Avatar: Not a Special Character. Cost around 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 around 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 not to be in the new dex. 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.
Warlocks: Will be around 25pts, a Warlock may be upgraded to a Spiritseer for +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 at +3 pts and have a Power weapon option, and may get other Wargear from Armory.
Autarch: 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:
Movement Helm 1 HW 2 HW
SH Wings Banshee mask Laser Lance (if on Jetbike) Dire Catapult
WS Jumppack Mana blaster Scorpion Chainsword Fusion Blaster
Eldar Jet Bike Power Weapon Reaper Launcher
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
Dire Avengers: Troop choice, may upgrade one to an Exarch. 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 +5-10pts, 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.
Guardian Jetbike: Troop choice, reduced to 20-25 points (actual point cost has not been posted), 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 Force field (no confirmed information yet), it has been said that it will be like Energy fields in previous editions, will have a reduced cost, 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.
Wraithguard: Troop choice if squad of 10 on foot, Elite choice if taken otherwise 3-10. 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. 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. 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. 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. They may be WS5 BS3 S3 T3 W1 A2 I6 Ld9 Sv 5++ and 18 pts in units 5-10 (may gain Furious Charge USR). Harlequins still have flip belts which allow them to ignore difficult terrain tests. They may choose to upgrade CC weapons to the Harlequin Kiss at +4pts per model (rending CC weapon). They can upgrade one Squad member to a Shadow seer, Shadow seer will have “Veil of Tears” Physic power (use night fight rules to see the unit he is with)and he gives them Hit and Run USR, he can take Hallucinogen(Plasma) grenades and allows the squad that he’s with to gain them also. Upgrade one member to a Troupe Master (Power Blades and +1A +1LD). Upgrade one member to a Death Jester at +10pts, The Death Jester is Equiped with Shreiker Cannon (same stats as Shuriken Cannon and gains pinning).
Shining Spears: Fast Attack choice may upgrade one of them to be an Exarch. They are reducing cost to 35pts. Exarch Powers Withdraw (hit and run USR), Expert Rider USR. They are changing the Laser Lance to 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. 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, It has been said on the Warseer forum by Brimstone that it's to be different then Death Spinners, Try to think of a Harlequin Kiss as a ranged weapon, a focused burst of monofilament wire shot in a tight line to cut through armor vs. a glob shot at an opponent).
Swooping Hawks: Fast Attack choice may upgrade one of them to be an Exarch. 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.
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. 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. 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: Rng 24” S6 AP5 A3 5pts
Scatter Laser: Rng 36” S6 AP6 H4 15pts
Eldar Missile Launcher: Same stat line as it is 25pts
Bright Lance: Rng 36” S8 AP2 A1/lance 30pts (is said to be Vehicle & Platform only)Starcannon: Rng 36” S6 AP2 H2 25pts
Special Characters: (that are said to be in the book)
Eldrad Ulthran – Farseer of Ulthwe
Prince Yrial – Autarch of Iyandan, Special Weapon: Cursed spear of Twighlight (Singing spear type Power weapon, may have an effect in last turn?), Eye of Wrath(S8 Lrg Blast centered from character, use once per game)
Phoenix Lords – They are suppose to range around 185-235pts, 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” (is said not to change FOC of units so no changing Elites to Troop option, this is to effect a Aspect squad that he joins in some way, might just be 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, ?
Maugan Ra- Weapons- Maugetar/Executioner(S6 AP4-5 A4 Rending/Pinning)Powers: Crack Shot, Fast Shot, ?
Jain Zar- Weapons- Executioner, Silent Death Powers: Acrobatics, Warshout, ?
Baharroth- Hawks Talon, Power Weapon Powers: Skyleap, Intercept, ?
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 Powers: Blade Storm, Defend, ?
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