The Eldar are (IMHO) the quintessential specialist alien empire. They are 14 times cooler than ordinary old Humans, and even Humanity's uber-warriors have a reason, if not to fear, at least treat Eldar with a degree of professional respect.
In converting the W40K Eldar to their Rogue Planet equivalents, I've taken the approach of a baseline Skill of 3 for a standard Guardian's melee and 4 for their ranged fire. Approaching their defensive ability I've kept in mind their traditional fragility and use of holographic technology. Granted that there's rarely any mention of personal holo-fields in the current W40k materials, but I've always liked the idea of these exotic aliens utilising energy shields at least to complement the typical layers of space tofu.
With that in mind, rather than just provide Eldar with a DEF boost (or not?) I've included Shields as standard issue gear which, due to Rogue Planet's damage mechanics, makes them marginally less resilient than a shieldless but DEF equivalent enemy i.e. they're just as hard to hit but more susceptible to wounds, especially should they be facing anti-shield weapons namely melee weapons with the 'Axe' Trait, against shooting Units with high RAT or fighting aggressively whilst defending in melee - those failings are reflected by the cheaper cost Credit-wise i.e. using a shield to buff DEF is cheaper than raising the baseline DEF stat by a Point. Remember: when resolving wounds against LIGHT armoured units, it's the absolute difference between the Attacker's RAT and Defender's DEF.
Keeping with the theme of fragile space pixies, presently I'm resisting setting many of them to Medium, Heavy or even Power Armour. Furthermore, specialised offensive, not defensive, troops are the name of the game for this faction and that's reflected in their stat-line, gear etc. And finally, unlike Medium and Heavy armoured Units, Light Armoured troops readily convert into Groups, meaning more miniatures on the battlefield and I just can't resist flooding the field with my favourite faction.
Yes, I'm unashamedly biased.
Eldar Unit Cards - Collection One (Aug18): 14 individual Cards for three types of Guardians, Dire Avengers, Howling Banshees, Warp Spiders, Fire Dragons, Dark Reapers, Rangers, Striking Scorpions, Farseer/Warlock, and Exarchs for Spiders, Banshees and Scorpions.
Note: the Farseer'Energy Points are overstated by 1 point - l'll correct that when I get a chance.
I'll continue to detail additional Units as they appear in my collection, but as I'm intending on eventually fielding the whole shebang, I'm going to break with my usual paint-then-publish rule and instead describe my stat'ing of most of the models (many of which haven't yet been painted) in my collection - who knows, it might act as an extra incentive to push the painting that little bit harder.
My collection also includes Guardians with Lasguns (Fantasy Ranged @ 32 Credits) and Meltas + Chainblades (Fantasy Ranged with Armour Piercing @ 42 Credits). I might consider including a 'Blunt' designation on the Chainbladed Units, to give them at least some chance of causing some trouble in Melee, but their CQ of 3 isn't going to do them any favours.
Recently I painted up some Rogue Trader era models that I think make for great Storm Guardians. Stat-wise, they're the same as other Guardians, only sporting some different loadouts e.g., Flamers, Shuriken Cannons (Machine Gun), Melta Pistol etc.
Painting these guys was very quick - I may go back later and do a bit of work on them, but something about them just works. |
Rangers (60 Credits) are armed with Long Rifles (Carbines with Scopes and Extended Range) and Cammo, they're well suited for camping away from the frontline and picking off high value, especially lightly armoured targets, who'd otherwise consider themselves safe behind the front.
Aspect Warriors provide some challenges stat'ing, however, I found that with very few exceptions, the published Rogue Planet Traits etc provide what's required to make each Aspect true to the meta.
My first Dire Avenger - I completed a full Squad December 2018 |
Incidentally, the manner in which the Carbine buff is only applied against LIGHT armour and not MEDIUM keeps with the lore eg., I have Space Marines in MEDIUM and therefore that little bit more resilient against DAs.
Howling Banshees (56 Credits) have a psychosonic amplified screams, power swords and shuriken pistols (FX Ranged). Providing them with the Powered melee weapon trait felt just a tad too much, so instead they've got CQ on par with Harlequins, and whilst they're not as agile, they have Long Strike (need not be in base contact to Melee) and Parry (can follow through with an extra Melee attack on their opponent's failure).
I've got half-a-dozen 1st and 2nd gen sculpts, making for some nice variety - one day I'll get me the 3rd Ed sculpts! |
Nice models if not a tad frustrating - those ammo canisters - grrrr! |
I didn't care much for these particular models until they were 3/4's done - they're actually lovely models despite their big ears! |
I will likely paint up some more Spiders as right now I've got 3 'normals' + their Exarch.. I should have 4 or 8 to deploy them as one or two Groups. |
For Exarch's I'm simply buffing their primary attack, making them that little bit more dangerous (and pricey) e.g., raised the Hawk's RAT by +1; providing the Warp Spider and Dire Avenger Exarchs with Power Blades, my Scorpion with a Power Claw and Banshees with Power Axes.
Armed with an Axe, the Exarch is able to disregard Shields when attacking. |
The Seers/Warlocks have been given Warp Powers, called "Casts" in Rogue Planet and rather than providing them with run-of-the-mill Power Weapons, they've been equipped with Psionic Force Signature weapons, allowing them to do the Jedi bolt deflection trick. Presently I haven't bothered differentiating Seers from Warlocks, I might do so once I get some more models painted... they could be used as Familiars (a type of Pawn) which would provide bonuses when casting spells. Note: I've overstated the Energy Points for this model by 1: Psionic Force Signature weapons are not treated as Power Weapons.
I'm yet to really think much about Phoenix Lords are another step up again from the Exarchs. E.g., Jain Zar has a Power Spear and an extra point of CQ, RAT and DEF.
Wraith Guard have made the Team, and much like the Wraith Lord, I'm still mulling over how exactly to stat them. For the Lord, I'm thinking Power Fists and (because I've magnetised him) variable weapon loadouts. I'll probably, no definitely, classify him as LARGE/GIANT and maybe HEAVY, but keep his DEF around 5 and provide a Great Shield? He'd be a bit overpowered for casual play using the Rogue Planet rules, but might be good for a scenario. I'm yet to acquire any metal Wraith Guard (one day) but I have got some of the newer plastic models.
I did a nice gloss on the helmet and freehand runes |
This photo is pre-matte varnish - he looks much better matted down. |
There's a Grav Tank (Wave Serpent) and some Vipers secreted away that I'll get around to making one day... when that day comes I'll see if and how they might be tied into an R40k game... more than likely I'll leave them as scenery pieces in my games as Rogue Planet is Skirmish, not Battle gaming.
Enough painting and stat'ing I say, it's about time I get some proper game time clocked for these elves - they've got some strategic withdrawals to attend to!
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