Larry Jeselon's Epic Eldar for Dirtside II From: ljeselon@ccinet.ab.ca (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: