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Dark Eldar ideas

 Post subject: Dark Eldar ideas
PostPosted: Sat Oct 29, 2005 6:04 am 
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Ray Bell posted this at the SG site:

(link: http://www.specialist-games.com/forum/t ... IC_ID=2535 )

Anyway, what's wrong with the DE fleet? What would you do to change it?

(I've got a pretty good idea of what would make them better! I'll try and release an experimental version of the DE rules in WR (or possibly in FOM, but then you'd have to wait for ages! ).

A few Ideas: Mimic engines on ALL DE ships, Count as holofields and allow you to move once after deploying.
Leech Torps: Eldar torp rules but cause a H&R attack instead of damage. (+1 to result, replace 'fire' with engine room damage, may reroll the crit if you wish).
Boarding: Ignore turrets for Boarding values, Double boarding value, +1 to boarding on the turn the 'DE' ship boards, -1 boarding mod otherwise. ('upgrade' for +1 boarding on 'capital ships' only, allows you to reroll the result for impaler modules). Recieve victory points for damage caused in a boarding action (Roll a D6 for each hit scored: 1-3= nothing, 4=10Vps, 5=20Vps, 6=30Vps (Note this affect shouldn't be too dramatic to avoid unbalancing Vp scenarios with non Vp scenarios).

That should keep the place ticking over until I release the ERHR's!

Cheers,

RayB


Just to help the discussion I opened the thread here.





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 Post subject: Dark Eldar ideas
PostPosted: Fri Nov 11, 2005 3:35 am 
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Give impaler modules holofields as well- there isn't much point in spending all those points and taking up space on something that isn't a sure thing.

Also, they need some form of terror attack- similar to the slannesh mark where they lower enemy leadership by playing sounds of torture and screaming over the radio waves.

How about a tow cable option?

Tow cable
These wicked devices allow dark eldar ships to clamp onto enemy vessels preventing their escape.
Huge barbed hooks mounted on torpedoes penetrate the enemy hull and lock the ships in place via a woven monofilament cable.

These are launched as torpedoes but if they do not contact an enemy ship in the turn of launch they are removed. The ship may only affect another vessel with equal to or less than the current remaining hit points of the dark eldar ship. Note that multiple ships can combine their tow cables and thus their hit points (so 4 escorts could tow a cruiser of 4 or less hit points).

The enemy ship cannot turn while these tow cables are in place and acts as if affected by leech torpedoes (and can be combined with leech torpedo affects).

On a 4+ it suffers a hit and run attack per cable every turn. Impalers will automatically attach themselves to a ship hooked by tow cables if fired from the towing dark eldar ship.

If the hit points of dark eldar ships is greater than the hit points of the enemy ship it may not move at all and the dark eldar ship can tow it at half normal speed.

If the ship is pulled off the table edge, it counts as 200% destroyed as the dark eldar drag it off and capture its entire crew.


This is something I just came up with, so it will need simplification and trimming down. I just liked the concept of the dark eldar actually capturing enemy vessels and dragging them kicking and screaming back to a grisly fate
:angry:

hellebore

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 Post subject: Dark Eldar ideas
PostPosted: Fri Nov 11, 2005 9:21 pm 
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Impalers already save on a 4+ and only get hit by turrets on a 6+. Why give it any more? Also moves as fast as a torp and only stays out one turn anyway so it is best used like a torp, launching it when the range is within 30 cm and this means only fighters on CAP can hit it.

As for lowering Ld, how about it being lowered during boarding? I can't see them doing the screaming thing all the time but during boarding it would be easier.

Mimic engines as standard is ok but I think it needs some revamping on what it can do. I don't see how it's fluff-life use can translate to BFG at the moment. The only way I can see it perform similarly to its fluff is for the opponent to make progressive rolls to breach the Mimic's disguising capabilities (unless the DE player attacks, of course). On first turn, Opposing player needs to roll 6+ for each ship (Escorts roll as a squadron) to identify each of the DE players ships. On second turn 5+. Third turn 4+ and so on. Will always fail on a 1.

I still think DE should have a BB although it would be rare.

Shadowfields to operate similarly to its 40k counterpart but on a 6+ roll in the End phase it can regain the field instead of losing it permanently. It is rolled separately from any other crit repairs and the DE player can keep trying to repair it. So lose it on a roll of 1 and regain on a roll of 6.






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