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    Battlefeet Gothic

    Eldar

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    EldarMMSv1.9

    ConceptandRules: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 Mo-renn, 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

    Corsair Eldar Fleet 6Craftworld Eldar Fleet 14

    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: [email protected]

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    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

    specically designed to make them ultra manoeuvrable

    and exceptionally fast. As such the Eldar movement

    is somewhat special. To reect this, the Eldar have anumber 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 rst

    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. rst

    turn, rst move, (at appropriate speed) and second

    turn, second move (at appropriate speed).

    Special Order s:

    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 maynot 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 repower, 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 reect 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 re-

    roll 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 nd

    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 reect this Eldar takecritical 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 reect

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

    included in the eet 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.

    Holofelds: 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 interferencethat makes accurate targeting extremely difcult.

    Against attacks which make use of the gunnery

    chart the Holoelds force one extra right shift on the

    gunnery table, this in addition to any other shift on

    the gunnery table. The holoeld 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 holoeld

    offers a save to represent the difculty 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 holoeld save. If the roll equals or exceeds the

    holoeld save then do not place the blast marker,

    the holoeld has thwarted the enemy sensors . If not

    then place the blast marker as normal, a shield has

    overloaded. The holoeld keeps on working even if

    all shields have been overloaded.

    The Holoeld is more effective the further away the

    Eldar vessel is. See the following table for which

    save applies to the holoeld:

    Above 30cm - save on 5+

    Between 15-30cm - save on 6+ Under 15cm - no save

    Note: Against attacks which normally ignore

    Holoelds like the Star Pulse Generator or from an

    Activated Blackstone Fortress the Holoeld offers no

    protection.

    Holoelds do not save against ordnance.

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    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 andcoordinating attack runs and may re-roll the attack run

    dice.

    Fighters: Eldar ghter pilots are the most talented and skilled

    pilots in the galaxy and y the most advanced ghters in

    the galaxy. Their excellent reexes coupled with the crafts

    shields and superlative manoeuvrability has saved them

    many times. Whats more, their energy source is far more

    efcient than those of other races, allowing them to operate

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

    wave they encounter (as opposed to against each marker,

    representing them being outnumbered). Note: Each Eldar

    ghter gets to intercept once before any extra interceptions

    take place by surviving ghters.

    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 Guardiansinto the boarding chamber ready to inict critical damage

    to the enemy vessel. Eldar Boarding Torpedoes function in

    exactly the same way as normal boarding torpedoes, with

    the additional benets 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 re.

    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 immediatelymake another attack. If the second attack is also a hit you

    now make a third attack. When on Lock On special orders

    only the rst miss may be re-rolled.

    Phantom 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.

    After his Craftworld had been destroyed, Akaeris Starblade commanded the Spirit of Arina, a

    Void Dragon class vessel, and a small eet into the depths of the Galaxy to seek their Destiny among the Stars.

    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 re 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 towardsthe eets AC limit.

    Note: Disabled ships must try to avoid danger

    wherever possible. Flying into an asteroid eld to

    hide is ne, deliberately ying into an enemy torpedo

    salvo is not ne.

    All capital ships have +2 hitpoints.

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    Corsair and Cr aftworld Eldar Cr itical Hits Table

    2D6Extra

    DamageResult

    2 +0Infnity circuit damaged. The ships innity 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.

    3 +0 Keel armament damaged. The keel armament is taken ofine by the hit and may not re until it has been repaired.

    4 +0Prow armament damaged. The ships prow is ripped open. Its prow armament may not re 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.

    5 +0Mast 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.

    6 +0Mainsail 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.

    7 +1Superstructure 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.

    8 +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.

    9 +1Holofeld generators destroyed. The holoeld generators are smashed beyond repair by the hit. The ship no longer benets from its Holoelds. This damage may

    not be repaired.

    10 +1Shields 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 +D6Bulkhead 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.

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    Corsair Eldar

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    TYPE/HITS SPEED TURNS SHIELD ARMOUR TURRETS

    Battleship/10 10/15/20 45 3/Holoeld 5+ 4

    ARMAMENT RANGE/SPEED FIREPOWER/STR FIRE ARC

    Prow Pulsar Lance 45cm 2 L/F

    Prow Pulsar Lance 45cm 2 R/F

    Keel Weapons Battery 45cm 8 L/F/R

    Keel Torpedoes 30cm 4 F

    Prow Launch BayDarkstar - 30cm

    Eagle - 20cm

    4 -

    Note: A Void Stalker can upgrade its launch bays wtth Vampire Raiders at a

    cost of +10 points.

    ELDARVOIDSTALKERCLASSBATTLESHIP(BB) 470pts

    For almost the entirety of the Gothic War, Eldar eets were composed mostlyof Escort ships accompanied by a few Cruisers. However, after the battleof Gethsemane and the alliance of many of the Eldar pirate eets 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 agship of the Executioners

    corsair band, was rst 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 eet 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.

    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 eet, entered

    Imperial Space once more. These Corsairs engaged twice an Imperial eet and

    made a raid on an outpost before it left the sector.

    FAMOUS SHIPS

    Bright Star Forge of Vaul The Silent Enigma

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    ELDARSUPERNOVACLASSGRANDCRUISER(CG) 280pts

    TYPE/HITS SPEED TURNS SHIELD ARMOUR TURRETS

    Cruiser/8 10/15/20 45 2/Holoeld 5+ 3

    ARMAMENT RANGE/SPEED FIREPOWER/STR FIRE ARC

    Prow Pulsar Lance 45cm 5 F

    Arumour, that is what the Supernova Grand Cruiser is to most ImperialOfcers, nothing more nothing less. Only the highest ranking ofcers who arespecialised 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 eet

    if they ever would encounter one of these rare vessels in battle.

    There are only two noted sightings of this rare vessels. The rst 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 eld. With immense weaponry, a bright light comparable to Pulsars

    but much more intense, it destroyed ve 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.

    FAMOUS SHIPS

    Nightwish

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    ELDARSHADOWCLASSCRUISER(CA) 230pts

    TYPE/HITS SPEED TURNS SHIELD ARMOUR TURRETS

    Cruiser/6 10/20/25 45 2/Holoeld 5+ 3

    ARMAMENT RANGE/SPEED FIREPOWER/STR FIRE ARC

    Prow Weapons Battery 30cm 12 F

    Keel Torpedoes 30cm 4 F

    The Shadow class cruiser is typical of all Eldar capital ships. Its multiple solarsails give it tremendous speed and manoeuvrability, able to outrun even theescort ships of other races. The most infamous Shadow class cruiser to ght 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 rst Eldar ship in the Gothic system to be captured relatively

    intact. However, even as the hulk was being studied at Argante Station, a otilla

    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

    ELDARECLIPSECLASSCRUISER(CA) 260pts

    TYPE/HITS SPEED TURNS SHIELD ARMOUR TURRETS

    Cruiser/6 10/20/25 45 2/Holoeld 5+ 3

    ARMAMENT RANGE/SPEED FIREPOWER/STR FIRE ARC

    Prow Pulsar Lances 30cm 2 F

    Keel Launch BaysDark Star - 30cm

    Eagke - 20cm4 -

    The Eclipse is perhaps one of the most effective attack craft carriers in theGothic sector. While most carrier-type vessels must maintain considerabledistance from the enemy, thus increasing the amount of time ghters and bombers

    spend approaching their target, the Eclipse can deploy its Darkstar ghters and

    Eagle bombers within striking distance and then use its great speed and agility

    to withdraw from the ring line. Couple this with the extraordinary prociency

    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 toescort several Penal Legion transports to the Imperial Guard ghting 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

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    ELDARAURORACLASSLIGHTCRUISER(CL) 140pts

    ELDARSOLARISCLASSLIGHTCRUISER(CL) 125pts

    TYPE/HITS SPEED TURNS SHIELD ARMOUR TURRETS

    Cruiser/4 15/20/30 90 1/Holoeld 5+ 2

    ARMAMENT RANGE/SPEED FIREPOWER/STR FIRE ARC

    Prow Pulsar Lance 30cm 2 F

    Keel Torpedoes 30cm 4 F

    TYPE/HITS SPEED TURNS SHIELD ARMOUR TURRETS

    Cruiser/4 15/20/30 90 1/Holoeld 5+ 2

    ARMAMENT RANGE/SPEED FIREPOWER/STR FIRE ARC

    Prow Weapons Battery 45cm 10 F

    Note: The Solaris is a dedicated support ship in the Corsair eet, therefore

    the vessel is equipped with extra sensors to negate any column shift for long

    range ring.

    L ike the rest of the Eldar ships classied by the Imperial Navy very little isknown of the Aurora class. The vessel mimics the design of the larger cruiserswith the same sail conguration and hull design. As a light cruiser, logic dictates

    that the Aurora fulls the same purpose as the Dauntless serves in the Imperial

    eet. Even though Eldar cruisers are fast, the Aurora has the added benet of the

    speed and manoeuvrability of an escort but carries repower to match a cruiser.

    FAMOUS SHIPS

    Wind Runner Storm Chaser

    The Solaris has much in common with its sister ship, the Aurora, and is oftenmis-identied 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 repower to the rst wave of a larger Eldar attack.

    Most noteworthy is the infamous Dark Shadow squadron from the Glanerus Belt.

    FAMOUS SHIPS

    Dark Shadow Hunter

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    ELDARHELLEBORECLASSFRIGATE(FF) 75pts

    ELDARACONITECLASSFRIGATE(FF) 60pts

    TYPE/HITS SPEED TURNS SHIELD ARMOUR TURRETS

    Escort/1 15/20/30 90 1/Holoeld 5+ 2

    ARMAMENT RANGE/SPEED FIREPOWER/STR FIRE ARC

    Prow Pulsar Lance 30cm 1 F

    Prow Weapons Battery 30cm 2 F

    Keel Launch Bay Darkstar - 30cm 1 -

    Note: Hellebores may take mines at a cost of +5 pts. These totally replace their

    ordnance complement. Mines do not benet from the stealth rule. Hellebores

    may swap their Launch bay for strength 2 torpedoes at no extra cost.

    TYPE/HITS SPEED TURNS SHIELD ARMOUR TURRETS

    Escort/1 15/20/30 90 1/Holoeld 5+ 2

    ARMAMENT RANGE/SPEED FIREPOWER/STR FIRE ARC

    Prow Weapons Battery 30cm 5 F

    P erhaps the most heavily armed escort ship of the Gothic sector, the Hellebore isthe embodiment of Eldar ideals and technological supremacy. Although unableto withstand much damage, it carries enough weaponry to match even an Imperial

    light cruiser and to inict horrendous damage on larger vessels. When deployed

    in squadrons, the Hellebore is a lethal combination of speed, exibility and hit -

    ting power, combining the long-range capabilities of bombers and ghters with

    the solid repower of a pulsar lance and laser battery. Hellebores excel at ambushattacks, able to disrupt the enemy formation with their bomber attacks and then at-

    tack 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

    nal years of the Gothic War.

    The Aconite class frigate utilises the best Eldar laser technology, giving it a po-werful punch which far surpasses that expected of a vessel this size. Usuallyoperating in squadrons of three or four ships, they can level a fusillade of re which

    can match the broadside batteries of a battleship and then slip away before the

    enemy can re back. In particular, Aconites often use their great manoeuvrability

    to get behind a larger vessel where it cannot return re. If enemy escorts change

    course to drive the Aconites off, they can quickly move away from danger and at-

    tack elsewhere. This tactic was employed regularly over the course of the GothicWar, and was responsible for the loss of at least three Imperial capital ships and

    several Chaos vessels, including the Unholy Dominion.

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    ELDARNIGHTSHADECLASSDESTROYER(DD) 50pts

    ELDARHEMLOCKCLASSDESTROYER(DD) 50pts

    TYPE/HITS SPEED TURNS SHIELD ARMOUR TURRETS

    Escort/1 20/25/30 90 1/Holoeld 4+ 1

    ARMAMENT RANGE/SPEED FIREPOWER/STR FIRE ARC

    Prow Weapons Battery 30cm 1 F

    Keel Torpedoes 30cm 2 F

    TYPE/HITS SPEED TURNS SHIELD ARMOUR TURRETS

    Escort/1 20/25/30 90 1/Holoeld 4+ 1

    ARMAMENT RANGE/SPEED FIREPOWER/STR FIRE ARC

    Keel Pulsar Lance 30cm 1 F

    Prow Weapons Battery 30cm 1 F

    Note: A Hemlock class destroyer cannot initiate boarding actions. A ship that

    boards a Hemlock class destroyer gains a +1 modier in addition to any other

    modiers.

    The greatest strength of the Nightshade class destroyer is its ability to deployordnance at close range and then swiftly elude retribution. Eldar torpedoeshave highly sensitive target acquisition and nal 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 inict

    damage on an opposing ship as standard Imperial plasma torpedoes. When

    this considerable armament is placed on a rapidly moving vessel, such as theNightshade, 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.

    The Hemlock is notable for its simplicity of design. It consists of a powerfulpulsar lance, highly efcient drives, and little else. Admiral Grove oncedescribed 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 ring the pulsar. This makes it especially vulnerable to boarding actions from

    enemy escorts if they can get close enough to board.

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    CorsairEldarFleetList

    FleetCommander

    You may choose either a Gryphon Knight, Shadow Prince or a Dragon Prince to

    lead the eet. 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) 50 pts

    Dragon Prince (Ld 10, 1 re-roll, +1 in boarding) 100 ptsA Dragon Prince may be upgraded to Hero status for +50 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 25 pts

    Two Extra Fleet Command re-rolls 50 pts

    Three Extra Fleet Command re-rolls 100 pts

    CapitalShips

    0-1 Void Dragon if eet led by a Hero 320 pts

    0-1 Void Stalkersper 1000 points 470 pts

    0-1 Supernovaper 2 attack cruisers or light cruisers 280 pts

    0-12 CruisersEclipse Class Cruiser 260 pts

    Shadow Class Cruiser 230 pts

    Aurora Class Light Cruiser....................... 140 pts

    Solaris Class Light Cruiser....................... 125 pts

    Escorts

    Hellebore Class Frigate 80 pts

    Aconite Class Frigate 60 pts

    Nightshade Class Destroyer 50 pts

    Hemlock Class Destroyer 50 pts

    Ordnance

    Any capital ship with launch bays may choose to have them launch any mix of

    Darkstar ghters and Eagle bombers. Ships with torpedo tubes are armed with

    Eldar torpedoes.

    AttackRating

    Due to their aggressive raiding style, Corsair Eldar have an attack rating of 4.

    Reserves

    Corsair eets 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.

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    Craftworld Eldar

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    ELDARVOIDDRAGONCLASSGRANDCRUISER(CG) 320pts

    TYPE/HITS SPEED TURNS SHIELD ARMOUR TURRETS

    Cruiser/8 10/20/25 45 2/Holoeld 5+ 3

    ARMAMENT RANGE/SPEED FIREPOWER/STR FIRE ARC

    Port Pulsar Lance 30cm 1 F

    Starboard Pulsar Lance 30cm 1 F

    Prow Weapons Battery 30cm 16 F

    Keel Launch BayNightwing 30 cm

    Phoenix 20 cm

    Vampire 30cm

    4 -

    Note: The Void Dragon is a special ship and therefore you must have either

    a High Admiral in a Craftworld eet or a Hero in a Corsair eet. Whilst

    technically a Craftworld ship, the Void Dragon will count as belonging to theparent eet as far as reserves are concerned. The Void Dragon counts as a

    Dragonship but doesnt require Wraithships to be taken.

    Afamous Void Dragon which has been identied by the Imperial Navy is theSpirit of Arina, commanded by Admiral Akaeris Starblade. This vessel,originating from the lost Craftworld Shnn Tal, is in design very similar to the

    infamousFlame of Asuryan.

    Akaeris Starblade has been leading a small Eldar eet through the Galaxy in

    search for the attackers responsible of destroying his home Craftworld Shnn TalThis 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 eets. Sometimes the need

    for information weighs far more then the care of other races and Akaeris will be

    forced to raid enemy eets.

    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 eet for a large period of time, conceded his hunt and returned to

    the Eastern Fringe for another urgent matter called the Khareshi Expanse.

    FAMOUS SHIPSSpirit of Arina

    The sheer size of a craftworld means that each individual vessel possesses several

    full battleeets, stationed at convenient points along the craftworld as it journeys

    through space. Each eet might typically number from ten to twenty warships andis commanded by an EldarAdmiral, though it wil l inevitably also rely greatly on

    advice and counsel from the craftworlds Seers.

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    ELDARWYRMCLASSBATTLESHIP(BB) 470pts

    TYPE/HITS SPEED TURNS SHIELD ARMOUR TURRETS

    Battleship/10 10/15/20 45 3/Holoeld 5+ 4

    ARMAMENT RANGE/SPEED FIREPOWER/STR FIRE ARC

    Port Pulsar Lance 45cm 2 F

    Starboard Pulsar Lance 45cm 2 F

    Prow Weapons Battery 45cm 16 F

    Keel Torpedoes 30cm 4 F

    Keel Torpedoes 30cm 4 F

    Note: May replace both keel torpedo launchers with 2 pulsar lances which

    have a range of 45cm and a front re arc, at no additional cost. To clarify: theship loses eight torpedoes and gains two Pulsar lances. Alternatively it may

    purchase boarding torpedoes at +10 pts.

    The Wyrm Class Battleship is rarely seen by those living outside the Wyrmship.This behemoth is only unleashed in the most dire of circumstances, such aswhen the Craftworld itself faces a direct threat.

    The Wyrmship class usually deploys behind the rest of the Craftworlds eet. With

    its long range weaponry, it can then wreck havoc on any enemy vessel that breaks

    through the main Eldar battle line.

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    ELDARDRAGONSHIPCLASSBATTLECRUISER(CB) 270pts

    TYPE/HITS SPEED TURNS SHIELD ARMOUR TURRETS

    Cruiser/6 10/20/25 45 2/Holoeld 5+ 3

    ARMAMENT RANGE/SPEED FIREPOWER/STR FIRE ARC

    Choose one of the following prow armaments:

    Prow Weapons Battery 30cm 12 F

    OR

    Prow Pulsar Lance 30cm 3 F

    Choose one of the following keel armaments:

    Keel Torpedoes 30cm 8 F

    OR

    Keel Launch BaysNightwing 30cm

    Phoenix 20cm4 -

    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.

    Dragonship is the collective name given to the larger classes of Eldar vessel. Theterm Dragonship does not refer to any particular armament or conguration,but rather to a variety of vessels adhering to the same basic principles, designed

    for the same basic roles. Within this larger grouping, individual congurations 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 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.

    Attributed to an unknown Eldar Admiral

    ~~~~~~

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    ELDARWRAITHSHIPCLASSATTACKCRUISER(CA) 180pts

    TYPE/HITS SPEED TURNS SHIELD ARMOUR TURRETS

    Cruiser/6 10/20/25 90 2/Holoeld 5+ 2

    ARMAMENT RANGE/SPEED FIREPOWER/STR FIRE ARC

    Choose one of the following prow armaments:

    Prow Weapons Battery 30cm 8 F

    OR

    Prow Pulsar Lance 30cm 2 F

    Choose one of the following keel armaments:

    Keel Torpedoes 30cm 4 F

    OR

    Keel Launch BaysNightwing 30cm

    Phoenix 20cm2 -

    W raithships are made from Wraithbone, a material drawn as raw energy fromthe 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, oors 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 ex 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 Innity Eternity

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    ELDARGHOSTSHIP VARIESpts

    Ghost Dragons are those vessels which, through the long slow dying-yearsof the Eldar race, have reached the point of near-abandonment through lossof 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 ancestor-

    souls 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 it 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.

    GHOST DRAGON (DRAGONSHIP) 270 pts

    TYPE/HITS SPEED TURNS SHIELD ARMOUR TURRETS

    Cruiser/6 10/20/25 45 2/Holoeld 5+ 3

    ARMAMENT RANGE/SPEED FIREPOWER/STR FIRE ARC

    Choose one of the following armaments:Prow Weapons Battery 30cm 12 F

    Keel Weapons Battery 30cm 8

    OR

    Prow Pulsar Lance 30cm 3 F

    Keel Weapons Battery 30cm 8 F

    GHOST WRAITHSHIP 180 pts

    TYPE/HITS SPEED TURNS SHIELD ARMOUR TURRETS

    Cruiser/6 10/20/25 90 2/Holoeld 5+ 2

    ARMAMENT RANGE/SPEED FIREPOWER/STR FIRE ARC

    Choose one of the following armaments:

    Prow Weapons Battery 30cm 8 F

    Keel Weapons Battery 30cm 4

    OR

    Prow Pulsar Lance 30cm 2 F

    Keel Weapons Battery 30cm 4 F

    The following special rules apply to Ghostships:

    Enemy vessels gain a +1 modier when boarding or making a hit & runattacks 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.

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    ELDARSHADOWHUNTERCLASSDESTROYER(DD) 45pts

    TYPE/HITS SPEED TURNS SHIELD ARMOUR TURRETS

    Escort/1 20/25/35 90 1/Holoeld 4+ 1

    ARMAMENT RANGE/SPEED FIREPOWER/STR FIRE ARC

    Choose one of the following prow armaments:

    Prow Weapons Battery 30cm 3 F

    OR

    Prow Phantom Lance 30cm 1 F

    Shadowhunters are the smallest type of vessel employed by Iyanden, operatingin vast shoals which shimmer and weave a short distance above the craftworldssurface 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 nd it difcult tofunction 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 nd it hard

    to evade them.

    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 wereable 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 eet was overwhelmed by sheer weight of

    numbers, forcing the Shadowhunters to disperse and join their larger counterparts

    in ghting desperate counter-actions in the depths of space.

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

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

    Mariner.

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    Fleet Commanders: May not be placed aboard

    Ghostships.

    HighAdmirals: 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 eet wide. Furthermore you may include

    three extra Farseers, purchased at 15 points, in your

    eet, 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 eet 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 po-

    wer 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 eet has an High Admiral to lead it and

    may only be used once per battle. Heros cannot take

    seer councils.

    AspectWarriors:Any Craftworld Capital ship may

    be given Aspect Warriors at +20 pts. Aspect Warriors

    grant +1 to the ships boarding actions and all its H&R

    attacks. Aspect Warriors may not be placed aboardGhostships.

    ~~~~~~

    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 eets 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.

    ~~~~~~

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    Craftwor ld Eldar F leet List

    Fleet Commander

    You may choose an Admiral or High Admiral to lead the eet. 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 eet includes a High Admiral to lead

    it.

    0-1 Admiral

    Admiral (Ld 9, 1 re-roll (Farseer)) 50 pts

    High Admiral (Ld 10, 1 re-roll (Farseer), +1 in boarding) 100 pts

    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 25 pts

    Two Extra Fleet Command re-rolls 50 pts

    0-1 Seer Council 50 pts

    0-3 Farseers 15 pts

    Aspect Warriors 20 pts

    Capital Ships

    0-1 Void Dragon if eet 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 ghters 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 eets are more

    constrained in their tactical choices. Consequently they have an Attack Rating of

    3.

    Reserves

    Craftworld eets 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.

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    Cr aftworld E ldar Specials

    Craftworlds are the gargantuan space craft that carry the majority of the Eldarthat survived the Fall. Craftworlds are self-sufcient space borne coloniesdrifting along ancient preordained galaxy spanning routes. Craftworlds vary in

    almost every way: size, shape, population density, culture, and the displacement of

    their Wareet(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 Wareet can brush aside all but the

    most determined, and/or numerous foe.

    The Fleets of the main ve Craftworlds are represented by already existing classes

    of ships but certain aspects of the eet choices, such as the mixing of Corsair ships

    with Craftworld Eldar ships, maybe dependent on special eet commanders.

    Biel-TanThe 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 eet should be capital ship heavy, a maximum of about 25% of the eet

    allowance should be spent on escorts.

    Ghostships should be rare, maximum of one per three other capital ships.

    Biel-Tan Bahzhakhain 575 points0-1, Dragonship, may only be included in eets over 1000pts

    The combined strength of the Biel-Tan armada is that to be compared to eight full

    Imperial Battle Fleets. Truly the eet of Biel-Tan is massive, with a vast array of

    variant ship classes and eet 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 agship of numerous brilliant commanders and has

    become a reassuring legend amongst the eets 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/Holoeld 5+ 3

    ARMAMENT RANGE/SPEED FIREPOWER/STR FIRE ARC

    Prow Pulsar Lance 30cm 2 F

    Prow Torpedoes 30cm 8 F

    Keel Launch BayNightwing 30 cm

    Phoenix 20 cm

    Vampire 30cm

    4 -

    Note:Extra +1 boarding, aspect warriors, Ld10, 1 re-roll for every Dragonship

    with aspect warriors (including the Bahzhakhain).

    Saim-HannThe 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 Wareet is

    also divided, ghting together only when they feel personal necessity.

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    Corsairs and Craftworld vessels should be taken without restriction.

    Escorts should be common, mixed squadrons will represent the need to be all-

    rounders 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.

    Saim-Hann Wild Serpent 485 points0-1, Dragonship, may only be included in eets 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 nd

    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/Holoeld 5+ 3

    ARMAMENT RANGE/SPEED FIREPOWER/STR FIRE ARC

    Prow Pulsar Lance 45cm 1 L/F

    Prow Pulsar Lance 45cm 1 R/F

    Prow Torpedoes 30cm 4 F

    Keel Launch BayNightwing 30 cm

    Phoenix 20 cm

    Vampire 30cm

    4 -

    Keel Weapons Battery 30cm 10 L/F/R

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

    Crew skill 6.

    IYANDENThe 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 points0-1, Dragonship, may be included in any Corsair or Craftworld Iyanden eet.

    When Yriel led the Craftworlds eet, he was considered to be the favoured of

    Asuryan, and amongst his many great titles earned himself the honoric of Bearer

    of the Flame, and duly renamed his agship The Flame of Asuryan accordingly.

    The Flame of Asuryan is magnicent, 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 anks, both of which also bear deadly pulsar lances.

    The Flame of Asuryan bore Yriel to many great victories at the head of the Iyanden

    eet 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 agship. 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/Holoeld 5+ 3

    ARMAMENT RANGE/SPEED FIREPOWER/STR FIRE ARC

    Port Pulsar Lance 30cm 1 F

    Starboard Pulsar Lance 30cm 1 F

    Prow Weapons Battery 30cm 16 F

    Keel Launch BayNightwing 30 cm

    Phoenix 20 cm

    Vampire 30cm

    4 -

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

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    ULTHWEThe Damned

    The Eldar of Ulthwe make extensive use of the Webway with their elite Black

    Guardians to achieve critical objectives and only use their Wareet sparingly.

    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 points0-1, Dragonship, may only be included in eets over 1000pts

    Ulthwe only use their eet assets reluctantly, hoping to shape a course that avoids

    wasteful eet engagements. But on the occasion when full and decisive force is

    needed the Dragonship Shadow Point lls the role of Flagship. With an intricately

    formed innity 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 eets of Ulthwe were far from quiet. Combined with Corsair

    eets and even other Craftworld aid the Shadow Point oversaw the destruction of

    countless key eet elements of the vast Chaos Wareets, often without meaningful

    losses. With the foresight of the innity 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.

    ALAITOC

    The Starstriders

    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 rie!), 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.

    Alaitoc Sword of Eldanesh 80 points0-1, may be included in any size eet

    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 deance to Alaitocs obsessive adherence to the path, self imposed exiles form

    disconnected communities on board Corsair vessels of local pirate eets. 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 ght along side the Sword of Eldanesh if there are

    overpowering numbers to keep them in line.TYPE/HITS SPEED TURNS SHIELD ARMOUR TURRETS

    Cruiser/8 10/20/25 45 3/Holoeld 5+ 3

    ARMAMENT RANGE/SPEED FIREPOWER/STR FIRE ARC

    Prow Pulsar Lance 30cm 2 F

    Keel Pulsar Lance 30cm 1 F

    Prow Weapons Battery 30cm 12 F

    Keel Torpedoes 30cm 4 F

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

    smashed.

    TYPE/HITS SPEED TURNS SHIELD ARMOUR TURRETS

    Escort/1 10/20/30 90 1/Holoeld 5+ 2

    ARMAMENT RANGE/SPEED FIREPOWER/STR FIRE ARC

    Pulsar Lance 45cm 1 F

    Weapons Battery 45cm 2 F

    Note: Cannot be squadroned with other escorts and therefore forgoes the re-

    quirement to be in an escort squadron!

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    Eldar Transports

    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.

    TYPE/HITS SPEED TURNS SHIELD ARMOUR TURRETS

    Escort/1 10/15/15 90 1/Holoeld 5+ 2

    ARMAMENT RANGE/SPEED FIREPOWER/STR FIRE ARC

    Weapons Battery 30cm 2 F

    Eldar Haven Class Spire 200pts

    Although most Eldar live upon their vast oating 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 eets.

    These raiding eets operate from many secret bases, of which the Haven class Spire

    is just one identied 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 elds or nebula, and as well as their own formidable weaponry they

    have the protection of their Corsair eet. Should the Spires location be discovered,

    then the Imperiums eet will invariably attack to destroy the threat.

    TYPE/HITS SPEED TURNS SHIELD ARMOUR TURRETS

    Defence/10 5/5/5 360 4/Holoeld 5+ 4

    ARMAMENT RANGE/SPEED FIREPOWER/STR FIRE ARC

    Weapons Battery 45cm 12 All round

    Pulsar Lance 30cm 3 All round

    Launch BayFighters - 30cm

    Bombers - 20cm4 -

    Eldar Spacefeet Models

    Once in a while these models are up for sale on an online marketplace like Ebay.

    Back when Battleeet Gothic was called Space Fleet Games Workshop also made

    two Eldar vessels for the game. Two very ne looking models I must say.

    Both of them still t in the current line of the Craftworld Eldar eet 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 eet.

    Another option is to make up some new rules for them and t them into the Eldar

    rules. These models would fall into the light cruiser category.

    Example Old Shadowhunter Class

    Example Old Wraithship Class

    Eldar Miscellaneous

    TYPE/HITS SPEED TURNS SHIELD ARMOUR TURRETS

    Escort/1 15/20/30 90 1/Holoeld 5+ 2

    ARMAMENT RANGE/SPEED FIREPOWER/STR FIRE ARC

    Weapons Battery 30cm 3 FTorpedoes 30cm 2 F

    TYPE/HITS SPEED TURNS SHIELD ARMOUR TURRETS

    Cruiser/4 15/20/30 90 1/Holoeld 5+ 2

    ARMAMENT RANGE/SPEED FIREPOWER/STR FIRE ARC

    Port Weapons Battery30cm

    2 L/FStarboard Weapons Battery 30cm 2 R/F

    Torpedoes 30cm 2 F

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    Designer Notes

    With release version 1.6 I nally 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 Battleeet 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 x 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 Battleeet

    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 eets 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 phaseas 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 rst. That gives them judging material and

    it makes most sense to learn the original rules rst

    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 ofcial 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 x the

    Eldar and after two tries he posted his Move-Move-

    Shoot 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 le 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 eet, 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 Battleeet 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

    ying into our loved Battleeet Gothic universe.

    Happy Gaming

    Roy Horizon Amkreutz

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    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 eld 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 eet 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 faceretaliation 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 uff wise.

    Marc Grimgork Loellman

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

    longer a eet requiring special terrain considerations

    or niche scenarios! With rules built on the strengths

    of the basic mechanics of the BFG system. In MMS,

    Eldar eets give players the feel of a regular eet,

    but with all the feel of an advanced race. The ships

    and rules support basic re and manoeuvre tactics,

    through leveraging of the standard rules. The Eldar

    are now a eet that is both fun to play and fun to play

    against.

    Manteuffel.