Saturday, July 10, 2010

More Purifier Pics

It's got to the stage that I've given up on chapter fluff, trying to work it out is giving me a headache.

Here's some more pics of my repainted chapter

Angelus in the new scheme

Angelus the New Scheme

Scouts the New Look

Scouts the New Look

Friday, July 9, 2010

The Future Eldar Codex: My Thoughts Pt 2

More thoughts on things I'd like to see changed for Eldar

Farseer Powers

Fortune

instead of re-roll armour saves, re-roll successful to hit rolls against that unit in the opponents shooting phase.
This would better reflect the description and adds to the Eldars elusive nature.

Warlock Powers

Wraithsong (bongsinger)

pick a unit or vehicle within 6", if psychic test is passed then that unit gets +1 to all saving throws until the next Eldar turn (an unmodified 1 still fails though). If the target is a vehicle then -1 to dice rolls made on the vehicle damage chart (to the minimum of 1)until the next Eldar turn.

Court of the Young King

An addition to what I have previously wrote

Exarches may choose any wargear of their aspect but may not have any warrior powers.

Warriors of Khaine; the Court of the Young King and any Autarch with it have the Furious Charge and Counter Attack universal rules.

Warp Spiders

Surprise Assault: Warp Spiders get the Scout rule.

Rangers

An expansion on what I previously wrote

5-10 Rangers

Wargear: Camocloak, Eldar Long Rifle, Shuriken Pistol

Special Rules: Fleet.

Upgrades:

1 ranger may be upgraded to Pathfinder (+1WS,BS,I,A,Ld,Sv)

The Pathfinder may replace his long rifle with:
a Pinpoint Rifle
(Ap 1 on a 4+)
for 10pts

or a Prism Rifle:
(Rg:48" Str:X Ap:3 Heavy1Sniper) /
(Rg:48" Str:4 Ap:5 Heavy1Blast)
for 20pts.

may take a Poison Knife for 10pts

Warrior Powers:
Master of Stealth: Stealth, Infiltrate universal rules

Pathfinder: Scout, Move Through Cover universal rules

Wednesday, July 7, 2010

The Future Eldar Codex: My Thoughts Pt 1

These are just some of the changes I'd like to see in the future Eldar Codex:

Misc' Wargear changes:

Universal Wargear

Plasma Grenades: either both offensive and defensive to match description and/or boost to strength 5 against vehicles like in 4th edition.

Wargear for Warlocks and Exarches:

Waystones: a unit with a waystone doesn't need to be in range or los to benefit from a farseers psychic power

HQ changes:

Farseer:

Runestaff: a two handed power weapon, if the farseer can cast a second power the farseer can cast the same power twice.

Forewarn power: Range 6", a unit that this power is cast on may make a free round of shooting at a unit arriving from reserve in the following opponents turn however if they choose to do this they may not fire in the next eldar turn.
(Amendment made based on sonsoftaurus's comment)

Warlocks:

+1 Iniative and Leadership to match aspect warriors.

Spiritseer becomes a power not an upgrade.

Bonesinger becomes a power.

Enhance adds 1 to ballistic skill as well.

Autarch:

Master Strategist: replace "has a strategy rating of 4" with "can steal the iniative on a 5+"

Witchblade becomes an option.

Court of the Young King:

A honour guard for the Autarch

3-10 Exarches

Shrine Leaders: for each exarch in the court the player may take a bonus unit of that exarches aspect, this unit doesn't take up any force slots.

Troop Changes:

Rangers:

Pathfinders become like exarches for rangers with exarch like stats. Pathfinder and master of stealth rules becomes its powers and Poison pack (poison close combat attacks)one of it's weapon upgrades.

Fast Attack Changes:

Warp Spiders:

Death spinners gain rending (if the nightspinner is anything to go by this is confirmed)

Roll a D6 on second movement and on a 1 lose a member instead of 2D6 and a double. Allow full 12" movement, more worth the risk especially with autarches.

Heavy Support Changes:

Wraithlords:

Wraithcannon an optional replacement for flamers/shuriken catapults.

Support Weapons

Shadow weaver gains rending.(if the nightspinner is anything to go by this is confirmed)

Craftworld tailoring rules for characters

Biel-Tan: Aspects count as scoring units.

Saim-Hann: all Jetbikes and skimmers gain the scout rule.

Ulthw'e: All psykers may take an additional power.

Alaitoc: May steal the iniative on a 3+.

Iyanden: All psykers add 6" to see if they are in range for wraithsight.