch, Punkte wurden ja auch auf 9 angehoben und auch Stats wurden schon verschoben.

      Die Ranger um 7 Punkte günstiger ist ebenfalls denkbar da das WW Upgrade nur mehr über ein SC funktioniert und ich (hier) nirgendwo Sonderregeln für das Eldar SSG finde, womit auch 6er to hit = DS1 wegfallen dürfte (gerade das war zusammen mit den SSG regeln eigentlich wirklich gut)

      Die Exarchefähigkeiten sind halt wiedermal extrem dämlich.
      Ja, meine Warpspiders brauchen unbedingt einen Exarchen mit nahkampfkräften, genauso wie der Feuerdrachenexarch unglaublich von +1S profitiert.

      Dieser Beitrag wurde bereits 1 mal editiert, zuletzt von „Charon“ ()

      danke für die Gerüchtzusammenfassung!

      BF 4 bei Eldar finde ich den richtigen Schritt ... mit den Shurikensturm aka Rüstungsbrechend Regeln sind die Gardisten jetzt richtig gut ... plötzlich so elitär wie Weltenschiff-Eldar sein sollen =)

      Die Scharfschützen sind gleich wie vorher (Rüstungsbrechend ist bei der Scharfschützensonderregel aus dem Regelbuch dabei ;) ) ... 7 Punkte Reduktion finde ich heftig ... doch sie können auch kaum mehr als andere Scharfschützen ...
      nur die Weltenwanderer sind jetzt weg ... bzw. nur mit besonderem Char möglich

      ich finde die Exarchenfähigkeiten super ... und man muss sie ja nich nehmen wenn man sie Sinnlos findet ^^
      mir gefällt besonders die Disarm und Assassin Sonderregel :D
      bekennender (und in einer Schublade hausender) GW-Fanboy!
      disarm ist nett, aber in der praxis denk ich einfach zu schwer anwendbar (bzw auch glücksabhängig) bzw gibts da besseres wie mir scheint
      und zu den gardisten...würd mich trotzdem wundern wenn man die jetzt auf einmal zu hauf sieht, vl 2x10 mit aegis (was immer noch 2x10 mehr ist als bis dato)...die 12" reichweite sind halt eher mäh
      GW-Regeln sind nicht immer gerecht, dafür aber meist schlecht gebalanced.

      Die Scharfschützen sind gleich wie vorher (Rüstungsbrechend ist bei der Scharfschützensonderregel aus dem Regelbuch dabei ;) ) ... 7 Punkte Reduktion finde ich heftig ... doch sie können auch kaum mehr als andere Scharfschützen ...


      Lesen lernen.
      Sniper = Rüstungsbrechend bei Verwundungswurf von 6
      Eldar sniper = DS 1 bei TREFFER von 6
      Vorher gab es beides in Kombination.