Hi,
"throw the bone..."
I called this thread Eldar because it will be about all Eldar:
Corsair
Craftworld
Dark
- The blue book brought us Corsair Eldar with the furiously debated move-shoot-move system
- Armada brought us Dark Eldar with a more standard movement system, added some flavour from Corsair and got added some new things which results in an one-trick pony fleet.
- The Doom of the Eldar pdf brought us Craftworld Eldar with the move-shoot-move system. A cruiser fleet compared to the escort fleet the Corsairs are.
Now, all three are Eldar. Yet all three have different rules. A remarkable note is that Corsair cruisers have 4+ Wraithbone and Craftworld cruisers 5+ wraithbone.
That shall be no more.
Here are my main rule ideas towards all three of the Eldar, later in this post I'll adress the individual flavour.
MovementTo be in the core of BFG we shall have none of this move-shoot-move business. A system so debated is not good to be in a rulesystem we like to show to our friends.
Eldar shall be faster then the other fleets.
But we shall keep the Sunward movement system. Why? Because it is cool.
But what about Dark Eldar? They have no sails! Well, the only fleet with sails are the Craftworld, the Corsairs are more panel like. The Dark Eldar also have these pointed wings, the have solar collectors for movement.
With that out of the way we established the following movement.
Eldar have 3 speeds, into, abeam and away from the sun. Abeam being fastest. Into slowest.
All Eldar have +5d6 AAF
Come to New Heading gains an extra turn.
TurningEldar may make two turns per movement phase at any point during their movement up to their turn rate per turn they make.
Above is bad...think about it: when to determine speed, keeping in mind how much it moved.
No MMS system is adapted:
1) turn up to turning value, 2) move according sunward value, 3) turn up to turning value, 4) move according sunward value.
Turn-Move-Turn-MoveThe Eldar speed is determined upon the heading they had before the turning.
Note: if this is too fiddly we can drop it.HolofieldsEldar do not have shields until someone convinces everyone else that they do have shields.
The holofield system makes it hard to target them. Enemy sensors will be thrown in dissarray.
But how do we represent this? The system should be more effective at long range then short range.
Weapon Batteries already have a build-in range effect.
Lances do not.
Many routes lead to a system.
i) Enemy must take a leadership to see if they can shoot at Eldar, use following modifiers:
above 30cm -2 Ld
between 15-30cm - 1 Ld
under 15cm no modifier
If test failed the ship may not target another Eldar ship. If failed a blastmarker is placed on the Eldar ship.
I like this. Balanced it seemsBlastMarkersWhen in contact with blastmarkers apply normal movement & leadership penalties. But unless the holofield is offline the Eldar ship will take no damage for being in contact with blastmarkers.When being shot no blastmarkers are being placed. Whenever an Eldar ship travels through a blastmarker it takes damage to its prow armour value (5+). Thus per blastmarker a D6 is rolled, on a 5+ the Eldar ship takes damage.ArmourAlle Eldar vessels:
5+ prow
4+ sides & rear
This shows the hard to hit sleek approach silhouette and the large, more vulnerable, easier to hit side with its sails / sun collectors.
Critical HitsEldar take critical hits on a roll of 5+.
TurretsWith the holofield not offering protection against orndnace the ships need turrets. I'd say turrets hit on a 4+, they may re-roll missed dice (like Tau tracking system).
LeadershipAll Eldar have +1 Ld to the standard leadership table.
WeaponryWeapon BatteryEldar have a left shift on the gunnery table.
Pulsar lanceRoll a d6 per point of strength:
4-5 = 1 hit
6 = 2 hits
OrdnanceIs hit by enemy turrets on a 6+ (instead of 4+)
Yes, that's the only special ordnance rule for them.The Flava PartAbove everything is the same for all three Eldar flavours. Now we should start adding flavours, but lets what we have:
Corsairs: raiders. Defend their position, raid anyone who trespasses, do little trade.
Craftworld: defend craftworld (incl pre-emptive strike on possible dangers), reclaiming lost maiden worlds.
Dark: collecting slaves for perverted "things".
Fleet CommandCorsairsA bold strong individual will be needed to lead larger Corsair fleets. At any point value a Shadow Lord can be taken for 100pts. Above 1000pts he must be taken. He has Leadership 10 and 1 re-roll.
He may add a re-roll for 25pts.
He may add old friends the aspect warriors for 25pts (giving +2 in boarding and +1 on hit&runs)
CraftworldThe Craftworld fleet is led by a skilled High Admiral. For 100pts he must be taken above 1000pts. He has Leadership 10 and a re-roll.
In smaller battles he will send forth another Admiral. For 75pts he has leadership 9 and a re-roll.
Both can add 0-3 farseers for 25pts per Farseers. Farseers have a re-roll which can be used on the ship they are mounted on or a vessel within 15cm.
DarkThe Dread Archon, has +1 boarding, Leadership 10 and a re-roll for 100pts. He must be taken above 1000pts.
Under 1000pts the normal Archon may take charge for leadership 9 and +1 boarding.
Both may add a re-roll for 25pts.
Specific Race WeaponryCorsairsNone
CraftworldVampire Raider assault boats.
Ghostships.
DarkImpaler Assault Modules
Leech Torpedoes
Mimic engines
Overall quirknessCorsairsWill have fastest ships, short ranged weaponry. Good turn rates to escape.
CraftworldSlowest (yeah right..) fleet consisting of mostly capital ships unless defending Craftworld directly. Longer ranged weaponry, lower turn rates.
DarkStealthy speedy approach. Will love to take slaves. A bit of both regarding ships. Good escape run.
...
bring out the torches.
This is just a brain melt.
![Smiley :)](http://www.specialist-arms.com/forum/Smileys/default/smiley.gif)
Enjoy!