NO BOO!!
Issues with the normal refits table and the DE are listed here:
Engine Refits:
3. Manoeveuring Thrusters- DE have no minimum movement
4. Arrestor Engines- DE cannot go on CTNH or Burn Retros
Ship Refits:
2. Additional Shield Generator- DE use Shadowfields
6. Overload Shield Compacators- This doesn't make any sense with Shadowfields
Weapon Refits:
1. Extra Turrets- ARE YOU SUGGESTING DE HAVE TURRETS?
LOL
2. Turbo-weapons- DE don't have guns that shoot farther than 30cm
3. Targeting Matrix- Closing AND a left column shift? WAY too powerful...
4. Auto-loaders- You do realize that if the ship is Ld 10, the enemy is on Special Orders and this DE vessel has no blast markers in contact with this upgrade it's an automatic pass for the DE ship to Reload Ordnance? Since it is universally agreed that Eldar Torpedoes are the best in the game, is this wise?
6. Motion-Tracking Targeters- DE can't use AAF, CTNH, or Burn Retros
As you can see their are MANY more problems to using the standard refit table. You only need to add about a sentence more to the draft of the Eldar refits to compensate for the 4 refits that need DE special attention, and I don't believe that should be hard to de.
-Zhukov
Actually, I found a few problems with what I lised previously so I made some additional changes to the
draft Eldar refits and posted them here. Note that this makes them a bit different from what is listed in the BFG 2002 Annual:
D6 Engine Refit
1 Celestial Dragon Engine. The standard maneuvering thrusters have been augmented, allowing breathtaking turns. The vessel may choose to turn up to 90º at the end of its movement instead of turning normally at the beginning of its movement. Not for Dark Eldar – roll again.
2 Polarization Field. A low-level energy bubble surrounds the ship, channeling the debris of space around the vessel. The ship does not suffer a hit for moving through blast markers.
3 Drunken Weave. An intricate system of particle flow rudders and graviton impellers are fitted to the vessel, allowing for drastic evasive maneuvers. The ship gains a 6+ save on a D6 against any damage it takes without requiring a Command Check. This does not count as being braced, but the ship may not use this save when on Brace For Impact Special Orders or attempt to go on Brace For Impact special orders against any round of shooting or event of taking damage if this save fails.
4 Phoenix Sails. Hyper-efficient materials of exceeding purity are used to replace the mainsails, squeezing extra energy from the solar wind, adding +5cm to all speed bands. Dark Eldar vessels add an additional +1D6cm speed when on All Ahead Full special orders.
5 Moon Gossamer Rigging. A Bonesinger has spent many hours re-splicing the ship’s control mechanisms. Instead of turning to any facing at the start of its movement, it may choose to make a single 45º turn at any point along its movement. Not for Dark Eldar – roll again.
6 Stream Flow Enhancers. A dramatic re-rig of the ship’s sails and control surfaces give the captain much greater control over his or her vessel. When the ship is facing the sun, it counts as having the sunward edge in its rear. If the sun is in the rear arc, it counts as on its side. Dark Eldar vessels add +5cm to their speed.
D6 Ship Refit
1 Crystal Web. A sizable colony of crystal spiders have been introduced to the hull, greatly enhancing the ship’s chances of survival. If the ship has no critical damage, roll a number of D6 equal to the number of hits it has remaining, recovering 1HP if any rolls of 6 are made. No more than 1HP can be regained in this manner per turn, regardless of how many rolls of 6 are made.
2 Bonesinger. A much-respected Bonesinger has joined the ranks of the crew. The ship only suffers critical damage on a 5+ instead of a 4+. Not for Dark Eldar – roll again.
3 Mask of the Laughing God. Special psychic dampers and cross-spectrum jammers hide the intentions of the crew. Enemy vessels do not gain +1 Leadership for this vessel going under Special Orders.
4 Gestalt Spirit Stone. The ship is incredibly ancient, even by Eldar standards, and its spirit has literally eons of experience. The vessel ignores all penalties to leadership tests, such as blast markers, Marks of Chaos, etc.
5 Netherfield. A refined holofield design coupled with an absorptive masking layer make this ship nearly impossible to target. It counts as an escort for all weapons that use the gunnery table.
6 Structural Purity. The cores of the ship’s wraithbone supports are partially replaced by a fluidic medium that dissipates damage throughout the hull. Before the battle begins, the vessel gains +1HP to its starting damage capacity.
D6 Ship Refit
1 Talons. Both the outer hull and the ship’s airlocks are lined with psychically charged scatter-shard point defenses. Enemy ships attempting to board the vessel or perform a hit-and run attack suffer a -2 modifier.
2 Distortion Charges. The vessel has been fitted with a weapon system which ejects a Warp Distortion charge into its wake (useable once per game). This D-charge must be placed at the same time the player places the rest of the fleet’s ordnance on the table, in the ship’s aft firing arc. When launched, it moves 10cm toward the nearest enemy vessel every ordnance phase. If it comes in contact with an enemy ship’s base, the enemy vessel may attempt to shoot it down with turrets, hitting on a roll of 6. If the D-charge is not destroyed, place a warp rift marker at the point of impact using a Nova Cannon template. Any vessel touching the template suffers the effects of coming in contact with a warp rift! At the beginning of each subsequent Eldar turn roll a D6. On a roll of 6 the rift closes and is removed form play.
3 Rune-Assisted Targeting Nodes. The fire control systems are linked by a complex sensor array. Ships fitted with lance-type weapons may re-roll their first miss each turn.
4 Gravitic Accelerators. An extra boost is provided to torpedoes and attack craft. When first launched, ordnance receives an extra +10cm to its movement.
5 Anomaly Clarification Stones. The ship’s scanners are able to compensate for local spatial distortions. Blast markers do not cause a column shift when the ship’s weapon batteries fire through them.
6 Enhanced Crystal Focusing. Rare ultra-pure crystals and a delicate realignment of the firing mechanisms raise the power transfer ratio of the ship’s weapons, significantly increasing their range. Add +10cm range to the ship’s weapon batteries and lance-type weapons.
Did I metion this is still a draft?
- Nate