RE: [NetEpic ML] [5.0] Eldar Revision Part 1
Hi!
Dire Avengers
These are equipped with shuriken catapults can lay down overwhelming cover fire. To represent this Dire Avengers can roll one extra attack dice for each target they destroy (note this means if a target makes its armor save no extra attack dice are gained).
Models: Appropriate Aspect Warrior models from the GW Eldar sprue.
Actually Dire Avenger are a bet not worth, with six guardian you have more sure firepower and more stand to kill and a better break point. I propose this change to DA special Ability, increasing they're to hit roll to 4+, but imposing a -1 to hit penalty to each shot after first, cumulative. So for example: the DA shoot with 4+, hit 2 times and kill each, then this two shoot again at 5+, hit 1 time, shoot again a 6+ etc etc... Cost unchanged. So with this change there are a little more chance to use they're special power and there are no chance a very lucky turn destroy a mob!!
I agree with you on this. DA’s are rarely ever use, so “power up” should be introduced. I like you idea of fire degradation. Pretty good idea.
Warlock
Warlocks use deadly psychic powers to support the Eldar army. They count as command units and follow their full rules. Remove the accompanying Command Falcon if the Warlock is killed.
All Eldar units within 10cm of the Warlock need not be given orders, initially. Instead these units may wait until the last moment to act and have an order placed. During the movement or combat phase, the Eldar player may initiate the action of the detachment by placing an order counter on the detachment and declaring the detachment as moving or firing. This action takes the place of moving an already ordered unit. The Eldar player cannot move an ordered unit and then place orders and move a Warlock controlled unit since this would be two straight activations and players must alternate activating one unit at a time. Once the Eldar player has “passed†during a movement or fire segment, no further movement or fire orders for that segment may be given to these “un-ordered†units. This means once a certain phase has ended the warlock ability cannot be used to let the unit act in a previously ended segment.
Example: There is a unit of Jet Bikes and a unit of Tempests within 10cm of a Warlock. During the Charge Segment of the Movement Phase the opposing player moves a unit across the fire arc of the Tempests, the Eldar player places a First Fire order and the Tempests declare and resolve snap fire vs. the moving unit. Later on during the charge segment the Eldar player “passesâ€, the opposing player then moves a unit into close combat with the Warlock. In this case the Eldar player MAY NOT give Charge orders to the Jet Bikes in order to help the Warlock in close combat, since the player had already “passed†during the segment.
this example is wrong, there are a reference to a charge segment, but there are no more a charge segment. In fact this limitations is useless with current game rules.
Good pickup, I love it when editing errors are found!
Avatar
He is the embodiment of the Eldar’s collective battle fury and aggression. Avatar may be brought as a free Special Card and follows these special rules:
Ø Avatar is not given orders (although it is not a command unit).
Ø The Avatar is immune to morale tests and morale based powers.
Ø The Avatar automatically moves 30cm in each movement phase towards the nearest enemy. If this distance is sufficient to reach the enemy it will fight it in close combat, if not it will cast its spear at any enemy model within 15cm in any direction during First Fire ‑ the spear always returns to the Avatar.
This movement should be made in the compulsory phase.
Agreed.
Ø Any enemy (except Daemons and Tyranids) shooting at or in close combat with the Avatar suffers a ‑1 modifier to hit or to the close combat roll.
Any unit the Avatar attacks in close combat must make a morale check.
Ø The Avatar's saving throw of 2+ is not modified by anything (even if the weapon used destroys its target with no saving throws allowed, the Avatar still receives a 2+ save). This saving throw also applies to Close Combat.
and psychic power.
Ø The Avatar counts as a knight class model for purposes of pinning.
And for others purposes?
Infantry for movement?
Models: GW Metal models. 15 to 20cm suitable warrior figures with a spear can be used as substitutes.
Farseer*
Farseers are the ultimate Psykers of the Eldar army. With their amplified sense of time they live in an extended present that includes the blurred edges of the near past and future, which makes them invaluable tactical planners. Their predictive abilities enable them to improve the performance of the troops around them, as well as to misdirect nearby enemy units with the aid of their superior coercive powers. A Farseer may use one of the following abilities each turn in Moving or Combat Phases (all are non-physical psychic powers):
Ø Mind Blast: Use on any target within 25 cm and line of sight. On a 4+ it is hit and destroyed without a saving throw. If the target is a Titan/ Praetorian roll on the head/ bridge damage table. This is a non-physical psychic power.
Ø Precognitive Direction: The Farseer may shift the given orders of one unmoved Eldar unit within 50cm by one category in either direction along the following progression: Charge--Advance--First Fire.
Example: A nearby unit is on Advance Orders. The unit may shift to either First Fire or Charge Orders (units on Charge and First Fire orders, of course, can only shift in one direction, thus Charge does not wrap around to First Fire).
This power is ridicolus (for me at least!! ^___^). Is worse than warlock special abilities. I propose rid off this power and give the Farseer the same abilities as warlock about orders, wraithguard and dreadnought and change Precognitive Direction with:
Guide: the farseer guide the friendly fire nominate a friendly unit whithin 25 cm, this unit gain a +1 to hiy roll bonus
Its an optional unit, so it may need a fair amount of changing. He should have the same powers as the warlock, the guide power is a nice touch, I remember it from the old Rogue trader days.
Ø Coercion: The Farseer may attempt to change orders of an unmoved enemy unit within 50cm. Roll a D6 and add the morale value of the unit (0 for units that do not check morale); on 6+ the attempt is successful, the order may be changed by degree as above.
Example 1: The Farseer tries to change orders of an Ork Boyz mob. The die roll comes a 1, adding Ork morale we get 1+4=5, the attempt fails. The Eldar player may not change the order, nor can he see it before the Ork player activates the unit.
Example 2: The Farseer attempts to coerce a Space Marine Terminator Detachment. As the Terminators have a morale value of 1, he now needs to roll a 5+ to succeed. The roll comes a 6: success! The Eldar player may now flip the order counter and change it in the progression stated above.
This power is somewhat strange since there are no army that fail to morale test apart Eldar!! ^___^
Marines have 2+, Ork and Imperial have special features that give them immunity, no speak about tyranids...
It needs editing a rewording to make it viable. Suggestions?
Shining Spears*
Shining Spears are Aspect Warriors (see above). These warriors specialize in mobile warfare mounted on their swift jet bikes. They are included in this section for being categorized as cavalry.
Models: Jet-bike models from the GW Eldar sprue or GW’s metal Vyper Bike models.
What about change they're special abilities wirh hit & run?
Good point.
Wraithguards
They are sophisticated robot-like entities that are powered by the souls of dead Eldar, through special gems known as spirit stones. Wraithguards are immune to the restrictions of firing upon Greater Daemons and to morale checks.
A Wraithguard will always remain within 10cm of a living Eldar unit and have the same orders as that unit. If they start a turn over 10cm away from a living Eldar unit the Wraithguard will charge towards the nearest living Eldar unit and can only enter close combat if the Eldar unit they are moving towards is engaged in close combat. If the closest unit within 10cm is a Warlock, any orders may be given to the Wraithguard. Models: Plastic models on the GW Eldar sprue.
Wraithguard should have the same effect for Warlock and Farseer
Agreed.
Dreadnoughts
Akin to the Wraithguard these sleek machines are armed with heavier weapons and serve a more anti-vehicle role. Dreadnoughts are also immune to the restrictions of firing upon Greater Daemons and to morale checks.
A Dreadnought will always remain within 10cm of a living Eldar unit and has the same orders as that unit. If they start a turn over 10cm away from a living Eldar unit the Dreadnought will charge towards the nearest living Eldar unit and can only enter close combat if the Eldar unit they are moving towards is engaged in close combat. If the closest unit within 10cm is a Warlock, any orders may be given to the Dreadnought. Models: Plastic models on the old GW Dreadnoughts sprue or the new GW metal models.
Like Wraithguard.
Agreed.
Peter
Received on Mon Jul 21 2003 - 00:33:48 UTC
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