Location via proxy:   [ UP ]  
[Report a bug]   [Manage cookies]                

BFGR Eldar MMS 1.9b

Download as pdf or txt
Download as pdf or txt
You are on page 1of 28
At a glance
Powered by AI
The document discusses alternative 'Move-Move-Shoot' rules for Eldar fleets in Battlefleet Gothic that aim to make them less terrain dependent and more tactically flexible while still capturing their fluff as a fast and maneuverable race.

Eldar have three different movement speeds depending on their facing relative to the sun, can turn in place without moving first, and get two moves per phase. They also have special rules for various special orders.

The MSM rules encourage hiding in terrain and discourage engagement, while the MMS rules remove the ordnance phase move and increase survivability to encourage more tactical maneuvering and retaliation.

Battlefleet Gothic

Eldar

Eldar MMS v1.9, BFG:R Edition


Concept and Rules: Sigoroth

(all changes from v1.2 to v1.9 have been done by Roy Amkreutz)

Written by: Roy Horizon Amkreutz

Artwork & Pictures: Erwin Leufkens, John Reed, Zhai Morenn, Canucks Fan, Roy Amkreutz. James Ward
Initial Playtesters: Sigoroth, blackhorizon, Admiral Custers,
Barras, Fadam
Special thanks to Ray Bell for additional feedback and the
different Craftworld add-ons.
Special thanks to Chris Zhai_Morenn Lautermilch for
providing the drawing, picture and name for the Corsair Eldar
Supernova vessel.
Thanks to the following people at Specialist Games forum for
their input:
Kurnous, Zhai Morenn, Shinnentai, Xisor, Loec, Grimgork,
Scarik, Jadiel, Stormturmoil, Puggins, Warmonkey, Admiral
Beer, Carl, Soulstone, Thanatos, Mique, Manteuffel, Divine
Right, Foehammer888, Noggin, Mad M, Vermis Mysteriis,
Seahawk, Mohawk, Fafrin, Borin, Lab Rat, Otto, Enkidu22,
Tamashii, KalTaron, Gwyddyon, Ilusihia, Dragon Lord
Contents:
Special
Rules
3 original
This edition is slightly different from the
Corsair Eldar Fleet
6
Eldar MMS v1.9 based on the voting that
has
Craftworld Eldar Fleet
14
occurred
for
BFG:R.
Craftworld Eldar
21
Eldar Miscellaneous
25
Designer Notes
26
Please post your feedback at the Specialist Games forum or at
the Tactical Command Boards.
You can contact me directly at: horizon@epic40k.co.uk

Corsair and Craftworld Eldar Special Rules


As one of the most sophisticated and technologically
advanced races in the galaxy the Eldar have a number
of special rules.
Movement: The Eldar utilise solar sail technology
specifically designed to make them ultra manoeuvrable
and exceptionally fast. As such the Eldar movement
is somewhat special. To reflect this, the Eldar have a
number of special rules.
Movement speed: this is dependant on the Eldars
facing to the nearest point of the sunward table edge.
You will notice that the Eldar have 3 speeds, the first
is into the sun, the second is away from the sun and
the third is abeam of the sunward edge.
Turning: Eldar do not have to move a minimum
distance before turning and can turn on the spot but
must make their turn at the start of their movement
and cannot move, turn, move like other races. Their
new direction of movement after this turn determines
their movement speed as noted in point 1).
The Eldar are exceptionally quick and manoeuvrable
and may move twice per movement phase, i.e. first
turn, first move, (at appropriate speed) and second
turn, second move (at appropriate speed).
Eldar do not have any minimum move distances.
Special Orders:
Burn Retros: The Eldar have no need for the Burn
Retros special order and as such may not make use
of it.
All Ahead Full: When on AAF special orders an
Eldar ship redirects weapon energy to thrusters
gaining 5D6 cm to one of its movements and may
not turn during both movement phases. Eldar may
not ram.
Come to New Heading: When on Come to new
heading special orders the Eldar player may make
one extra turn at the end of their second movement.
All other effects, halving firepower, etc, and special
orders works as normal.

Lock-on: When on Lock On special orders the Eldar


player may not turn in any movement phase.
Natural Spacefarers: The Eldar are naturally
adept at sailing their vessels and know their ships
capabilities inside and out as well as having the best
in navigational sensors and charts. When generating
leadership values, Eldar ships get +1 Ld, giving a
range of 7~10.
Celestial Phenomena: The Eldar have long been
forced to make use of celestial phenomena as hiding
places from aggressive and numerous foes.
The Eldar have adapted their technology to exist in
such an environment and have a number of special
rules to reflect both this and their peculiar relationship
with the warp:
Eldar do not suffer leadership or movement penalties
for celestial phenomena.
Eldar escorts automatically pass leadership tests
for traversing asteroids and Eldar capital ships reroll any failed leadership tests when traversing
asteroids.
When attempting to traverse Warp Rifts the Eldar
are assaulted by the Great Enemy Slaanesh and must
take their leadership tests at -2 Ld. Furthermore if
they are Lost in the Warp then they will only find
their way home on a 3+, being permanently lost on
a 1 or 2.
Fragile: Unfortunately the unsurpassed movement of
the Eldar comes at a price. Eldar vessels are built for
speed and as such cannot take the kind of pounding
that other races vessels can. To reflect this Eldar take
critical hits on a 5+ rather than the regular 6+.
Victory Points: The standard Victory Points rules
apply to the Eldar.
Kinship: In times of need Corsairs and Craftworlders
alike can call upon their brethren for aid. To reflect

this, the normal reserves rules are used. If a Hero is


included in the fleet then the reserves ratio improves
to 2:1. Furthermore, a Hero allows for the inclusion of
a Void Dragon type vessel in the Corsair list at 0-1.
Holofields: The Eldar are protected not only by
shielding but also by sophisticated ECM that
actually produce multiple local engine signatures
whilst actively masking the parent ships engine
signature. The effect of this is a general interference
that makes accurate targeting extremely difficult.
Against attacks which make use of the gunnery
chart the Holofields force one extra right shift on the
gunnery table, this in addition to any other shift on
the gunnery table. The holofield does not work under
15cm.
Against attacks which make no use of the gunnery
table and target the ship directly (like Lances but not
Nova Cannons or Armageddon Guns), the holofield
offers a save to represent the difficulty of targeting
the Eldar vessel. Whenever an Eldar vessel is hit by
such an attack roll a D6 per hit and compare it to
the holofield save. If the roll equals or exceeds the
holofield save then do not place the blast marker,
the holofield has thwarted the enemy sensors . If not
then place the blast marker as normal, a shield has
overloaded. The holofield keeps on working even if
all shields have been overloaded.
The Holofield is more effective the further away the
Eldar vessel is. See the following table for which
save applies to the holofield:
Above 30cm
Between 15-30cm
Under 15cm

- save on 5+
- save on 6+
- no save

Note: Against attacks which normally ignore


Holofields like the Star Pulse Generator or from an
Activated Blackstone Fortress the Holofield offers no
protection.
Holofields do not save against ordnance.

Turrets: Eldar ships have superior targeting sensors and as


such get +1 to their to-hit rolls.
Ordnance:
Stealth: Eldar have the best pilots and attack craft in the
galaxy. Enemy turrets suffer a -2 to hit when shooting at
Eldar ordnance, usually only hitting on a 6+.
Torpedoes: Eldar torpedoes are equipped with superior
targeting sensors which means they must re-roll misses.
Bombers: Eldar bomber pilots are brilliant at plotting and
coordinating attack runs and may re-roll the attack run
dice.
Fighters: Eldar fighter pilots are the most talented and skilled
pilots in the galaxy and fly the most advanced fighters in
the galaxy. Their excellent reflexes coupled with the crafts
shields and superlative manoeuvrability has saved them
many times. Whats more, their energy source is far more
efficient than those of other races, allowing them to operate

for much longer. Eldar fighters have a 4+ save against each


wave they encounter (as opposed to against each marker,
representing them being outnumbered). Note: Each Eldar
fighter gets to intercept once before any extra interceptions
take place by surviving fighters.
Boarding Torpedoes: Eldar boarding torpedoes are almost
unmanned apart from their small crew of pilots, webway
engineers, and perhaps even a Bonesinger! When a torpedo
correctly strikes a target the torpedo webway portal will
activate transporting aspect warriors and/or Storm Guardians
into the boarding chamber ready to inflict critical damage
to the enemy vessel. Eldar Boarding Torpedoes function in
exactly the same way as normal boarding torpedoes, with
the additional benefits of stealth (-2 to being hit by turrets)
and a re-roll to hit.
Vampire Assault boats: Eldar assault boats have a speed of
30cm, they follow the standard rules of assault boats.

Weaponry:
Eldar have some of the best tracking systems in the known
universe and will always be able to plot where to fire.
Gunnery weapons: Eldar Batteries gain a left column shift
on the Gunnery table.
Pulsars: These tracking systems mean the Eldar can keep
their lances focussed on the enemy for longer, allowing their
Pulsar technology to do devastating damage. When rolling
to hit with Pulsar lances, if a hit is scored you immediately
make another attack. If the second attack is also a hit you
now make a third attack. When on Lock On special orders,
you may only reroll each Pulsar lance's first shot.
Shadow Lances function just like regular lances but score 1
hit on a roll of 4 or 5 and 2 hits on a roll of 6.

OPTIONAL RULE

DYING RACE
When reduced to 2 hits, Eldar capital ships may
do nothing except attempt to disengage, moving
towards the nearest celestial phenomena or table
edge to do so (player discretion). Disabled Eldar
ships may not fire or use any special orders except
BFI. Disabled Eldar ships give 100% VPs to the
opponent. Destroyed Eldar capital ships give +50%
VPs. Disabled ships are ignored for target priority
purposes and do not count their launch bays towards
the fleets AC limit.
Note: Disabled ships must try to avoid danger
wherever possible. Flying into an asteroid field to
hide is fine, deliberately flying into an enemy torpedo
salvo is not fine.
All capital ships have +2 hitpoints.

After his Craftworld had been destroyed, Akaeris Starblade commanded the Spirit of Arina, a
Void Dragon class vessel, and a small fleet into the depths of the Galaxy to seek their Destiny among the Stars.

Corsair and Craftworld Eldar Critical Hits Table

2D6

Extra
Damage

+0

Infinity circuit damaged. The ships infinity circuit, which aids control and internal communications, is damaged by the hit. The ships Leadership is reduced by 1
till the damage can be repaired. If there are multiples of this critical hit, the Leadership is reduced with 1 for each hit.

+0

Keel armament damaged. The keel armament is taken offline by the hit and may not fire until it has been repaired.

+0

Prow armament damaged. The ships prow is ripped open. Its prow armament may not fire until it has been repaired. A second critical hit to the prow will destroy
the ships port and starboard weaponry if it has any. Both destroyed with the same result and likewise repaired.

+0

Mast lines severed. The systems that allow the ship to alter the angle of the sails and turn swiftly are broken by the hit. Until the damage is repaired, the ship may
make no turns in its movement phase.

+0

Mainsail scarred. The ships main solar sail suffers surface damage, reducing the amount of energy it can store. Each of the ships speeds is reduced by 5cm until
the sail is repaired.

+1

Superstructure damaged. The hit tears into the ship, causing a small breach. Excess strain on the ships hull could increase the damage. Until the damage is repaired,
roll a dice if the ship turns in its movement phase it needs to roll a 3+ to avoid suffering a hit whenever it turns.

+0

Mainsail shredded. The solar cells of the mainsail are torn to tatters by the hit. The ship only gets one move per movement phase until the damage is repaired.

+1

Holofield generators destroyed. The holofield generators are smashed beyond repair by the hit. The ship no longer benefits from its Holofields. This damage may
not be repaired.

10

+1

Shields collapse. The shield generators overload and burn out, leaving the ship virtually defenceless. The ships shield strength is reduced to zero. This damage may
not be repaired.

11

+D3

Hull breach. A huge gash is torn in the ships hull, causing carnage among the crew.

12

+D6

Bulkhead collapse. Internal pillars buckle and twist, whole compartments crumple with a psychic scream of tortured wraith-bone, just pray that some of the ship
holds together.

Result

Corsair Eldar

ELDAR


STALKER

CLASS



(BB)

VOID
BATTLESHIP

pts
470

or almost the entirety of the Gothic War, Eldar fleets were composed mostly
of Escort ships accompanied by a few Cruisers. However, after the battle
of Gethsemane and the alliance of many of the Eldar pirate fleets with Lord
Ravensburg, a new terror was to hunt across the stars. The Void Stalker is the
pinnacle of Eldar stellar technology, combining strong armament with high speed
and manoeuvrability; the match of any ship in the Gothic Sector.
The Bright Star, which it was later found was the flagship of the Executioners
corsair band, was first sighted leaving the area around the Graildark Nebula, but
was shortly after seen, with an attendant number of escorts and Cruisers, wiping
out a raiding fleet across the Gothic sector in the Lysades sub-sector. The Bright
Star was also instrumental in lifting the Lethe blockade, destroying the Grand
Cruiser Unstoppable Rage and several escorts, and crippling two Chaos cruisers. It
is claimed by the Eldar that before, during and after the Gothic war, the Bright Star
has never been defeated in battle.

TYPE/HITS

SPEED

TURNS

SHIELD

ARMOUR

TURRETS

Battleship/10

10/15/20

45

3/Holofield

5+

ARMAMENT

RANGE/SPEED

FIREPOWER/STR

FIRE ARC

Prow Pulsar Lance

45cm

L/F

Prow Pulsar Lance

45cm

R/F

Keel Weapons Battery

45cm

L/F/R

30cm

Darkstar - 30cm
Eagle - 20cm

Keel Torpedoes
Prow Launch Bay

Note: A Void Stalker can upgrade its launch bays wtth Vampire Raiders at a
cost of +10 points.

Another noted Void Stalker in the Imperial records is the Silent Enigma. It has
been seen on one occasion during a lonely raid on an Imperial Convoy in the Talera
sector. Years later the Silent Enigma, this time leading a small Corsair fleet, entered
Imperial Space once more. These Corsairs engaged twice an Imperial fleet and
made a raid on an outpost before it left the sector.
FAMOUS SHIPS
Bright Star
Forge of Vaul

The Silent Enigma

ELDAR



CLASS

GRAND



(CG)
SUPERNOVA
CRUISER

pts
280

rumour, that is what the Supernova Grand Cruiser is to most Imperial


Officers, nothing more nothing less. Only the highest ranking officers who are
specialised on the Eldar and the almighty Inquisition acknowledge the existence
of the Eldar Supernova. And it is their wish to keep this knowledge to themselves.
Spreading rumours of a vessel like this would devastate the moral among the fleet
if they ever would encounter one of these rare vessels in battle.
There are only two noted sightings of this rare vessels. The first was by an Imperial
Captain who led a convoy of evacuees from the planet Larus Prime which had
been overrun by Orks. On its run the convoy was being chased by a couple of Ork
vessels. On its course to leave the system he noted an Eldar ship swooping out of
an asteroid field. With immense weaponry, a bright light comparable to Pulsars
but much more intense, it destroyed five Ork escorts in one strike. The remaining
two Ork escort where dispatched swiftly by some other small Eldar escort vessels.
After the strike the Eldar quickly disappeared. The Imperial Captain named the
Eldar vessel Nightwish, for it was his last wish to be saved in the night by any
possible means.
The last sighting of a similar vessel, not known if it was the same as the Nightwish,
was in the Quirions sector near Ultramar. The vessel plus attendant escorts travelled
at high speed towards the seemingly uninteresting world of Kaimar. At that time
no resources were available to initiate further investigations.

TYPE/HITS

SPEED

TURNS

SHIELD

ARMOUR

TURRETS

Cruiser/8

10/15/20

45

2/Holofield

5+

ARMAMENT
Prow Pulsar Lance

RANGE/SPEED

FIREPOWER/STR

FIRE ARC

45cm

FAMOUS SHIPS
Nightwish

ELDAR




CRUISER

(CA)

SHADOW
CLASS

pts
230

TYPE/HITS

SPEED

TURNS

SHIELD

ARMOUR

TURRETS

Cruiser/6

10/20/25

45

2/Holofield

5+

ARMAMENT

RANGE/SPEED

FIREPOWER/STR

FIRE ARC

Prow Weapons Battery

30cm

12

Keel Torpedoes

30cm

ELDAR




CRUISER

(CA)

ECLIPSE
CLASS

he Shadow class cruiser is typical of all Eldar capital ships. Its multiple solar
sails give it tremendous speed and manoeuvrability, able to outrun even the
escort ships of other races. The most infamous Shadow class cruiser to fight in the
Gothic War was the Black Star. Commanded by the so-called Prince Conanmaol
of the Executioners, the Black Star accounted for several Imperial capital ships
and the loss of a considerable tonnage of Imperial merchant shipping. The Fhianna
Rethol is noted as the first Eldar ship in the Gothic system to be captured relatively
intact. However, even as the hulk was being studied at Argante Station, a flotilla
of Eldar escorts struck. Punching through the few system defence ships, the Eldar
launched several torpedo salvoes at the docked vessel, obliterating it entirely,
before disengaging at high speed.
FAMOUS SHIPS
Black Star Child of Khaine Celestial King Chariot of Mathurir
Fhianna Rethol (untranslatable) Bright Claw

TYPE/HITS

SPEED

TURNS

SHIELD

ARMOUR

TURRETS

Cruiser/6

10/20/25

45

2/Holofield

5+

ARMAMENT
Prow Pulsar Lances
Keel Launch Bays

RANGE/SPEED

FIREPOWER/STR

FIRE ARC

30cm

Dark Star - 30cm


Eagke - 20cm

pts
260

he Eclipse is perhaps one of the most effective attack craft carriers in the
Gothic sector. While most carrier-type vessels must maintain considerable
distance from the enemy, thus increasing the amount of time fighters and bombers
spend approaching their target, the Eclipse can deploy its Darkstar fighters and
Eagle bombers within striking distance and then use its great speed and agility
to withdraw from the firing line. Couple this with the extraordinary proficiency
of Eldar attack craft, and it can be seen why Eclipse class cruisers were the bane
of Imperial convoy commanders throughout the Gothic sector. The Silent Warrior
gained much notoriety in the Port Maw region after the Walpurgis Attack, during
which its piratical crew boarded and captured the Vigilant, which was on station to
escort several Penal Legion transports to the Imperial Guard fighting on Lethe. The
Eldar corsairs forced the Vigilants captain to transmit the all-clear signal and as the
undefended transports left the planets atmosphere for the rendezvous, they were
mercilessly destroyed by Eagle bombers from the Silent Warriors launch bays.
FAMOUS SHIPS
Silent Warrior Asuryans Chosen

Stardeath

Eliarenaths Gift

ELDAR




LIGHT



(CL)
AURORA
CLASS
CRUISER

pts
140

ike the rest of the Eldar ships classified by the Imperial Navy very little is
known of the Aurora class. The vessel mimics the design of the larger cruisers
with the same sail configuration and hull design. As a light cruiser, logic dictates
that the Aurora fulfils the same purpose as the Dauntless serves in the Imperial
fleet. Even though Eldar cruisers are fast, the Aurora has the added benefit of the
speed and manoeuvrability of an escort but carries firepower to match a cruiser.
FAMOUS SHIPS
Wind Runner
Storm Chaser
TYPE/HITS

SPEED

TURNS

SHIELD

ARMOUR

TURRETS

Cruiser/4

15/20/30

90

1/Holofield

5+

ARMAMENT

RANGE/SPEED

FIREPOWER/STR

FIRE ARC

Prow Pulsar Lance

30cm

Keel Torpedoes

30cm

ELDAR




LIGHT



(CL)
SOLARIS
CLASS
CRUISER

pts
125

he Solaris has much in common with its sister ship, the Aurora, and is often
mis-identified as such by inexperienced captains. Faster than the larger cruisers,
they are used in combination with Eldar escorts to launch high-speed raids, or to
add weight and firepower to the first wave of a larger Eldar attack.
Most noteworthy is the infamous Dark Shadow squadron from the Glanerus Belt.
FAMOUS SHIPS
Dark Shadow Hunter
TYPE/HITS

SPEED

TURNS

SHIELD

ARMOUR

TURRETS

Cruiser/4

15/20/30

90

1/Holofield

5+

ARMAMENT
Prow Weapons Battery

RANGE/SPEED

FIREPOWER/STR

FIRE ARC

45cm

10

Note: The Solaris is a dedicated support ship in the Corsair fleet, therefore
the vessel is equipped with extra sensors to negate any column shift for long
range firing.

ELDAR



CLASS

FRIGATE

(FF)

HELLEBORE

pts
75

TYPE/HITS

SPEED

TURNS

SHIELD

ARMOUR

TURRETS

Escort/2

15/20/30

90

1/Holofield

5+

ARMAMENT

RANGE/SPEED

FIREPOWER/STR

FIRE ARC

Prow Pulsar Lance

30cm

Prow Weapons Battery

30cm

Darkstar - 30cm

Keel Launch Bay

erhaps the most heavily armed escort ship of the Gothic sector, the Hellebore is
the embodiment of Eldar ideals and technological supremacy. Although unable
to withstand much damage, it carries enough weaponry to match even an Imperial
light cruiser and to inflict horrendous damage on larger vessels. When deployed
in squadrons, the Hellebore is a lethal combination of speed, flexibility and hitting power, combining the long-range capabilities of bombers and fighters with
the solid firepower of a pulsar lance and laser battery. Hellebores excel at ambush
attacks, able to disrupt the enemy formation with their bomber attacks and then attack in strength against any stragglers thus created. This tactic was employed very
successfully on many occasions during Imperial forays into the Graildark Nebula.
In fact, it was a squadron of three Hellebore frigates that reduced the Fortitude to
a hulk and crippled the Sword of Orion during the abortive Picus Offensive in the
final years of the Gothic War.

Note: Hellebores may take mines at a cost of +5 pts. These totally replace their
ordnance complement. Mines do not benefit from the stealth rule. Hellebores
may swap their Launch bay for strength 2 torpedoes at no extra cost.

ELDAR




FRIGATE

(FF)

ACONITE
CLASS

pts
60

he Aconite class frigate utilises the best Eldar laser technology, giving it a powerful punch which far surpasses that expected of a vessel this size. Usually
operating in squadrons of three or four ships, they can level a fusillade of fire which
can match the broadside batteries of a battleship and then slip away before the
enemy can fire back. In particular, Aconites often use their great manoeuvrability
to get behind a larger vessel where it cannot return fire. If enemy escorts change
course to drive the Aconites off, they can quickly move away from danger and attack elsewhere. This tactic was employed regularly over the course of the Gothic
War, and was responsible for the loss of at least three Imperial capital ships and
several Chaos vessels, including the Unholy Dominion.
TYPE/HITS

SPEED

TURNS

SHIELD

ARMOUR

TURRETS

Escort/1

15/20/30

90

1/Holofield

5+

ARMAMENT
Prow Weapons Battery

RANGE/SPEED

FIREPOWER/STR

FIRE ARC

30cm

ELDAR





DESTROYER


(DD)

NIGHTSHADE
CLASS

pts
50

he greatest strength of the Nightshade class destroyer is its ability to deploy


ordnance at close range and then swiftly elude retribution. Eldar torpedoes
have highly sensitive target acquisition and final approach control systems and are
also often armed with highly volatile neutron or vortex warheads. The Adeptus
Mechanicus have theorised that this makes them almost twice as likely to inflict
damage on an opposing ship as standard Imperial plasma torpedoes. When
this considerable armament is placed on a rapidly moving vessel, such as the
Nightshade, then you have a weapon that can strike at virtually any target at will.
This was amply demonstrated during the Eldar attack on Naxos, when the Chaos
battleship Damnations Fury was crippled by three successive torpedo runs from
a three-strong Nightshade squadron, despite the protection of several other capital
ships and escort vessels.
TYPE/HITS

SPEED

TURNS

SHIELD

ARMOUR

TURRETS

Escort/1

20/25/30

90

1/Holofield

4+

ARMAMENT

RANGE/SPEED

FIREPOWER/STR

FIRE ARC

Prow Weapons Battery

30cm

Keel Torpedoes

30cm

pts
50

ELDAR



CLASS



(DD)

HEMLOCK
DESTROYER

he Hemlock is notable for its simplicity of design. It consists of a powerful


pulsar lance, highly efficient drives, and little else. Admiral Grove once
described the Hemlock as more of a mobile gun than a proper starship. With
the power needed for the stellar drives and pulsar lance, even considering advanced
Eldar engine technology, the Hemlock probably cannot generate a stable interior
environment for much more than the crew members needed for steering the ship
and firing the pulsar. This makes it especially vulnerable to boarding actions from
enemy escorts if they can get close enough to board.

TYPE/HITS

SPEED

TURNS

SHIELD

ARMOUR

TURRETS

Escort/1

20/25/30

90

1/Holofield

4+

RANGE/SPEED

FIREPOWER/STR

FIRE ARC

Keel Pulsar Lance

ARMAMENT

30cm

Prow Weapons Battery

30cm

Note: A Hemlock class destroyer cannot initiate boarding actions. A ship that
boards a Hemlock class destroyer gains a +1 modifier in addition to any other
modifiers.

Corsair Eldar Fleet List


Fleet Commander
You may choose either a Gryphon Knight, Shadow Prince or a Dragon Prince to
lead the fleet. Fleets greater than 750 pts must include a Lord to lead it. Fleets of
greater than 2000 pts must include a Dragon Prince.
0-1 Lord
Shadow Prince (Ld 9, 1 re-roll)
Dragon Prince (Ld 10, 1 re-roll, +1 in boarding)
A Dragon Prince may be upgraded to Hero status for +50 pts.

50 pts
100 pts

0-3 Gryphon Knights


25 pts
Ships led by Gryphon Knights may attempt a command check even if one has been
failed this turn.
A Lord can take extra re-rolls at the following cost:
One Extra Fleet Command re-roll
Two Extra Fleet Command re-rolls
Three Extra Fleet Command re-rolls

25 pts
50 pts
100 pts

Capital Ships
0-1 Void Dragon if fleet led by a Hero

320 pts

0-1 Void Stalkers per 1000 points

470 pts

0-1 Supernova per 2 attack cruisers or light cruisers

280 pts

0-12 Cruisers
Eclipse Class Cruiser
Shadow Class Cruiser
Aurora Class Light Cruiser .......................
Solaris Class Light Cruiser .......................

260 pts
230 pts
140 pts
125 pts

Escorts
Hellebore Class Frigate
Aconite Class Frigate
Nightshade Class Destroyer
Hemlock Class Destroyer

75 pts
60 pts
50 pts
50 pts

Ordnance
Any capital ship with launch bays may choose to have them launch any mix of
Darkstar fighters and Eagle bombers. Ships with torpedo tubes are armed with
Eldar torpedoes.
Attack Rating
Due to their aggressive raiding style, Corsair Eldar have an attack rating of 4.
Reserves
Corsair fleets may take Craftworld Eldar ships as reserves at a ratio of 3 Corsairs
of a single type to 1 Craftworld of the same type. If a Hero is included, this ratio
becomes 2:1.

Craftworld Eldar

ELDAR


DRAGON

CLASS
GRAND

CRUISER

(CG)

VOID

pts
320

famous Void Dragon which has been identified by the Imperial Navy is the
Spirit of Arina, commanded by Admiral Akaeris Starblade. This vessel,
originating from the lost Craftworld Shnn Tal, is in design very similar to the
infamous Flame of Asuryan.
Akaeris Starblade has been leading a small Eldar fleet through the Galaxy in
search for the attackers responsible of destroying his home Craftworld Shnn Tal
This Quest has taken the Spirit of Arina across various sectors, running between
few and more battles with the Imperial Navy, Tau, Orks and others but most of
the time they will try to avoid engagment with other fleets. Sometimes the need
for information weighs far more then the care of other races and Akaeris will be
forced to raid enemy fleets.

TYPE/HITS

SPEED

TURNS

SHIELD

ARMOUR

TURRETS

Cruiser/8

10/20/25

45

2/Holofield

5+

RANGE/SPEED

FIREPOWER/STR

FIRE ARC

Port Pulsar Lance

ARMAMENT

30cm

Starboard Pulsar Lance

30cm

Prow Weapons Battery

30cm

16

Nightwing 30 cm
Phoenix 20 cm
Vampire 30cm

Keel Launch Bay

Note: The Void Dragon is a special ship and therefore you must have either
a High Admiral in a Craftworld fleet or a Hero in a Corsair fleet. Whilst
technically a Craftworld ship, the Void Dragon will count as belonging to the
parent fleet as far as reserves are concerned. The Void Dragon counts as a
Dragonship but doesnt require Wraithships to be taken.

It is rumoured that Akaeris Starblade commanded the Spirit of Arina straight into
the Eye of Terror. At this point Inquisitor Steinhofen, who had been hunting this
paticular Eldar fleet for a large period of time, conceded his hunt and returned to
the Eastern Fringe for another urgent matter called the Khareshi Expanse.
FAMOUS SHIPS
Spirit of Arina

The sheer size of a craftworld means that each individual vessel possesses several
full battlefleets, stationed at convenient points along the craftworld as it journeys
through space. Each fleet might typically number from ten to twenty warships and
is commanded by an Eldar Admiral, though it will inevitably also rely greatly on
advice and counsel from the craftworlds Seers.

ELDAR


CLASS





WYRM
BATTLESHIP
(BB)

pts
470

he Wyrm Class Battleship is rarely seen by those living outside the Wyrmship.
This behemoth is only unleashed in the most dire of circumstances, such as
when the Craftworld itself faces a direct threat.
The Wyrmship class usually deploys behind the rest of the Craftworlds fleet. With
its long range weaponry, it can then wreck havoc on any enemy vessel that breaks
through the main Eldar battle line.

TYPE/HITS

SPEED

TURNS

SHIELD

ARMOUR

TURRETS

Battleship/10

10/15/20

45

3/Holofield

5+

ARMAMENT
Port Pulsar Lance

RANGE/SPEED

FIREPOWER/STR

FIRE ARC

45cm

Starboard Pulsar Lance

45cm

Prow Weapons Battery

45cm

16

Keel Torpedoes

30cm

Keel Torpedoes

30cm

Note: May replace both keel torpedo launchers with 2 pulsar lances which
have a range of 45cm and a front fire arc, at no additional cost. To clarify: the
ship loses eight torpedoes and gains two Pulsar lances. Alternatively it may
purchase boarding torpedoes at +10 pts.

ELDAR





BATTLE

CRUISER

(CB)

DRAGONSHIP
CLASS

pts
270

ragonship is the collective name given to the larger classes of Eldar vessel. The
term Dragonship does not refer to any particular armament or configuration,
but rather to a variety of vessels adhering to the same basic principles, designed
for the same basic roles. Within this larger grouping, individual configurations or
combinations of weapons give individual classes their proper name always a
variation on the phrase Dragon, representing different aspects of the creature of
the same name from Eldar myth. Those Dragonships which are piloted in large part,
or even exclusively, by spirit stones, for example, are referred to as Ghostdragons,
while larger vessels which have been designed to operate away from the Craftworld
for great lengths of time are often referred to as Void Dragons. Different styles of
Dragonship can vary greatly, with different numbers of sails, different armaments
and even variations in size.
FAMOUS SHIPS
Anathema Forever

TYPE/HITS

SPEED

TURNS

SHIELD

ARMOUR

TURRETS

Cruiser/6

10/20/25

45

2/Holofield

5+

ARMAMENT

RANGE/SPEED

FIREPOWER/STR

FIRE ARC

Choose one of the following prow armaments:


Prow Weapons Battery

30cm

12

OR
Prow Pulsar Lance

30cm

Choose one of the following keel armaments:


Keel Torpedoes

30cm

OR
Keel Launch Bays

Nightwing 30cm
Phoenix 20cm

Cerysheal

~~~~~~
The Dragon armed with the deadly Pulsar lance and the striking torpedo shall be
known as the Thunder Dragon.
The Dragon armed with the devastating Batteries and the swift attack craft shall
be known as the River Dragon.
The Dragon armed with the destructive Batteries and the piercing torpedoes shall
be known as the Mountain Dragon
The Dragon armed with the shrieking Pulsar and the agile attack craft shall be
known as the Sky Dragon
The Dragon bearing the holy spirit stones shall be known as the Ghostdragon.

Note: If equipped with Launch Bays may take Vampire Assault Boats at +10
pts. If equipped with Torpedoes, may take boarding torpedoes at +10 pts.

Attributed to an unknown Eldar Admiral


~~~~~~

ELDAR





ATTACK

CRUISER

(CA)

WRAITHSHIP
CLASS

TYPE/HITS

SPEED

TURNS

SHIELD

ARMOUR

TURRETS

Cruiser/6

10/20/25

90

2/Holofield

5+

ARMAMENT

RANGE/SPEED

FIREPOWER/STR

FIRE ARC

Choose one of the following prow armaments:


Prow Weapons Battery

30cm

OR
Prow Pulsar Lance

30cm

Choose one of the following keel armaments:


Keel Torpedoes

30cm

OR
Keel Launch Bays

Nightwing 30cm
Phoenix 20cm

pts
180

raithships are made from Wraithbone, a material drawn as raw energy from
the Warp and shaped into matter by psychic craftsmen known as Bonesingers.
The Wraithbone forms the living skeletal core of the spaceship around which its
other structures are arranged. The Wraithbone also provides channels for psychic
energy. This facilitates internal communication, transmits power and enables the
spaceship to act as an organically integrated whole. The Wraithbone core of a
spaceship is surrounded by a structure which is literally grown into the required
shape by Bonesingers. These Eldar use their psychomorphic talents to shape
bulkheads, walls, floors and conduits into a shell that completely surrounds the
Wraithbone core and forms the hull and major internal divisions of the spaceship.
Most of a spaceships operating systems are connected directly to the Wraithbone
core. The many thousands of systems draw power through the Wraithbone and are
constantly monitored and controlled through it. Because of the unique practices
of Eldar psychic engineering, Eldar spaceships resonate with sympathetic psychic
energy. The Wraithbone core provides a psychic channel through which an Eldar
can control mechanical functions. In this way, Eldar attuned to the very essence of
their spaceship guide it, making countless minute adjustments to the trim of the great
solar sails to draw every fraction of energy from the solar winds. This is also the
key to the legendary elegance and almost birdlike agility of the Eldar Wraithships.
Their pilots literally feel the solar wind on the ships sails, they sense the flex of the
ships structure, the tension and movement of its Wraithbone skeleton. Like a hawk
soaring on a thermal or diving to clutch at its prey, a Wraithship can turn in the
wind, circling and swooping to hunt its own prey the spaceships of its enemy.
FAMOUS SHIPS
Destiny Infinity

Eternity

ELDAR




GHOSTSHIP

GHOST DRAGON (DRAGONSHIP)


270 pts

TYPE/HITS

SPEED

TURNS

SHIELD

ARMOUR

TURRETS

Cruiser/6

10/20/25

45

2/Holofield

5+

ARMAMENT

RANGE/SPEED

FIREPOWER/STR

FIRE ARC

Choose one of the following armaments:


Prow Weapons Battery

30cm

12

Keel Weapons Battery

30cm

OR
Prow Pulsar Lance

30cm

Keel Weapons Battery

30cm

GHOST WRAITHSHIP

180 pts

TYPE/HITS

SPEED

TURNS

SHIELD

ARMOUR

TURRETS

Cruiser/6

10/20/25

90

2/Holofield

5+

ARMAMENT

RANGE/SPEED

FIREPOWER/STR

FIRE ARC

Choose one of the following armaments:


Prow Weapons Battery

30cm

Keel Weapons Battery

30cm

OR
Prow Pulsar Lance

30cm

Keel Weapons Battery

30cm


pts
VARIES

host Dragons are those vessels which, through the long slow dying-years
of the Eldar race, have reached the point of near-abandonment through loss
of crew. Into these vessels the Seers of a Craftworld incorporate spirit stones
sacred reliquaries bearing the souls of those Eldar already lost in the struggle for
survival.
Sometimes Ghostships will be entirely without living crew, perhaps even imbued
with the spirit stones of their original pilots, gunners and navigators, continuing to
guide their race through the stars even beyond death. Sometimes the Ghostships
will bear spirit stones of much older Eldar, some perhaps even with memories of
the Fall, unceremoniously denied peace by the desperate hardship their people still
face. For the living crew of Ghostships, the presence of these ineffable ancestorsouls creates an equally daunting and empowering burden of expectation.
These spirit stones bring sentience to the living, but otherwise unthinking,
Wraithbone from which all Eldar vessels are constructed a curious amalgam of
the living, the inanimate and the undying. The spirit stones allow the Ghostships
to function with an impossibly tiny number of crew and, when combined with the
living Wraithbone of their vessels, make Ghostships exceptionally resilient. Their
formless thoughts are far harder to destroy than the frail bodies of living pilots,
able to simply flit from one transient vein to another. They are at complete freedom
within these Wraithbone skeletons, diverting both reliance and function to almost
any location on the ship should any given system become damaged.
In order to function, a Ghostship must always be commanded by a Spiritseer
a powerful Eldar psyker who has chosen to dedicate his powers to communing
with the dead. Spiritseers are some of the most lonely and sinister members of a
Craftworld, required, as they frequently are, to spend periods of time alone aboard
Ghostships, surrounded by nothing more than the souls of the reluctant dead.

The following special rules apply to Ghostships:


Enemy vessels gain a +1 modifier when boarding or making a hit & run
attacks against Ghostship.
Ghostships may not initiate boarding actions or teleport attacks.
Ghostships ignore the rule Fragile, thus taking critical hits on a 6+ as
normal.
A Ghostship which fails a Special Order may only move in the following
turn.

Ghostships represent an undeniably powerful entity which straddles the boundary


between life and death, yet equally represents a force that the Eldar would be wise
to leave undisturbed in all but the most dire of circumstances.

ELDAR






DESTROYER


(DD)

SHADOWHUNTER
CLASS

pts
45

hadowhunters are the smallest type of vessel employed by Iyanden, operating


in vast shoals which shimmer and weave a short distance above the craftworlds
surface as it ploughs through space. These Shadowhunter packs function as a
constant patrol, guarding the approach of friendly vessels coming into dock, or
spinning and bobbing around the craftworld with horrifying speed to drive off
would-be attackers at a proximity where larger vessels would find it difficult to
function effectively.
Because of this defensive role, Shadowhunters have a very limited range, designed
as they are to repel attackers which manage to actually approach the Craftworld
itself. Weapons and power systems on the Shadowhunters are correspondingly
compact, making the Shadowhunter one of the nimblest and most agile of vessels,
even by Eldar standards. Shadowhunters are so nimble, in fact, that they are
capable of pursuing their enemy so closely that even enemy attack craft find it hard
to evade them.

TYPE/HITS

SPEED

TURNS

SHIELD

ARMOUR

TURRETS

Escort/1

20/25/35

90

1/Holofield

4+

ARMAMENT

RANGE/SPEED

FIREPOWER/STR

FIRE ARC

Choose one of the following prow armaments:


Prow Weapons Battery

30cm

Prow Shadow Lance

30cm

During the Tyranid invasion of Iyanden, Shadowhunters typically formed a last line
of defence close to the craftworld, while the larger vessels broke down the main
Tyranid waves in deep space. The scattered remnants of these waves which were
able to pass the Eldar cruisers and approach the craftworld were then easy pickings
for the nimble Shadowhunters. As more and more waves of Tyranids descended
on the craftworld, however, the Eldar fleet was overwhelmed by sheer weight of
numbers, forcing the Shadowhunters to disperse and join their larger counterparts
in fighting desperate counter-actions in the depths of space.

OR

Note: Shadowhunters direct fire on ordnance hit on a 4+ rather than a 6+.

These smaller vessels lack the dedicated crews of the larger capital ships and are
often crewed by those Guardians who were once embarked upon the Path of the
Mariner.

Fleet Commanders: May not be placed aboard


Ghostships.
High Admirals: They and their elite bodyguard give
a +1 in a boarding action. A High Admiral may be
upgraded to a Hero status at 50 pts.
Farseer: A Lord may add additional Farseers to his
vessel in order to gain more re-rolls. These re-rolls
can be used fleet wide. Furthermore you may include
three extra Farseers, purchased at 15 points, in your

fleet, each whom must be assigned to a ship and gives


their vessel a re-roll which may be used on this ship
only. A Farseer may be placed aboard a Ghostship.
Seer Council: A Seer Council provides the High
Admiral extra protection with their Foresight Power.
Foresight Power allows the fleet commanders ship to
go onto BFI (automatically) after the dice have been
rolled to hit, gaining a 4+ retroactive save against
each hit scored (re-roll criticals). The use of this power does not have to be declared before rolls to hit

and it may only be used once per battle. Can only be


taken if the fleet has an High Admiral to lead it and
may only be used once per battle. Heros cannot take
seer councils.
Aspect Warriors: Any Craftworld Capital ship may
be given Aspect Warriors at +20 pts. Aspect
Warriors grant +2 to the ships boarding actions, +1
to all its H&R attacks, and -1 to H&Rs against it.
Aspect Warriors may not be placed aboard
Ghostships.

~~~~~~
Craftworlds, though spacecraft, are vast beyond comprehension. They are not merely huge capital ships ploughing through space with a surrounding escort of smaller vessels. They
are not even akin to vast cities, as some of the largest star forts of the Imperium might be considered, but rather are immense space faring worlds accompanied by vast armadas, the
likes of which might otherwise be set aside to defend an entire system or even sub-sector. Whole battle fleets cluster around key points and stations all across the thousands of miles
of the Craftworlds exterior as smaller, nimbler craft rush and surge across its surface in a constant shimmering patrol. Beneath this dizzying tide of vessels, under clear crystalline
domes through which ground and stars might gaze upon one another, the Eldar live their lives aboard these space borne worlds.
~~~~~~

Craftworld Eldar Fleet List


Fleet Commander
You may choose an Admiral or High Admiral to lead the fleet. Fleets greater than
750 pts must include an Admiral to lead it. Fleets of greater than 2000 pts must
include a High Admiral.
The Seer Council may only be taken if your fleet includes a High Admiral to lead
it.
0-1 Admiral
Admiral (Ld 9, 1 re-roll (Farseer))
High Admiral (Ld 10, 1 re-roll (Farseer), +1 in boarding)
A High Admiral may be upgraded to Hero status for +50 pts.
An Admiral can take additional Farseers at the following cost:

One Extra Fleet Command re-roll

Two Extra Fleet Command re-rolls

0-1 Seer Council

50 pts
100 pts

25 pts
50 pts
50 pts

0-3 Farseers

15 pts

Aspect Warriors

20 pts

Capital Ships
0-1 Void Dragon if fleet led by a High Admiral

320 pts

0-1 Wyrmship per Dragonship

470 pts

0-1 Dragonship per 2 Wraithships


270 pts
If your admiral is on board a Dragonship this Dragonship does not
count toward the Wraithship limitation.
Wraithship Class Attack Cruiser

180 pts

0-3 Ghostships

+0 pts

Escorts
Shadowhunter Class Destroyer

45 pts

Ordnance
Any capital ship with launch bays may choose to have them launch any mix of
Nightwing fighters and Phoenix bombers. Ships with torpedo tubes are armed
with Eldar torpedoes. Some Eldar ships have access to Vampire Assault boats or
boarding torpedoes.
Attack Rating
Due to the fact that they must defend their Craftworld, Craftworld fleets are more
constrained in their tactical choices. Consequently they have an Attack Rating of
3.
Reserves
Craftworld fleets may take Corsair Eldar ships as reserves at a ratio of 3 Craftworld
ships of a single type to 1 Corsair of the same type. If a Hero is included, this ratio
becomes 2:1.
It is impossible to say with certainty how many Craftworlds there are. They were
built many millennia ago in great urgency and in times of unimaginable peril. The
turmoil and confusion which preceded the destruction of the Eldar worlds was
great. All higher government had long since ceased to operate, and it was only
thanks to the heroic actions of a few far-sighted individuals that the Craftworlds
were built at all.

Craftworld Eldar Specials

raftworlds are the gargantuan space craft that carry the majority of the Eldar
that survived the Fall. Craftworlds are self-sufficient space borne colonies
drifting along ancient preordained galaxy spanning routes. Craftworlds vary in
almost every way: size, shape, population density, culture, and the displacement of
their Warfleet(s).
It can be said that the Eldar are a dying race, but even the merest remnants of the
once mighty Eldar Empire is a force to be reckoned with. Even Eldar pirates with
no tangible connection to any given Craftworld can be an unstoppable threat to an
Imperial Sub-sector. A full blown Craftworld Warfleet can brush aside all but the
most determined, and/or numerous foe.
The Fleets of the main five Craftworlds are represented by already existing classes
of ships but certain aspects of the fleet choices, such as the mixing of Corsair ships
with Craftworld Eldar ships, maybe dependent on special fleet commanders.

Biel-Tan

The Swordwind
Biel-tan is possibly the most militaristic of all Craftworlds, it is unlikely that there
will be much Corsair presence, aspect warriors will be common and should always
be present onboard Dragon ships, Assault boats would be taken for the majority of
capital ships.
Corsairs only as reserves, no Corsair Capital ships.
At least 75% of Dragon ships should have the Aspect warrior upgrade, these
Dragonships should have launch bays with assault boats.
The fleet should be capital ship heavy, a maximum of about 25% of the fleet
allowance should be spent on escorts.
Ghostships should be rare, maximum of one per three other capital ships.

Biel-Tan Bahzhakhain 575 points

0-1, Dragonship, may only be included in fleets over 1000pts


The combined strength of the Biel-Tan armada is that to be compared to eight full
Imperial Battle Fleets. Truly the fleet of Biel-Tan is massive, with a vast array of
variant ship classes and fleet composition. Famed classes of Dragonship have left
the Space Docks of Biel-Tan such as the Naiad gunship, but the most celebrated
designs are those of unique complements and quality.
Although hard to gain repute amongst their Eldar peers, given the abundance
of heroic tails and legendary campaigns, some ships and crews have climbed
head and shoulders above the achievements attained by their fellow heroes. The
Bahzhakhain has been the flagship of numerous brilliant commanders and has
become a reassuring legend amongst the fleets of Biel-Tan. Designed for bringing
a planetary force to it knees long before any ground invasion has been launched,
the Bahzhakhain often utilizes special torpedoes capable of annihilating ground
targets and scores of Vampires to land the Sword Wind.
TYPE/HITS

SPEED

TURNS

SHIELD

ARMOUR

TURRETS

Cruiser/8

10/20/25

45

3/Holofield

5+

ARMAMENT

RANGE/SPEED

FIREPOWER/STR

FIRE ARC

Prow Pulsar Lance

30cm

Prow Torpedoes

30cm

Keel Launch Bay

Nightwing 30 cm
Phoenix 20 cm
Vampire 30cm

Note: Extra +1 boarding, aspect warriors, Ld10, 1 re-roll for every Dragonship
with aspect warriors (including the Bahzhakhain).

Saim-Hann

The Wild Host


Saim-Hann is considered a divided place of barbarity by its fellow Craftworlders.
As the Craftworld is divided into separate and autonomous clans, its Warfleet is
also divided, fighting together only when they feel personal necessity.

IYANDEN

Corsairs and Craftworld vessels should be taken without restriction.


Escorts should be common, mixed squadrons will represent the need to be allrounders as they cant rely on the presence of other squadrons e.g. 1 Hellebore, 1
Aconite, 4 Nightshades.
The Admiral must go on the most expensive ship.
Fleet re-rolls should be rare to represent the division of the forces.
Capital ships should be rare, light cruisers should be much more common than
Dragonships or Void Stalkers (or similar).
Ghostships should be rare, maximum of one per three other capital ships.

The Ghost Warriors


After a devastating Tyranid invasion much of Iyandens population were left
massacred. Due to an extremely desperate need the Spirit Seers of Iyanden have
bolstered their militaristic assets with Spirit driven Wraithbone constructs including
warships.
Corsairs and Craftworld ships may be freely mixed after Yriel has returned to
Iyanden.
Ghostships should be common but not unrestricted, maximum of half the capital
ships can be Ghostships.

Iyanden Flame of Asuryan, Yriels Flagship - 450 points

0-1, Dragonship, may be included in any Corsair or Craftworld Iyanden fleet.

Saim-Hann Wild Serpent 485 points

0-1, Dragonship, may only be included in fleets over 1000pts


Over the last decennia the Wild Serpent has become one of the most feared ships
in the Saim-Hann region. It never operates alone, almost always accompanied by
a couple of light cruisers and attendant escort vessels. In battle the Wild Serpent
orchestrates its attendant warships into submissive cohesion. Enemies find
themselves overwhelmed by the relentless and sporadic precision attacks by the
Wild Serpent. With a broad spectrum of offensive capabilities the Wild Serpent is
equipped to deal death to any enemy foolish enough to offend the leading Clans of
Saim-Hann.
TYPE/HITS

SPEED

TURNS

SHIELD

ARMOUR

TURRETS

Battleship/10

10/15/20

45

3/Holofield

5+

ARMAMENT

RANGE/SPEED

FIREPOWER/STR

FIRE ARC

Prow Pulsar Lance

45cm

L/F

Prow Pulsar Lance

45cm

R/F

Prow Torpedoes

30cm

Keel Launch Bay

Nightwing 30 cm
Phoenix 20 cm
Vampire 30cm

30cm

10

Keel Weapons Battery

L/F/R

Note:Aspect warriors (not really, but it has the same affect), Ld10, 1 re-roll,
Crew skill 6.

When Yriel led the Craftworlds fleet, he was considered to be the favoured of
Asuryan, and amongst his many great titles earned himself the honorific of Bearer
of the Flame, and duly renamed his flagship The Flame of Asuryan accordingly.
The Flame of Asuryan is magnificent, even by the standard of Dragonships. It bears
three great sails one born upon its long elegant spine, and another pair each mounted
atop the great outriggers to its flanks, both of which also bear deadly pulsar lances.
The Flame of Asuryan bore Yriel to many great victories at the head of the Iyanden
fleet and he would give little thought to parting with the vessel once his own rank
was lost and his own place amongst the Craftworld taken from him. Instead, he and
his most loyal followers departed, Yriel himself still aboard his mighty flagship. By
such means did the Flame of Asuryan come to depart the Craftworld of Iyanden.
TYPE/HITS

SPEED

TURNS

SHIELD

ARMOUR

TURRETS

Cruiser/8

20/25/30

45

2/Holofield

5+

ARMAMENT

RANGE/SPEED

FIREPOWER/STR

FIRE ARC

Port Pulsar Lance

30cm

Starboard Pulsar Lance

30cm

30cm

16

Nightwing 30 cm
Phoenix 20 cm
Vampire 30cm

Prow Weapons Battery


Keel Launch Bay

Note: Aspect warriors, Leadership 10, 2 re-roll. Elite Command Crew.

ULTHWE

ALAITOC
The Starstriders

The Eldar of Ulthwe make extensive use of the Webway with their elite Black
Guardians to achieve critical objectives and only use their Warfleet sparingly.

Alaitoc is renowned for having the strictest adherence to the Eldar Path. As such,
many Eldar of Alaitoc walk the path of the outcast to escape this restrictive lifestyle.
Most return if the Craftworld needs their assistance. Some crewing solitary Corsair
escort squadrons or even cruisers.
Corsairs should be taken without restriction, as should the Craftworld vessels.
Over 2/3 of Corsair escort squadrons should be small: escort squadrons should
number two or three escorts.
Make good use of the Hemlock (especially with its special boarding rules and
BFG scale sniper rifle!), avoid using Nightshades.
Capital ships should be rare, light cruisers should be much more common than
Dragonships or Void Stalkers (or similar).
Ghostships should be rare, maximum of one per three other capital ships.

The Damned

Corsairs only as reserves.


A maximum of 25% of capital ships should have the Aspect warrior upgrade.
Re-rolls should be common place, buy as many farseers as appropiate.
Ghostships should be rare, maximum of one per three other capital ships.

Ulthw - Shadow Point 550 points

0-1, Dragonship, may only be included in fleets over 1000pts

Alaitoc Sword of Eldanesh 80 points

Ulthwe only use their fleet assets reluctantly, hoping to shape a course that avoids
wasteful fleet engagements. But on the occasion when full and decisive force is
needed the Dragonship Shadow Point fills the role of Flagship. With an intricately
formed infinity circuit, Farseers onboard guide the battle with astonishing accuracy.
More than just a focal point for tactical foresight, the Shadow Point is a heavy
gunship attacking when its enemys destruction is assured. During the 13th Black
Crusade Ulthwe became renowned for the pivotal attacks by its strike forces, but
in the space lanes the fleets of Ulthwe were far from quiet. Combined with Corsair
fleets and even other Craftworld aid the Shadow Point oversaw the destruction of
countless key fleet elements of the vast Chaos Warfleets, often without meaningful
losses. With the foresight of the infinity circuit the Shadow Point led its companion
vessels into a non-stop campaign of annihilation, moving from one battlezone to
another leaving only the broken wreckage of Chaos ships in its wake.
TYPE/HITS

SPEED

TURNS

SHIELD

ARMOUR

TURRETS

Cruiser/8

10/20/25

45

3/Holofield

5+

ARMAMENT

RANGE/SPEED

FIREPOWER/STR

FIRE ARC

Prow Pulsar Lance

30cm

Keel Pulsar Lance

30cm

Prow Weapons Battery

30cm

12

F
F

Keel Torpedoes

30cm

Note: * Ld 10, 1 re-roll per turn! You loose the re-roll if the infinity circuit is
smashed.

0-1, may be included in any size fleet

Eldanesh is a Mythic Eldar Hero who was slain by the jealous War God Khaine,
earning Khaine the title Kaela Mensha (bloody-handed). The Eldar of Alaitoc use
the story of Eldaneshs offence to the Gods to reinforce the ideals of the Eldar Path.
In defiance to Alaitocs obsessive adherence to the path, self imposed exiles form
disconnected communities on board Corsair vessels of local pirate fleets. Some
loose themselves to the adventure of piracy and eventually acquire enough wealth
to build their own ship. One such group of outcasts built the Sword of Eldanesh.
Often working completely alone the Sword of Eldanesh can skilfully eliminate
all defenders of a transport convoy at extreme range and then close in for the
prize. It is not unheard of for the ship to enter late in an engagement to claim the
spoils from an overwhelmed ally. This has given the ship some infamy among the
other corsairs, who will only fight along side the Sword of Eldanesh if there are
overpowering numbers to keep them in line.
TYPE/HITS

SPEED

TURNS

SHIELD

ARMOUR

TURRETS

Escort/1

10/20/30

90

1/Holofield

5+

ARMAMENT

RANGE/SPEED

FIREPOWER/STR

FIRE ARC

Pulsar Lance

45cm

Weapons Battery

45cm

Note: Cannot be squadroned with other escorts and therefore forgoes the requirement to be in an escort squadron!

Eldar Miscellaneous
Eldar Transports

Eldar Spacefleet Models

Eldar transports are not often seen by enemies of the Eldar. These small vessels
always take the most stealthiest routes available. Only lucky random encounters
have been made with these rare Eldar vessels.

Once in a while these models are up for sale on an online marketplace like Ebay.
Back when Battlefleet Gothic was called Space Fleet Games Workshop also made
two Eldar vessels for the game. Two very fine looking models I must say.

TYPE/HITS

SPEED

TURNS

SHIELD

ARMOUR

TURRETS

Escort/1

10/15/15

90

1/Holofield

5+

ARMAMENT
Weapons Battery

RANGE/SPEED

FIREPOWER/STR

FIRE ARC

30cm

Eldar Haven Class Spire 200pts

Both of them still fit in the current line of the Craftworld Eldar fleet in my
opinion.
So if you are lucky and own these vessels I advice you to use them as Wraithships
or Dragonship variants in your Craftworld fleet.
Another option is to make up some new rules for them and fit them into the Eldar
rules. These models would fall into the light cruiser category.

Example Old Shadowhunter Class

Although most Eldar live upon their vast floating Craftworlds, those that have
followed the path of the Outcast are scattered to the far extremes of the galaxy.
Many of these outcasts become Eldar corsairs, joining the Pirate Princes of the
Corsair fleets.
These raiding fleets operate from many secret bases, of which the Haven class Spire
is just one identified type. With tall slender towers and graceful sails to capture solar
energy, the Spire is a distinctive space station. They are usually well hidden away,
deep in asteroid fields or nebula, and as well as their own formidable weaponry they
have the protection of their Corsair fleet. Should the Spires location be discovered,
then the Imperiums fleet will invariably attack to destroy the threat.

TYPE/HITS

SPEED

TURNS

SHIELD

ARMOUR

TURRETS

Escort/1

15/20/30

90

1/Holofield

5+

ARMAMENT

RANGE/SPEED

FIREPOWER/STR

FIRE ARC

Weapons Battery

30cm

Torpedoes

30cm

Example Old Wraithship Class

TYPE/HITS

SPEED

TURNS

SHIELD

ARMOUR

TURRETS

TYPE/HITS

SPEED

TURNS

SHIELD

ARMOUR

TURRETS

Defence/10

5/5/5

360

4/Holofield

5+

Cruiser/4

15/20/30

90

1/Holofield

5+

ARMAMENT

RANGE/SPEED

FIREPOWER/STR

FIRE ARC

ARMAMENT

45cm

12

All round

Pulsar Lance

30cm

All round

Launch Bay

Fighters - 30cm
Bombers - 20cm

Weapons Battery

RANGE/SPEED

FIREPOWER/STR

FIRE ARC

Port Weapons Battery

30cm

L/F

Starboard Weapons Battery

30cm

R/F

Torpedoes

30cm

Designer Notes
With release version 1.6 I finally managed to type
out some Designer notes regarding the Eldar MMS
House Rules.
The beginning
When I started playing this game it was with the most
obvious battles: Imperial Navy versus Chaos, it was
always fun, good and balanced battles. To be honest I
didnt think much about Eldar and their rules back in
those days. At the time I started visiting the forums,
searching for more Battlefleet Gothic information and
resources.
At a given time I witnessed a discussion about the
Eldar within the game. It was Sigoroth who posted
he had ideas to fix the Eldar, to make them playable
again. After that I went back and started to read other
concerns about Eldar playability.
I started wondering myself what was wrong with the
Eldar and at the same time I started bugging Sigoroth
to post his ideas for the Eldar.
My view on MSM
It is different. It changes (Im trying to avoid terms
like wrong or broken) the core rules of Battlefleet
Gothic. In our Chaos versus Imperial Navy battles
we all learned that ships moved in the movement
phase, it worked and gave room to develop numerous
tactics. Besides said fleets all other races moved in
the movement phase only as well, even the Dark
Eldar. But not so the Corsair and Craftworld Eldar.
They where allowed to move in the Ordnance phase
as well.
Mind you, for playing a game once in a while the
Move-Shoot-Move can be quite enjoyable and fun.
Thats why I advice new players to stick to the original
rules at first. That gives them judging material and
it makes most sense to learn the original rules first
before you dive into obscure House Rules.

But in the long run MSM is, in my opinion, only a one


trick pony, maybe two or three. And that is a pity, in
my opinion MSM does not improve tactical thinking
in this game. And in the long run the system loses out
on interest.
As an after thought I think it is just plain wrong to
have ships moving in the ordnance phase. It is the
reason for Eldar being a bad choice rule wise from
my point of view.
It also enabled to let other odd Eldar related things
slip into the official Eldar Rules. I am referring to
the weak 4+ Wraithbone armour here. In general
background it is said that Wraithbone is just as
strong as Space Marine armour, which is surely no
4+ armour. Also Eldar ships are weak against space
dust, a simple blastmarker can destroy an entire Eldar
vessel with ease. Weapon Batteries, the most common
weapon made by lesser races destroy the advanced
Eldar swiftly as well.
Those things are not what I relate to one of the oldest
and one of the most advanced races.
Therefore I saw the need to give the people who had
the same view on Eldar something different.
The MMS
As I said I bugged Sigoroth for his ideas to fix the
Eldar and after two tries he posted his Move-MoveShoot ideas. Basically this removed the movement
option in the Ordnance phase but gave the Eldar more
speed and manoeuvrability in the standard Movement
phase.
Of course that meant that other areas also could and
needed to be changed in order to make the Eldar
work. To name a few: including shields, raising their
armour to 5+ (appropriate for Wraithbone), adding
turrets, etc.
Personally I was really fond of these rules and offered

to build a nice PDF file of them. From experience


solid things like PDFs make more impact then
options written in a forum.
While working on the PDF I had many discussions
with Sigoroth about the rules and later on Ray Bell
got involved as well to give some more additional
feedback.
I still hope Sigoroth gets around on writing his
designer notes for these Eldar MMS rules as he had
the main idea behind these rules. He did give me free
hand for evolving the MMS rules from version 1.2
into version 1.5 and further.
To me, and luckily to others as well, the MMS rules
gave Eldar more variety in the long run, adding more
tactical variants to the game play.
All this without destroying the Eldar feel of being a
fast hit and run race. It still applies to the Corsairs
who need to rely on a backbone of their marvellous
escorts but also to the Craftworld Eldar who now
could operate as a true battle fleet, within their own
terms of speed and manoeuvrability, to defend their
Maiden worlds and Craftworlds.
Conclusions
Not really a conclusion more a last paragraph or two.
I hope you enjoy these MMS rules, especially if you
have been tired of the MSM rules. Report all your
experiences or other remarks regarding these rules in
one of the various Battlefleet Gothic forums.
For those who prefer the original MSM rules I would
like to ask if they still could look into these rules and
see if they are balanced or broken.
If it is not the Eldar you want to have MMS rules
imagine these MMS rules to belong to a new alien race
flying into our loved Battlefleet Gothic universe.
Happy Gaming
Roy Horizon Amkreutz

Other collected notes on why MSM should be


changed.
My main concerns against MSM are the terrain
dependency and the weapon imbalance between WB
and Lances against the HF.
The MSM mechanic allows only for one tactic: go to
the asteroid field and hide behind. If there are enough
hiding points you win, if not, you loose. Boring to
the last.
The HF also contributes to this. If you play a
campaign or tourney and have lance heavy ships
you can disengage in turn 1. Saves you from a very
disappointing game. This problem is Eldar only. No
other fleet has this in this amount.
Playing against MSM Eldar was always disappointing
for the opponent because even if he was able to shoot
it only was one die or two whereas the Eldar had
always a ton of dice. From a gamers perspective also
very disappointing.
MMS rules overcome this problems. Without the
movement in the ordnance phase you have to face
retaliation after the initial attack run. This forces
you to move carefully and gives your opponent the
possibility to catch the Eldar by good positioning and
defensive tactics. But with the revised HF and shield
mechanic the Eldar are able to withstand a certain
amount of damage but are fragile enough that they
can not charge head on. This feels better for me both
rules wise and fluff wise.
Marc Grimgork Loellman

MMS puts the Eldar fleets on the map in BFG. No


longer a fleet requiring special terrain considerations
or niche scenarios! With rules built on the strengths
of the basic mechanics of the BFG system. In MMS,
Eldar fleets give players the feel of a regular fleet,
but with all the feel of an advanced race. The ships
and rules support basic fire and manoeuvre tactics,
through leveraging of the standard rules. The Eldar
are now a fleet that is both fun to play and fun to play
against.
Manteuffel.

You might also like