Larry Jeselon's Epic Eldar for Dirtside II

From: [email protected] (Larry Jeselon)
Newsgroups: rec.games.miniatures
Subject: Epic Eldar for the Dirtside II game
Date: Fri, 07 Jul 1995 04:00:45 GMT


I have just purchased Dirtside II and thought I would give a shot at
translating Epic Eldar to this wonderful system.

Any comments or "constructive" critisism would be appreciated.  I
should have the vehicles done in the next day or so and will post them
then.

NOTE:  Some of the points had to be decided on an arbitrary basis as I
was not sure how to classify some of the special abilities.

Eldar Infantry For Dirtside II

Guardians   :  Militia  : 15 pts.

Scouts         :  Militia  : 20 pts.
                      :  Cannot be targeted if firer is over 10"
                          away.
                      :  May deploy anywhere on the table but not
                         within 10" of enemy unit.
                       :  May deploy hidden.

Aspect Warriors
- Dire Avengers        : Line : 20 pts.
- Striking Scorpions : Line : 40 pts. (Assault Unit)
                                      : Treat as "Dug-In" in  all CC.
                                      : Destroyed by 5 valid
                                        damage points.
                                      : Draw 4 chits in CC.

- Howling Banshees   : Line : 35 pts. (Assault Unit)
                                     : Defender draws 1 less chit if
                                       Banshees initiate  CC.
                                      : Treat as "Soft Cover" in CC.

- Fire Dragons       : Line : 45 pts. (APSW)
                     : Fire against vehicles is treated as a DFFG/1.
                     : APSW fire range is only 6".

- Swooping Hawks     : Line : 40 pts.
                     : Treat as a "Grav" unit.  Must be declared
                       during activation and all movement must be in
                       a straight line.

- Dark Reapers       : Treated as an Anti-Armour/LAD team.
                     : GMS/L with Superior Guidance.

Harlequins            : Line : 30 pts. (Assault Unit)
                     : Treated as Militia in Infantry Firefights
                               (Yes, they can shoot too.)
                     : In CC the defender is treated as being one
                       cover class worse than they actually are. (ie:

                        Dug-In becomes Soft Cover)
                     : In CC they are treated as being one cover
                       class better than they are. (ie: Open becomes
                       Soft Cover)

Exarchs               : Powered : 50 pts.
                     : Destroyed by 6 valid damage points.
                     : Do not take reaction or confidence tests in
                       CC.
                     : Under fire modifiers are ignored for ranged
                       combat.

Wraithguard           : Powered : 75 pts.
                     : Destroyed by 7 valid damage points.
                     : Counted as having a DFFG/2 vs vehicles with a
                       Max range of 12".
                     : Must stay within 5" of a "living" Eldar unit.
                       The Avatar and Dreadnoughts do not count.

Warlocks              : Line : 100 pts.
(I am not to sure about how  this unit balances)
: Psychic Powers
- Mind Blast : Treat as a Biochem attack affecting all units.
- Psychic Lock : Pick a unit within 12" and roll a d6. On a
                             4+ the unit is pinned in place and may
                             not move or fire during its next
                             activation.
- Eldritch Storm : Pick a location within 18". All units within 2" of
                                this spot are flung about and lose
                                their next activation.


Well, that is it for now.  E-mail me at the address below for
comments/suggestions: