Dark Eldar Rumor Roundup - Continued
Via [URL="http://grotorderly.blogspot.com/2014/09/white-dwarf-35-przecieki-leaks.html"]Grot Orderly [/URL]9-22-2014
via [URL="http://www.thedarkcity.net/t9912p380-our-codex-is-confirmed-summary-as-of-sept-24-in-op"]Khaine Mor[/URL] of The Darkcity 9-25-2014
Dark Eldar Week 3 Releases
Quote:
Week 3, Pre order on the 4th : (October)
-Plastic Archon, multiple options from what I've seen so far, I've seen a lot of bitz I've never seen before on any other kit. I know kabalites or wyches won't be updated, meaning those bitz can only come with the archon.
-New Succubus, if you check the picture you can see a succubus with the same weapons as the old one, the same arms, but everything else is different. Now plastic or finecast, unsure. This could also be a conversion, however I know for a fact a new Succubus will be released.
- Vect + Dais, third big release: you can get very excited for this one:
0 pictures yet, 0 clue what it will look like, I'm expecting something extremely awesome. Vect is a lord of war btw.
BTW another interesting bit on apoc battle report: all dark eldar get FnP on turn 3, fearless on turn 5. A global power from pain it seems...
via [URL="http://www.40kings.de/2014/09/der-dark-eldar-codex-ist-da-qna-den-kommentaren/"]40Kings [/URL]9-26-2014
via Google Translate (from German, you will note some odd turn of phrases):
Quote:
Gentlemen, this time there is really a premature birth. Rumor has it that quite a few people outside the HQs in Nottingham there that have the Codex Dark Eldar are on your desk. It's also said that this people want to present even a few interesting facts about the new Codex ... Below you will find a first estimate, based on rumors (!), Which are to me so came from here and there to ears.
Style of the Codex:
In principle, such as the new Grey Knights - no new units, loss of some known units for which there are no models, few new rules and basically a rehash of known with a few small changes here and there. Is that bad? No, not necessarily. DE Codex has always been moody and also the last issue had some charm. She was just not very strong game ... Is the new Codex game strong? I would say after the current rumors Location (!): Yes and no. A few gimmicks fall directly into the eye, but there is still no unity that could secure some form of stability or field presence. It remains questionable whether new gimmicks can make the really fat frying in the fire storm of colossi and Serpents ... But I've written anything yet!
Army-wide special rules:
Rumor had it already in the shady corners of the dark city. Power from Pain is a "vast army" become special rules, benefits from each model, that this special rule explicitly leads in profile - so all "normal" Dark Eldar units, Beast, Talos, etc. still do not. The special rule gives, depending on the running play special general rules on the quality FNP, Furious Charge, Rage, Fearless, etc. There may well be something out of it ... if not the support of these special rules would not necessarily be the most formidable representatives of the Codex. Some items or skills give bonuses to the number of moves, so that effects of turn 3, for example, already can enter turn 2.
The Warlord table is very unspectacular. Fear, Hatred here and there, a bit of skill in battle or even a Reroll ... yawn. The funny thing is the "Combat Drug" table to the benefit of all models with Combat Drugs (surprise ...). All effects are central and even throwing dice for all units. The implications are kept very strictly: each one specific profile value is improved by one point.
Changes in the selections:
Some units will be sorely missed in the new Codex, some other losses will be hardly noticed. This radical cuts are really already been made:
Vect is not in the Codex - it will certainly be a supplement released
The Baron is not in the Codex - he will certainly NOT be a supplement released
The poison-Duke is not in the Codex
Remain at known BCMs: Drazhar (fairly static), Lelith (as) and Urien (as well)
Otherwise, the selections are pretty much identical to the previous Codex
Changes in the units themselves:
The main change in the units over the last infusion is probably that the Beast Pack now more than 12 models (of whatever type) must include and the chimeras are simply too "demons" become so only a 5 + ward save can call their own. The flocks of birds have only 3 LP, the Clawed Fiend has for a rich profile for moderate point cost (but no protection mechanism). Funny is also that Tali and Croni (gnihihi) can be used in units of 1-3 and now have generic FNP. Not bad at all.
In addition, now all vehicles automatically "shock troops" are.
New equipment and weapons:
Again: Something New, but a few interesting ideas. The relics of the Dark Eldar are located in the middle of the power scale. A few inconveniences for enemy psyker, a couple of problems for opponents with low morale (unless they are Space Marines ... na thank you) and a few weapons and armor. Nothing exceptional. 35 For there is but the new Webway portal for the Succubus or the Haemonculus that the carrier and its unit (!) Gives shock troops and no deviation in Schocken. This can some games. I have quite a few nasty combinations with this tool occurred.
Also in the vehicle equipment, there are tried and true: Moral reroll, twin-linked Splinter weapons of passengers, etc. But also exciting things such as "Stealth" for vehicles. A 5 + ward save Venom continues to have on board.
New weapons are rare. Some special equipment à la Helfrost gun that is singular to have on a platform, has crept in, for example, a 5.5 storm 2 24 inch small template for the Talos. The rocket bomber (which is unfortunately completely overpriced) have changed something and otherwise we still saw the expected change in the Splinter Canon to a 4.6 weapon salvos. Here and there there are new melee weapons with irrelevant properties, also a few other minor modifications of existing equipment were made - the Shredder has now ... Warning ... shred! Good choice!
Conclusion:
Based on the current situation rumors my first impression is bad, a lot of potential wasted. But: At least there's one or the other unit and combination, a small renaissance of the Dark Eldar will mean possibly that is set by the pure available goes from BCM. Unfortunately, the Codex is the currently chosen path away pretty consistently. Much is simplified and adapted a few general special rules is available as a spare. Thankfully, the old Codex quite interesting ... Now it's up to us to find the tournament players, the path in the network of a thousand gates, which will lead to a competitive Dark Eldar army. Quite simply, the be sure not to find. But excluded it is not safe.
via warseer's [URL="http://www.warseer.com/forums/showthread.php?400257-New-Wracks-and-Haemonculus-confirmed&p=7279526&viewfull=1#post7279526"]barjed[/URL] 9-27-2014
Quote:
- Huskblades are ap3, cheaper, not a relic
- Racks now work on all Splinter weapons
- Wych weapons nerfed. Hydras confer Shred, Razors reroll To Hit, Shardnet/Impaler reroll 1s on To Hit and To Wound
- Stun Claw is +1S, ap6, confers ID in challenge
- Shadow Field is more expensive
- Incubi are still ap2
- Torment Gren. Launchers can now be fired, 24", blast, s1, unit hit tests Ld, takes a wound for each point it failed, no armor or cover saves, doesnt work against ATSKNF*
- Night Shield confers Stealth
- Hex Rifle inflicts ID on Precision Hits*
- Soul Trap gives +1s for each usnaved wound inflicted in a challenge
- Reavers no longer attack while moving, now bladevanes are improved HoW. Caltrops inflict D6 rending HoWs, Gravs inflict Concussive
- Spirit Probe now improves FnP of all Deldar in 6" by 1 to a max od 4+
- Phantasm works like TGL, shorter range
- Ossefactor is assault 1, fleshbane, ap2. If something is killed then the victims unit get d6 hits with s equal to t of the victim, ap-, ignores cover
- Liquifier is now s3*
- Implosion Msls are s6 ap2 blast
- Chain Flails now only give Shred
- Talos has 3 attacks, same as Cronos
- Borh Haemy and Archon improve PfP, they let a unit add a 1 to the turn number for PrP, this stacks
- Warlord traits are ultra****ty, one gives the warlord +1 ws...
- Artefacts look average too, there is the old Djinn blade which works almost the same, a helmet that gives adamantium will in 12" and perils on any double, a terrible pistol, an ghostplate that gives -2 Ld in 6" and Fear, also one of the items does not work against atsknf. There is also Animus Vitae which is a one use, assault 1, s4 ap2, 8" that if a unsaved wound is inflicted lets all Deldar add 1 to the turn number for PfP effects until the end of the game
- it says that Dodge now works against any wounds inflicted in fight sub phase, I am nit sure if overwatch counts or not
- bomber is 10 av on all sides
- it looks like Venom Blade can only be taken by the Acothyst now*
- no flickerfields for anything other than venoms
- sails let a vehicle flat out 24"
- lances on infantry are a bit cheaper
collated by nonafel (frontpage comments) 9-28-2014
Quote:
>Wyches invulnerable saves says it works against all wounds in the Fight Sub Phase.
>Combat Drugs work very much the same as before with no FNP option. They are still random and give a +1 to attacks, strength, initiative, toughness, weapon skill, or leadership.
>Warlord Traits
Dark Eldar within 12" have Fear
Can re-roll the dice for seize the initiative, for night fight, and reserves
Warlord gets Rage
Warlord gets Hatred
Warlord gets +1WS
Dark Eldar within 12" have Fearless
>Court of the Archon is now 1-12 models chosen in any combination from the four types (So can have 12 Sslyths if you want etc, this same exact method is applied to the Beastmasters where you now dont even need to take Beastmasters if you wanted to), Lhamean 10pts, Ur-ghul 15pts, Medusae 25pts and Sslyth 25pts, can take a Venom or Raider. Stats wise they look the same as before, some equipment changed though. The Lhamean now has a Shaimeshi blade, 2+ Poison with a to wound roll of 6 causing instant death (there's quite a few weapons with this rule). The Medusae's Eyeburst changed to a S4 AP3 Template.
>Hellions are fast attack, no way to change, same for Wracks (Elites) the only two squads that change their role are the Kabalite Warriors when they upgrade (3pts per model) to Trueborn and the Wyches upgrading to Bloodbrides (3pts per model), they both are then considered Elites.
>The Succubus has a new weapon exclusive to her, the Archite Glaive which can be used one or two handed, One handed is S: User AP3 melee while the other is +1S, AP2 and two handed.
>Dark Scythes are 24" S8 AP2 Heavy 1, Blast, Lance
>Raiders and Venoms are both 55 points base.
>Archons, Succubi, and Haemonculii can all take a Webway Portal for 35pts.
>Raiders, Venoms and Ravagers now have Deep Strike
>Wyches can take three special melee weapons if the unit is at least 10 models.
>Lelith and Drazhar have Rampage.
>No Lord of War, no Vect
>Real Space Raider Detachment: 1 HQ 2 Troops 1 Fast Attack are compulsory, but you can take up to 6 Fast Attack in one detachment.
>Gives a cover save of a 5+ to Troops in the first round and any round with Nightfight. Non-troops get a 6+
>Razorwing Jetfighter is now Fast Attack
>New Voidraven bomb is S9 AP2 Lance Large blast
>Webway Portal is an item that gives the carrier and unit Deep Strike without scatter.
>Talos/Cronos in units of 1-3, T7 3W points near a Wraithlord. Both have FNP. Talos has a new weapon option, 24" S5 AP2 Small blast.
>Cronos is cheaper, has AP3 and buffs for friendly units
>Beast packs have changed - minimum 12 models (of whatever type); Chimeras have the Daemon special rule. Razorwing Flocks only have 3A. Clawed Fiend is cheaper.
>Splinter Cannon is, 4/6 Salvo. Shredder does not have Mono-filament, but does have Shred.
>As for the Mandrakes, they lost the 5++, but got Shrouded and Stealth. They also start automatically with Baleblast and the only change to it is instead of pinning it has got Soul Blaze.
>Clonefield is a 4++ save. Shadow field the same as before.
>Power from Pain gives a set bonus depending upon what round it is, with no other requirements. The bonuses stack, so by the end of the game, your units really have a lot of bonuses.
>1. None,
>2. FNP 6+
>3. FNP 5+
>4. Furious Charge
>5. Fearless
>6. Rage
>Someone has a Power Lance (I can see it's profile in the summary) in the codex, but I have no specific unit pages so unsure. However, the most logical choice are Scourges, who have a polearm model option for the Solarite
>Cronos weapons stayed the same, they lost their additional support effects though, because Cronos now has a passive aura around itself (described in my prev. post). This is my conjecture but I think Talos and Cronos can be mixed in the same unit for a nice effect of 2 Taloi and a Cronos, with 4+ FnP on all of them
>Baleblast now indeed has Soul Blaze instead of Pinning. Mandrakes also lost their 5++, which means the leak about them having Stealth and Shrouded instead is almost certainly true
>I correct myself - Archon only boosts Power from Pain turn number when fielded in the new Dark Eldar detachment which also grants 5+ cover save for Troops and 6+ cover save for everything else on the first turn
>Shock Prow now gives AV14 when ramming
>Chain Snares now let a vehicle Tank Shock but not Ram
>Splinter Cannons are Salvo 4/6 and got more expensive
>Someone in the codex has a Crucible of Malediction (most likely Haemonculi) - once per game, all Psyker units (Brotherhoods included) within 3D6" suffer a S6 hit with no saves of any kind allowed
>Artefacts:
Animus Vitae - already described this in my other post
Archangel of Pain - once per game, all units within 9" test LD with a -2 penalty, then take a wound with no cover/armor saves for each point they failed. Doesn't work against units with ATSKNF
Armor of Misery - a Ghostplate with Fear and -2 LD penalty to all enemy units within 6"
Djin Blade - AP3, +2 Attacks, after all attacks roll D6, on 1 the bearer suffers a wound with no saves
Helm of Spite - Adamantium Will for all friendly units within 12", Psykers within 12" suffer Perils on any double.
Parasite's Kiss - Pistol, Poison 2+, Master-crafted, after inflicting an unsaved wound, the bearer restores a single wound.
>I am now almost sure that Venom Blade can be taken on the Acothyst only. There are two different weapons table for Coven and non-Coven units. Coven units get VB, ECW, Scissorhand, Flesh Gauntlet, Mindphase, and Agoniser. Out of these, VB and ECW can only be taken on the Acothyst. Non-Coven units get Power Sword (no option for other types) and Agoniser, that's it. So I Imagine the old VBs of all the kits will now be Power Swords. Also, Haemonculi can no longer take Power Weapons (unless it's specified directly in his profile, I haven't seen it)
>Agoniser is now Poison 4+, still AP3, same cost
>Scissorhand is Poison 4+, Rending
>ECW is Poison 5+ (sic), AP3, Concussive and is also the most expensive of all Coven weapons
>Flesh Gauntlet is Poison 4+, ID on a to hit roll of 6
>PGL does NOT confer grenades anymore - I have not seen the Incubi profile page, so cannot say if they've gained grenades or not
>Both PGL and TGL do not work against ATSKNF
>Monoscythe, Shatterfield and Necrotoxin missiles haven't changed
>There are no new ranged weapons other than Ossefactor and Dark Scythe (24", S8, AP2, blast, only on Voidraven Bomber), that info about AP2 blast for Talos also seems incorrect, I think someone confused Stinger Pod for it (which hasn't changed)
>Reaver save is still 5+, all HoW attacks are Rending, base is 1 S4 hit, Caltrops D6 S6, Grav is 1 S4 Concussive
>Significant stat changes for Beasts: Khymeras are now S4 and T4 (majority T4 for a Khymera pack!), Rzorwing Flocks are now WS2, A4, W3, Clawed Fiend is now WS3, W3
via [URL="http://grotorderly.blogspot.com/2014/09/white-dwarf-36-przecieki-leaks.html"]Grot Orderly[/URL] 9-29-2014
Dark Eldar Week 3 Prices
Quote:
Little bird has passed the following info.
There will be no pics, even though I received some, since GW does not want me to *their stuff, before the release date... oh well.
Eldar Archon model
£14, €18, USD23, AU25 // 70zł
Eldar Succubus model
£14, €18, USD23, AU25 // 70zł
Haemonculus Covens - Codex Supplement
£30, €39, USD50, AU60 // 150zł
collated by Charon 10-1-2014
Quote:
Compilation from various sources:
HQ
Haywire grenades only for characters
-No vect
-Archon armour 5+, no ap2 board or bike, only boosts PfP turn number when fielded in the new DE detachment which also grants 5+ cover save for Troops and 6+ cover save for everything else on the first turn but only if Night Fight
-Succubus has option of AP2 weapon
-Hemie: 70, +1 to the pfp turn if there is a heamie in the unit.
-Drahzar: 190, EW, Rampage, +1A for every 6 to wound, Incubi get +1 WS if Drahzar is in the unit.
-Lilith: 150, Rampage, No armour saves agaist her close combat attacks, rerolls to hit and to wound in close combat
-Court: Llamean 10, Ur ghul 15, Medusae 25, Sslyth 25
Units
Haywire grenades only for characters
- Harlequins are gone from the codex
-Scourges: 16 points each, 4 weapons allowed
-Incubi: 20 points, ap 2 init order, no grenades no upgrade powers
-Reavers: 16 points each, can leave combat, save is still 5+, no longer attack while moving, now bladevanes are improved HoW. all HoW attacks are Rending, base is 1 S4 hit, Caltrops D6 S6, Grav is 1 S4 Concussive.
-Witches: 10 points. NO haywires.
-Kabalites: 8 points
-Talos: 120, units of 1-3, fnp stock no pfp. 3 attacks. Chain flails only give shred.
-Cronos: 100, units of 1-3, Spirit Probe now improves FnP of all Dark eldar in 6" by 1 to a max od 4+
-Mandrakes: 12, lost 5++ baleblast s4 ap4 18” assault 2 soulblaze
-Hellions: 13, no grenades
- Beasts: Khymeras S4/T4, Flocks WS2 A4 W3, Fiend WS3, W3. Max size of 12.
-Trueborn 1 pt cheaper, min size 5 no carbines. NO haywires.
-Wracks elite no improvement, 1 special/5 models
grots 35/model, FnP
- Bomber is 160 points + cost of missiles
- Ravager more expensive lost aerial assault. Raiders and Ravagers come with dissis. Dark lances + 5 points
-Venom almost same cost, cannot take +1 stealth
-Razorwing fast attack, 130 with dissis, +10 for dark lances, void mine is 5” blast
-NO lord of war
Combat drugs
1: +1A
2: +1S
3: +1I
4: +1T
5:+1 WS
6: +1Ld
Power from Pain
Turn 1:Nothing
Turn 2: FnP 6+
Turn 3: FnP
Turn 4: Fnp, Furious Charge
Turn 5: Turn 4 + Fearless
Turn 6+: Turn 5 + Rage
(+1 to turn if haemon in the unit)
Weapons:
- Huskblade ap3, cheaper, not a relic
- Hex Rifle inflicts ID on Precision Hits got cheaper
- Soul Trap gives +1s for each usnaved wound inflicted in a challenge
- Phantasm GL works like TGL, shorter range. Doesn’t work on ATSKNF
- Ossefactor is assault 1, fleshbane, ap2. If something is killed then the victims unit get d6 hits with s equal to t of the victim, ap-, ignores cover
- Liquifier is now s3 more expensive
- Venom Blade can only be taken by the Acothyst now
- Stun Claw +1S, ap6, confers ID in challenge
- Shadow Field is more expensive doesn’t fail until end of phase
- Agoniser is now Poison 4+, still AP3, same cost
- Scissorhand is Poison 4+, Rending
- Electro corrosive whip is Poison 5+ (sic), AP3, Concussive and is also the most expensive of all Coven weapons
- Flesh Gauntlet is Poison 4+, ID on 6 To Hit
- PGL does NOT confer grenades anymore - I have not seen the Incubi profile page, so cannot say if they've gained grenades or not
- Splinter Cannons are Salvo 4/6 and got more expensive (so a double nerf)
- lances on infantry are a bit cheaper
- Heat Lance sliiiightly cheaper, it also says that it can be only taken by Scourges but without seeing the unit profiles I cannot verify if Reavers can take it or not
- Mindphase Gauntlet, Flesh Gauntlet, Scissorhand are cheaper, half the cost; ECW is the same
- Djin blade became 33% more expensive
Artefacts:
-- Animus Vitae
one use, assault 1, s4 ap2, 8" if a unsaved wound is inflicted lets all Dark eldar add 1 to the turn number for PfP effects until the end of the game
-- Archangel of Pain
once per game, all units within 9" test Ld with a -2 penalty, then take a wound with no cover/armor saves for each point they failed. Sounds great BUT this does not work against ATSKNF!
-- Armour of Misery
Ghostplate with Fear and -2 Ld penalty to all enemy units within 6"
-- Djin Blade
AP3, +2 Attacks, after all attacks roll D6, on 1 the bearer suffers a wound with no saves
-- Helm of Spite
Adamantium Will for all friendly units within 12", Psykers within 12" suffer Perils on any double.
-- Parasite's Kiss
Pistol, Poison 2+, Master-crafted, after inflicting an unsaved wound, the bearer restores a single wound.
- Wych weapons
(all 5 points):
Hydras confer Shred
Razors reroll To Hit
Shardnet/Impaler reroll 1s on To Hit and To Wound
Vehicles, equipments/weapons
- Splinter racks now work on all Splinter weapons
- Shock Prow now gives AV14 when ramming
- Chain Snares now let a vehicle Tank Shock but not Ram
- Torment Gren. Launchers can now be fired, 24", blast, s1, unit hit tests Ld, takes a wound for each point it failed, no armor or cover saves, doesnt work against ATSKNF
- Night Shield confers Stealth can’t be taken by venoms
- flickerfields only for venoms
- sails let a vehicle flat out 24"
- Monoscythe, Shatterfield and Necrotoxin missles haven't changed
- Implosion Msls are s6 ap2 blast
- there are no new ranged weapons other than Ossefactor and Dark Scythe (24", S8, AP2, blast, only on Bomber)
- Stinger Pod hasn’t changed
- TGL, Night Shields, Splinter Racks, Trophies are all more expensive. TGL in particular has tripled in cost.
- Envenomed Blades and Retrofire Jets are gone.
- bomber is 10 av on all sides
Collated by Charon 10-1-2014
Quote:
Talos are 1-3 in a unit.
Cronos the same but cant mix with Talos.
Kabalites are the same allthough PGL is as rumoured soulblight (no way of getting defensive grenades). 8 points and may take a raider even though a unit is 10+. (I guess there is a misunderstanding and he really means that Kabalites can take Raiders when they are more than 10 models and nt that kabalites are 10+)
Only power swords (means not other energy weapons) and Agonisers which is AP 3, poison (4+)
No more Klaivex Powers
Ravager still AV11, no aerial Assault
No more "small" Haemies, only the ancient is left
There is one formation in the dex (not sure if he refers to the detatchment)
No new movement rules for Talos/Chronos
Lhamean lost their "confers 2+ poison to archon" rule (because that would have been nice with the new agonizer -.-)
Razorwing is 130 points, may only take nightshields (which gives steath) and is a fast choice (not heavy). Its not a vector dancer :-( Dark Lances is a 5 points upgrade, comes standard with disintegrators.
Grotesques are the new hit, I think. Same stats but.... they do not blow up and they got Flesh gauntlets + ccw and Rampage. Nice!! Flesh Gauntlets: S as user, AP-, Lethal Dose, poison (4+)
Lethal Dose: 6 to wound gives ID.
Scourges 4 weaps in 5 confirmed
In the "Realspace Raiders Detachment" can you get 6 fast choices, yes. Giving 5+ cover save to troops and 6+ cover save too all others units in the detachment int the first turn AND any turn with night fighting.
WWP is any unit the Archon/succubus/heamon that has it have joint and their transport. Thats DS without scattering.
No blast.
Transport capacity has not changed, no rides (bike, glider) for characters
Mandrakes much better, stealth, shrouded and baleblast from start. Baleblast: assault 2, St 4. AP4, soulblaze
Wyches are dead no buffs, no haywire, Dodge only in Fight subphase.
Incubi cant get grenades.
Upgrade for venoms is only Grisly trophies and chain snares.... no shields.
Night shields give stealth and the new detachment gives cover in the first turn
Clone field is 4+ inv
Shadowfield is 40 points 2++ and shuts out at end of phase when failed, Archon only (which invalidates the succubus AGAIN, as she has no shiny armor for her T3)
no flickerfields for flyers
Harlequins are out (but still in the fluff)
only wych champion, succubus, archon can have HWG
via Arkalid 10-1-2014
Quote:
So I have seen the Codex and I took some notes for you guys.
-Only Venoms get Flickerfields, the rest of the vehicles only get night fields.
-Almost every unit is cheaper now. Price drops range from one to about three dozen in some cases. Most infantry units are cheaper. All Fast Attack options are cheaper, so are Kabalites. Wyches and Haemonculi Covens are the same in points.
-Succubus can get the Relic armour, which has the cost of the good ol' times Tactical Marine, making her more viable.
-Wyches got hit a little, their weapons now give re-rolls, now specialist weapons.
-Incubi DO NOT have access to grenades.
-Trueborn no longer have access to shardcarbines, they do get 4 special weapons and two heavy weapons.
-Lelith no longer gets extra attacks.
-Artifacts are actually good. Animus Vitae has Rng 8" S4 AP2 Assault 1, Agonising and One-use only. If it inflicts an unsaved wound, every model (friend or foe) with Power from Pain count the turn number being one bigger, stacks with other such bonuses and is permanent.
-The Bomber basically destroys everything. The missiles are actually good, for example Implosion missiles are now AP2.
-Most leaked rumours are true.
The "Relic Armour", or The Armour of Misery, is a ghost plate (As 4+, 6++) that gives Fear and 6" -2 Ld bubble that effects enemies.
All Wych weapons only affect the model using them.
1) Only some unit champs can get Haywire grenades. Archon and Succubus have access to them. None of the Special Characters has Haywire grenades.
2) Archon, Succubus, Wyches (and Bloodbrides), Scourges.
3) Ravager is still 11/11/10 with 3HP
4) Venom still carries only 5 models.
5) Acothyst is the only model with access to Venom Blade
1) The Voidraven was around 160+missiles. I think missile options were four shatterfield, two shatters and two implosions, or four implosions. Price range for those was 20-60. Razorwing was something like 120 or 130. Only shatter missiles had price, they were like 5pts each. Had to buy dark lances as an upgrade, price wasn't that high.
2)Aethersails just let you move 24" when you go Flat Out
3) Scourge now cost the same as last Codex's Hellions. They can take 4 heavy and/or special weapons, no matter the squad size. basically the same options as before, but some price adjustments in weapon prizes. Huskblade is ten points cheaper and is AP3.
Via Charon and [URL="http://www.thedarkcity.net/t10034-confirmed-covens-supplement-details"]The Dark City[/URL] 10-2-2014
Quote:
From a 100% reliable source wishing to remain anonymous (confirmed by pics):
COVEN Supplement
Power from pain - by turn number.
1 – nothing
2 – Fearless
3 – Fear, Fearless
4 – Fear, Fearless, it will not die
5 – Fear, It will not die, zealot
6+ - Eternal Warrior, fear, it will not die, zealot
This is a straight copy from the book - yes some of the powers are omitted on purpose as they are not listed in the chart every turn
Warlord chart
1 – talos & chronos reroll FNP rolls of 1 within 12”of warlord
2 – warlord plus any grotesques he joins gain it will not die
3 – add or subtract 1 from reserve rolls
4 – If your warlord is slain by an attack/weapon with AP 1 or 2 or with the ID rule, gain D3 VP
5 – Warlord plus wracks he joins gain FNP4+
6 – Warlord gains preferred enemy
Artifacts
10pts – pick one of the following at the start of your turn which lasts until your next turn – IWND, fleet, poisoned 4+, rampage (used each turn)
10pts – fighting in a challenge – opponent suffers -5 to initiative
25pts – 8”range, S1, AP2, assault 1, blast, instant death, no effect on vehicles (used as a grenade in shooting phase)
10pts – Additional D6 attacks at S3, AP- at initiative 10, grant an additional pile in move at this step, no bonus applicable for furious charge, rending etc
20pts – IWND 4+, only wounded by poisons special rule on 6
35pts - +1 to FNP rolls, negate first wound suffered if it has the ID rule but when this happens, the item is lost
Coven Detachment
Required – 2HQ, 2 Elite
Optional – 4HQ, 6 Elite, 4 Heavy Support
Units that are available in the detachment – Urien, Haemonculus, Raider (DT only), Venom (DT only), Wracks, grotesques, talos, chronos
Benefits – if this is the primary detachment you can reroll warlord chart from this book. All enemy units within 12”of 1 or more models from this detachment suffer -1LD
7(!!!) formations as well!
Via Mr.Smith 10-3-2014
Quote:
Well speaking of supplements and our good friends at Dark City, here are the Coven formations!! The 1st one is insane!
Formations
1 - urien or haemy plus 2 units of grots - d6 roll at start of game for grots - +1S, +1T, fleet, shred, rage, 4+ FNP
2 - 1 haemy, 1 chronos, 2 units of wracks - all wracks gain precision strike, wracks treat turn 1 higher for pfp. if haemy is the warlord he gets trait 4 automatically
3 - 2 units of wracks in 2 venoms - if a unit in this formation scores first blood, gain D3 vp rather than 1. Wracks must start embarked an in reserve. Deployed turn 1 via deep strike
4 - unit of 5 Talos - gain scout. Score an extra vp for any non vehicle unit killed in combat
5 - 1 haemy, 1 Chronos, 1 Talos - form a single unit. Characters may not join it outside of this formation. Talos and chronos gain +1ws and init. If haemy is warlord, gain trait 1 automatically
6 - 1 haemy, 3 units of wracks with raiders. Master of pain from haemy confers to all units in this formation within 12". Warlord trait 5 if haemy is warlord
7 - all 6 formations as above in 1 formation - called the carnival of pain. Urien form formation 1 has his master of pain rule confer to whole formation. All non vehicles reroll 1's to wound in combat
Original Post
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So no bretonians?