Alright, to sum it up:
Suggestions for the next version:
Shuriken cannon
0-16 (+1) - 16-32 - S5 - Dam 1 - S/M -2 - 4+ - sus. f.2 - 150 TG
Reaper launcher II
0-20 - 20-72 - S5 - Dam 1 - S/M -2 - 4+ - Sus. f.1, Blast - 210 TG
Shrieker ammo:
rare - 20 TG
When the target goes out of action as a result from a hit from a Shuriken Cannon with Shrieker Ammo, resolve an explosion with the gas cloud template centered on the model with a S of 4.
Dire Avenger:
40 TG. switch out the +1 when charged bonus for " receives +1 to hit bonus if target is in cover"
Striking Scorpion:
Mandiblasters: Counts as having an extra S4, Dam 1, S/M -1 Ammo 4+ pistol in CC.
Rune Armour:
5+ special save, 5+ save against psychic powers - 85 points - rare - Eldar psycher only
At the beginning of the turn, the wearer may choose to use one of the following runes, if a Ld-test is passed.
2- Runes of Warding - +1 armor save till end of turn.
3- Runes of Fleetness - This model gain the Evade skill till end of turn.
4- Runes of War - An eldarite model eather in 8" or LoS +1 to combat resolution till end of turn.
5- Runes of Deception - The runes causes the casters outline to appear blurred and makes it's movement hard to read. -1 to being hit by ranged weapons till end of turn, in close combat opponents will fumble on a roll of 1-2, instead of the usual roll of 1. This does not stack with the skill Feint.
6- Runes of Vigour - The runes embolden a fellow eldar to redouble their effort. Select one Eldarite model either in 8" or LoS, this model recovers from pinning or being broken immediately.
Warp Jump:
A Warp Spider may choose to make a Warp Jump in the movement phase instead of moving normally. This does not prevent the model from shooting in the Shooting phase. To make a Warp Jump, roll 2D6+2 and move the model up to that many inches in any direction, ignoring terrain, models and other obstacles. A model making a Warp Jump cannot be seen at any point during the Jump except at the final position. If a double one is rolled for the Warp Jump, the model is temporarily lost in the warp. Remove the Warp Spider from play and place a token where it started its movement. At the beginning of each of your turns, roll a D6. On a 5+, the Warp Spider emerges on top of the token, scattering D6 inches. It may then act as normal, although it may not make a Warp Jump this turn. If the Warp Spider has not returned by the end of the game, it is lost in the warp forever and counts as Dead.
@Shuriken Cannon: Agree with this
@Reaper Launcher: Agree
@Shrieker Ammo: Agree, this is easier and more balanced than my version. Should be on the Weapon list and available to Dark Reapers from the start.
@Dire Avenger: See below
@Striking Scrorpion: I don't know about this one, it might indeed be a bit of a de-buff. What about this idea, representing the fact that the Mandiblasters will distract the opponent and force them to fight more cautiously:
Mandiblasters: An opponent fighting a Striking Scorpion in close combat does not gain the "Fumble" bonus for any 1s rolled by the Striking Scorpion.
@Rune Armor: See below
@Warp Jump: Agree
I've been discussing the Dire Avenger with one of our groupmembers, and we came up with the following:
- Always gets the +1 charge bonus, even when charged.
- 30 points
- Must buy a shuriken pistol with monosight or special Avenger Catapult:
0-12 (+1) - 12-24 - S4 - Dam 1 - S/M -1 - 4+ - Equiped with mono-sight - Cost: 70
This will make the Dire Avenger a good jack-of-all-trades, compared to the other Aspects who have a very rigid role and equipment.
I like this version of the Dire Avenger.
I think I'm leaning toward the 5+ special save + 5+ psychic save. Seems to be the easiest solution without having to keep track of runes and what is basically a second casting mechanic for the runes.
Atrum Vesica and I had a fun idea for the Warp Spider too:
If the model is ever lost during battles, roll a D3. (or possibly D3+1) This is the amount of battles the warp spider must miss. In addition, roll once on the perils of the warp table for every game missed.![]()
@Rune Armor: I think this is the best idea. I personally don't like the idea of making things more complicated, changing up the Warlocks completely or making Runes their own Psychic Discipline. Keep them as they are and just add the option for this simple Rune Armor imo. I like to keep things simple
@Warp Spider: This seems unnecessary, it already has enough rules imo