Here's some claims from Dakka. Once again, treat these like any other rumour: false until proven otherwise.
Disclaimer: Please note my time with the book was limited and my knowledge of the old Eldar Codex is spotty at best, so please excuse any vagaries and misnamed rules
Also, mods, if any of this gets too specific for Dakka, please tell me/edit my post accordingly.
Can't say about the Guardians, haven't looked at them really, sorry
I can tell you their Shuriken catapults are still 12", although with the new Bladestorm rule(rolls of 6 to wound always wound at AP 2, no effect on vehicles)
No squadrons in Heavy support(of course for Support batteries and War Walkers )
Wraithlord and Wraithknight are both HS.
Monofilament rule is as follows:
All units shot with I of 3 or less(or no I value) are shot with S+1 , base strength is still 6. All to wound rolls of 6 are treated with AP 1.
Old gun is S10 AP2 now, pretty sure still 12", D-Scythes are S4 AP 2 Flamer, 6 to wound causes ID as before
Heavy D-Scythe of the Flyer is 18" small blast template
90 pts for 10, storm guardians the same
5 for 65 pts.
As I saw beyond Spirit Seer making Wraith Guard troops nothing, no Phoenix Kings making some Aspect units scoring
On the matter of Phoenix kings, I believe someone said they lost EW, this is not true, they stil have it, and they all look pretty cool(for example Asurmen gets to pick D3 Warlord traits)
Farseers start at ML 3 fo 100 pts with included Ghost helm(changed so that you can ignore Perils for expanding a Warp charge), ROW are gone, give a once per game 2+ DtW, another set of runes lets you reroll a Psychic test once per game
Warlocks are ML 1 psykers and can still go on jetbikes.
From the rule snippets, it looks like Warp Spiders are Jet Pack Infantry and not Jump Jet Infantry as before. I guess this makes them slower...
I believe they are able to jump farther with their Jetpack now at least, it's 6"+2D6" now, I believe with the old rule was only 2D6?
Autarchs can take different aspect Wargear, yes.
Still only AP 3, Banshee masks have changed, they reduce I by 5 now, to a minimum of 1(not sure if this was permanent or only first turn of charging)
The Warlock powers are very good, if you take a lot of them and you roll well you will make everyone cry:
- give/take Shrouding
- improve armor save of a friendly unit by 1, decrease the save of an enemy unit by 1
- give +/- 1 to WS/I
- give +/- 1 to S
- primaris is Doom
- run extra distance/enemy unit can't run
the other one I can't think of right now
If I remember correctly they had basically the same gear as Farseers
Scatter lasers have a rule that lets you shoot them first, if you hit all other weapons on the model are treated as twin-linked
Warwalkers now have a 5+ invul, but are treated as open vehicles
Fire prism has a (at least I believe so) new shot profile, a 60" S9 lance, Heavy 1
Eldar BS is now 4 across the board
Disarm Exarch power:
You roll against your opponent and get +1 if your WS is higher. If you roll higher than your opponent you get to chose a CC weapon he has and he cannot use it this turn and is treated as attacking with a normal CCW. This does not work against opponents with no weapons like a Trygon for example. This Exarch ability is for a Banshee exarch(Jain Zar has it too of course), autarch, and maybe the Avatar too, as he can get some Exarch skills.
Speaking of the Avatar, he nowhas one W more, is WS/BS 10, I believe his Ini got up to 10 now(if it wasn't before) but only a Daemon now, so only 5++, but maybe he could get the Exarch skill that gives you a 4++. His CC attacks are AP 1 and they expanded his immunity to fire to Soul Blaze and Pyromancy Psychic powers.
Illic Nightspears rules lets you infiltrate without range restrictions, no matter which unit he's with, so you could join him to a unit of Flamer Wraiths and have a nice little barbeque
Warlocks have restrictions which unit they can join, but I believe it was only Wraith units.
Wraithlord is still T8, S has gone down to 8 though, his sword is now S+1, Master crafted
Dark Reapers are SnP, can get Krak and Flakk missiles(i believe 10 or 15 pts for Krak and 10 for Flakk per model), the Exarch either has or can buy a Range finder which let's you ignore Jink saves.
The Swooping hawks grenade attack changes according to the unit size, at 5 it's a 3" S4 AP 4 blast, 6+ a Large blast, both ignore cover.