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Before
Battlefleet Gothic, Games Workshop released
Space Fleet in 1991. It came with 4 plastic
ships to build, 2 Imperial and 2 Eldar. The lid of
the box also was used for rolling the dice and was
divided into 9 squares and where the dice stopped would
determine if the attack hit or not. GW followed up
with articles in multiple White Dwarf magazine
issues covering the background of the game a great deal
of additional rules and stats and information on the
line of metal miniatures that were produced by Citadel.
The articles were in issues 139, 140, 141, 146, 147 of
White Dwarf.
The miniatures were quite interesting and the Imperial
Fleet grew quite large with many new minis but also some
of the support ships were actually re-used miniatures
from QT Models whose ships had been aquired by Citadel
like several of the miniatures in Citadel's Space
Cruisers and C43 and C44 lines. The Eldar fleet only
got 2 ships, the metal version of the Wraithship,
plastic ship in the box and a smaller Shadowhunter.
The Tyranid Hive Fleet defined in White Dwarf 146 was
quite extensive and did feature several ships that had
been part of Citadel's Space Cruiser line in the past.
Eldar
Fleet
Only a couple of
Eldar ships were released for Space Fleet and
they had some special rules unique to their
movement and defense which I have tried to
included to add flavor.
Because of the
absence of small ships in this fleet, I picked
up some 40k Doom Wing miniatures to use as
escorts and then when I found the 3D models for
all these Space Fleet minis, it was also
included with the Eldar so I must not have been
the only one with that idea. Thus it has
been included with my interpretation of what it
couild be.
Solar Wind Rules
Eldar ships are powered by vast sails that draw
energy from the Solar Wind. The ships
available Thrust depends on the direction of the
Solar Wind. Roll a D6 at the beginning of
the battle to determine the direction of the
wind for that entire battle.
| 1-2 -
Eldar player's left |
3-4 -
Eldar player's right |
5-6 -
Behind the Eldar player |
The direction of the Solar Wind relative to the
direction that the Eldar ship is facing at the start
of the turn can alter the amount of Thrust
available to that ship for that turn.
| Behind the ship +1 |
To the Left or
Right of the ship +0 |
Front of the ship -1 |
Holo Field Rules The screens
with the Holo Field modification are more effective
the more thrust points are used during that turn,
distorting the ship's outline and location.
| 0-2 Thrust - No
Screens |
3-4 Thrust -
Level 1 Screens |
5+ Thrust -
Level 2 Screens |
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Eldar DOOMWING
Mass 42
Cost 153/129
Average Hull 12 (3/3/3/3)
Adv Drives Thrust 6 *Solar Wind*
FTL
1 Fire Control
2 PDSs
Level 1 Screens *Holo Field rules*
3 Class 2 Beam Batteries (2xFP/F/FS, All arcs)
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Eldar
SHADOWHUNTER
Mass 76
Cost 278/260
Average Hull 20 (5/5/5/5)
Adv Drives Thrust 5
*Solar Wind*
FTL
2 Fire Controls
3 PDSs
Level 1 Screens
*Holo Field rules*
2 Class 2 Beam Batteries (F/FP/AP, F/FS/AS)
1 Class 3 Beam Battery (FP/F/FS) 1 Class 2 Plasma
Ball Launcher (FP/F/FS) |
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Eldar
WRAITHSHIP
Metal version
Mass 102
Cost 373/375
Average Hull 28 (7/7/7/7)
Adv Drives
Thrust 2 *Solar Wind*
FTL
3 Fire Controls
4 PDSs
Level 2 Screens
6 Class 2 Beam Batteries (3xF/FP/AP, 3xF/FS/AS)
2 Class 3 Beam Batteries (F/FP, F/FS) 1 Class 3
Plasma Ball Launcher (FP/F/FS)
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Eldar
WRAITHSHIP Refit Plastic
version from the original box set Mass 112
Cost 410/423
Average Hull 30 (8/8/7/7)
Adv Drives
Thrust 2 *Solar Wind*
FTL
3 Fire Controls
5 PDSs
Level 2 Screens
8 Class 2 Beam Batteries (4xF/FP/AP, 4xF/FS/AS)
2 Class 3 Beam Batteries (F/FP, F/FS) 1 Class 3
Plasma Ball Launcher (FP/F/FS)
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