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This was posted by Tamashi on 40konline. All credit goes to him for this fabulous piece of posting. This is largely how he posted it though I have corrected one or two mistakes in spelling and punctuation.
Got my hands on the Codex the other day for about an hour, it is laid out like a WHF army codex, the first 1/2 of it was all fluff, with the pages in it as seen in the WD, the next 1/4 of the Codex has the points for the Squads. And the last 1/4 was a how to paint the army section.
Avatar: Not a Special Character. Cost @155pts. Current stats with a change of +1Int +1A BS5 3+/4++ save. All Eldar within 12â€? will gain Fearless, but will not have +1 CC resolution anymore. Wailing Doom ranged attack (as melta gun). Immune to Flamer an Melta type weapons.
Farseer: They will be T3 and cost @55pts. Ghosthelm, pistol & Witchblade as standard EQ (Ghosthelm will give a 3+ save against POW, but loses its effects on Daemons) he may upgrade Witchblade to a Singing Spear. He may take a Retinue of 3-10 Warlocks. So far they still have the same powers, some cheaper, Eldritchstorm (S3 AP6 A1 LrgBlt and 3+2d6 Pen vs. Vehicles), plus Doom (cast on an enemy unit(not Vehicles), Rng 24" no Los, May re-roll to wound, effects both shooting and CC lasts till the start of your next turn). They can purchase Wargear from the Armory, this includes Jetbike. Seerer Counsel: is if you take USF FOC.
Warlocks: Cost @25pts, a Warlock may be upgraded to a Spiritseer @+6pts, all the regular Warlock powers are still available. 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 @ +3 pts(12' Sx AP6 A1 when thrown, wounds on a 2+), and get some other Wargear from Armory.
Autarch: Cost @70pts + gear. 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/Haywire grenades and force shield, plus whatever Wargear choice he takes from the armory. His stats are WS6 BS6 S3 T3 W3 A3 I6 LD10 3+/ 4++ save.
Path of Command- He gets strategy rating of 4, and +1 to reserves rolls, where he is on or off the table. The Autarch will not have the option to take a Retinue.
As a character he can take one 1HW and one 2HW as his choices. As I understand it the Autarch Aspect Wargear options should be something like this:
Swooping Hawk Wings, Warp Spiders Jump Pack, Eldar Jet Bike
Banshee Mask, Mandiblaster
Power Weapon, Scorpion Chainsword, Laser Lance(if on Jetbike)
Fusion Blaster, Reaper Launcher, Avenger Shuriken Catapult, Las Blaster, Death SpinnerTroops:Dire Avengers: Troop choice, squad size 5-10, may upgrade one to an Exarch@12pts. Dire Catapult 18â€? Range. No grenade option.
Exarch powers: Blade Storm (Squad: +1 shot, but cannot fire next turn), Defend (any attacking squad -1A to min of 1 in each combat phase).
Exarch 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, squad size 5-10, No grenade option. They will have Infiltrate/move through cover/stealth USR. They will be able to upgrade to Pathfinders @+5pt cost, which will give them Scout USR ability, an on a to hit roll of 5+ =AP1, and to increase their Cover save to +2.Guardians: Troop choice. Squad size 10-20 (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. HW platform does not count as taking up model slots in transports.Guardian Jetbike: Troop choice, reduced to 22 pts, squad size 3-12, no stat change, no grenade options. You can have a Warlock join the unit @45pts. Limited to 1 Shuriken Cannon per 3 and will have a upgrade cost of 10pts.Transport Waveserpent: Cost 90pts. Still has Energy fields as now, and we will have to pay for the type of weapon turret you want, may upgrade TL catapults @10pts to Cannon. Is able to hold 12 models. May not carry Swooping Hawks, Warp spiders, Harlequins, Jet bikes or Monstrous Creatures, otherwise same option of Troop. BS3.Elites:Wraithguard: Elite choice (may take as Troop choice if squad of 10 with Spiritseer), Squad size 3-10. They can have a Warlock/Spiritseer join the squad. They are affected 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+ AP1-2, 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, Squad size 5-10, May upgrade one to Exarch@12pts. 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, Squad size 5-10, May upgrade one to Exarch@12pts. Fusion Guns (Melta gun stats), melta bomb. Will be 15 pts. No plasma grenade option.
Exarch powers Tank Hunter (squad: Tank Hunter USR), Crack Shot (Exarch only).
Exarch Weapons: Fusion Gun, Firepike (18" Melta gun), Dragons Breath (Heavy Flamer).Howling Banshees: Elite choice, Squad size 5-10, May upgrade one to Exarch@12pts. 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 & pistol, Mirror Blades (paired power weapons +2A). Triskele &Pistol (web of skulls type weapon 12" S3 AP2 A3).Harlequins: Elite choice. WS5 BS4 S3 T3 W1 A2 I6 Ld9 Sv 5++ and 18 pts in units size 5-10, Shuriken pistol &CCW as standard EQ, they will have an ability called Dance of Death(Furious Charge USR, Hit and Run USR). Harlequins still have flip belts which allow them to ignore difficult terrain tests. Holo-fields give 5++save.
They may choose to upgrade CC weapons to the Harlequin Kiss @ +4pts per model (rending CC weapon) and 2 squad members can upgrade their pistols to Fusion pistol(6" Melta gun) @10pts each.
They can upgrade one Squad member to a Shadow seer @ 30pts, Shadow seer will have â€œVeil of Tearsâ€? Physic power (use night fight rules but at 2d6X2 Rng) he will have Hallucinogen/Plasma grenades and allows the squad that heâ€™s with to gain them also. Upgrade one member to a Troupe Master @ 20pts (Power Weapon or Harlequin Kiss free upgrade and +1A +1LD).
Upgrade one member to a Death Jester @ +10pts, The Death Jester exchanges his weapons for a Shreiker Cannon (same stats as Shuriken Cannon and gains pinning). Rumor that they are metal models not plastic.Fast Attack:Shining Spears: Fast Attack choice may upgrade one to be an Exarch@12pts. They are reducing cost to 35pts. They are changing the Laser Lance, it can make an 6" S6 AP4 A1/Lance shot and then count as a S6 Power Weapons on the charge, they then revert to S3 CCW in the following rounds of CC. No plasma grenade option.
Exarch Powers: Withdraw (hit and run USR), Expert Rider USR.
Exarch weapons: Laser Lance, Power weapon, or Star Lance a S8 version of the Laser Lance. Exarch is losing the Bright Lance option, but may upgrade TL Catapults to a Shuriken Cannon.Warp Spiders: Fast Attack choice, Squad size 5-10, may upgrade one to be an Exarch@12pts. No plasma grenade option.
Exarch Powers Surprise Assault (always deep strike like terminators) Withdraw (hit and run USR).
Death Spinner (12" S6 AP- A2). Exarch weapon options: Powerblades, Twin Death Spinner (Assault4). Spinneret Rifle (18" S6 AP1 A1 Pinning).Swooping Hawks: Fast Attack choice, Squad size 5-10, may upgrade one to be an Exarch@12pts. They have their normal grenades plus gaining Haywire Grenades as standard EQ. They can still drop pie plate when deep striking.
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, opponent may only 3" consolidate move, then next turn you roll your reserve roll to bring them back in the next movement phase). Exarch weapons Lasblaster, power weapon & pistol, Hawks talon (24" S5 AP5 A3), Sunrifle (24" S3 AP5 A6 pinning).Vyper: Reduction in cost 45pts and is counted as being open topped still. Will still have TL catapults (may upgrade to Shuriken Cannon @10pts), but will have to pay for the heavy weapons turret option and vehicle upgrades. BS3.Heavy Support:Support Weapons: Heavy Support choice, Squad size 1-3.Vibro Cannons: You are allowed to Roll to hit for each cannon, then pick which cannon you are firing from, then draw a 36" straight line and any units under that line are hit with d6 hits (S4+1 for each additional cannon that hits), vehicles are hit with one automatic glancing hit.
D-cannons: Will now be a G24â€? small blast versions of the Wraith cannon. It will affect Vehicles the same even if any part of the template touches them now. Instant kill on a to wound roll of 6.
Shadow Weaver: Is to be reduced in cost. No changes otherwise.Dark Reapers: Heavy Support choice may upgrade one of them to be an Exarch @12pts. They are 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(self only): Crack Shot and Fast Shot as they are now.Wraith Lord: Heavy Support only. Cost 90pts + weapons. You will have 2 light weapons(Flamer/catapult) and 1 to 2 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 (is a type of spirit weapon) which can re-roll to hits in CC, he may take this in place of taking the second HW choice. He will be affected by Wraithsight, he will need to be within 6" of a Warlock/Farseer or 12" of a Spiritseer to act normal.Falcon: Reduction in point cost (think it was 20pts). Pulse Laser is changing from H1d3 shots to H2 (no more random amount of shot weapons). BS3.Fire Prism: No point cost change. Changing the Fire Prism weapon to be a duel propose weapon, Anti-tank mode Rng 60â€? 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 60â€? S10 AP1 Small blast Twin linked, Anti-infantry mode S6 AP3 large blast twin linked. It is said that you can add a third Prism to make the Anti-Infantry mode S7 AP2 LrgBlast TL. BS4 as standard now.War walkers: Heavy Support No point change other then cost for purchase of weapons. No force field, is count as being closed topped. They are gaining scout USR ability. There was no rule that if two of same kind weapon thats it is counted as TL. Spirit stone is only vehicle upgrade. Still BS3.Heavy Weapons: (this is the supposed listed price for the vehicle HW not the Platforms)Shuriken Cannon: As it is now but A3 5pts
Scatter Laser: As it is now but H4 15pts
Eldar Missile Launcher: Same stat line as it is 25pts
Bright Lance: As it is now 30pts
Starcannon: As it is now but H2 25pts
Pulse Laser: As it is now but H2
Fire Prism: As in its Vehicle descriptionSpecial Characters: (that are said to be in the book, may take as a HQ option)Eldrad Ulthran â€“ Farseer of Ulthwe, @210pts. T+1. All the Farseer Wargear and 3++ Rune Armor. Will have all 5 Farseer Powers. Will be able to redeploy d3+1 units before the start of the game once setup is completed (Not just move them 6" now). Staff Still has the same effect as before.Prince Yrial â€“ Autarch of Iyandan @155pts, +1I +1A. Special Weapon: Cursed spear of Twighlight (Singing spear type Power weapon, has an effect in last turn, making him have to make a Inv save or die), Eye of Wrath (S6 AP3 Lrg Blast centered from character, use once per game).Phoenix Lords â€“ They range between 190-230pts, they are WS7 BS7 S4 T4 W3 I7 A4 LD10 2+ and be able to purchase limited Wargear from the Armory (grenades limited to Aspect). They are also to get a special rule called â€œDisciplesâ€? (just their new name for Fearless that can bestow on a squad they join). They may only give their abilities to a squad of their Aspect shrine. PL's protected from insta-kill by a special rule "Eternal Warrior". PL's will have their Ritual Weapons and their Shrine Powers, plus one additional Power.Karandras- Weapons -Scorpion Bite (Manablasters +2A), Scorpion Chainsword, Scorpion Claw Powers: Stalker, Shadow Strike, Stealth USR(can effect squad)Maugan Ra- Weapons- Maugetar/Executioner(S6 AP4-5 A4 Rending/Pinning) Powers: Crack Shot, Fast Shot, Acute Senses USR(can effect squad)Jain Zar- Weapons- Executioner, Silent Death(S5 Ap2 A3) Powers: Acrobatics, Warshout, Furious Charge USR(self only)Baharroth- Hawks Talon, Power Weapon Powers: Skyleap, Intercept, Hit an Run USR(can effect squad)Fuegan- Weapons- Firepike, Fire Axe(Str+2d6 Armor Pen/not PW) Powers: Tank Hunter, Crack Shot, Feel no Pain USRAsurmen- Shuriken Gauntlets, Sword of Asur(Diresword re-roll to hits) Powers: Blade Storm, Defend, Battle Fate( 4++ save)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.
Spirit stone: same as now
Rune of Witnessing: same as nowVehicle Upgrades:
Spirit Stone: @10pts is changing to same as Extra armor (reduces Crew stunned to shaken result)
Vectored Engines: @20pts changing to make fast vehicles traveling more then 6" count as moving as 6" so that they just settle to the ground.
Star Engines: (Hmmm) 20 or 25pts has a fixed distance of 12".
Holo-field: @35pts will stay the same
CTM is not in the new Codex.
Scythes is not in Codex
No new Vehicle upgradesI will try to keep this up to date as I learn more.Please remember, that this is a compilation of Rumors and should still be considered as such, most come from people that have play tested or who have said that they have seen or have heard from people who have seen the new codex, but the only way for them to be really be confirmed, is if GW releases information to confirm them.
Last edited by Jared van Kell; September 11th, 2006 at 13:36.
Basically life sucks, there is only war and you're probably gonna get eaten by Tyranids, have fun.
Well..... it would seem to me, in my humble opinion..... that eldar seem to have gotten far more powerful if all those rumours are true, which seem 99% certain to be accurate.
the crys of cheese over the wraithlord seem to still exist, infact the wraithlord seems even more irritating, still toughness 8 but now with 2 heavy weapons
ok the starcannon has had a shot taken of its profile but with the price reduction you could take 2x as many
ok the falcon cant take the same spirit stones as the previous edition but now has reduced points with an ap2 hv2 gun as standard.
the hawks as well, they've gone from average to uber, the decision just to take off on any turn they feel like to re-deepstrike, BU-BYE!, and still drop their ordinance grenades, take out vehicles on 4+ in CC and the sunrifle on the exarch :wacko:
Originally Posted by Cheredanine
I believe that if the wraithlord takes the 2 heavy weapons, it will lose the defensive weapons. It is AVAILABLE with 2 HW, or a HW and it's defensives (like currently), or with the defensives and the Wraithsword. It should be interesting to see what the wraithlord is like as a CC killer!Originally Posted by Dr SnugglesNot really, as you'll still be limited to the # available on a vehicle, etc. AND duplicate weapons become twin linked, NOT, starcannon X2.Originally Posted by Dr Snugglesyeah, this one is pretty good. I believe that upgrades to the vehicle have gotten more expensive though...Originally Posted by Dr SnugglesThey still are weak CC and armour-wise. It'll be interesting to see how many survive to fly away after dropping into a fire zone. (that said, I'll be trying out a squad or two) :w00t:Originally Posted by Dr Snuggles
Baby, when I'm the voice of reason, we've got problems!~artificerSomeone should stop
Jervis "let's make it easy enough for a 3 year old to play" Johnson
before he turns 40k into checkers~anon
Actually his post specifically says that warwalkers can still take 2xSC's and they actually Don't count as TL'd. Which means that SC warwalkers now get 2 less shots but costs 30 less points, so its really not that small a disadvantage. Combined with the fact that they amde almost everything cheaper and/or stronger the eldar should be able to compete with the chaos codex for kings of the unbalanced.
Nevermore Chapter: 6200 pts; 97/49/11; Longest Streak: 9 Wins/4 Losses; Nearing Completion
This is from Brimstone on Warseer (who has a pretty good track record with leaked info)
# 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
# Now Str 10 as standard
# Wraithsword allows rerolls to hit
# Subject to the Wraithsight rule.
Without duplicate weapons being twin linked it would be REDICULOUSLY powerful!
so we have the TL issue AND the HW w/wraithsword vs. wraithsword W/O the HW as differences here. Obviously someone's got the wrong info...
I guess we'll find out officially in a month or so :yes:
Baby, when I'm the voice of reason, we've got problems!~artificerSomeone should stop
Jervis "let's make it easy enough for a 3 year old to play" Johnson
before he turns 40k into checkers~anon
Well, with them now requiring a farseer or warlock in proximity to not wander off picking their noses it should solve some of the multi-WL problems a lot of armies have been having (Necrons for example) with WLs as well as the 500 point WL army.
Just depends on how severe the Wraithsight disad is, and weather or not it's changed in the new codex.
Wake. Rise. Destroy. Conquer.
We have done so once. We will do so again.
This does make the new Eldar seem very powerful, but I dont seem to recall seeing any points costs for individual units up there, they might have altered those a bit to make up for this increase in power. Or the Eldar could just own now :yes: (...as though they didnt before...)
I do like seeing the Dark Reapers' armour save get increased to 3+, just that much more survivability is nice to see. If I was to post everything else that made me excited about this Army book, I would have to copy and paste almost all of that post.
Oh, on a sour note, Farseers toughness 3? Aw man...no more T 5 Seer on a bike holding up some unit or another.
the wraithlord to me, has been made alot harder to use tactically. now one must have a spiritseer/warlock/ farseer near it for it to not be unpredictable.Originally Posted by Dr Snuggles
harlies are going to be a sight. people will belive that they are invincible, HA! i can see alot of younlings use them and fail.
noting a decent amout of bolter or lasgun fire cant fix.
THANK GOD FOR WARPSPIDERS BEING FAST ATTACK!
this was onething that was going to kill me. 6 elites choices.. few thankfully now its only 5.
jet bikes and singing spears will be used now.
scorpions got a bit of a boost same with fire dragons.
banshees stayed the same which is good. i think people abuse banshees already this one person at my store is building an eldar army, made of wraithlords and banshees. real fun there.
spiders got a boost with there gun stats being assault.
the goos thing is you CAN take an Autarch and still have guardian squads lead by warlocks.
hopefully we will see some fire prism tanks. i will hopefully have one. they have a much nastyer role than the falcon now. with the AP and AT settings.. infact i may go get one today.
i belive the big ones at GW belive this codex is there best one yet. they have changes the setting as been said. but eldar are back in force as they should be. this time no one ****s with the eldar.
hmmm no word on the trait system rumour. I dont know if I should be getting jetbikes, I think biel-tann is already filling up all my troops slots. Also no word on seer councils, I was looking forwards to using one of them in a biel-tann falcon.
18" makes dire avengers a LOT more powerful. Grey Knights used to be the only people that could walk backwards firing to stop assaults but now we can do it too!
wraithsight isn't that bad. Even if a spiritseer isn't nearby a wraithlord isn't just going to kill itself.
I don't see the heavy flamer being much use. Taking an anti infantry weapon on an anti tank squad isn't that great.
war shout isn't that bad, it should mangle a lot of people with 5+ to hit in cc, makes that chapter master all the more important which will in turn make mind war wonderful.
I wonder if harlequins can take a wave serpent/(whats the harlie tank again)? I might just get some if they can.
Pity that scorpion exarchs can't insta kill people (he was my chapter master assassain). I might just have to hack off his arm and get him a biting blade.
edit: note from the fluffmasters (thankyou darkreever). Prince Yriel wields a sword and not a spear so odds are they arent the same person. I hope its just a change on GW's part though and we do get to use the pirate prince.
Last edited by LordLink; September 16th, 2006 at 05:04.
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the trait rumor was done away with a long time ago.Originally Posted by LordLink
craftworlds from codex craftworlds cannot be used anymore. jetbikes are now troops so more swooping hawks and spiders for fast attack...* licks lips, rubs hands together in an evil manner*
wraithsight can throw your game off bad. its like blood angels and there rage roll. if that heavy wepaon is needed in that turn, blood rage will happen! (just the way the dice gods work)
harlies cant have a serpent. this would make them to abuse-able. thats why i will stick with howling banshees and not so much harlies.