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: