Iroel
December 4th, 2007, 19:19
Hello everyone ^_^
Some time ago I started using MMS rules for Eldar and I think that they are very good and in many aspects a lot better than original MSM rules. But fluff wise it just doesn't feel right for Eldars to have normal shields so I startet to think about making few changes to those rules. Please reviev them:
1. Movement- Eldar ships move just like in MMS rules, but they can turn any direction before the move (no max. turn rate), and they use speeds from the original MSM rules.
2. Armour- all Eldar ships have armour of 5.
3. Force Fields (FF)- Eldar ships are protected by sophisticated FF that deflect enemy attacks. Ship with active FF count as having armour of 6 on prow and sides. In addition they don't count as ship without shields for the purpose of blast markers and celestial phenomena. FF is destroyed and can't be repaired when the ship suffers Superstructure damaged critical hit.
4. Holofield- works like in MSM rules, but HF save is reduced to 3+ at ranges of 45cm and less.
5. Turrets- Eldar ships have turrets in the same number as in MMS rules.
6. Asteroid Fields and Celestial Phenomena- same as in MMS rules.
7. Dying Race- same as in MMS rules.
8. Critical Hits- Eldar suffer CH on the roll of 6, just like any other race.
9. Pulse Lances- Eldar lances have twice the fire rate of the lances of other races. Str./Firepower of Eldar lances is doubled on every ship. In addition when they score 6 on to hit roll they ignore shields, HF/SF and reactive hull save rolls (if Necron ship is on BFI order it's save is reduced to 4+ for every lance shot that scored 6 on to hit roll).
10. Eldar ships have the same point cost and armaments as in MSM rules.
11. All other rules are the same as in MMS rules.
Some time ago I started using MMS rules for Eldar and I think that they are very good and in many aspects a lot better than original MSM rules. But fluff wise it just doesn't feel right for Eldars to have normal shields so I startet to think about making few changes to those rules. Please reviev them:
1. Movement- Eldar ships move just like in MMS rules, but they can turn any direction before the move (no max. turn rate), and they use speeds from the original MSM rules.
2. Armour- all Eldar ships have armour of 5.
3. Force Fields (FF)- Eldar ships are protected by sophisticated FF that deflect enemy attacks. Ship with active FF count as having armour of 6 on prow and sides. In addition they don't count as ship without shields for the purpose of blast markers and celestial phenomena. FF is destroyed and can't be repaired when the ship suffers Superstructure damaged critical hit.
4. Holofield- works like in MSM rules, but HF save is reduced to 3+ at ranges of 45cm and less.
5. Turrets- Eldar ships have turrets in the same number as in MMS rules.
6. Asteroid Fields and Celestial Phenomena- same as in MMS rules.
7. Dying Race- same as in MMS rules.
8. Critical Hits- Eldar suffer CH on the roll of 6, just like any other race.
9. Pulse Lances- Eldar lances have twice the fire rate of the lances of other races. Str./Firepower of Eldar lances is doubled on every ship. In addition when they score 6 on to hit roll they ignore shields, HF/SF and reactive hull save rolls (if Necron ship is on BFI order it's save is reduced to 4+ for every lance shot that scored 6 on to hit roll).
10. Eldar ships have the same point cost and armaments as in MSM rules.
11. All other rules are the same as in MMS rules.