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[ 3 posts ] |
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Dark Eldar craft |
CyberShadow
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Post subject: Dark Eldar craft Posted: Sat Jan 13, 2007 10:27 pm |
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Swarm Tyrant |
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Joined: Thu Jan 02, 2003 6:22 pm Posts: 9338 Location: Singapore
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I am keen on the Dark Eldar making an appearance in Aeronautica Imperialis. So, I thought about how they would act in the game.
First, some design principles for the Dark Eldar:
-Most craft are similar to Craftworld Eldar, with the main difference being weapon swaps -Dark Eldar are more concerned with neutralisation, rather than destruction -They are required to make ?hot drops? to gather ?resources? quickly - Bombers take out ground defences, with fighters escort and protect drop craft and landers - Dark Eldar make surprise attacks. They rely on catching the enemy off guard and not being able to bring full defences to bear - They are always the attackers, no ground defences - They come in low and fast
This post will remain and be updated when the rules are changed to give the latest set of the rules for the Dark Eldar.
Raven
Type: Fighter Hits: 2 Transport: 0 Manoeuvre: Very High Max Speed: 9 Min Speed: 2 Max Altitude: 9 Thrust: 3
Weapon 1 Name: Long Barrelled Splinter Cannon Fire Arc: Front Firepower: 4-2-0 Damage: 5+ Ammo: 5 Special: -
Weapon 2 Name: Twin Dark Lances Fire Arc: Front Firepower: 2-2-0 Damage: 2+ Ammo: 4 Special: -
Notes: Shadowfields ? Dark Eldar craft are protected by ?dark light? technology, cloaking them as they strike and making them difficult to pinpoint accurately. Dark Eldar craft receive a 5+ save against all damage.
Razorwing
Type: Fighter Hits: 2 Transport: 0 Manoeuvre: Very High Max Speed: 7 Min Speed: 2 Max Altitude: 9 Thrust: 2
Weapon 1 Name: Twin Long Barrelled Splinter Cannon Fire Arc: Front Firepower: 8-4-0 Damage: 5+ Ammo: 5 Special: -
Weapon 2 Name: Twin Razor Lance Fire Arc: Front Firepower: 2-2-0 Damage: 2+ Ammo: 4 Special: Extra damage (6)
Weapon 3 Name: Horrorfex Fire Arc: Front Firepower: 1-0-0 Damage: 2+ Ammo: 3 Special: Ground attack
Notes: Shadowfields ? Dark Eldar craft are protected by ?dark light? technology, cloaking them as they strike and making them difficult to pinpoint accurately. Dark Eldar craft receive a 5+ save against all damage.
Slavebringer
Type: Bomber Hits: 4 Transport: 6 Manoeuvre: High Max Speed: 7 Min Speed: 2 Max Altitude: 9 (rocket booster) Thrust: 2
Weapon 1 Name: Quad Dark Lances Fire Arc: Front Firepower: 4-4-0 Damage: 2+ Ammo: 4 Special: -
Weapon 2 Name: Splinter Cannon Fire Arc: Front Firepower: 4-2-0 Damage: 5+ Ammo: 5 Special: -
Notes: Shadowfields ? Dark Eldar craft are protected by ?dark light? technology, cloaking them as they strike and making them difficult to pinpoint accurately. Dark Eldar craft receive a 5+ save against all damage.
Executor
Type: Bomber Hits: 4 Transport: 8 Manoeuvre: Low Max Speed: 7 Min Speed: 2 Max Altitude: 9 (Rocket booster) Thrust: 2
Weapon 1 Name: Fire Arc: Firepower: Damage: Ammo: Special:
Notes: Shadowfields ? Dark Eldar craft are protected by ?dark light? technology, cloaking them as they strike and making them difficult to pinpoint accurately. Dark Eldar craft receive a 5+ save against all damage.
_________________ https://www.cybershadow.ninja - A brief look into my twisted world, including wargames and beyond. https://www.net-armageddon.org - The official NetEA (Epic Armageddon) site and resource.
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CyberShadow
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Post subject: Dark Eldar craft Posted: Sat Jan 13, 2007 10:27 pm |
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Swarm Tyrant |
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Joined: Thu Jan 02, 2003 6:22 pm Posts: 9338 Location: Singapore
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OK. I decided to think about the Dark Eldar in the game.
Things started fairly easily. The Raven is predictable in that it is a copy of the Nightwing with the names changed. Things got more complicated with the Razorwing, and got more complicated. I started by drawing on the Forge World descriptions and minis, and being heavily influenced by the Epic Dark Eldar force list.
This works for the first three, but the Executor becomes extremely powerful in AI if you include all of the weapons. I had thought about something more like the Tau Orca, a large landing crate that is protected by the other DE craft on insertion.
Anyway, what I have is in the post above. I will simply update the first post to reflect the current stats and keep it up to date. I will think about it some more, but inthe meantime feel free to post any comments.
_________________ https://www.cybershadow.ninja - A brief look into my twisted world, including wargames and beyond. https://www.net-armageddon.org - The official NetEA (Epic Armageddon) site and resource.
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scarik
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Post subject: Dark Eldar craft Posted: Fri Jul 18, 2008 4:54 pm |
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Brood Brother |
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Joined: Mon Mar 13, 2006 8:16 pm Posts: 420 Location: Boston, MA
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The exectutor's weapons are designed to facilitate a ground attack so you can be reasonably sure that they aren't that useful against small, fast targets liek aircraft.
The concept for it was based on the BFG Impaler module which was just too big so we came up with a lite version that serves the same purpose of assault craft whose main job is to carry warriors in boarding assaults, thus it needs big guns to cut through ship hulls, and to bring the warriors to the ground in a more conventional manner, thus it needs to be able to clear itself a landing zone.
The AA abilities were an afterthought as it should have some, but that's not its primary purpose, there's plenty of Ravens to shoot people down.
_________________ Fear is for the enemy, fear and bullets. -James O'Barr, the Crow
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[ 3 posts ] |
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