Die Zusammenfassung ähnelt inzwischen Vovins Zusammenfassung ist aber wesentlich spekulativer.
<div class='quotetop'>ZITAT</div>
<div class='quotetop'>ZITAT</div>
Updated version 4.9
As promised this is my compiled list, so enjoy
It has been said, that when the design team came to redo the Eldar that they actually read through all the history and fluff that had been written about the Eldar first, then they sat down and started witting up the new concepts with out looking at point cost, then looked at the newer armies that had already been done for similar weapons and then assigned points to the units while still trying to stay with the fluff.
New rumors/information
Confirmed Information form GW
HQ:
Avatar: Not a Special Character. Cost @ 155pts. Current stats with a change of +1Int +1A BS5 3+/4++ save. All Eldar within 12” will gain Fearless, but will not have +1 CC resolution anymore. Wailing Doom ranged attack (as melta gun). Immune to Flamer an Melta type weapons.
Farseer: They will be T3 and cost @ 55pts. Ghosthelm, pistol & Witchblade as standard EQ (Ghosthelm will give a 3+ save against POW) he may upgrade Witchblade to a Singing Spear(improved stats). He may take a Retinue of 3-10 Warlocks. Seerer Counsel: is said if you take USF FOC. So far they still have the same powers, Rumor of slight changes to all the powers, more effective and some cheaper, Eldritchstorm (slightly stronger vs. Vehicles), plus Doom (cast on an enemy unit, May re-roll to wound, effects both shooting and CC). They can purchase Wargear from the Armory, this includes Jetbike.
Warlocks: Cost @ 25pts, a Warlock may be upgraded to a Spiritseer @ +5pts, all the regular Warlock powers are still available, but rumored that they are slightly changed. Warlocks will now be both a Retinue for the Farseers and as a troop add-on character (this does not take a Warlock from the Farseer Retinue). They will have standard EQ of Witchblade & Pistol but may upgrade Weapons to Singing Spear @ +3 pts and have a Power weapon option, and may get other Wargear from Armory.
Autarch: Cost @ 70pts + gear. He will be an IC he will have a list of Aspect Wargear that he may purchase from. This will consist of 4 sub groups Movement/Headgear/one handed weapons/Two handed weapons. He may choose from any basic Aspect gear but none of the Exarch only gear, and he will not have access to Exarch Powers (but may join an Aspect squad that has an Exarch and gain that Squads ability), (standard EQ Shuriken Pistol, Plasma/Haywire grenades and force shield), plus whatever Wargear choice he takes from the armory. His supposed stats are WS6 BS6 S3 T3 W3 A3 I6 LD10 3+/ 4++ save. Path of Command-He is supposed to be able to affect reserves (possible +1 on the strategy rating rolls, and +1 to bring in reserves). The Autarch will not have the option to take a Retinue.
As I understand it the Autarch Aspect Wargear options should be something like this:
(ich hab das Wargear des Autarchen rausgenommen es ist das selbe wie vovins.
He will have access to grenade options, and possible some other Wargear. (Bright Lance is not to be an Option)
As a character he can take two 1HW or may take one 1HW and one 2HW
Troops:
Dire Avengers: Troop choice, may upgrade one to an Exarch@12pts. Dire Catapult 18” Range. No grenade option. Exarch powers Blade Storm (+1 shots to the squad, but cannot fire next turn), Defend (attacking squad -1A to min of 1 in each combat phase). The Exarch has optional weapons combinations: Power weapon & Shimmershield (gives squad a 5+ Inv. save while in CC), Diresword & Shuriken Pistol, 2 Forearm mounted Dire catapults(Assault 4 not TL).
Rangers: Troop choice, they will have a size increase 5-10 for a squad, No grenade option. They will have Infiltrate/move through cover/stealth USR. They will be able to up grade to Pathfinders at a point cost +5pt, which will give them on a to hit roll of 5+ an AP 1 hit and to increase their Cover save to +2.
Guardians: Troop choice. Min 10 to Max 21(including Warlock), you must take a heavy weapon platform the two crewmembers come from the squad (can only take one weapon platform); you may exchange their catapults for Pistol & CCW to make Storm Guardians and then have the option for two special weapons upgrades (no grenade options). You can have a Warlock join the unit. HW platform does not count as taking up troope slots in WS transports.
Guardian Jetbike: Troop choice, reduced to 22 pts, no stat change (no grenade options). You can have a Warlock join the unit. Limited to 1 Shuriken Cannon per 3 and will have a upgrade cost around 10pts vs. the 20pts we do now.
Transport Waveserpent: Rumor 90pts. Still has Energy fields in previous editions, and we will have to pay for the type of weapons you want. They are going to making the transport be able to hold 12 models. May not carry Swooping Hawks, Warp spiders, Harlequins, Jet bikes or Monstrous Creatures, otherwise same option of Troop. BS3 still.
Elites:
Wraithguard: Troop choice if squad of 10 on foot, Elite choice if taken otherwise, Squad size 5-10. They can have a Warlock/Spiritseer join the squad. They are affected by Wraithsight; A Warlock/Farseer may negate Wraithsight if within 6" or a Spiritseer if within 12". Will be T6 now no other changes to stats, Wraith cannon will wound on a 2+ AP1-2, instant kill on a roll of 6, and vs. vehicles it will glance on a 3-4 and penetrate on a 5-6. No grenade option.
Striking Scorpions: Elite choice. May upgrade one to Exarch@12pts. Squad is S3 but Scorpion Chainsword gives +1 to Str. Manablasters are changing to +1A, gaining Plasma Grenades as standard EQ. Exarch powers: Stalker(Squad move through cover USR), Shadow Strike(Squad Infiltrate USR). Exarch weapons: Scorpion Chainsword & Pistol, Biting Blade(2HW for each successful to hit you add +1S to your to wound no word yet if just a CCW or if PW) & pistol, Scorpion Claw(Str6) & Scorpion Chainsword, Chainsabres (paired Chainswords with fist mounted Shuriken pistols, re-roll to hits and to wound).
Fire Dragons: Elite choice. May upgrade one to Exarch@12pts. Fusion Blasters (Melta gun stats). Will be 15 pts. No plasma grenade option. Exarch powers Tank Hunter (squad Tank Hunter USR), Crack Shot (Exarch only). Exarch Weapons: Fusion Blaster, Firepike (18" S8 AP1 A1 Melta), Dragons Breath (Heavy Flamer).
Howling Banshees: Elite choice. May upgrade one to Exarch@12pts. Banshee mask will give Int10 and will negate opponents cover and grenade abilities when charging . No plasma grenade option. Exarch power: Acrobatics (counter charge USR), War Shout (Opponents take a moral test if failed opponents become WS1 for the first CC phase). Exarch weapons: Power Weapon & Pistol, Executioner (2HW)& pistol, Mirror Blades (paired power weapons +2A). Triskele &Pistol (web of skulls type weapon S3 AP2 A3).
Harlequins: Elite choice Rumored 0-1. They may be WS5 BS4 S3 T3 W1 A2 I6 Ld9 Sv 5++ and 18 pts in units 5-10, Shuriken pistol &CCW as standard EQ, they will have an ability called Dance of Death(Furious Charge USR, Hit and Run USR). Harlequins still have flip belts which allow them to ignore difficult terrain tests. Holo-fields give 5++save. They may choose to upgrade CC weapons to the Harlequin Kiss @ +4pts per model (rending CC weapon) and 2 squad members can upgrade thier pistols to Fusion pistol @10pts each. They can upgrade one Squad member to a Shadow seer @ 30pts, Shadow seer will have “Veil of Tears” Physic power (use night fight rules to see the unit he is with) he will have Hallucinogen(Plasma) grenades and allows the squad that he’s with to gain them also. Upgrade one member to a Troupe Master @ 20pts (Power Weapon or Harlequin Kiss free upgrade and +1A +1LD). Upgrade one member to a Death Jester @ +10pts, The Death Jester exchanges other weapons for a Shreiker Cannon (same stats as Shuriken Cannon and gains pinning). Rumor that they are metal models not plastic.
Fast Attack:
Shining Spears: Fast Attack choice may upgrade one of them to be an Exarch@12pts. They are reducing cost to 35pts. Exarch Powers Withdraw (hit and run USR), Expert Rider USR. They are changing the Laser Lance, it may make a Rng6" S6 AP4 A1/Lance shot and count as a S6 Power Weapons on the charge, and that they then revert to S3 CCW in the following rounds of CC. No plasma grenade option. Exarch is losing the Bright Lance option, but may upgrade TL Catapults to a Shuriken Cannon. Exarch weapons: Laser Lance, Power weapon, Star Lance a S8 version of the Laser Lance.
Warp Spiders: Fast Attack choice may upgrade one of them to be an Exarch@12pts. No plasma grenade option. Exarch Powers Surprise Assault (always deep strike like terminators) Withdraw (hit and run USR). Death Spinner (12" S6 AP- A2). Exarch weapon options: Powerblades, Twin Death Spinner (Assault4). Spinneret Rifle (Rng 18" S6 AP1 A1 Pinning).
Swooping Hawks: Fast Attack choice may upgrade one of them to be an Exarch@12pts. They have their normal grenades plus gaining Haywire Grenades as standard EQ. Exarch powers Intercept (gives ability to hit Vehicles in CC on a 4+ even against skimmers), and Skyleap (in your movement phase you may choose to leave the table and go into reserves even if you where in CC, next round you roll your reserve roll to bring them back in the next movement phase). Exarch weapons Lasblaster, power weapon & pistol, Hawks talon, Sunrifle (S3 AP5 A6 pinning).
Vyper: Reduction in cost 45pts and is counted as being open topped still. Will still have TL catapults(may upgrade to Shuriken Cannon +10pts), but will have to pay for the heavy weapons turret option and vehicle upgrades. Still BS3.
Heavy Support:
Support Weapons: D-cannons will now be a G24” small blast versions of the Wraith cannon. It will affect Vehicles the same even if any part of the template touches them now. They have not said if it will still be counted as Ordinance for the Penetration table or if it counts as S10 for instant kill vs. to wound roll of 6.
Vibro Cannons will still have same special rules as now.
Shadow Weaver is to be reduced in cost.
Dark Reapers: Heavy Support choice may upgrade one of them to be an Exarch @12pts. They are to be reduced by 2pts in cost and gain back 3+ armor save. Not much else for the squad. No plasma grenade. Exarch weapons: Reaperlauncher, Shuriken Cannon, Missile Launcher, Tempest Launcher (G36" S4 AP3 H2 blast Pinning). Exarch powers: Crack Shot and Fast Shot as they are now.
Wraith Lord: Heavy Support only. Increase in cost 90pts + weapons. You will have 2 light weapons(Flamer/catapult) and 1to2 heavy weapons, requirement of 1 HW still (if you take two of the same type of weapon it will be TL). Str10 standard(monstrous creature).Wraithsword (10pt upgrade)which can re-roll to hits in CC, he may take this in place of taking the second HW choice. He will be affected by Wraithsight, he will need to be within 6" of a Warlock/Farseer or 12" of a Spiritseer to act normal.
Falcon: Reduction in point cost. Pulse Laser is changing from H1d3 shots to H2 (no more random amount of shot weapons). Still BS3.
Fire Prism: No point cost change. Changing the Fire Prism weapon to be a duel propose weapon, Anti-tank mode Rng 60” S9 AP2 Small Blast, Anti-infantry mode S5 AP4 Large Blast. If you take a second Fire Prism and its in LOS of the other you can decide to boost the first one, Anti-tank mode Rng 60” S10 AP1 Small blast Twin linked, Anti-infantry mode S6 AP3 large blast twin linked. It is said that you can add a third Prism to make the Anti-Infantry mode S7 AP2 LrgBlast TL. BS4 as standard.
War walkers: Heavy Support No point change other then cost for purchase of weapons. Its force field will now make it count as being closed topped. They are supposed to be gaining scout ability as rumored. It has been said that it will still be able two take 2 HW and not count as TL (special Rule), supposedly it may take spirit stone as its only vehicle upgrade. Still BS3.
Heavy Weapons: (this is the supposed listed price for the vehicle HW not the Platforms)
Shuriken Cannon: as it is now but A3 5pts
Scatter Laser: as it is now but H4 15pts
Eldar Missile Launcher: Same stat line as it is 25pts
Bright Lance: as it is now 30pts (is said to be Vehicle & Platform only)
Starcannon: as it is now but H2 25pts
Pulse Laser: as it is now but H2
Fire Prism: As in Vehicle discription
Special Characters: (that are said to be in the book, may take as a HQ option)
Eldrad Ulthran – Farseer of Ulthwe, 220pts.
Farseer, w +1 toughness. All the Farseer Stuff. All the Farseer Powers and 3+ Rune Armour. Able to redeploy 3 units before the start of the game once setup is compleated. (Not just move them 6" now) Staff Still has the same effect as before so 3 psychic powers & wounds on 2+ & ignores armour saves.
Prince Yrial – Autarch of Iyandan @155pts, Special Weapon: Cursed spear of Twighlight (Singing spear type Power weapon, has an effect in last turn, making him have to make a Inv save or die), Eye of Wrath(S6 AP3 Lrg Blast centered from character, use once per game).
Phoenix Lords – They are suppose to range around 190-230pts, they are suppose to have much better stats and abilities (possible stats WS7 BS6 S4 T4 W3 I7 A3 LD10 2+ armor save) and be able to purchase limited Wargear from the Armory (grenades limited to Aspect). They are also to get a special rule called “Disciples” (just their new name for Fearless that can bestow on a squad they join). PL's protected from insta-kill by a special rule "Eternal Warrior". PL's will have their Ritual Weapons and their Shrine Powers, plus one additional Power.
Karandras- Weapons -Scorpion Bite (Manablasters +2A), Scorpion Chainsword, Scorpion Claw Powers: Stalker, Shadow Strike, Stealth USR(can effect squad)
Maugan Ra- Weapons- Maugetar/Executioner(S6 AP4-5 A4 Rending/Pinning) Powers: Crack Shot, Fast Shot, Acute Senses USR(can effect squad)
Jain Zar- Weapons- Executioner, Silent Death(S5 Ap2 A3) Powers: Acrobatics, Warshout, Furious Charge USR(self only)
Baharroth- Hawks Talon, Power Weapon Powers: Skyleap, Intercept, Hit an Run USR(can effect squad)
Fuegan- Weapons- Firepike, Fire Axe(Str+2d6 Armor Pen/not PW) Powers: Tank Hunter, Crack Shot, Feel no Pain USR
Asurmen- Shuriken Gauntlets, Sword of Asur(Diresword re-roll to hits) Powers: Blade Storm, Defend, Battle Fate( 4++ save)
Wargear & Upgrades:
Physic Wargear: Rune of Warding will make an opponents physic roll 3d6 and total them together with any total 12+ causing an POW test to them this ability has no range limit.
Spirit Stone is changing to same as Extra armor (reduces Crew stunned to shaken result)
Vectored Engines possibly changing to make fast vehicles traveling more then 6" count as moving as 6" so that they just settle to the ground.
Star Engines to have a fixed distance (has been said 12" no more 2d6)
Holo-field are to stay the same
It has been said that CTM is not in the new Codex.
Scythes are not in Codex
No new Vehicle upgrades
I will try to keep this up to date as I learn more.
Please remember, that this is a compilation of Rumors and should still be considered as such, most come from people that have play tested or who have said that they have seen or have heard from people who have seen the new codex, but the only way for them to be really be confirmed, is if GW releases information to confirm them.[/b]