Hi everyone,
After getting a sound smack in the face about getting my scinece right on the Port Maw Forum I looked up quite alot of stuff on steller evolution (and other cool stuff). Anyway, on my stumbling around I came across the obvious fact that Solar winds will get weaker the further you are away from the sun (I knew that allready but hadn't considered it as insperation for a rule).
Now, what if Eldar friendly terrain (Asteroids) is more consentrated the further away from the sun you get (it allready is mostly)! Now, what if the speed bands decrease in strength in the Outer reaches and Deepspace, and an increase in speed in the flare region and mercurial zone!
But looking more in depth on Asteroid intensity relative to distance from the sun we see the following (Asteroid results from Battlezone generators): Flare: Asteroid Field Mercurial: Asteroid Field Inner Biosphere: Asteroid field, D3 Asteroid fields Primary Biosphere: Asteroid field, D3 Asteroid fields Outer reaches: D3+1 Asteroid fields, D3 Asteroid fields Deep Space: D3 Asteroid fields, Asteroid field.
But we must take into account unfriendly Eldar terrain, Solar Flares! And this also makes perfect sense for the speed increase!!
Flare: Solar Flare, Solar Flare. Mercurial: Solar Flare.
So my suggestion is as follows: +5cm speed when in the Flare Region and Mercurial Zone with an additional +5cm speed if a Solar Flare(s) has been rolled for (note: it may not actually occur in the game)! -5cm Speed in the Outer Reaches and Deep Space (note: this is really harsh in Deep Space as there aren't really that many asteroids!) (note: this could be made more 'realistic' by only having the 2 highest speed bands (away and acroos the sun) increase in speed in the flare region and mercurial zone, AND decrease in the outer reaches and Deep Space, would this make it too complicated? (I would preffer the rule if it only affected the 2 highest speed bands)
As a tweak to balance the crapness in the outer reaches, what if Eldar were better at naviagting Warp Rifts (normal leadership test, instead of on 3D6) but that Eldar get lost forever on a 1-2, instead of just 1 when the test is failed!? (This makes fluff sense, as the Eldar are really good at naviagting the warp, the only problem is that it'll be a rough ride with thier psychic signature attracting warp entities!
*Also a fluff point crossed my mind: How the hell do Eldar ships 'fly' in between systems when defending a craftworld? No wonder Iyanden got so screwed by the Nids!!!
Cheers,
RayB
Ps: This topic may appear on other Forums.
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