ArmyC
02-11-2011, 08:21 AM
Here is my best shot to update the Codex. I have put more hours into this than any responsible married man should. Please do your very best to show me an example of how to BREAK the game with these rules.
The codex remains intact except for the changes below. My wording is not meant to be rules lawyer legal. I am simply trying to communicate ideas here.
Please consider the whole before ripping any one part. Thanks
Army Special Rules:
Fleet of Foot Eldar add an extra d6 and drop the lowest anytime they roll dice to determine movement.
Tactical Mastery Eldar Aspect, jet bike and guardian units lead by an Exarch, a Warlock, or an Independent Character, gain the Hit and Run USR, while the leader is alive.
Weapons
Shuriken Catapults Range 18
Star cannon ignores cover
Vehicles
Crystal Targeting Matrix Allows the vehicle to fire 2 primary weapons when moving at cruising speed. (Wave serpents, fire prisms, vypers, and falcons get this. No adjustment to weapon cost)
Force Organization
Craftworlds You may select an army based on their craftworld. You must follow the selection rules to gain the benefits. Benefits remain through the entire battle.
Biel Tan
a.An Exarch must be selected with each Aspect unit. At least as many Dire Avenger units must be selected as any other troop units.
b.One unit of Exarchs (5-10) from various aspects may be created using point costs from their codex entries. If an Exarch takes an Exarch Ability, all other Exarchs of that Aspect in the unit may benefit. This unit is an Elite choice.
c.Units within 12 of an Avatar gain the Furious Charge USR.
Saim Hann
a.Shining Spear and Guardian Jet Bike units gain the Scout USR.
b.Chieftain a guardian jet bike unit leader, grants jet bike units the stubborn USR. (+1 WS, BS, A, L, +12 points, +10 power weapon)
c.At least half of troop choices must be Guardian Jet bike units.
Ulthwe
a.Spiritseers attached to guardian units may take a second (different) warlock power and use both each turn.
b.The number of Guardian units must be greater or equal to the total number of other troop units.
c.If a warlock is within 12 of a Farseer, add 1 to the Farseers LDR stat.
Alaitoc
a.Harlequins gain Infiltrate USR.
b.Rangers and Pathfinders gain Relentless USR.
c.Ranger/Pathfinder units reduced to 20% of original unit strength immediately flee and are removed from the table, counting as destroyed.
Iyanden
a.Wraithguard count as troops when taken as a unit of 5 with a spiritseer.
b.The number of wraithguard units must be greater or equal to the number of any other type of troop unit.
c.Spiritseer range for wraith sight is 18.
Units
Farseer The Farseer may use the Doom, Guide, and Fortune psychic powers anytime during a friendly movement phase, except while moving. Mind War No cover saves. Guide Unit may either reroll misses, or may ignore cover saves. Eldritch Storm If the psychic test is passed, place a large blast template within 18 of the Farseer. Roll deviation on the template. Any unit touched by the template is considered to be in dangerous terrain until the beginning of the next Eldar turn. Vehicle units instead take a haywire grenade hit on each vehicle.
Warlocks- Conceal psychic ability grants the stealth USR.
Autarchs - When rolling for reserves, the Autarch may group units together and roll once for the group. During scout moves, one troop unit in the friendly deployment zone may make a scout move.
Avatar grants Stubborn to all Eldar units in the army, instead of fearless to units within 12.
Prince Yriel May select d3 units. These units, their dedicated transports, and Yriel are held in reserve. Do not roll for these units to enter from reserve. When Yriel arrives from reserve, these units arrive with him and may out flank.
Phoenix Lords gain a 4+ invulnerable save, and may select one unit of their aspect as a retinue. This unit counts as a HQ unit, but does not count against the HQ unit allotment.
Asurmen Battle Fate grants a 3+ invulnerable save.
Banshees When a banshee unit selects a dedicated transport with vectored engines and star engines, that unit may treat that vehicle as an assault vehicle.
Striking Scorpions Stalker - This unit ignores difficult terrain, and may reroll dangerous terrain checks.
Fire Dragons 2 fire dragons may exchange their fusion guns for Dragons Breath Flamers.
Wraithguard - Close combat attacks ignore armor saves. Wraith Cannon range 18
Dire Avengers gain haywire grenades, and Avenger Shuriken Catapults are S 5.
Rangers/Pathfinders Enemy units attempting to deep strike within 12 of this unit deviate an additional d6.
Guardian armor saves improved to 4+. Guardian units may take one weapon platform per 10 guardians. Weapon platforms may be upgraded to Support Weapon Platforms at the cost listed in the codex. The two guardians that would operate the weapon platform now operate the Support Weapon Platform. Guardians gain defensive grenades.
Storm Guardians gain offensive grenades and 4+ armor saves.
Vypers This unit may move 6 during the friendly assault phase.
Warp Spiders - Death spinner gains rending. Surprise Assault changes to Death Web. Death web is like a Doom Spinner monofilament web attack, with range 18 and small blast.
Shining Spears In place of withdraw, this unit may reroll misses during the first phase of combat when it charges. The laser lance and star lance become range 12.
War Walkers Move to Fast Attack
Wraith Lords - The 2nd weapon is not twin linked.
Falcon Dedicated transport for HQ and Aspect warriors. BS 4
Support Weapon Platform All weapons act as assault weapons.
D Cannon small blast.
Shadow Weaver Like Doom Spinner, but range 36, small blast.
Vibro Cannon Roll to hit. D6 hits per cannon on one unit within 36. Wounds on the value of the targets armor save and is pinning. Vehicle units suffer 1 glancing hit per cannon firing.
Swooping Hawks Lasblaster becomes an assault 3 weapon. The unit gains a 4+ cover save any turn in which they deep strike. They may deploy by deep strike first turn. They do not deviate when they deep strike. They may deep strike in unit coherency, rather than a deep strike formation.
Dark Reapers Their save is invulnerable.
The codex remains intact except for the changes below. My wording is not meant to be rules lawyer legal. I am simply trying to communicate ideas here.
Please consider the whole before ripping any one part. Thanks
Army Special Rules:
Fleet of Foot Eldar add an extra d6 and drop the lowest anytime they roll dice to determine movement.
Tactical Mastery Eldar Aspect, jet bike and guardian units lead by an Exarch, a Warlock, or an Independent Character, gain the Hit and Run USR, while the leader is alive.
Weapons
Shuriken Catapults Range 18
Star cannon ignores cover
Vehicles
Crystal Targeting Matrix Allows the vehicle to fire 2 primary weapons when moving at cruising speed. (Wave serpents, fire prisms, vypers, and falcons get this. No adjustment to weapon cost)
Force Organization
Craftworlds You may select an army based on their craftworld. You must follow the selection rules to gain the benefits. Benefits remain through the entire battle.
Biel Tan
a.An Exarch must be selected with each Aspect unit. At least as many Dire Avenger units must be selected as any other troop units.
b.One unit of Exarchs (5-10) from various aspects may be created using point costs from their codex entries. If an Exarch takes an Exarch Ability, all other Exarchs of that Aspect in the unit may benefit. This unit is an Elite choice.
c.Units within 12 of an Avatar gain the Furious Charge USR.
Saim Hann
a.Shining Spear and Guardian Jet Bike units gain the Scout USR.
b.Chieftain a guardian jet bike unit leader, grants jet bike units the stubborn USR. (+1 WS, BS, A, L, +12 points, +10 power weapon)
c.At least half of troop choices must be Guardian Jet bike units.
Ulthwe
a.Spiritseers attached to guardian units may take a second (different) warlock power and use both each turn.
b.The number of Guardian units must be greater or equal to the total number of other troop units.
c.If a warlock is within 12 of a Farseer, add 1 to the Farseers LDR stat.
Alaitoc
a.Harlequins gain Infiltrate USR.
b.Rangers and Pathfinders gain Relentless USR.
c.Ranger/Pathfinder units reduced to 20% of original unit strength immediately flee and are removed from the table, counting as destroyed.
Iyanden
a.Wraithguard count as troops when taken as a unit of 5 with a spiritseer.
b.The number of wraithguard units must be greater or equal to the number of any other type of troop unit.
c.Spiritseer range for wraith sight is 18.
Units
Farseer The Farseer may use the Doom, Guide, and Fortune psychic powers anytime during a friendly movement phase, except while moving. Mind War No cover saves. Guide Unit may either reroll misses, or may ignore cover saves. Eldritch Storm If the psychic test is passed, place a large blast template within 18 of the Farseer. Roll deviation on the template. Any unit touched by the template is considered to be in dangerous terrain until the beginning of the next Eldar turn. Vehicle units instead take a haywire grenade hit on each vehicle.
Warlocks- Conceal psychic ability grants the stealth USR.
Autarchs - When rolling for reserves, the Autarch may group units together and roll once for the group. During scout moves, one troop unit in the friendly deployment zone may make a scout move.
Avatar grants Stubborn to all Eldar units in the army, instead of fearless to units within 12.
Prince Yriel May select d3 units. These units, their dedicated transports, and Yriel are held in reserve. Do not roll for these units to enter from reserve. When Yriel arrives from reserve, these units arrive with him and may out flank.
Phoenix Lords gain a 4+ invulnerable save, and may select one unit of their aspect as a retinue. This unit counts as a HQ unit, but does not count against the HQ unit allotment.
Asurmen Battle Fate grants a 3+ invulnerable save.
Banshees When a banshee unit selects a dedicated transport with vectored engines and star engines, that unit may treat that vehicle as an assault vehicle.
Striking Scorpions Stalker - This unit ignores difficult terrain, and may reroll dangerous terrain checks.
Fire Dragons 2 fire dragons may exchange their fusion guns for Dragons Breath Flamers.
Wraithguard - Close combat attacks ignore armor saves. Wraith Cannon range 18
Dire Avengers gain haywire grenades, and Avenger Shuriken Catapults are S 5.
Rangers/Pathfinders Enemy units attempting to deep strike within 12 of this unit deviate an additional d6.
Guardian armor saves improved to 4+. Guardian units may take one weapon platform per 10 guardians. Weapon platforms may be upgraded to Support Weapon Platforms at the cost listed in the codex. The two guardians that would operate the weapon platform now operate the Support Weapon Platform. Guardians gain defensive grenades.
Storm Guardians gain offensive grenades and 4+ armor saves.
Vypers This unit may move 6 during the friendly assault phase.
Warp Spiders - Death spinner gains rending. Surprise Assault changes to Death Web. Death web is like a Doom Spinner monofilament web attack, with range 18 and small blast.
Shining Spears In place of withdraw, this unit may reroll misses during the first phase of combat when it charges. The laser lance and star lance become range 12.
War Walkers Move to Fast Attack
Wraith Lords - The 2nd weapon is not twin linked.
Falcon Dedicated transport for HQ and Aspect warriors. BS 4
Support Weapon Platform All weapons act as assault weapons.
D Cannon small blast.
Shadow Weaver Like Doom Spinner, but range 36, small blast.
Vibro Cannon Roll to hit. D6 hits per cannon on one unit within 36. Wounds on the value of the targets armor save and is pinning. Vehicle units suffer 1 glancing hit per cannon firing.
Swooping Hawks Lasblaster becomes an assault 3 weapon. The unit gains a 4+ cover save any turn in which they deep strike. They may deploy by deep strike first turn. They do not deviate when they deep strike. They may deep strike in unit coherency, rather than a deep strike formation.
Dark Reapers Their save is invulnerable.