Spiders and Hawks still have no real role, Falcons are horribly outclassed by Prisms and Vypers still drop like flies at the slightest sneeze.
This of course assumes that there aren't going to be any major changes to the core Eldar rules changing the Shuriken catapult, race specific rules etc which would force everything else to change around them.
Basically every unit in the Eldar army has and needs a role which requires someone to go through unit by unit working out what each needs to be able to do and how to do it. Tri wrote: Falcon - decrease points by 10 points - decrease scatter laser by 5 points - decrease bright lance by 10 points - decrease star cannon by 5 points - decrease holo fields by 5 points - decrease vectored engines by 5 points Also make this a fast attack choice even with these reductions there's heavy choices which are much better value.
Just make a Falcon a Dedicated Transport option in addition to being a heavy choice. The only reason to take one as a heavy is for a small unit that doesn't have a dedicated transport option built in. Give Heavy Weapons Platforms some form of sighting protection like forcing night fight checks to target them.
They will still die at short ranges easily but not be point "death-wish" choices for the eldar. Maybe this is what conceal could turn into for warlocks Powerguy wrote: As far as psychic powers go, Eldar should be as powerful if not more so than Marines and at the very least I would expect a couple more powers added.
Powerguy wrote: Retinue for the Autarch doesn't really make sense, probably better to just make him boost the skills of any unit he is with maybe only guardians though. Powerguy wrote: I would also like to see another transport, something similar to the old Harliequin transport, based off a Vyper chassis and could transport 6 can't remember what it was called.
Powerguy wrote: So yeah on the whole I like it but its mostly just making minor changes to everything rather than the more drastic changes needed for some of the units which are currently useless or not worth taking, the changes often don't address the underlying flaws in the unit.
Powerguy wrote: This of course assumes that there aren't going to be any major changes to the core Eldar rules changing the Shuriken catapult, race specific rules etc which would force everything else to change around them. Schepp himself wrote: Tri wrote: Falcon - decrease points by 10 points - decrease scatter laser by 5 points - decrease bright lance by 10 points - decrease star cannon by 5 points - decrease holo fields by 5 points - decrease vectored engines by 5 points Also make this a fast attack choice even with these reductions there's heavy choices which are much better value.
I'd make Eldar generally better at using psychic powers. After all, they are the psychic race, bested only by Tzeentchian daemons. These are Space Elves who've been around since humans were monkeys, and they can't best Gateway of Infinity? All of these changes are absurd. Eldar players truly are the whiniest of the bunch. The only thing I can agree with is decreasing the cost of waveserpents a little.
Went digging through my old posts, and guess what? Cheese Elemental wrote: I'd make Eldar generally better at using psychic powers. Personally i think a simple switch to fast attack is best. If you add to the tank your going to have to increase the price. The biggest nerf that falcons got was that deflective weapons became Strength 4. If they were still Strength 6 I think the falcon might still have a place as a in heavy support. Hm, a few things: - Shining Spears squadsize up to 10 - Autarch maybe able to take exarch weaponry?
Or exarch powers. Anyway, he needs some more customization. I dunno, Eldar are already pretty powerful. Alot of this stuff would make them incredibly broken. I mean where are any of the downsides? Some points go up but not alot. The Avitar is already amazing for points. His only downside is that he is slow. If anything he should be more costly or worse IMO. The Farseer getting more powerful and cheaper in cost?
Again, the seer is pretty amazing. A kitted out one on foot runs around points but the impact on the game if used correctly far exceeds that. Banshees and Scorpions getting more attacks for their cost is too much. They would have 3 attacks base 4 on a charge. If anything there just needs to be a way to take them as troops if you take an Autrarch of a certain type. When you look at the Crack shot for the whole squad it just seems ungodly.
Ignore cover and re roll wounds for all meltas in there? You might as well just wipe off anything they shoot at now. Not alot of points in the grand scheme of things. The Wraithguard maybe. I'd say 2 wounds would be legit.
Or the dropping 5 points. Not both though. The strength 4 for the leader The auto fall back I dunno about. I'd be ok with the Wave Serpent costing less if it lost the energy shield on the side armor. As it stands I feel it is about appropriately costed for how damn hard it is to kill and the speed of the thing. The weapons costing less I'd be cool with. The DA 's stuff is ok. Really they aren't a CC squad so it's kinda a moot point. If anything these guys should go down in cost by a point or 2.
The Rangers seem fair. The Guardians as well. As for the Hawks I dunno. I think assault 10 is a bit much. The gernade pack is pretty cool too. Viper changes fine it needs help. The Reapers shouldn't get the Crack for the whole squad. He has T8. Falcon changes fine. Overall, I don't see much of a problem with the Eldar codex aside from the troop choices. The rest of the codex is pretty strong save a few units that could use some point tweaking I think the Falcon, Viper, Hawks come to mind.
The Autrarch should be a more focused choice but allow you to take a corresponding unit then as troops. The DA 's need to go down in points a bit. Other than that I don't think Eldar need these changes.
Alot of the stuff you posted would make them just overpowered and broken. I think all their stats should be 10, and all the models only cost one point. Schepp himself wrote: number9dream wrote: Hm, a few things: - Shining Spears squadsize up to 10 - Autarch maybe able to take exarch weaponry? Schepp himself wrote: Powerguy wrote: So yeah on the whole I like it but its mostly just making minor changes to everything rather than the more drastic changes needed for some of the units which are currently useless or not worth taking, the changes often don't address the underlying flaws in the unit.
I completely agree about the DA exarch Trust mathematics not Murphy's law. Updated some stuff. Keep the ideas coming please! Greets Schepp himself. The waveserpent needs some help. For years the arguement has been that the serpent doesnt cost too much because it is a fast transport, and its the best transport in the game. So take it as you will. This was posted on reddit or somewhere else as well, but does not seem to still be there.
There are new Guardian models, running with elongated back antennas and flowing clothes. Plethora of options: different sleeker rifles, dual pistols in the same style, chainswords. Leader has coat. New Rangers: harlequinesque hoods, close combat weapons in addition to rifles, elongated antennas.
Leader model has chainsword klaive. Karandras: Slightly crouching on top of ruins. The claw is even smaller than the old version, but the chainsword is massive. The segmentation of the scorpion helm is similar to the drukhari armour style, but the rest is craftworld style with these yellow scorpion bars, except that karandras is in a very dark green and the bars are bone colored. Similar to the old model, but helmet is more layered-samurai-like and he stands on a huge column with a relief of battling eldar.
Howling banshee: jumping in mid air, cloaked with flowing strips not unlike spectres but horizontally, glaive. New Warp spiders: high heads with multiple eyes. Smaller backpack with web effect. Smaller sleeker weapon, held by two additional mechanical arms. Phoenix Lord has four additional mechanical arms and is held by two of them on a web of wraithbone in a monklike pose. New Vypers: larger jetbike canopy with standard jetbike middle section and rider.
There is a variant with wraithbonetendrils held by lightning between the sides instead of the weapon, rider has hammer and blindfold. New Shining Spears: standard jetbikes with underslung smaller canopy that bends on one side upwards to shield the rider, very short wings, but huge hair tail from rear, rider has multilayered plates like water ripples, knightly helmet with huge antlers, laserlances. There is a variant without the additional, upside-down canopy with Guardian helmets, axes, larger wings in the form of the Avatar helmet.
Diorama: vyper and two jetbikes with axes in V formation balances on tree stump, falling leaves with turbulences from the jetbikes makes this very dynamic. The trio is connected with cables and they pull a mini webway portal. The latter has a new leader Hierarch with a pet bird, though. There are two Avatar pictures, probably Forgeworld conversions, one with an axe and a blood weeping Horus mask. Some suggest that it is the protective hand of the Laughing god; others whisper that the dark power of She Who Thirsts suffuses the Solitaire due to the role he plays in the great Dance Without End.
Whatever the source, the protection is undeniable. Any unit shooting at a Solitaire must re-roll all successful To Hit rolls, and may not re-roll any failed To Hit rolls for any reason.
On any To Wound roll of 6, it also ignores Invulnerable Saves and any unsaved Wounds inflict D3 Wounds on the affected model rather than just 1. Aspis Much of the Webway cannot be traversed by large vehicles, such as the Falcons and Wave Serpents used as transports by the craftworld Eldar, and so the Harlequins make wide use of the Aspis.
The Aspis is a modified version of the Vyper war machine used by craftworld Eldar, incorporating an open transport deck instead of a gun cradle. Aspis BS 4 Such is the skill of every Harlequin that the small numbers of warriors that can be transported by this vehicle is still enough to overcome enemy units many times their size.
The Aspis are usually piloted by the most accomplished Harlequin Jetbikers, who are able to skillfully maneuver these agile craft even under the most hostile conditions imaginable.
These strange devices scatter conflicting images of the vehicle over a wide area, dispersing more the faster that it moves and making it nearly impossible to determine its true location. A vehicle with a jigsaw field is entitled to a cover save based on what speed it moved during its most recent movement phase. See the table below.
This cover save cannot be combined with a cover saved granted by the vehicle being an obscured target. If an Aspis equipped with vectored engines would crash due to being immobilised, it instead makes a forced landing as if it had not moved that turn. Mockingbird In his travels the Laughing God had, before the Fall, often in his company of a strange mockingbird, its plume like fire and gold, which was a prankster and a jester just like him.
Mockingbird BS 4 Even though this creature was lost to him during the Fall, along with all other such companions, the spirit of the Mockingbird, with its shrill cry that disrupted and disoriented any foe the Laughing God would encounter is still with the Harlequins today.
Mounted on the chassis of a vyper a battery of vibrocannons literally sing apart the opposition. In battle, the cannon is used to create a devastating sonic dissonance that is capable of shaking apart or flattening nearly anything standing in its path. When firing the sonic cannon, roll to hit three times. Any unit which the line passes through suffers D6 hits.
They know many secret paths hidden from other Eldar. They sometimes make use of portable devices capable of creating a temporary portal between the Webway and the material universe.
The Harlequins usually give these devices to small, stealthy or swift-moving troupes who make their way behind enemy lines and deploy the temporary portal. This allows a larger contingent of Harlequins to strike from an unexpected direction, often catching the enemy by surprise at suddenness of their attack. At the start of the game, before rolling to determine who will take the first Turn, you must designate a single model who will carry the Webway Portal.
This can be any non-vehicle model in the army other than a Marionette. No model may carry more than one Webway Portal. The portal counts as impassable terrain and cannot be destroyed.
After activation, the bearer may freely move away, leaving the portal in place. If you have a webway portal in your army, you may keep units in reserve, regardless of mission being played. Vehicles may not enter play via the portal. Once per game, each Webway Portal may be activated by the model carrying it instead of firing. Place a small Blast Marker in base contact with the model. He 16 Marionette The Marionette is a strange wraithbone construct that is sometimes seen amongst the ranks of the Harlequins.
Resembling the more common Wraithlords utilised by the craftworld Eldar, the Marionettes eschew the heaviest weaponry. Rather, they rely on their holo-fields to protect them as they quickly close with the enemy, cutting them down with grace and skill rivaling the Harlequins themselves.
The powerful electromagnetic burst is equally capable of arcing through even heavily armoured infantry with devastating results. Then roll a further D6. On a 1, nothing happens. On a , the vehicle takes a glancing hit.
On a 6, it takes a penetrating hit. Nightweaver: The nightweaver, a weapon unique to the Marionette, is a miniature version of the shadow weaver support weapons used by the craftworld Eldar. It unleashes a small cloud of razor-sharp monofilament wire which slices through the flesh and bones of the targets as they struggle to free themselves.
It allows the Marionette to re-roll failed rolls to hit in close combat. Kiramsuith He Who Dances Within the Fire The Great Harlequins are greatly celebrated for their prowess in battle as well as their grace and skill in the performances of the Harlequin Troupes. Highly individualistic as a rule, no two Great Harlequins fight or dance in quite the same way. However, even among their enigmatic number, their is spoken one name who is even more unique in his approach to both warfare and the performing arts.
The only living Great Harlequin known to perform the ancient and hazardous Dance of the Blazing Wyrm, his portayal of the great dragon of Eldar myth is legendary. Equally renowned are his exploits on the battlefield, as he is known to seek out the largest and most dangerous targets and set them ablaze or destroy them in great conflagrations.
The mask grants Kiramsuith the Eternal Warrior special rule. In addition, it allows the wearer to fire during the Shooting Phase as though he were carrying a flamer.
Emberflails: Kiramsuith carries a matched pair of weapons known as the Emberflails. Each Emberflail takes the form of a long, sinuous cord of what appears to be free flowing magma, tipped with a bright ember of pure heat. The Emberflails are treated as a pair of power weapons. In addition, all enemy models in base contact with Kiramsuith during the Assault Phase must re-roll all successful To Hit rolls. If the model has a rule which allows it to re-roll misses, these two rules will cancel each other out.
To create such a device involves a long, painstaking process requiring many long hours of arduous concentration and not a small degree of risk — which is why he usually only bears a single example. The Heart of the Dragon may only be used once per battle. If Kiramsuith is in base contact with an enemy vehicle, the Heart of the Dragon may be used during the Assault Phase as a type of grenade.
This attack hits automatically — no To Hit roll is ever required. For armour penetration, roll 3D6 — discarding the lowest — and add 8 to the total. Alternatively, the Heart of the Dragon may be used during the Shooting Phase with the following profile. Before removing Kiramsuith from play, roll a D6. On a roll of 1, 2 or 3, nothing happens. On a roll of 4, 5 or 6, place the large blast marker over Kiramsuith and resolve the attack with the profile given above.
No unit may be moved outside of its deployment zone. She may use two of her psychic powers each turn, but may not use the same psychic power twice in the same turn. Alternatively, she may use all three of her psychic powers in a turn, but if she does so, she may not Move, Shoot, Run or Assault during that turn.
Skin Rune Pouch: This is said to be the very pouch that once belonged to the Eldar goddess Morai-heg, and legend tells that the fate of all creatures is held within. Whether this is mere superstition or if it has some basis in the truth is not clearly understood. Enemy units must take this test on 3D6 due to the sudden shock of such a revelation.
If the test is failed, the unit immediately begins falling back. If the test is passed, the unit gains the Stubborn Universal Special Rule for the remainder of the game.
All hits caused upon that unit gain a re-roll to wound until the start of the next Harlequin turn. This unit re-rolls any failed saves it makes until the start of the next Eldar turn. This unit gains 2D6 re-rolls that it may use for any dice rolls made by the unit i. Any unused re-rolls are lost at the start of the next Harlequin turn. One of the most distinctive of these strange specialists is known as Jocu'lari - the Blade Juggler.
In battle, he leads his Troupe in the seemingly random steps of this lively art, causing tremendous confusion amongst the enemy allowing the Harlequins to more easily control the ebb and flow of the engagement. He must be placed in base-to-base contact with the enemy and remain in coherency with his unit. He fights with these blades as part of his blade juggling art form, their flashing edges distracting his enemies and allowing him to strike swiftly from unexpected angles.
The juggling blades are treated as a pair of weapons. These bonus attacks will not additional bonus attacks. Rending of 6 he a bonus generate The Dance Without End Hrythar had seen a Harlequin troupe only once before - as a child several decades ago - but now he had been chosen as lavair to welcome the Masque of the Dance Without End to the Saim Hann craftworld. He fought down tension as the warpgate opened and two dozen figures stepped out of the shifting, coruscating colours. It was said that Harlequins could smell fear, and as the spokesman for his craftworld, it was not seemly to show any.
The newcomers' appearance certainly lived up to the stories. Three little knots of troupers each manhandled a trunk like a garishly coloured coffin, which hovered just above the deck on suspensors. Three skullmasked margorach Death Jesters glided forward with their great reapers and brightlances on their backs, moving automatically towards the chamber's cardinal defence points.
Four esdain Shadowseers strolled forward in a group, their masks bobbing in an animated discussion that had evidently begun on the other side of the warpgate.
The ardathair, the Great Harlequin who played the Laughing god in the masque, emerged last, the fixed ironic half-smile on its mask seeming to comment on what had come before.
It was a statement, not a question. Hrythar struggled to seem relaxed and slightly offhand as courtesy demanded. Inclining his head to the Great Harlequin, he turned to lead the Harlequins to the quarters set aside for them. Even though he concentrated on his movements as he walked, beside their fluid gliding figures he felt clumsy as an Ork.
He burned to ask if and when the Masque would perform, but it was for them to say and for none to ask. The first work was performed by a single troupe. It was one of the many stories about the Laughing god, the Harlequins' only master. The High Shadowseer stood to one side, his dathedi suit cycling through shifting reds, greens and golds of the Storyteller as he wove a commentary with the projectors of light, sound, psychic impulse and programmed hallucinogen from the creidann unit on his back.
The Great Harlequin danced the part of the Laughing god with his suit projecting the ever-changing lozenge pattern of Cegorach. Death entered, his suit cycling through the decomposition of a corpse from flesh to bone to dust to nothingness and back again.
Troupers danced around him, falling at his touch. The Laughing god danced around the outside. Suddenly the performance stopped. The Great Harlequin of the Dance Without End walked to the front of the stage and looked out into the audience.
Then he bowed - a bow of courtesy to a superior. The audience sat in stunned silence. Then one figure rose. Those few who recognized him knew him only as an undistinguished infinity Matrix technician. He had lived on Saim-Hann for over a century, humbly tending the circuitry that maintained the countless Ancestors as the spirits in the body of the great ship.
Now the Great Harlequin had bowed to him. He nodded - curtly, as to a subordinate - and walked toward the stage. All normal functions were suspended, and every Eldar on Saim-Hann came to the talaclu hall. But The Dance is rarely performed, since the key part cannot be danced by any member of a Masque. Only the mystic Solitaires — those touched by the Laughing god himself, who pass unrecognised as whim or design moves them — only these may dance the part of Slaanesh.
The nine troupers bounded into the centre of the stage. The Shadowseers took up positions around the outside; emotions were monitored, amplified and returned by their equipment as the Eldar lived the fall of their ancestors; felt their joys. Three Troupe Masters danced the parts of the Fallen gods, leaping, cartwheeling and somersaulting around and among the dancers of the Old Race The dancers of the Old Race became wilder, their passions stronger and their joys more extreme, more menacing.
They came together like a whirlpool, and broke upon something unseen — hurled back as the Solitaire leaped into view, somersaulting from his unseen entrance to the centre of the dancers. An involuntary shock ran through the audience at the sight of the allegorical figure of the Chaos god Slaanesh.
His suit projected a constantly-writhing mass of figure, in attitudes of decadent pleasure. From behind Slaanesh, seven figures appeared one by one to mingle with the Old Race.
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