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Craftworld Eldar disussion

 Post subject: Craftworld Eldar disussion
PostPosted: Thu Dec 01, 2005 12:46 am 
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Hi!

I hear there is work on re-developing the rules for the Craftworld Eldar (possibly switching to MMS), if there are any ideas people are working on and have not already put them elsewhere, please put them here for us to dissect...


Anything you think should be done with the CWE (not least any means of allowing for Craftworld-specific fleet lists), please also post here!


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 Post subject: Craftworld Eldar disussion
PostPosted: Thu Dec 01, 2005 1:12 pm 
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Good start. Remember MMS is a house rule set, bound to appear in the next Warp Rift (sadly 2006 that will be, believing Cybershadow).

I know Ray has done some work on specific Craftworlds already and they will most likely turn up in Warp Rift. Discussing specific Craftworlds already here is good, there is alot of epic material we can use.

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 Post subject: Craftworld Eldar disussion
PostPosted: Sun Dec 04, 2005 2:00 pm 
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Craftwold flavours:
(The Important ones that is)

Biel-Tan
* Warlike
* Path of Warrior most important one
* Swordwind

Alaitoc
* Rangers
* Path of Outcast
* Secretive Craftworld
* Harsh discipline

Ulthw?
* Path of Seer
* Most interfering with other races
* Standing army; Black Guardians

Iyanden
* Depleted after 'Nid attack
* Saved by Yriel and his Corsairs (Eldritch Raiders)
* Lots of Wraith guards -> Ghostships
* Lots of Spiritseers

Saim-Han
* Feral & Barbarous
* legendary bravery but reckless
* honour is important
* Wild Rider (families with Chiefs)

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 Post subject: Craftworld Eldar disussion
PostPosted: Mon Dec 05, 2005 9:14 pm 
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Biel-Tan
Cheaper Aspect Warriors
Some other stuff, but not sure what else would fit them.  Possibly they don't lose any leadership when crippled as they are presumably quite experienced fighters?

Alaitoc
Corsair escorts allowed in a CWE fleet at normal Hero rate (whether 1:3 as is, or changed to 1:2) and if you take a Hero they are more accessible (ie 1:3 becomes 1:2 with Hero, or 1:2 becomes 1:1 with a Hero)
Possibly a bonus when rolling to decide scenario/attacker to represent the rangers informing the craftworld of enemy movements and plans?

Ulthw?
Emphasis on Seers, primarily with rules that help their ships in some way, but that do not directly contribute to increased offensive power.  Available to any ship/squadron, not just ones with other characters aboard.

Iyanden
At least half the capital ships must be ghostships.
Redone ghostship rules.
Spiritseer rules that help control Ghostships or improve them in some minor way.
Bonesingers (either Iyanden only or general character) +1 D6 to repair criticals or +1 to all die rolls (ie 5+ to fix a critical).

Saim-Han
Emphasis on escorts perhaps?  Like a variant that no other craftworld has?
A Chieftan (Ld 10?) commands the fleet (750 points) and for every additional 750 points or part thereof they must take a lesser chief (Ld9?)
Some way of making the various "families" affected by the destruction or heroics of another ship from their family?

I'll think about it some more, especially Saim-Hann since I like them the most :D





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 Post subject: Craftworld Eldar disussion
PostPosted: Mon Dec 05, 2005 10:20 pm 
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I think making Saim Han particularly ordnance based has merits IMO(or at least a proliferation of ordnance).

Ulthwe: Easy access to Re-rolls?

Iyanden: Hmmm...

Alaitoc: A bit more of a 'regimented' style of play representing their discipline. I'm thinking a more rigid or constricting set of options, but with distinct complements too. Like must take 1 Crusier/CL for every 4 Escorts, but a discount or bonus to certain formations...not quite sure actually...

Biel-tann: Smiply make Aspect Warriors a compulsary component and juggle the fleet restrictions.

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 Post subject: Craftworld Eldar disussion
PostPosted: Tue Dec 06, 2005 5:41 am 
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Alaitoc relies heavily on its outcast brethren so making a compulsary CE escort squadron or something as part of the fleet could work.

ie Alaitoc fleets must have at least 1 squadron of CE escorts in addition to any other options.


Ulthwe don't have many aspect warriors, but they do have a large well trained guardian army- so maybe have black guardian bording parties with the +1 to board? SLightly watered down version of aspects.

Every captial ship must take a seer- you may upgrade seers with a warlock choir for Xpts- this doubles the range of the reroll ability (going from 15 cm to 30cm).

Biel tann probably has a very obscure aspect for ship flying- their reliance on aspects evident in all parts of their community.
Maybe all biel tann ships add +1 to boarding  and receive +2 to LD or something due to extremely well trained crews? Jiggle points for this though. They also would not disengage from a fight, so use this as well?


SAim Han may have alot of practice at acrobatic flying- maybe giving them the ability to always relroll failed Ld tests for moving through CPh?


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 Post subject: Craftworld Eldar disussion
PostPosted: Tue Dec 06, 2005 6:58 am 
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Good points everyone!

For Biel-tan I was thinking about including a 'Court of the Young King' admiral slot. When this is chosen the numbers of farseers that may be chosen will be lower. And of course another modifier, something special.

IMO Eldar Escorts should always be able to move through asteroid fields without having to take an Ld check. Capital ship get a re-roll.

Alaitoc indeed should have a rigid organisation with Corsair options. Plus the extra bonus when choosing scenarios because of the Rangers.

Following are the Ghost ship rules in the MMS rules:

Ghostships: Any Craftworld Wraithship or Dragonship may be made into a Ghostship. Ghostships   have -1Ld. If one fails a command check it will do nothing in the turn (or following turn in case of BFI) but you may still attempt further command checks for ?living? ships, though not for other Ghostships. Further, Ghostships cannot benefit from command re-rolls, though they can still benefit from Foresight Powers.  May not have Fleet Commanders or Aspect Warriors aboard. Cannot launch boarding actions or H&R attacks and enemies boarding or using H&R against them get a +1 bonus. Attempts to repair criticals are made with half the normal number of dice. Keel weaponry replaced by 4WB@30cmF for Wraithships and 8WB@30cmF for Dragonships. Ghostships ignore the ?Fragile?, ?Dying Race? and ?Eldar Arrogance? rules.

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 Post subject: Craftworld Eldar disussion
PostPosted: Thu Dec 08, 2005 7:54 pm 
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I posted Biel-Tan & Iyanden attempts. Had to rejiggle somethings because my fleet lists are based on MMS, went back to MSM here.

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 Post subject: Craftworld Eldar disussion
PostPosted: Wed Mar 29, 2006 9:11 pm 
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The Craftworld Eldar could really use some extra ship types to fill them out into a full fleet rather than an interesting sidebar fleet.   While the ships they have are customizable, there are still big gaps in their list.   A battleship and a full-size escort would fit the bill.

The escort is easy, just take away the special anti-ordanance rule and upgrade the weapon options a bit to a full pulsar and S5 weapons batteries.   An option for S2 torpedoes would be nice as well.   Increase it's armor to 5+ and keep the speed the same.   About 50 points sound right?

The battleship is a bit more tricky, but here's what I have come up with:

Avatar class, 420 points
Battleship/10
Armor 5+
Speed 10/20/25

Prow:
Launch Bays x 6
Torpedoes x 9

Keel:
Weapons Batteries x 16 (range 45, front arc only)
Pulsar Lance x 3 (range 45, front arc only)

Outriggers (left and right)
Weapons Batteries x 5 (range 45, front/right and front/left)
Pulsar Lance x 1 (range 45, front/right and front/left)

Assault boats are 15 points, you can put one in your fleet for each full 1000 points of fleet value. (similar to the Void Stalker)   What do you guys think?


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 Post subject: Craftworld Eldar disussion
PostPosted: Wed Mar 29, 2006 9:46 pm 
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As I said in the SG forums:

420 for the battleship? More like 520 to me.

As for the Escort, it's closer to 100. No escort packs that heavy a punch.


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 Post subject: Craftworld Eldar disussion
PostPosted: Wed Jan 24, 2007 6:32 pm 
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Wow it's been a long time since this thread was last updated.  I hope this isnt like digging up the dead or something but I thought I'd contribute some thoughts and ideas to the craftworld Eldar.

Siam-Han:  I like the idea of a heavier reliance on escorts and I think that in keeping with their theme there should be some sort of bonus to signify the skill of their pilots.  Squadrons can be equatable to "families".   Perhaps a good way of representing this kinship is that when an escort is lost and there is still more than 50% of the squadron present, the others in a squadron receive a +1 bonus to their aggressive orders such as lock on or reload ordnance to signify their rage and wrath at the loss of kin.  If the squadron is reduced to 50% or less then they get +1 to their defensive LD tests like BFI to signify that with much of their kin slain, they are more interested in preserving the kinband.  Also modifying their Shadowhunters to be deadlier craft seems reasonable especially if accompanied by a deemphasis on large capital ships.

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