This is Quin Woeppel and most of this stuff is from White Dwarfs of days past and Space Fleet all originally written by Jervis Johnson, Andy Jones, Simon Forest, and Rick Priestley. Be so kind as to credit them if you post please. I did the transfers to current codes and such but most ideas were theirs.
Battlefleet Gothic . Eldar Wraithships
Unlike the Spaceships of the Imperium, powered by Plasma Engines and Warp Drives, The Eldar ships are powered by the Solar Wind. The energy that radiates from all stars. The Eldar are masters of sailing the Solar Winds, either running with the Wind or tacking against it and racing toward the stars.
Eldar ships are crafted of Wraithbone, a material drawn strait from the warp and given form by the Bonesingers. The Bonesingers are the psychic craftsmen of the Eldar race, capable of creating the living skelatal core of each ship out of Wraithbone. This core creates a channel for energy, communication and power which enables the ship to act as an organic integrated whole.
Leadership:
Eldar Ships resonate with Psychic energy. The Wraithbone core provides a psychic channel which the Eldar use to control ship functions. The pilots literally feel the solar wind on the ships sails and the tension and movement of the Wraithbone structure.
Eldar ships role on the following table for Leadership
d6 roll | Leadership |
1-3 | Experienced (8) |
4-5 | Veteran (9) |
6 | Crack (10) |
Speed:
Eldar ships are affected by the Solar Wind which drives them in space. To determine the direction of the Solar Wind, assign a number to each table edge and roll a d4. The Solar Wind will blow FROM that table edge across the table for the entire battle.
Eldar ships will be able to add 5cm. of speed while travelling with the Solar Wind and must move a minimum of this 5cm. even if given the burn retros command.
Eldar ships will be slowed by 5cm. of speed while travelling against the Solar Wind
Eldar ships will be unaffected while travelling across the solar wind.
Turning during a turn will add or subtract movement as indicated. It is possible to add AND lose movement in the same turn if the ship is turned far enough.
Turns:
Some few Eldar Ships are able to turn twice during movement. This will be identifyed on the ships Stats chart under turns as either 45° x2 or 90° x2.
Shields:
Most Eldar ships have no shields; instead relying on Holo Fields of a type similar to the Harlequins Dathedi suit.
Holo Field Efects:
All weapon batteries fired at a Holo Field equipped ship must shift one column right on the gunnery chart.
Lances will hit only on a 5 or 6 vs. a standard 4-6
Torpedo hits will be reduced by d3 torpedos. These will continue on past the Eldar ship as normal.
Armor:
When a ship is fired at, the attacker must roll equal to or over the armor rating to score a hit. Eldar ships are relatively fragile and may not carry more than a 5+ armor on any location.
Turrets:
In addition to turrets Eldar ships also have a Chafe system that works against torpedoes. The Chafe # indicates how many d6 should be rolled to defend against torpedoes. Any 6s rolled result in a destroyed torpedo as standard. Chafe is only usable against Torpedoes at the rear or sides of the ship. Chafe has no effect against fighters.
Armament:
Eldar Armament follows all standard rules. Eldar will not carry torpedoes as this is seen as a waste of Wraithebone.
Blast Marker effects:
Movement: An Eldar ship that runs through a blast marker reduces movement by 5cm. as standard. Eldar ships without shields will suffer 1 point of damage on the d6 roll of 5 or 6 due the fragile nature of Eldar solar Sails.
Critical Hits Table:
Consider both Engine room and Thruster hits as Solar Sail hits : The ship may not move Against the Solar wind at all and all other movement is reduced by 10cm. until repaired. +1 Damage ( this generally means that the ship with blow with the Solar wind until the Sails are repaired.
On Eldar Ships with Shields roll a d6 if shields are hit. 1-3 Shields destroyed, 4-6 Holo Field Projector destroyed. All other ships treat as Holo Field Projector Destroyed.
Holo Field Projector hits: The ship is treated as a normal ship with no shields. i.e. takes hits as normal.
There is no additional damage and the damage may not be repaired.
Catastrophic Damage Table:
Eldar Ships have no internal warp drives relying instead on Large Warp Gates to travel long distances in space and there fore must use a different Catastrophic Damage Table.
Damage and effects are identical to the Standard table with the following differences:
2d6 roll | Blast | Result |
2-7 | 1 | Drifting Hulk |
8-9 | 1 | Blazing Hulk |
10-12 | ½ Dam. | Weapon Core Breech: All effects similar to Plasma Drive Overload. |
ELDAR EXARCH CLASS BATTLESHIP..........................275
pts.
|
ELDAR RAIDER CLASS CRUISER..........................140
pts.
|
ELDAR SHADOWHUNTER CLASS DESTROYER..........................100
pts.
|
ELDAR OUTCAST CLASS SCOUT..........................35
pts.
|