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Shuriken Catapults as well as Avenger Catapults gain +6" of Range
The Star Cannon is Heavy3
Wave Serpent - 80 Pt's- Shuriken Cannon - 5 Pt's- Scatter Laser - 15 Pt's- EML - 20 Pt's- Star Cannon - 25 Pt's- Bright Lance - 30 Pt's
Striking Scorpions - in addition to their current rules, they gain the "Fleet" USR
Howling Banshees - War Shout: 10 Pt's, test is taken on 3d6 instead of 2d2
Wraithguard - T5 W2, Weapon changes to Rapid Fire, 18"
Defender Guardians - 9 Pt's per Model- Shuriken Cannon - free- Scatter Laser - 10 Pt's- EML - 15 Pt's- Star Cannon - 20 Pt's- Bright Lance - 20 Pt's
Warlock - 20 Pt's *- exchange Witchblade for Runespear - free- pick one Warlock Psi power - 5 Pt's each- "Member of the Council" - 3 Pt's(in order to form/join a HQ unit of Warlocks, they must have the title "Member of the Council")
Guardian Jetbikes - 20 Pt's per Model (The cost for the Jetbike Warlock is reduced by 5 Pt's.)
Rangers - 14 Pt's per Ranger, 19 Pt's per Pathfinders. They now have a CCW + Shuriken Pistol in addition to their current war gear.
Warp Spider - 20 Pt's per Model. Suprise Assault: no scattering when deepstriking. In addition to their current rules, when rolling two identical results for the second jump, roll a 3+ (AS) to prevent the loss of a squad member.
Hawks - 18 Pt's per Model. Intercept: changes to 3+. Grenade Plate becomes S4 +1 for every 3 Hawks in the Unit (S5 at 5 models, S7 at 9-10 models) and is "pinning"
Shining Spears - 28 Pt's per Model. They now have a CCW + Shuriken Pistol in addition to their current war gear
Vypers: 35 Pt's per Model- Shuriken Cannon - 5 Pt's- Scatter Laser - 10 Pt's- EML - 15 Pt's- Star Cannon - 20 Pt's- Bright Lance - 25 Pt's
Wraithlord - 90 Pt's- The Warithlord has now 3 Attacks- The Twin-Linked rule is no more- Equipped with 2 Shuriken Catapults or Flamers in any combination- May pick up to two of these:Wraithshield (5+ Inv.) - 5 Pt'sWraithblade (re-roll) - 10 Pt'sDual Wraithblades (re-roll, +1A) - 20 Pt's (counts as two options) - May pick up to two of theseShuriken Cannon - 5 Pt'sScatter Laser - 15 Pt'sEML - 20 Pt'sStar Cannon - 25 Pt'sBright Lance - 30 Pt'sD-Cannon - 35 Pt's (uses both weapon slots)
Dark Reapers - 28 Pt's per Model
Quote * Warlocks that are taken as part of the HQ entry become "Members of the Council" (+3 Pt's) otherwise share the Warlock entry's statsQuote Guardian Jetbikes - 20 Pt's per Model (* Warlock upgrade at -5 Pt's, otherwise shares the Warlock entry's stats)
This would put the starcannon back into consideration, either that or reduce its points cost (but not both or you risk it becoming overpowered)
I'm having problems understanding what you mean by this could you give some examples.
I disagree with this, the reason they don't have fleet is because of the better armour. If you suggest this then you should give warp spiders and dark reapers fleet aswell
As we're hasing out again in the Redux, Spears are one of the Eldar units that, as it stands, has no defined role. I see them as monster hunters, targeting big things which, with the help of the high strength power weapons, they can take out on the charge. Adding a second CCW just makes it more attractive to get them bogged down in a protracted combat, and i personally think this is against the spirit of the unit.
I agree with changing wraithguard to T5 and W2, but I don't agree with rapid fire on their weapons. I think that D-weapons are not designed to be able to open a huge number of holes into the warp. It's a technology that is incredibly powerful to begin with. Maybe being able to upgrade every 5th model to having a blast template version, that would be nice.
I don't like changing the starcannon to heavy 3. [...] I can't say that I have a counterargument that would be a better fix for the starcannon, but I don't think heavy 3 is the way to go.
I think that warp spiders should lose models on a double. Or, maybe on another combination of dice rolls that happens less frequently. Having that much mobility is very powerful, and I think that rule is a good way to keep the cost of the unit down.
The discussion in the wishlisting thread mostly involved adding another shot or increasing it's range. I thought Rapid Fire at 18" would be a nice way to combine them . The drawback would be, that they are no longer able to charge into combat after shooting. No real drawback imho, but still something to consider. I'm not sure what i would like more on an assault wepaon, 2 shots at 12" or 1 at 18" but im leaning towards the increased range.
Maybe removing it is really not quite the way to go . I made a little change, so that instead of ignoring the dangers of the warp altogether, they take a single wound against which an Armor Save may be taken. This would put them in line with overheating plasma weapons used by Marines and the Imperium. Would this be acceptable?
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