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Author Topic: Eldar Domains draft rules for BFG  (Read 10695 times)

Offline flybywire-E2C

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Eldar Domains draft rules for BFG
« on: August 22, 2010, 03:07:52 AM »
Please review the attached draft rules for the Eldar Haven, transport, refits and crew skills. We would like to hear any thoughts about these before we try to get them cleaned up and pushed past GW. Any thoughts, comments, complaints, etc. would be greatly appreciated.

-   Nate
Check out the BFG repository page for all the documents we have in work:
http://tinyurl.com/23nul8q
:) Smile, game on and enjoy!           - Nate

Offline horizon

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Re: Eldar Domains draft rules for BFG
« Reply #1 on: August 22, 2010, 08:18:40 AM »
Have Class: DE or Eldar = neat.
What does 3+ vice 2+ means? That it got a 3+ save instead of 2+ holo safe? And  a double column shift right?  So better protected vs batteries and less vs lances?
Webway Portal: nice.

Nice thing, although still easy to destroy because of the Eldar rules. It is still a defence. And defences like all space stations are just badly made in BFG. And 1 wb can still harm the thing. 1 lance got a pretty good chance as well.

Rest is ok with me as far as I see.


Offline flybywire-E2C

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Re: Eldar Domains draft rules for BFG
« Reply #2 on: August 23, 2010, 03:33:56 AM »
Have Class: DE or Eldar = neat.
What does 3+ vice 2+ means? That it got a 3+ save instead of 2+ holo safe? And  a double column shift right?  So better protected vs batteries and less vs lances?
Webway Portal: nice.

Nice thing, although still easy to destroy because of the Eldar rules. It is still a defence. And defences like all space stations are just badly made in BFG. And 1 wb can still harm the thing. 1 lance got a pretty good chance as well.

Rest is ok with me as far as I see.



Good catches all! The biggest problem we ran into was NOT making the thing simply ridiculous but somehow keeping in mind that the thing is still a defense. Hence, it follows all Pirate Base rules: its greatest asset is that it can be hidden and must be found in order to be attacked.

The problem Eldar have is that they suck as defenses. FW’s solution to this was to simply have it count as a space station right out of p.145 of the rulebook, in other words, shields instead of holofields, regular weapons instead of Eldar ones. Boo, Yuck! The alternative was to create repulsor fields, but to keep it from getting ridiculous, we made a trade: better against weapon batteries but slightly worse against everything else.

The gem of this model is the webway. If you finally find this thing and try to attack it, you are going to have to fight your way through a whole mess of Eldar to do it, a thorny prospect in and of itself.

Smile, game on and enjoy!

-   Nate

Check out the BFG repository page for all the documents we have in work:
http://tinyurl.com/23nul8q
:) Smile, game on and enjoy!           - Nate

Offline Zhukov

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Re: Eldar Domains draft rules for BFG
« Reply #3 on: August 24, 2010, 07:48:52 PM »
The refits in regards to the Dark Eldar.

Engine refits:
1. Celestial Dragon Engine- What happens if they roll this?
5. Moon Gossamer Rigging- DE gain a 45* turn mid-way through their movement on top of the standard turn they recieve? (essentially going on CTNH for DE?)
6. Stream Flow Enhancers- Good for them dudes that use the sun for movement....

Ship refits:
2. Bonesinger- DE only suffer crits on 6+ so this is a downgrade...

Everything else makes sense or can be easily changed to compensate for differences between Dark Eldar and their brethren.

-Zhukov
« Last Edit: August 24, 2010, 07:54:33 PM by Zhukov »
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Offline RayB HA

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Re: Eldar Domains draft rules for BFG
« Reply #4 on: August 25, 2010, 04:21:55 AM »
Hi Nate,

DE can use the normal refit table without issue. I say leave it at that!  :)

Cheers,

RayB HA
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Offline Zhukov

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Re: Eldar Domains draft rules for BFG
« Reply #5 on: August 25, 2010, 04:47:41 PM »

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
I am Zukov's Klaw.

"Oh mah gawd its like a giant veil was just lifted off my face and the beautiful maiden before my eyes just turned into a hideous Ork with a giant, bloody choppa."

Offline horizon

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Re: Eldar Domains draft rules for BFG
« Reply #6 on: August 25, 2010, 08:04:30 PM »
Get'em Zhukov. ;)

Offline flybywire-E2C

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Re: Eldar Domains draft rules for BFG
« Reply #7 on: August 28, 2010, 12:59:54 AM »
The refits in regards to the Dark Eldar.

Engine refits:
1. Celestial Dragon Engine- What happens if they roll this?
5. Moon Gossamer Rigging- DE gain a 45* turn mid-way through their movement on top of the standard turn they recieve? (essentially going on CTNH for DE?)
6. Stream Flow Enhancers- Good for them dudes that use the sun for movement....

Ship refits:
2. Bonesinger- DE only suffer crits on 6+ so this is a downgrade...

Everything else makes sense or can be easily changed to compensate for differences between Dark Eldar and their brethren.

-Zhukov

I agree that the standard refits don't smoothly integrate into the Dark Eldar fleet so here are the quick fixes I recommend:

Engine refits:
1. Celestial Dragon Engine: Not for Dark Eldar - roll again.
5. Moon Gossamer Rigging: DE gain a 45* turn mid-way through their movement on top of the standard turn they recieve? DE already CTNH for free, so not for DE - roll again.
6. Stream Flow Enhancers: DE get +5cm speed.

Ship refits:
2. Bonesinger: Not for DE - roll again.

- Nate

-Zhukov
[/quote]
Check out the BFG repository page for all the documents we have in work:
http://tinyurl.com/23nul8q
:) Smile, game on and enjoy!           - Nate

Offline flybywire-E2C

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Re: Eldar Domains draft rules for BFG
« Reply #8 on: August 28, 2010, 01:37:48 AM »

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
Check out the BFG repository page for all the documents we have in work:
http://tinyurl.com/23nul8q
:) Smile, game on and enjoy!           - Nate

Offline flybywire-E2C

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Re: Eldar Domains draft rules for BFG
« Reply #9 on: August 28, 2010, 02:25:40 AM »
As explained on .53 of Armada, Dark Eldar cannot Burn Retros and can Come To New Heading for free. Otherwise, their ability to go on other special orders is unchanged from the basic rules, as opposed to the Eldar special rules. This includes All Ahead Full special orders, which the DE can use but the other Eldar races cannot.

- Nate
Check out the BFG repository page for all the documents we have in work:
http://tinyurl.com/23nul8q
:) Smile, game on and enjoy!           - Nate

Offline flybywire-E2C

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Re: Eldar Domains draft rules for BFG
« Reply #10 on: September 14, 2010, 03:08:07 AM »
The Tau Commerce Protection Fleet had some misspellings and other minor errors corrected concerning the Emissary and the Demiurg cutting beam. This and the Eldar Domains FINAL files are stored in the same place here:

https://docs.google.com/leaf?id=0Bw_dULEfC3rbYzUyNjQzZTAtMDZiMS00ZjRlLWJjNzMtYTE5YmNjZjdjODQ1&hl=en

Nate
Check out the BFG repository page for all the documents we have in work:
http://tinyurl.com/23nul8q
:) Smile, game on and enjoy!           - Nate

Offline RayB HA

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Re: Eldar Domains draft rules for BFG
« Reply #11 on: November 12, 2010, 03:08:55 PM »
Zhukov,

Man oh man you could not be more right! Too many things on my brain like wanting DE to be more normal than Eldar!  ;D

Cheers,

RayB HA
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Offline flybywire-E2C

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Re: Eldar Domains draft rules for BFG
« Reply #12 on: November 12, 2010, 04:36:09 PM »
Zhukov,

Man oh man you could not be more right! Too many things on my brain like wanting DE to be more normal than Eldar!  ;D

Cheers,

RayB HA

Zhukov,

Ray, Bob and I see eye to eye on the DE in a lot of ways, and this fleet can be made really right with just a few tweaks. I am re-posting this in the Dark Eldar thread so we can keep this thought train where it belongs. In the meantime, we may pull the Eldar Domains project back into hock and graft in any changes we make to the Dark Eldar concerning the Impaler, etc.

- Nate

Check out the BFG repository page for all the documents we have in work:
http://tinyurl.com/23nul8q
:) Smile, game on and enjoy!           - Nate

Offline flybywire-E2C

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Re: Eldar Domains draft rules for BFG
« Reply #13 on: November 23, 2010, 03:58:43 AM »
Hi all! The following two items were added to the Battlefleet Gothic Repository:

1.      Eldar Domains and Refits (20101122).pdf

All I did here is correct some formatting and spelling errors, and I made a minor tweak to the wording of the Repulsor Field rules. It’s actually a major tweak in that it’s not called that anymore, but in game-rule terms the adjustment is actually very small. All I did was take two pre-existing Eldar refits and incorporate it into the Haven to replace the Repulsor Field so that it uses pre-existing mechanics instead of something completely new and totally unique to just this model. The critical chart also reflects this change.


2.     Inquisition DRAFT v1.0.pdf

This is a completely new file, yet something else to incorporate the last missing component to an Imperial force in BFG. There’s two new ships: the Inquisition Blackship and an Inquisitorial cruiser. I expect there will be some surprises here, and this is intentional. I am really surprised how often Blackships are misrepresented from what they actually represent in the WH40k storyline, but this is clarified in this document, the Grey Knights are fleshed out a bit and a LOT of background has been added concerning the Inquisition as a whole.


Files in the repository can be seen and downloaded from here:
http://tinyurl.com/23nul8q 

Smile, game on and enjoy!

-   Nate

Check out the BFG repository page for all the documents we have in work:
http://tinyurl.com/23nul8q
:) Smile, game on and enjoy!           - Nate

Offline flybywire-E2C

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Re: Eldar Domains draft rules for BFG
« Reply #14 on: November 27, 2010, 07:37:24 AM »
Eldar Hellebore = 65 points
Eldar Aconite = 55 points

Before anyone tells me some smack about the Smotherman formula, I already know. Is a Hellebore a Nigtshade/Hemlock pair melded into a single hull? Yes. However, it is ONE hull vice two, meaning it is always torn between reloading or locking on. Besides, at 75 points a pop, NOBODY uses these things, which means they are overpriced, regardless of how powerful they are. Aconite to a lesser extent has the same problem.

Incidentally, the Hellebore and Aconite are still the #1 and #2 most expensive escorts in the game, even with the price change.

- Nate

Check out the BFG repository page for all the documents we have in work:
http://tinyurl.com/23nul8q
:) Smile, game on and enjoy!           - Nate