That's breaking the rules and i'm risking suspension of the account, but hey, it's nothing atm. http://www.mediafire.com/download/c880v8hbpg6ohwn/Warhammer_40,000_-_Codex_-_6E_-_Eldar.PDF http://www.mediafire.com/?yf9b0y05t85rv55 All hail Webway PiratesCorsairs
LOL nice one X) Anyways: I'd ignore the Guardians... the Dire Avangers do the same as they do, but way better. Plus it was the first Aspect that was made But they ARE an aspect However, if we'd start out as a Dire Avanger, and then we could specialise into whatever we want, that could actually work lore-wise. Since, all eldar change the aspect they follow from time to time, only the Exarchs, who "got lost themselves" in one path cant leave it anymore. Which also could play into our hands. Starting off as Dire Avanger is nice since they are good at melee and ranged too. After starting a path, they are locked onto it after certain amount points invested (saaay... 5ish ?). You cant really make a hybrid this way. I imagine it you can branch into 4x ways: 1. Stay on the Dire Avanger path, be a generalist, who can use setup stuff, like shuriken, starcannon, brightlance, set up shields, use anti-infantry 'nades and generally be a pain in the ars 2. Chose the melee path, that branches into two separate trees (starting one would lock you out of the other one): Banshees and Striking Scorpion 3. Chose the ranged path that branches into two (same deal, chose one, got locked out of the other): Dark Reaper and Fire Dragon 4. Chose the assault path: Swooping Hawks and Wark Spiders 5. Chose the psyker/support path: Warlock and the Spiritseer (would work as a pet class with Wraithguards/blades) I know its technically 9x classes but in my opinion, eldar is so unique and too specialised with its aspect choices, that there needs to be about this much added. Eldar are defined by their Aspects. And each and every one of these have specialised role that they are good at and totally suck at something else. Thats the advantege and on the other hand, disadvantege of the race.
I'd argue that Guardians and DA's have their niche. Guardians drive vehicles. They man artillery and mobile platforms. They have more diversity (Storm/Defender loadout). DA are simply frontline shock troops. Get over there, unleash a volley, charge survivors. Regroup and follow your Autarch's commands. Those described on 1st entry is a Guardian duty. Avengers are killers first and foremost. ALL aspect warriors are killers first and foremost. Also, "pet" class in the FPS is a terrible idea.
Was just thinking about ideas to bring in the Wraith walkers since they are a huge asset to the Eldar army. And according to lore they cant do anything without a spiritseer or other seer nearby it. Hence the "pet" class.
The problem is that the Aspects are inherently limited in what they can do: guys like Fire Dragons and Dark Reapers will always do the same thing with the same weapon. In the other factions the equivalent heavy weapon guys like the Devastators can carry all kinds of weapons on the same class, like long-range anti-vehicle support like Lascannons and Missile Launchers, medium-range anti-infantry weapons like the Heavy Bolter and Plasma Cannon and short-range anti-everything Multi-Melta. Compared to the Eldar who would need five different classes each with their own weapon, the Marines would have one guy who could do five different things. That would skewer the balance a bit.
They can do it, but see the world in a very strange and clumsy way. But, hey, wraithguard fist is heavy enough to maul a space marine without hitting it right in the jab. And wraithcannon isn't exactly a precision weapon... Probably like MAX suits in the PS2. Temporary requisition, requite Psyker to repair and keep them running. Grind basic infantry like it's nothing.
Eldar just need more classes. Or, as someone suggested, make a "Warrior" class with pre-selected loadouts. So, you can deploy as a Dark Reaper in a long-ranged shootout, or Dire Avenger for assault on the enemy strongpoint. Those choices aren't persistent, it'll be a FPS, not a traditional MMO. But i still think Exarchs shouldn't be able to change Aspects. That's actually a choice, not a restriction. You may feel good with changing roles on the fly, but if you really like one playstyle, there is an option to immerse yourself deeper into it at the cost of heavily reduced versatility. But all shrines' Exarchs got a plenty of wargear to choose from. If you feel like cowboy, equip dual shuriken catapults and show those orks what is real DAKKA! Oh, those bad Chaos boys think they're good at melee? My Diresword has a word for your ear, Mr. Angry Red Marine. Oh, how shameful, your head just went off your shoulders before you could raise that scary axe of yours.
This sounds pretty good. Normally an Aspect Warrior would become an Exarch if they lose themselves upon their Path by spending time on it past the point where they have mastered the Aspect's teachings, which translates to gameplay as "if you spend X time on this Path you become locked in it". But THIS IS A TERRIBLE DESIGN IDEA BEHAVIOUR, DO NOT DO THIS. Give the player the choice to do this, but do not force them to do so. And maybe if you master enough of them you can become an Autarch?
Looks like swarming them with out seers and banshees? tbh in tabletop my firedragons usually take care of most terminators, low range being rarely a problem. I doubt, we'll have staying power tho, more like hit and run to take them down. The only longer range weapon I could imagine being used on them would be be rockets, maybe that's the solution? First rockets and small shots to wear them down a bit, the flank them with melee an kill them off due to powered weapons?
Autarch is supposed to be another branch. Dev said that faction commanders will be quite a few and get their titles throw elections, so for a player who doesn't show talents of a politician Exarch is probably a highest position. Well, i guess Autarchs will get some kind of strategic interface and speeding around on jetbike cutting enemies' heads will be a fun option, your job as a faction commander is to play on grand scale. But, if social system will work like Dev's described it, it's up to Exarchs and Warlocks to execute said Autarch battle plans. It's a bit premature to discuss balance. We don't now how often we'll see the termies and how powerful would they be. In the current 6edition of Warhammer tabletop rules, they die to shuriken fire. Rolls of 6's ignore their precious armour, and amount of wounds generated is enough to bruteforce it with shots which didn't manage to get ap2. If this wouldn't work, we'll simply run from them and strike elsewhere. Termies are slow, and once they're teleported to the battlefield, they have to get picked to be teleported again. That's the true Eldar way to solve such problems - use superior mobility.