Have not done much lately, so heres something I dredged up on Dejanews. The
40K3 Eldar Playtest Codex. Remember that its broken. But since the final
ones are always broken too its a matter of taste as to whether its useful or
not ;)~
Ken
---------------------------------
From: Philip Bowles
Okay, here is what I can remember of Codex: Eldar, or at least as much
of it as I have time to type:
WEAPON SUMMARY
Range S AP Type Special
Brightlance 36" 8 2 Assault 1 AV>12 = AV12
D-Cannon Guess 24" 10 2 Heavy 1 blast
Death Spinner 12" 6 - Rapid Fire
Destructor Flamer 5 4 Assault 1 Causes pinning.
Eldar Missile Launcher
- krak 48" 8 3 Heavy 1
- plasma 48" 4 4 Heavy 1 blast Causes pinning.
Fire Pike 18" 8 1 Assault 1 9" or less - +D6 pen.
Flamer Template 4 5 Assault 1
Fusion Gun 12" 6 1 Assault 1 6" or less - +D6 pen.
Hawk Grenade
Pack Guess 12" 4 4 Ordnance See Hawk rules.
Hawk Talon 24" 4 6 Assault 3
Lasblaster 24" 3 6 Assault 2
Laser Lance N/A 5 5 Assault 1 See Spear rules.
Mandiblaster N/A 4 5 Assault 1 See Scorpion rules.
Pulse Laser 48" 8 2 Heavy D3
Ranger Longrifle 36" wounds on 4+ 6(1) Heavy 1 Causes pinning.
Reaper Launcher 48" 5 3 Heavy 2
Scatter Laser 36" 6 6 Heavy D6
Scorpion's Claw 12" 4 5 Assault 2 Power fist in hth.
Shadow Weaver Guess 48" 6 - Heavy 1 ordnance blast (2)
Shuriken Cannon 24" 6 5 Heavy 3
Shuriken Catapult 12" 4 5 Assault 2
Shuriken Pistol 12" 4 5 Pistol
Singing Spear 12" Wounds on 2+ - Assault 1 Sx3 vs. vehicles.
Starcannon 36" 6 2 Heavy 3
Vibro-Cannon 36" 4 - Heavy 1 (3)
Web of Skulls 12" 4 5 Assault 1 (4) Power weapon in hth.
Wraithcannon 12" Kills on 4+ 1 Assault 1
(1) If a 6 is rolled to hit with a Ranger longrifle, it is treated as
having an AP of 1 for that hit. Ranger longrifles always hit on 2+.
(2) Although the shadow weaver uses the large (ordnance) blast marker,
it is treated as a normal barrage weapon rather than an ordnance barrage
weapon.
(3) The Vibro-Cannon battery fires a single shot regardless of the
number of models in the battery. It fires in a straight line, hitting
everything between it and the target on 4+. Hits on infantry are worked
out with a strength of 4+1 for each weapon firing after the first. Hits
on vehicles cause D6 glancing hits, +1 for each weapon firing after the
first. Units taking casualties from a vibro-cannon battery must take a
test to avoid pinning.
(4) If the firing Exarch hits his first target with the Web of Skulls in
the shooting phase, he rolls to hit again. This continues until he
misses, has hit 4 times or has hit every model in the unit, whichever
comes first. THe Web of Skulls may be used in close combat and at range
in the same turn.
Close combat weapons:
Biting Blade: If the Exarch wounds a model with more than one wound
with his Biting Blade, he rolls to wound again. This continues until he
fails to wound or the model is dead. The Biting Blade counts as a power
weapon in close combat.
Close combat weapon: A model with a close combat weapon in addition to a
pistol or another weapon which can be used in hth gains +1 attack.
Diresword: The Diresword counts as a power weapon in close combat. In
addition, if a model is wounded by a Diresword it must take a Ld test on
2d6; if it fails it is killed regardless of the number of wounds it has.
Executioner: The Executioner counts as a power weapon in close combat.
In addition, the Exarch adds +2 to her S. However, the Executioner
requires both hands to use.
Haywire grenades: These may be clamped onto a vehicle or immobilised
dreadnought or walker in close combat. The model makes a single attack,
and hits are resolved by rolling on the following table:
1 - No effect.
2-5 - Glancing hit.
6 - Penetrating hit.
Laser Lance: The laser lance adds +2 to a user's strength in close
combat. In addition, a model assaulting with a laser lance makes a
single shooting attack against a model in base contact in the assault
phase, before other attacks are worked out. This hits using the
wielder's BS, and hits are resolved at S5 with AP5.
Plasma Grenades: A model with plasma grenades strikes first when
assaulting models in cover.
Power blades: These function as power weapons, and add +1 attack. This
is in addition to the extra attack for having an additional close combat
weapon, for a total of +2 attacks.
Power weapon: A model armed with a power weapon ignores enemy armour
saves in close combat.
Scorpion's Claw: The Scorpion's Claw doubles its user's strength in
close combat, and functions as a power weapon, but the model using it
strikes last. The Claw also incorporates a built-in shuriken catapult
with the normal profile, and it may be fired and used in close combat in
the same turn.
Singing Spear: The Singing Spear is a two-handed weapon which functions
in the same way as a witchblade. In addition, it may be thrown up to 12"
in the shooting phase. It may be used in close combat and in the
shooting phase in the same turn.
Witchblade: The witchblade always wounds opponents on 2+. In addition,
it trebles the user's strength in close combat against vehicles.
ELDAR WARGEAR
Eldar Jetbike: This is treated like a normal jetbike as specified in the
rulebook. In addition, the bike may always move up to 6" in the assault
phase and this move may be in any direction.
Ghosthelm: The Farseer may reroll a 2 or a 12 on his psychic test.
Daemons in base contact with the Farseer halve their WS.
Runes of ?: Enemy psykers within 6" of the Farseer roll 3D6 for their
psychic tests and discard the lowest.
Runes of Warding: The Farseer rolls 3D6 for his psychic tests and
discards the highest.
Spirit Stone: The Farseer may use up to two of his powers in a turn, but
may not use the same one twice.
VEHICLE UPGRADES
Crystalline Targeting Matrix: The vehicle may fire in the movement
rather than the shooting phase. This allows it to move, fire, then move
again, for example. This does not affect restrictions on the distance
the model can move and still fire.
Holo-Field: If damage is caused to this vehicle, 2D6 is rolled on the
damage table and the highest is discarded.
Spirit Stone: The vehicle ignores 'Crew Shaken' and 'Crew Stunned'
results on damage tables.
Star Engines: The vehicle may add +D6" to its move.
Vectored Engines: The vehicle may end its turn in difficult terrain
without needing to take a terrain test.
WARRIOR POWERS
Acrobatics: If the Exarch is in base contact with an enemy at the start
of the assault phase, you may reposition her so that she is in base
contact with any other model in the same combat.
Bounding Leap: The Exarch adds +D6" to his assault move. He may use this
to assault any model in range in the target unit, not simply the
closest.
Burning Hand: The Exarch counts as having a power weapon in close combat
and may reroll misses in close combat.
Crack Shot: The Exarch may reroll failed to wound rolls when firing. In
addition, the Exarch's shots ignore the effects of cover. This power may
not be used in conjunction with Fast Shot.
Crushing Blow: The Exarch has +1S in close combat.
Defend: The Exarch strikes last in close combat, but any model
attempting to hit him requires a 6 to hit.
Distract: An enemy of your choice in base contact with the Exarch gets
-1 A for that turn.
Evade: The Exarch's save is invulnerable.
Fast Shot: The Exarch adds +1 to the number of shots he may fire in a
turn; so a heavy 3 shuriken cannon becomes heavy 4, for example. He may
fire at full effect even if he moved that turn. This may not be used in
conjunction with the Crack Shot skill.
Skilled Rider: The Exarch's squad does not need to make a difficult
terrain test when it ends its turn in such terrain.
Stealth: The Exarch and his squad may infiltrate in scenarios which
allow this. The squad may not take any form of transport.
Surprise Assault: The Exarch and his sqaud add +2 to their attacks
characteristic when assaulting rather than +1.
Sustained Attack: For every successful hit the Exarch scores in close
combat, he may roll to hit again. He may hit any model in the enemy unit
in this fashion, not simply those in base contact or within 2".
Withdraw: The Exarch may order his squad to withdraw at the end of any
of his assault phases if the Spiders are in close combat. They
immediately make a normal fall back move (3D6" ignoring terrain) and
automatically regroup at the end of the turn. The enemy may consolidate,
but may not advance.
War Shout: An enemy charged by an Exarch with War Shout must take an
immediate morale check, falling back if they fail.
?: ?
PSYCHIC POWERS
FARSEER
Eldritch Storm: ?
Fortune: The Farseer may use this power on any unit within 6" at the
strt of his turn. That unit may reroll failed armour saves until the
beginning of the next Eldar turn.
Guide: The Farseer may use this power on any unit within 6" at the start
ofg his turn. That unit may reroll failed to hit dice from shooting
until the start of the next Eldar turn.
Mind War: ?
WARLOCK
Warlocks never take psychic tests; like Exarch Warrior Powers, their
abilities are permanently in effect.
Conceal: The Warlock and the unit he is with count as being in cover at
all times and have 5+ cover saves. This may not be used in conjuction
with the Farseer's Fortune power.
Destructor: This counts as the Warlock's ranged weapon and uses the
flamer template. It has S5, AP4 and ignores cover. Units taking
casualties from a Destructor must test to avoid pinning.
Embolden: The unit may rerolled failed Ld tests.
?: The unit automatically rallies at the end of any turn in which it is
forced to fall back. It will also regroup automatically if swept into by
another unit or if it reaches the table edge, or indeed in any situation
in which it would be forced to test to regroup.
** Oh, yes, I forgot the Banshee Mask special rule. Rest assured that
the Banshees still have it. **
----------------------------------------------------------------------------
---------------------
TROOPS
Dire Avengers Aspect Warriors
PV WS BS S T W I A Ld Sv
Dire Avenger 12 4 4 3 3 1 5 1 9 4+
Exarch +? 5 5 3 3 1 6 2 10 3+
SQUAD: The squad consists of between 5 and 10 Dire Avengers.
WARGEAR: Shuriken catapult.
CHARACTER: Oner model may be upgraded to an Exarch for +?pts. The Exarch
may be armed with a shuriken pistol and power sword for +10pts or a
shuriken pistol and Diresword for +20pts.
The Exarch may have the following Warrior Powers; ? +?pts, ? +?pts.
TRANSPORT: The squad may be mounted in a Wave Serpent for 110pts.
Guardian Defenders
PV WS BS S T W I A Ld Sv
Guardian 8 3 3 3 3 1 4 1 8 5+
Warlock +11 4 4 3 3 1 5 1 8 4+ (Rune)
SQUAD: The squad consists of between 5 and 20 Guardians.
WARGEAR: Shuriken catapult.
OPTIONS: The squad may be equipped with frag grenades for a cost of +1pt
per model. The squad may be accompanied by two Guardians with an
anti-grav platform mounting one of the following weapons: shuriken
cannon +25pts, scatter laser +30pts, Eldar missile launcher +55pts,
brightlance +50pts, starcannon +50pts. The anti-grav platform may move
and fire, and may continue operating until both crewmen are dead.
CHARACTER: The squad may be joined by a Warlock from the Farseer's
retinue.
TRANSPORT: If the squad numbers 10 or fewer models, it may be mounted in
a Wave Serpent for 110pts.
Guardian Storm Squad
PV WS BS S T W I A Ld Sv
Guardian 8 3 3 3 3 1 4 1 8 5+
Warlock +11 4 4 3 3 1 5 1 8 4+ (Rune)
SQUAD: The squad consists of between 5 and 10 Guardians.
WEAPONS: Shuriken pistol and close combat weapon.
OPTIONS: The squad may be equipped with frag and krak grenades for +2pts
per model, and meltabombs for +3pts per model.
CHARACTER: The squad may be joined by a Warlock chosen from the
Farseer's retinue.
TRANSPORT: The squad may be mounted in a Wave Serpent for 110pts.
Rangers
PV WS BS S T W I A Ld Sv
19 3 4 3 3 1 4 1 8 5+
SQUAD: The squad consists of between 3 and 10 Rangers.
WEAPONS: Ranger longrifle, shuriken pistol.
SPECIAL RULES
Infiltrate: The Rangers may set up using the rules for Infiltrators in
scenarios which allow this. In other scenarios they set up with the rest
of the army as normal.
Cameleoline Cloaks: Rangers add +1 to any cover saves they are entitled
to make, so a Ranger with a 5+ basic cover save will instead save on 4+.
?: Rangers roll an extra D6 when moving through difficult terrain, and
choose the highest.
Transport: Wave Serpent
PV AV Front Sides Rear
110 12 12 10
TYPE: Fast, Skimmer, Tank.
WEAPONS: Twin-linked shuriken cannon, twin-linked shuriken catapults.
OPTIONS: The Wave Serpent may replace its turret-mounted shuriken cannon
for one of the following weapons for the cost listed: Scatter laser
+?pts, Eldar missile launcher +?pts, brightlance +?pts, starcannon
+?pts.
The Wave Serpent may upgrade its twin-linked shuriken catapults to a
single shuriken cannon for +20pts.
The Wave Serpent may take the following vehicle upgrades: Crystalline
Targeting Matrix, Holo-Field, Spirit Stone, Star Engines, Vectored
Engines.
TRANSPORT: The Wave Serpent may carry up to 10 models, or 5 Wraithguard
and up to one Warlock. It may not carry an Avatar, Wraithlord or
anti-grav platforms.
FAST ATTACK
Swooping Hawks Aspect Warriors
PV WS BS S T W I A Ld Sv
Swooping Hawk 21 4 4 3 3 1 5 1 9 4+
Exarch +? 5 5 3 3 1 6 2 10 3+
SQUAD: The squad consists of between 5 and 10 Swooping Hawks.
WARGEAR: Lasblaster, plasma grenades, grenade pack, Hawk Wings.
CHARACTER: One model may be upgraded to an Exarch for +?pts. The Exarch
may be armed with a shuriken pistol and web of skulls for +?pts, or a
Hawk's Talon for +?pts.
The Exarch may take the following Warrior Powers: Sustained Attack
+?pts, ? +?pts.
SPECIAL RULES
Hawk Wings: Hawk Wings function in the same way as jump packs, and allow
their user to deploy using the Deep Strike rules. In addition, Hawks may
deploy using Deep Strike even in scenarios which don't normally allow
this.
Grenade Packs: When a Hawk squad is deployed using deep strike, it may
immediately make an attack with its plasma grenades. This is treated as
an ordnance barrage with the profile shown below. This attack may only
be made when the Hawks enter play using deep strike and so may only be
used once per squad. Only one attack is made however many models are in
the Hawk squad.
Range Strength AP Type
Guess 12" 4 4 Ordnance
Jetbikes
PV WS BS S T W I A Ld Sv
Jetbike 35 3 3 3 4 1 4 1 8 3+
Jetbike Warlock +36 4 4 3 4 1 5 1 8 3+/4+ (Rune)
SQUAD: The squad consists of between 3 and 10 Jetbikes.
WEAPONS: The riders are armed with shuriken pistols. Each bike is armed
with twin-linked shuriken catapults.
OPTIONS: Up to one in three bikes may upgrade its shuriken catapults to
a single shuriken cannon for +20pts.
CHARACTER: The squad may be joined by a Warlock chosen from the
Farseer's retinue. The Warlock must ride a Jetbike.
** Note: As an addendum to an earlier post, Warlocks accompanying a
Farseer on a jetbike must have jetbikes themselves unless they are
assigned to an infantry squad. Both Farseers and Warlocks may upgrade
their bike's armament to a shuriken cannon for +20pts a model. **
SPECIAL RULES
Eldar Jetbike: The rules for Eldar Jetbikes apply to the squad.
Shining Spears Aspect Warriors
PV WS BS S T W I A Ld Sv
Shining Spear 40 4 4 3 4 1 5 1 9 3+
Exarch +? 5 5 3 4 1 6 2 10 3+
SQUAD: The squad consists of between 3 and 10 Shining Spears.
WEAPONS: The riders are armed with laser lances. The bikes are armed
with twin-linked shuriken catapults.
CHARACTER: One model may be upgraded to an Exarch for +?pts. The Exarch
may replace his laser lance with a brightlance for +25pts, and may
upgrade his bike's shuriken catapults to a single shuriken cannon for
+20pts.
The Exarch may have the following Warrior Powers: Skilled Rider +5pts,
Evade +10pts.
SPECIAL RULES
Eldar Jetbike: The rules for Eldar jetbikes apply to the squad.
VYPER
PV AV Front Sides Rear
50 10 10 10
TYPE: Fast, Skimmer, Open-Topped.
WEAPONS: Pintle-mounted shuriken cannon, twin-linked shuriken
catapults.
OPTIONS: The Vyper may replace its shuriken cannon with one of the
following weapons for the points cost listed: Scatter laser +5pts, Eldar
missile launcher +20pts, brightlance +15pts, starcannon +15pts.
The Vyper may upgrade its twin-linked shuriken catapults to a single
shuriken cannon for +20pts.
HEAVY SUPPORT
Falcon
PV AV Front Sides Rear
120 12 12 10
TYPE: Fast, Skimmer, Tank.
WEAPONS: Twin-linked shuriken catapults, turret-mounted pulse laser and
one additional turret weapon chosen from the following: shuriken cannon
+20pts, scatter laser +25pts, Eldar missile launcher +40pts, brightlance
+35pts, starcannon +35pts.
OPTIONS: The Falcon may upgrade its twin-linked shuriken catapults to a
single shuriken cannon for +20pts.
The Falcon may take the following vehicle upgrades: Crystalline
Targeting Matrix, Holo-Field, Spirit Stone, Star Engines, Vectored
Engines.
TRANSPORT: The Falcon may transport up to six models. It may not
transport an Avatar, Wraithlord, Wraithguard or anti-grav platforms.
Fire Prism
PV AV Front Sides Rear
115 12 12 10
TYPE: Fast, Skimmer, Tank.
WEAPONS: Turret-mounted prism cannon (Range 60", S9, AP2, Heavy 1
blast), twin-linked shuriken catapults.
OPTIONS: The Fire Prism may upgrade its twin-linked shuriken catapults
to a single shuriken cannon for +20pts.
The Fire Prism may take the following vehicle upgrades: Crystalline
Targeting Matrix, Holo-Field, Spirit Stone, Star Engines, Vectored
Engines.
Wraithlord
PV WS BS S T W I A Ld Sv
75 5 5 7 7 3 5 4 10 3+ (are these the right characteristics?
The correct ones are identical to those in the rulebook)
WEAPONS: Two Dreadnought close combat weapons, each incorporating either
a flamer or a shuriken catapult. The Wraithlord may also take one of the
following weapons at the cost listed: Shuriken cannon +20pts, scatter
laser +25pts, Eldar missile launcher +40pts, brightlance +35pts,
starcannon +35pts.
SPECIAL RULES
Implacable Advance: The Wraithlord may fire up to two of its weapons on
the move, even heavy weapons.
Fearless: The Wraithlord is assumed to automatically pass any Morale
test it is required to take and can never be pinned.
Melta bombs and krak grenades: These weapons may be used against a
Wraithlord in close combat, and have the same effect as they do when
clampedto a vehicle. A model using these grenades against a Wraithlord
can only make one attack as normal.
War Walker
PV AV Front Sides Rear
35 14 10 10
TYPE: Walker, Open-Topped.
WEAPONS: The War Walker is armed with two weapons chosen from the
following list: Shuriken cannon +25pts, scatter laser +30pts, Eldar
missile launcher +40pts, brightlance +35pts, starcannon +35pts.
SPECIAL RULES
Power Field: The War Walker's pilot is protected by a power field to the
front which gives him an AV of 14. However, if a 6 is rolled to hit the
Walker from the front, the field is ignored and the Walker's natural AV
of 10 is used instead.
Support Weapon Battery
PV WS BS S T W I A Ld Sv
Guardian 20 3 3 3 3 1 4 1 8 5+
BATTERY: The battery consists of between 1 and 3 platforms, each with
two Guardian crewmen. All platforms in the battery must be armed with
the same weapons.
WEAPONS: The crew carry shuriken catapults. The platform must be armed
with one of the following weapons for the cost listed: D-Cannon +30pts,
Vibro-Cannon +40pts, Shadow Weaver +35pts.
SPECIAL RULES
Support Platforms: Because of the nature of their weapons, support
platforms unlike the anti-grav plaforms used by Guardian Defenders
cannot move and fire in the same turn.
Dark Reapers
PV WS BS S T W I A Ld Sv
Dark Reaper 37 4 4 3 3 1 5 1 9 4+
Exarch +? 5 5 3 3 1 6 2 10 3+
SQUAD: The squad consists of between 3 and 5 Dark Reapers.
WEAPONS: Reaper launcher.
CHARACTER: One model may be upgraded to an Exarch for +?pts. The Exarch
may replace his Reaper launcher with a shuriken cannon for +?pts or an
Eldar missile launcher for +?pts.
The Exarch may have the following Warrior Powers: Crack Shot +?pts, Fast
Shot +?pts.
----------------------------------------------------------------------------
------------------------------
NOTE
> I have heard rumors (oh horrors) that the Ranger Longrifle was much
improved
> over the standard sniper rifle. It that true? If so, do you know what it's
> stats/special rules are?
Same as the sniper rifle; if the Ranger rolls a 6 to hit the hit is
worked out as though the weapon had AP 1 (ie, it automatically negates
all non-invulnerable armour saves). Given the comparative ease of
hurting something with a longrifle, this is pretty horrible and makes
Rangers a must against Marines - the chances of killing a basic Marine
have gone from 5/36 to 5/24 (since the Ranger has a 50% chance of
getting past a 3+ armour save - on a 1, 2 or 6); killing a Marine in
(almost) one out of every four shots is not a bad deal.
------------------------------------------------------------------------
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Received on Mon Mar 29 1999 - 07:36:19 UTC