BFGXR - Dark Eldar

Download as pdf or txt
Download as pdf or txt
You are on page 1of 16
At a glance
Powered by AI
Dark Eldar ships are designed primarily for raiding, piracy, slave trading and inflicting torture/brutality. Their ships have corridors of torture chambers and areas to impale/expose captives to space.

Dark Eldar ships are designed to be horrifying, devilish and obscene in order to fulfil their lust for brutality and desecration. Their ships have torture chambers and areas to torment captives.

The BFG:XR project is an updated and remastered version of previous Battlefleet Gothic revision projects. It aims to build a complete unified ruleset that is easy to learn but deep enough for veterans. It combines and updates previous BFG editions and faction lists.

SHIPS OF THE DARK ELDAR

Original Game Design and Development


Andy Chambers, Gavin Thorpe, Jervis Johnson

Revised Edition

Plaxor, Afterimagedan, The Specialist Games Community

Artwork & Graphics

Special Thanks

John Blanche, Richard Wright, Alex Boyd,


Wayne England, Des Hanley, Neil Hodgson,
Nuala Kennedy, Paul Smith, John Wigley, Talima Fox

Nate Montes, Bob Henderson, Ray Bell, Pete Haines,


Gary Slim Parsons, Roger Gerrish, Jes Goodwin, Rick Priestly,
John Carter, Che Webster & Richard Hodgekinson

Miniatures, Models, & Painting

Roy Horizon Amkreutz, Fred Martinson, W.S. Scott Boyd,


Robert C.M. Passovoy, Aaron Dickey, Sam Stewart,
Stephen Cundiff, Colin Young, Dex Sy, Brandon Pooley,
Wesley Herndon, Florian Piening, John Lambshead,
Matt Sprang & The 40k Specialist Games Community

Tim Adcock, Dave Andrews, Owen Branham, Mark Jones,


Chris Smart, Dave Thomas, Matt Parkes, Keith Robertson,
Martin Footitt, Stuart Thomas, Richard Baker, Neil Green

The Battlefleet Gothic: Expanded Revised Edition


What is BFG:XR?
The Battlefleet Gothic: Expanded Revised Edition is an updated, visually remastered version of Plaxor and
Afterimagedans well known Battlefleet Gothic: Revised project. The aim of BFG:XR is to build and maintain
a complete, unified rule set that is both easy for new players to learn and deep enough for veterans to enjoy.
Note that this project was formerly known as the BFG 2015 Project, and some documents may still bear that
name or refer to it in the text.

How are these rules made?


The BFG:XR edition is a combination / update of the classic BFG v1.5 Rulebook, the unofficial FAQ 2010
Compendium, and the BFG:R faction fleet lists. I have carefully transcribed these documents into new, fully
edited and reformatted documents that attempt to preserve the style and character of the classic BFG rules.

Who is responsible for BFG:XR?


BFG:XR is a personal project of one user, Xca|iber (thats me), and is not directly endorsed by Games Workshop,
Plaxor, Afterimagedan, or any other BFG authority. The contents of these documents, such as text, artwork,
symbols, and so forth are the property of their respective creators - I have only made relatively small changes
to the formatting and rules where necessary to improve readability and clarity.

I found a typo or mistake, what should I do?


Any questions, concerns, or comments about the BFG:XR project may be submitted online at the Specialist
Arms Forums, under the Battlefleet Gothic heading. You may also reach the author (me) directly by email at
[email protected].

HISTORY OF THE DARK ELDAR

DARK ELDAR RAIDERS

TORMENTORS FROM THE DEPTHS OF COMMORAGH


The Dark Eldar operate as raiders, pirates
and slave merchants, uncaring for either the
practicalities or aesthetics of ship design
that so obsess their craftworld kin. Instead,
the Dark Eldar construct their ships only
to be ever more horrifying and devilish to
observe, ever more destructive to oppose. In pursuit of
torture, murder and desecration, the Dark Eldar build all
manner of perverse and obscene vessels, designed only
to help them fulfil their insane lust for brutality. Ships
bearing nothing bur corridor after corridor of torture
chambers echoing to the shrill cries of the enslaved, vast
arboretums exposed to the stars where row upon bloody
row of impaled captives are leeched of their life by the
hungry dark vacuum of space, huge cavernous hells
surrounded on all sides by void in which captives are left
to descend into madness, and all manner of other such
horrors are known amongst the fleets of the Dark Eldar
raiders.
As such, the many vessels of the Dark Eldar fleets,
whilst looking apparently alike, actually comprise a
vast collection of uniquely outfitted raiding ships, each
tailored to best fit the particular fetishes of the its own
captain. Classifying such ships is difficult, and though
many long and arcane treatises do attempt to exhaustively
classify these ships configurations, each new contact
with the Dark Eldar Raiders invariably invalidates many
previous theories. Whilst the pursuit of such pedantry
may suit the mindless drones of the Administratum, most

Imperial Captains on the front lines have come to refer


to Dark Eldar vessels by their relativie size and shape,
narrowing identification down to only a small handful of
ship classes.
The Dark Eldar revel in piracy, enslavement and torture,
and are sadistic in the extreme. Dark Eldar raiding parties
launch high speed attacks on their enemy while still
transporting a large number of their warriors intent on
boarding the enemy and capturing slaves. Due to their
use of the galaxy-spanning interdimensional labyrinth
known as the Webway, they are extremely mobile,
seemingly striking from nowhere and vanishing with
their captives before significant military reaction can be
mobilized. The Dark Eldar are unique amongst the races
in the sense that they do not occupy many planets, bur
rather one dark city at the heart of the Webway called
Commorragh. They are mainly pirates, though they may
sometimes work as mercenaries, usually on the behalf of
the incredibly desperate (or the incredibly foolhardy).

THE THIRST

Over time, all Dark Eldar begin to suffer more and more
from an affliction called The Thirst. They develop an allconsuming and ever-increasing need to drink the souls
of other living beings. It is postulated that the cause of
this is the Chaos God Slaanesh, the Great Enemy of the
Eldar, who leeches the soul-essence of the Dark Eldar
while they still live - a curse upon those who instigated
the Fall of the Eldar and yet survived its aftermath.

"I

will never forget what I saw at Obsidian Station. The bones of five thousand brave men lay
scattered about the winding corridors. Their blood was slick upon the walls and floors of the
dormitories. Their innards were hung from control panels like grotesque decorations of some insane
celebration. But not a single skull was to be found; taken as sick trophies by these despicable attackers."
-Inquisitor Absolvus

"W

e own this night, just as we own the fear that


runs in your veins. You may think your numbers
protect you, but we shall feast upon your souls before the
dawn!"
-Kilarq Tongueblade, Kabal of the Lacerated Eye

Dark Eldar drink souls to stave off this leeching perhaps by sating the thirst of Slaanesh, or perhaps by
replenishing the essence of their own souls with that
of the consumed one. Regardless of the purpose, this
practice has a rejuvenating effect on their bodies that
reverses the aging process. Thus, a Dark Eldar may live
for centuries or even milennia, provided he or she has a
constant supply of souls, the usual source of which being
the many captives taken during Dark Eldar raids. Like
all Eldar however, Slaanesh will consume the their souls
whole when they die, for the Dark Eldar are long-lived,
but not immortal.

Expanded Revised - Dark Eldar

HISTORY OF THE DARK ELDAR

THE KABALS

Kabals are gangs of Dark Eldar that align themselves


with a particularly powerful leader called an Archon,
whom they inevitably work to supplant as they mark out
territory and vie for power in the bowels of the Dark City.
Each Archon names various Dracons, Hierophants and
other attendants to manage his or her domain, many of
whom will invariably kill one another in order to advance
their status and rank. A powerful Kabal may have many
ships at its disposal, supported by the allegiance of
smaller Kabals and other groups throughout Commoragh.

HAEMONCULI COVENS

The Dark City is known to have the most strange and


diabolical pervesions imagineable. Within the culture of
Commoragh there exists a group of individuals known
as Haemonculi. These perverse Eldar spend their days
performing vile experiments on captured slaves, fellow
Dark Eldar, or even themselves, in their exploration
of the farthest reaches of pain and torment. Their
machinations are often more art than science, yielding
hideous monsters and grotesque abominations which

stalk the dark corners of their laboratories. These Eldar


organize themselves into loose groups known as Covens,
which are often paid by Kabals to provide advisors and
torturers for their raiding parties.

THE INCUBI

The Incubi are elite warriors who do not swear allegiance


to any particular Kabal, and follow a strict adherence to
their contract. This means that they are neutral in matters
of Kabal politics, and thus seldom prone to assassinating
their employer - unlike the rest of an Archons court. As
such, they are highly valued by Archons as bodyguards,
and are integral to the longevity of many prominent Dark
Eldar leaders.

WYCH CULTS

Wych cults are another societal unit similar to Kabals,


whose warriors hone their skills in gladitorial duels
and are among the deadliest hand-to-hand opponents in
the galaxy. Unfortunately, Wych Cults are rarely large
enough to conduct their own raids and most often simply
work as mercenaries for the Kabals.

"T

he scions of the Dark City would never admit that the


unceasing hunger at their core is what drives them to such
heights of cruelty. Instead, they maintain that they act only upon
their own desires. Some have even managed to convince themselves
of this. In truth, unless our cousins in thewebwayfeed upon a
constant diet of extreme emotion they will slowly wither away,
leaving naught but a soulless husk. We of thecraftworldsdeny all
such urges, and in doing so become less than ourselves. Perhaps it
is those that we left to perish that are the lucky ones."
-Spiritseer Iyanna Arienal

Expanded Revised - Dark Eldar

DARK ELDAR SPECIAL RULES

THE DARK ELDAR IN BATTLEFLEET GOTHIC


DARK ELDAR LEADERSHIP

The Dark Eldar are fiercely competitive and must


continuously prove themselves lest a subordinate find a
weakness to exploit. Likewise, they must be wary of their
superiors, so that their own scheming goes unnoticed.
Dark Eldar vessels generate leadership in the normal
way, but due to their fearsome nature, they add +1 to their
leadership value, giving a range of 7-10.

MOVEMENT

Dark Eldar vessels are incredibly sleek and agile,


bearing numerous arrays of delicate fins and operating
sophisticated maneuvering systems which allow them
to turn with an ease horrifying to the crews of Imperial
vessels, leaden by comparison. As a result, Dark Eldar
ships do not require any minimum movement distance
before they can turn.

SLAVE-TAKING

All Dark Eldar are prone to take captives, even when


doing so is tactically foolish. When any Dark Eldar ship
conducts a hit-and-run attack, you may forego rolling
the result in exchange for immediately scoring +10
victory points. When conducting the special attack from
an Impaler Assault Module, you may forego rolling the
result in exchange for D6x10 victory points instead.
During a boarding action involving a Dark Eldar vessel,
the Dark Eldar player scores an extra +10 victory points
for each hit scored on the opposing vessel. If a Bridge
Smashed critical hit is inflicted during the boarding
action, the Dark Eldar player gains +100 victory points
as some of the enemy command staff is captured. Other
critical hit results, including extra damage and so forth,
do not award any additional victory points.

THE MIMIC ENGINE

Mimic Engines are an insidious invention, allowing a


ship to take on the appearance of an allied vessel, giving
it the ability to close in before its opponent becomes
aware of any danger. All Dark Eldar ships are equipped
with Mimic Engines at no extra cost. They provide the
following benefits until the end of the second game turn:

Vs. Enemy Ships

Enemy ships may not shoot at, board, or otherwise attack


a mimicking vessel. In addition, they may not launch
torpedoes at such vessels unless the path of the marker
would contact a non-mimicking enemy target.

Vs. Enemy Ordnance

Mimicking ships are ignored by enemy minefields and


will not attract mines. However, contact with any enemy
ordnance is still resolved normally. If enemy ordnance
markers attack a mimicking ship (or any ordnance the
ship has launched), that ship is automatically revealed.

Revealed

If a mimicking ship fires its weapons, launches torpedoes


(or mines), uses its own ordnance against an enemy
ship or marker, or otherwise attacks in any way, it is
immediately revealed. Revealed ships lose all benefits
of their Mimic Engines and may be attacked normally.
Against Necron and Tyranid fleets, Mimic Engines do
not have any effect. The advanced sensory systems of
their vessels cannot be fooled by such tricks!

SHADOWFIELDS

Dark Eldar vessels are protected not only by shields, but


also by a sophisticated ECM system that produces an
eerie and uncertain fog around their ships, through which
very little information can be ascertained. Pinpointing
the exact location or speed of a Dark Eldar vessel behind
shadowfields can prove very arduous indeed.

"S

pawned in the darkest pits of the universe, the piratical Eldar are a curse upon all races of the galaxy. For untold thousands of years
they have preyed upon us, stealing forth from the shadows and dark places on their raids of terror and violence; massacring or
capturing all whose paths they cross. That they are utterly evil and inhuman is without question."
-High Lord Khouron, Imperial Commander of Astherax

Against attacks which make use of the gunnery table,


shadowfields force one additional right column-shift in
addition to any other column shifts that apply.
Against other direct fire weapons (such as lances, but not
Nova Cannons or Armageddon Guns), the shadowfield
offers a save to represent the difficulty of targeting
the Dark Eldar vessel. When the ship is hit by such an
attack, roll a D6 and compare it to the shadowfield save
shown in the table below. If the roll equals or exceeds
the save value, the hit is discarded. Otherwise, resolve
the hit normally (against shields and/or hull). Note that
the shadowfield will work even if all shields have been
overloaded.
Against ordnance attacks, any attacks originating within
15cm, and/or any area-of-effect attacks (such as from an
Activated Blackstone Fortress or Star Pulse Generator),
shadowfields offer no protection of any kind.

RANGE

SHADOWFIELD SAVE

More than 30cm

5+

15-30cm

6+

Less than 15cm

No Save

DARK ELDAR SPACE COMBAT


The vessels of the Dark Eldar are specially outfitted with
a frightening array of destructive weapons, and filled
with some of the most twisted and deranged killers the
galaxy has ever seen. They are subject to the following
special rules:

Gunnery Weapons

Any Dark Eldar weapon that uses the gunnery table


gains an automatic left column-shift at all times. This is
in addition to any other column-shifts that would apply.

Phantom Lances

A phantom lance functions exactly like a regular lance


weapon, but scores one hit on a roll of 4, and two hits on
a roll of 5+.

Expanded Revised - Dark Eldar

DARK ELDAR SPECIAL RULES

Hit & Run Attacks

Wych Cults

Turret Defenses

Haemonculi Coven

Dark Eldar are almost universally violent and sadistic. As


such, all Dark Eldar vessels and ordnance add +1 to their
result when conducting a hit-and-run raid.
Dark Eldar defense turrets unleash a hail of splinter-fire
into their targets, creating an almost impenetrable screen
against enemy ordnance. All Dark Eldar ships may reroll their to-hit rolls when defending with turrets.

Incubi

"D

o not offer them gold, they do not come for riches.


Do not offer them surrender, they do not come for
victory. Offer them nothing, for they come only to take
your souls."

Some particularly paranoid Archons will hire roaming


contingents of Incubi warriors to protect their ships. A
Dark Eldar vessel with Incubi adds +1 to its boarding
action and hit-and-run results. In addition, when the ship
conducts a hit-and-run attack, you may roll twice and
choose the result to apply.

Sometimes a Wych Cult will be hired to supplement the


Archons crew. Any Dark Eldar vessel carrying a Wych
Cult doubles its boarding value.
Groups of Haemonculi are a particularly useful aide to
an Archon. When a Dark Eldar vessel with Haemonculi
defends against a boarding action, the attacker must roll
two dice and pick the lowest result. In addition, a vessel
with Haemonculi gains +1 hit point, as the new crew has
become accustomed to pain.
Ordnance
The Dark Eldar use a variety of bizarre and alien attack
craft, torpedoes, and defense systems. The special rules
for these are shown in the table below. Any ordnance not
shown follows the normal rules for its type.

ORDNANCE SPECIAL RULES


All Ordnance

All Dark Eldar torpedoes and attack craft are protected by flickerfields, an advanced type of optical force-field which interferes with enemy targeting
systems by making it appear that the shielded object flickers in and out of existence. As such, enemy turrets add +2 to their hit requirement when rolling
to hit Dark Eldar ordnance (except mines), to a maximum of 6+.

Attack Craft

Dark Eldar fighters are designed to operate far from their mothership, raiding planets even while their base remains at the edge of the system, As such,
Raptor fighters have a 4+ resilient save. All other attack craft, such as Razorwing bombers, Slavebringer assault boats, and Voidraven torpedo bombers
follow the normal rules for their type. Note that Voidravens launch plasma torpedoes (see below).

Plasma Torpedoes

Dark Eldar plasma torpedoes are designed to strip away hull and ignite the vulnerable corridors within their target. They are treated as standard torpedoes
that must re-roll missed attacks.

Leech Torpedoes

Leech torpedoes are a unique Dark Eldar creation designed to slow down targets of a raiding party. Leech torpedoes roll to hit against an enemy vessels
armor just like standard torpedoes, however instead of causing any damage, each hit results in an automatic Thrusters Damaged critical result (even for
ships that do not have a Thrusters Damaged result on their critical hit table). Do not apply any extra damage from this result.
The Impaler Assault Module is an extremely large assault boat used by the Dark Eldar. Mounted on the prow of their vessels, the Impaler carries literally
hundreds of assault troops ready to board an enemy ship. As a special attack craft, a Dark Eldar player may not have more Impalers in play than the total
Impaler launch capacity of his or her fleet, in the same way that other attack craft are limited by the fleets launch bays.

Impaler Assault
Modules

The Impaler has a resilient save of 3+ due to its size and substantial defense systems. When it contacts an enemy vessel, roll a D6 just like a regular
hit-and-run attack, applying any modifiers and/or special rules as necessary. However, do not look up the score on the Critical Hits table. Instead, if the
score is 3+, the enemy ship suffers an automatic critical hit, the result of which may be re-rolled due to the maniacal frenzy of the Dark Eldar aboard the
Impaler (however the second result stands, even if it is worse). Otherwise, it is assumed that the Impalers crew is beaten back and nothing happens. In
all other respects, an Impaler Module is treated like a normal assault boat.

Expanded Revised - Dark Eldar

DARK ELDAR SPECIAL RULES

Critical Hits

Due to the sophisticated systems employed by the Dark Eldar, they do not use the normal critical hits table, instead
using the one shown below. Note that they still use the normal catastrophic damage table as appropriate.

A Note on Eldar Rules

Although they are technically part of the Eldar race, and share many technological similarities with their corsair and
craftworld cousins, the Dark Eldar are a largely separate faction that will only rarely work with others outside their
domain. As such, the Dark Eldar do not normally use any of the special rules for Eldar Corsairs or Craftworld Eldar
presented in other publications. Where they do use a similar rule or special effect, it has been re-printed here to avoid
any confusion.

DARK ELDAR CRITICAL HITS TABLE


2D6

EXTRA
RESULT
DAMAGE

+0

Control circuit damaged. The ships control circuit, which aids internal communications, is damaged by
the hit. The ships leadership is reduced by 1 until the damage is repaired. This penalty is cumulative for
each time this system is damaged.

+0

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

+0

Prow armament damaged. The ships prow armament is taken offline by the hit and may not fire until
the damage has been repaired.

+0

Graviton harness severed. The systems that allow the ship to alter the angle of its turning fins are
damaged by the hit. The ship may make no turns in the movement phase until the damage is repaired.

+0

Bladevanes scarred. The ships blade-like energy collectors are damaged, reducing the ships power
reserves. The ships speed is reduced by 5cm until the damage is repaired.

+0

Superstructure damaged. A small breach occurs. Excess strain on the ships hull could threaten its
structural integrity. Until the damage is repaired, roll a D6 if the ship turns during its movement phase. On
a result of 1-2, the ship suffers one point of damage.

+1

Thrusters damaged. The ships main thrusters are severely damaged, crippling its movement. The ships
speed is reduced by 10cm until the damage is repaired.

he Dark Eldar see the other inhabitants of the


galaxy as little more than cattle, livestock that
can be brought to bay or slaughtered at any time. Their
fodder, however, is not meat and muscle, but the anguish
and despair of the weak. The Dark Eldar do indeed drink
blood, but also tears, and most sustaining of all the raw
essence of pain that they wring out of their captives."

+0

Shadowfield generators destroyed. The ships shadowfield generators are smashed to pieces. The ship no
longer benefits from its shadowfields. This damage may not be repaired.

10

+0

Shields collapse. The shield generators overload and burn out, leaving the ship virtually defenseless. 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 amongst the crew.

-Inquisitor Lord Czevak

12

+D6

Bulkhead collapse. Internal pillars buckle and twist, whole compartments crumple with the screams of
crushed and eviscerated slaves; just pray that some of the ship holds together.

"T

Expanded Revised - Dark Eldar

SHIPS OF THE DARK ELDAR

MORTALIS CLASS GRAND CRUISER............................... 300 Points

ark Eldar ship design varies quite substantially,


however the Imperium has come to define a
few general classes based upon size. The largest class
recognized by the Imperial Navy is the Mortalis Grand
Cruiser. Generally only one vessel of this size is ever
seen in a Dark Eldar raiding fleet, as they tend to prefer
the agility of smaller vessels, however some Dark
Eldar commanders enjoy the power such a large vessel
provides, and use one despite its disadvantages.
Although the Mortalis does not represent a single design
of ship, there are some consistencies in its size and shape
across the Kabals. A few notable variants have been
reported, and it would seem that many Kabals invariably
gravitate towards certain configurations. Thus, some of
the more popular designs have become associated with
specific Kabals.

TYPE/HITS

SPEED

TURNS

Cruiser/8

30cm

90

SHIELDS

ARMOR

3/Shadowfield

5+

TURRETS
4

ARMAMENT

RANGE / SPEED

FIREPOWER / STR

FIRE ARC

Prow Weapons Battery

30cm

16

Front

Kabal Variants: Each Mortalis class grand cruiser you include must select one (and only one) of the following
options when assembling your fleet. Any mix of variants may be taken as desired:

Obsidian Rose Pattern: The vessel gains a prow phantom lance (Range: 30cm, Strength 3, Front) for no
change in cost.

Iron Thorn Pattern: The vessel gains a keel launch bay (4 Squadrons) equipped with Raptor fighters (Speed:
30cm), Razorwing bombers (Speed: 20cm), and Slavebringer assault boats (Speed: 30cm) for no change
in cost. For an additional +40 points, the vessel may either take Voidraven torpedo bombers or replace its
launch bay with a keel mine launcher (Strength 4).

Dying Sun Pattern: The vessel gains a prow impaler bay (Speed: 30cm, 3 Modules) for no change in cost.

Falling Moon Pattern: The vessel gains a keel torpedo salvo (Speed: 30cm, Strength 6, Front) equipped with
plasma, leech, and boarding torpedoes for no change in cost.

The Mortalis often serves as an Archons flagship, even


if the Kabal rarely uses it in battle. A number of these
vessels have been commissioned solely as a sign of
power and prestige in the Dark City. Even the Corsair
known as Duke Sliscus has been known to use a Mortalis
as his flagship.
The Duke, in particular, has no qualms about imperiling
every ship in his fleet if it will mean he can destroy an
enemy ship in style. He will often commit his Mortalis
to glorious and reckless attack runs against enemy
commanders. Legend has it that he, tired of the constant
political grind of Commorragh, decided to leave with
a bang rather than a whimper and stole three Kabal
flagships and fled the Dark Citys port.

"H

ow typical that the humans should


rely upon crude technology to
protect them. How fitting that we, the
Dark Eldar, should kill them where they
feel safest."
Expanded Revised - Dark Eldar

SHIPS OF THE DARK ELDAR

TORTURE CLASS CRUISER..................................................... 230 Points


T

TYPE/HITS

SPEED

TURNS

SHIELDS

ARMOR

TURRETS

Cruiser/6

35cm

90

2/Shadowfield

5+

ARMAMENT

RANGE / SPEED

FIREPOWER / STR

FIRE ARC

Prow Weapons Battery

30cm

12

Front

Kabal Variants: Each Torture class cruiser you include must select one (and only one) of the following options
when assembling your fleet. Any mix of variants may be taken as desired:

Flayed Skull Pattern: The vessel gains a prow phantom lance (Range: 30cm, Strength 2, Front) for no
change in cost.

Fiend Ascendant Pattern (+20pts): The vessel gains a keel launch bay (4 Squadrons) equipped with Raptor
fighters (Speed: 30cm), Razorwing bombers (Speed: 20cm), and Slavebringer assault boats (Speed: 30cm) for
+20 points. For an additional +40 points, the vessel may either take Voidraven torpedo bombers or replace
its launch bay with a keel mine launcher (Strength 4).

Bleaksoul Pattern: The vessel gains a prow impaler bay (Speed: 30cm, 2 Modules) for no change in cost.

Bloodied Claw Pattern: The vessel gains a keel torpedo salvo (Speed: 30cm, Strength 4, Front) equipped
with plasma, leech, and boarding torpedoes for no change in cost.

he Torture class cruiser is the larger of the two


vessels which commonly comprise Dark Eldar fleets.
As with all Eldar vessels, the Torture class is frequently
confused with other craft, and in the light on information
gathered from other sectors since the war, vessels of this
class are thought to be responsible for as many as thirty
attacks previously attributed to other Eldar vessels. Some
sensor logs seem to indicate that these vessels share
many characteristics with those of the Corsair Eldar
codified as the Shadow and Eclipse classes, leading
experts of the Fleet Insturum of Alien Studies to merely
classify them as variations of the same. However, other
accounts seem to indicate that these vessels are actually
some sort of amalgam of these classes, while other
encounters reveal characteristics differing so widely in
both configuration and armament that every new report
makes it even more challenging to properly classify
these vessels. The handful of accounts of Eldar vessels
of slightly varying configurations attacking one another
only add to the confusion, and the possibility that several
rivalrous, or even opposed Eldar factions exist cannot be
discounted.
The attack on monitoring station Adecca, where three
hundred technicians were captured and later hurled from
attack craft making low orbit runs over the planet of
Bladen seemed almost to invite retribution, and it is now
thought by some that in committing acts the Eldar may
even be seeking to imitate each other to beget just that.

"W

e are the masters of the shadowed sky. Not for


us a grubbing crawl through the mud and filth
of battle. Leave that to the lesser races. We shall only
set foot upon the soil these vermin call home in order to
place our bladed heels on their throats."
-Archon Vraesque Malidrach,
Kabal of the Flayed Skull

Expanded Revised - Dark Eldar

SHIPS OF THE DARK ELDAR

SUCCUBUS CLASS LIGHT CRUISER................................ 140 Points


T

TYPE/HITS

SPEED

TURNS

SHIELDS

ARMOR

TURRETS

Cruiser/4

40cm

90

1/Shadowfield

5+

ARMAMENT

RANGE / SPEED

FIREPOWER / STR

FIRE ARC

Prow Weapons Battery

30cm

Front

Kabal Variants: Each Succubus class light cruiser you include must select one (and only one) of the following
options when assembling your fleet. Any mix of variants may be taken as desired:

Dark Mirror Pattern: The vessel gains a prow phantom lance (Range: 30cm, Strength 2, Front) for no
change in cost.

Burning Scale Pattern (+10pts): The vessel gains a keel launch bay (2 Squadrons) equipped with Raptor
fighters (Speed: 30cm), Razorwing bombers (Speed: 20cm), and Slavebringer assault boats (Speed: 30cm) for
+10 points. For an additional +20 points, the vessel may either take Voidraven torpedo bombers or replace
its launch bay with a keel mine launcher (Strength 2).

Baleful Gaze Pattern (+10pts): The vessel gains a prow impaler bay (Speed: 30cm, 2 Modules) for +10
points.

Bladed Lotus Pattern (+10pts): The vessel gains a keel torpedo salvo (Speed: 30cm, Strength 4, Front)
equipped with plasma, leech, and boarding torpedoes for +10 points.

here was no sign of major Dark Eldar activity in


the Nemesis sector, at least at first. Soon however,
many convoys were destroyed, one after another, by a
lone light cruiser of unseen earlier configuration. In one
report, an Imperial convoy carrying refuges from a Tau
attack on the EX834245 colony was suddenly attacked
by a ship that earlier had been recognized as an Imperial
Enforcer class light cruiser. The ship approached at high
speed, and Captain Gerda Faust from the Dauntless Class
Light Cruiser Opus Dei opened a channel and made a
request for identification. In return, the unidentified
ship opened fire and crippled the convoy flagship. Then
the massacre began. Wave after wave of assault boats
swarmed the unprotected transports. Almost all Imperial
citizens were slaughtered, severed heads loaded into the
rescue pods and launched in the direction of the nearby
Imperial world of Echelon Prime. After the pods landed
on the planet, reports indicate that everyone who looked
inside one was driven mad by what they saw within.
The Opus Dei disengaged, and after 5 months arrived
at the sectors naval base. After interrogation by the
Inquisition, Captain Faust was promptly executed for
misidentifying the threat which cost the lives of numerous
Imperial citizens. Only later did experts establish, after
long discussion, that the attacking ship in fact belonged
to the Dark Eldar, and was using a mimic engine. The
vessel was smaller than the standard Torture class, but
possessed firepower equivalent to a standard Imperial
cruiser. Not all ships were of the same configuration, but
all use the same tactics. The ship received the code name
Succubus in Imperial Navy tactical manuals.

"W

e are swift, and we are lethal. We


are a poisoned dagger thrust into the
heart of the foe. We are the hidden blade, the
strike so sudden that the enemy falls before
they ever know they are under attack."
-Venom Steersman Ybdriss Khael,
Kabal of the Flayed Skull

Expanded Revised - Dark Eldar

SHIPS OF THE DARK ELDAR

CORSAIR CLASS FRIGATE......................................................... 60 Points


T

he smaller vessels used by Dark Eldar Raiders exhibit just as much variation as their larger companion vessels. Whether these
represent different classes or simply differing vessels of the same designation is difficult to determine. These escort-sized vessels
have never been positively identified beyond the nomenclature of Corsair which could equally be a reference to its piratical crew
or a ship class.
These Dark Eldar escorts are also notable in that, despite their compact size they also possess the ability to launch a form of attack
craft: - a kind of oversized assault boat known as the lmpaler. The use of such devices is virtually unknown in the escorts of other
races. Quite often, the shock of seeing the prow detach from the escort and launch towards a ship leaves captains standing slackjawed; a deadly mistake against the Dark Eldar.

TYPE/HITS

SPEED

TURNS

Escort/2

40cm

90

SHIELDS

ARMOR

1/Shadowfield

4+

TURRETS
2

ARMAMENT

RANGE / SPEED

FIREPOWER / STR

FIRE ARC

Prow Weapons Battery

30cm

Front

Kabal Variants: Each Corsair class frigate you include must select one (and only one) of the following options when assembling your fleet. Any mix of variants may be taken
as desired: Gain a prow phantom lance (Range: 30cm, Strength 1, Front), OR gain a prow impaler bay (Speed: 30cm, 1 Module), OR gain a keel torpedo salvo (Speed: 30cm,
Strength 2, Front) armed with plasma, leech, and boarding torpedoes, OR increase the firepower of its prow weapons battery to 5. These options are taken at no change to
the vessels cost

SUBJUGATION CLASS RAIDER.............................................. 40 Points


T

he Subjugation class raider is perhaps the most defining of Dark Eldar vessels. The design is built solely for speed and
manoeuvrability, sacrificing protection and armour. The vessel is a prize amongst the Dark Eldar Kabals, being able to strike
at your enemy far sooner than any would expect is an advantage of great value in Commoragh society. These vessels can run rings
around Imperial clippers, and experienced Naval captains have come to know that they will never get the first shot against these
raiders, if they are able to even fire at all. Perhaps this is the reason for the vessels limited defences.

TYPE/HITS

SPEED

TURNS

Escort/1

45cm

90

SHIELDS

ARMOR

1/Shadowfield

4+

TURRETS
1

ARMAMENT

RANGE / SPEED

FIREPOWER / STR

FIRE ARC

Prow Weapons Battery

30cm

Front

Kabal Variants: Each Subjugation class raider you include must select one (and only one) of the following options when assembling your fleet. Any mix of variants may
be taken as desired: Increase the firepower of its prow weapons battery to 4 OR gain a prow torpedo salvo (Speed: 30cm, Strength 2, Front) armed with plasma, leech, and
boarding torpedoes. These options are taken at no change to the vessels cost.

Expanded Revised - Dark Eldar

SHIPS OF THE DARK ELDAR

DARK ELDAR TRANSPORT.............................................. Points: Special


A

lthough transports lack the subtlety preferred by the Dark Eldars forces, slaves take up a large amount of space and, as the
primary currency in Commoragh, the ability to transport them in large numbers is always desirable. Due to this fact, Dark Eldar
transports are surprisingly common, equipped with just enough armament to defend themselves and the speed to evade capture with
ease. Nevertheless, such ships often find themselves at the heart of a firefight, as rival Kabals may seek to steal an Archons hardfought prize even after the slaves original comrades have left them to their fate. Easy to acquire and replace, these vessels are a
mainstay among the raider fleets. Even the smallest Kabals will have a few dozen on hand at any given time, as it is the only assured
way of moving their living currency throughout their domain in the Dark City.

TYPE/HITS

SPEED

TURNS

Escort/1

35cm

90

SHIELDS

ARMOR

1/Shadowfield

4+

TURRETS
1

ARMAMENT

RANGE / SPEED

FIREPOWER / STR

FIRE ARC

Weapons Battery

30cm

Front

Special Rules: A Dark Eldar transport may replace a conventional transport (at no extra cost) in any relevant scenario. It follows all the rules for Dark Eldar ships in addition
to the rules for support units found in the BFG:XR Fleet Support list. For example, it will have a fixed leadership value of 8, due to the +1 Ld bonus for being a Dark Eldar
ship. Likewise, it will only add +3D6cm to its speed when on All Ahead Full special orders, but will still benefit from mimic engines and shadowfields.

TORMENTOR CLASS SPIRE.................................................... 275 Points


L

ike the spires of the Corsair Eldar the Dark Eldar will often
make use of these magnificent constructions of wraithbone
as a staging ground for their raids. Although substantially
different in design, with numerous Dark Eldar technologies, the
Tormentor Class Spire uses the same advantages of any other

Eldar station. Being able to move through the webway the station
is difficult to locate for any Imperial forces, and the raiders are
notoriously hard to find. Still a number have come under assault
by a clever foe. Undoubtedly a Kabal with access to such a large
station is quite powerful in the world of Commoragh.

TYPE/HITS

SPEED

TURNS

SHIELDS

ARMOR

TURRETS

Defense/10

10cm

360

4/Shadowfield

5+

ARMAMENT

RANGE / SPEED

FIREPOWER / STR

FIRE ARC

Weapons Battery

45cm

12

All Round

Phantom Lance

30cm

All Round

Torpedo Launcher

Speed: 30cm

All Round

Impaler Bay

Impalers: 30cm

2 Modules

Launch Bay

Raptors: 30cm
Razorwings: 20cm
Slavebringers: 30cm

4 Squadrons

Notes: A Tormentor Spires torpedo launcher is equipped with plasma, leech, and boarding torpedoes.

Expanded Revised - Dark Eldar

10

SHIPS OF THE DARK ELDAR

TORMENTOR SPIRE SPECIAL RULES


LEADERSHIP & SPECIAL ORDERS

A Dark Eldar Tormentor Spire rolls for leadership following the


normal rules, including the +1 bonus for being a Dark Eldar
facility. It may attempt special orders normally, but may only
attempt Lock On, Reload Ordnance, and/or Brace For Impact.
In addition, the fleets commander may lead the battle aboard
the Tormentor Spire instead of any other vessel in the fleet, even
if he or she would normally be forced to embark elsewhere.

NIGHT SHIELDS

The Tormentor Spire is equipped with an advanced form of


optical camouflage similar to that used on Dark Eldar skimmers,
making it nearly impossible to target. Any enemy ship targeting
a Tormentor counts as being 10cm further away than it actually
is for the purposes of measuring range for direct fire weapons
and teleport attacks. This applies to all relevant effects, including
determining column-shifts and so forth.

POLARIZATION FIELD

A low-level energy bubble surrounds the Tormentor Spire,


channeling space debris away from and around the station. The
station never risks suffering a hit for being in contact with blast
markers and ignores all effects of solar flares.

HIDDEN BASE

A Tormentor, even more so than other clandestine redoubts,


relies more on its ability to remain hidden than any capacity
to repulse a sustained assault. To this end these way-stations
are normally situated in the outer dark, and may not be used in
any battlezone from the Flare Region to the Inner Biosphere. In
all other respects they are normal high orbit defenses and will
follow all the rules for such units as described in the BFG:XR
Fleet Support document, except where modified here.
In a campaign, a player counts as having a pirate base for
purposes of repair points for every Dark Eldar Tormentor on
the players fleet list. Its value counts against the fleet list in
individual battles in which it takes part, but it does not count
toward the starting point limit a fleet has, as it remains hidden
at the start of the campaign and can only be attacked if the
opposing player discovers it. A Dark Eldar fleet may start a
campaign with one, but may only earn up to two more in the
course of a campaign by a Dark Eldar commander with 11+
renown by expending a dedicated appeal, needing a roll of 5+
to succeed. Should a Tormentor be revealed and come under
attack, the owning player can attempt to retreat the station back
into the Webway to prevent further attacks on it. To do so, the
owner must roll a D6. On a roll of 1 it is lost in the Webway and
must be struck from the roster. On a 2+, the Tormentor has been

re-situated successfully and must once again be located by an


opponent before it can be attacked.
Lastly, a Dark Eldar Tormentor Spire removes D6 blast markers
in base contact at the end of each turn, as long as it did not move
during its preceding movement phase.

DOCKING

Due to the Dark Eldars superior maneuverability, their ships


can dock with a Tormentor using a simple leadership check and
do not need to be on special orders to do so. Any of the owning
players capital ships that dock with the station for one full turn
gain +2D6 to repair critical damage in the end phase, and they
are considered to have reloaded ordnance for free. Ships doing
so cannot move, shoot or launch ordnance in that turn, though
shadowfields continue to work normally, and they can attempt

special orders if desired. The Tormentor may reserve for itself


its extra +2D6 capability to repair critical damage if there are no
ships docked to the station any time during the turn.

WEBWAY PORTAL

Many Dark Eldar Tormentors are equipped with a Webway Portal


connecting directly to Commoragh. The owning player may use
this link to summon additional warships to its aid during a battle.
If the fleet includes a Tormentor, it may take Dark Eldar vessels
as reserves at 50% of their normal cost. However, any such ships
must start the game off the table. Beginning on turn 2, after the
Dark Eldar fleet moves, roll a D6. On a 5+, one reserve capital
ship or escort squadron appears along the table edge closest to
the Tormentor. These reserve ships cannot move in the same turn
they arrive, and do not benefit from their mimic engines.

TORMENTOR SPIRE CRITICAL HITS TABLE


2D6

EXTRA
RESULT
DAMAGE

+0

Control circuit damaged. The ships control circuit is damaged by the hit. The ships leadership is
reduced by 1 until the damage is repaired. This penalty is cumulative for each time this system is damaged.

+0

Weapon batteries damaged. The stations weapon batteries are taken offline by the hit and may not fire
until the damage has been repaired.

+0

Phantom lances damaged. The stations phantom lances are taken offline by the hit and may not fire until
the damage has been repaired.

+0

Ordnance bays damaged. The stations bays collapse; the station may not launch any type of ordnance
until the damage has been repaired.

6-7

+1

Orbital drives damaged. The stations anti-gravity system is damaged by the hit. The stations speed is
reduced to 0cm, and each movement phase it will drift D6cm towards the nearest gravity well until the
damage is repaired. If there are no gravity wells present it will drift D6cm in a random direction determined
by a scatter die instead. If the station strikes a planetary template while drifting, it is destroyed.

+0

Shadowfield generators destroyed. The stations shadowfield generators are smashed to pieces. The ship
no longer benefits from its shadowfields. This damage may not be repaired.

+0

Bridge smashed. The stations command center is destroyed. The stations leadership value is reduced by
3 and any commanders aboard are lost for the rest of the battle. This damage may not be repaired.

10

+0

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

11

+D3

Hull breach. A huge gash is torn in the stations hull, causing carnage amongst the crew.

12

+D6

Bulkhead collapse. Internal pillars buckle and twist, whole compartments crumple with the screams of
crushed and eviscerated slaves; just pray that some of the station holds together.

Expanded Revised - Dark Eldar

11

DARK ELDAR FLEET LISTS

DARK ELDAR RAIDERS FLEET LIST


FLEET COMMANDERS

1 Dread Archon
You must include a Dread Archon to lead your fleet.
Dread Archon (+2Ld)......................................... 50 points
The fleets Dread Archon may purchase up to three fleet
commander re-rolls at the costs shown below:
One re-roll.......................................................... 25 points
Two re-rolls........................................................ 50 points
Three re-rolls.................................................... 100 points

SECONDARY COMMANDERS

0-3 Dracons
Your fleet may include up to three Dracons, who may be
assigned to any ship or squadron.

ESCORTS

You must include at least three escorts for every capital


ship in the fleet. Escorts must be arranged into squadrons
of two to six vessels, in any mix desired.
Corsair Class Frigate.......................................... 60 points
Subjugation Class Raider................................... 40 points

USING A RAIDER FLEET

The Dark Eldar Raiders fleet list represents the lethal


and sadistic nature of the citizens of Commoragh. These
vicious warriors strike rapidly, and then return home with
cages full of newly captured slaves. They are a nightmare
brought to life in the cold blackness of the void. To stand
against them is futile, but to surrender is to accept a fate
far worse than death.

CAPITAL SHIPS

Upgrades
Any capital ship in the fleet may purchase a squad of
Incubi or a Wych Cult for +15 points, or a Haemonculi
Coven for +25 points. No ship may have more than one
of these groups aboard at the same time, as infighting
would tear the ship apart.

Mortalis Class Grand Cruiser........................... 300 points

Attack Rating
Due to their almost reckless agression, Dark Eldar raiders
have an attack rating of 4.

Dracon (+1Ld)................................................... 25 points

Grand Cruisers
You may include one Mortalis class grand cruiser for
every three cruisers in your fleet.

Cruisers
You may include any number of cruisers in your fleet.
Torture Class Cruiser....................................... 230 points
Succubus Class Light Cruiser.......................... 140 points

Reserves and Allies


A Dark Eldar raiders fleet will never provide ships to
or take ships from another fleet list as reserves, except
where allowed by a Tormentor class spire.

Only the Strong May Lead


OPTIONAL RULE

At the start of the game, if a Dracons vessel rolls a higher leadership value than the fleets Dread Archon, that
Dracon will attempt to seize control of the fleet. Roll a D6 for both the Dracon and the Dread Archon, and add
their respective leadership values to the result. If the Dread Archons roll is higher, he maintains order and nothing
happens. Otherwise, the Dracon successfully wins the loyalty of the fleet. If this happens, the Dracon becomes
the new Dread Archon at his current leadership value (inheriting any re-rolls purchased), and the previous Dread
Archon is replaced by a Dracon of equal leadership value (losing any re-rolls purchased).

"I

am truly disappointed that cruel fate has placed us in this


position, such that I really have no choice other than to
unleash my warriors against your population centers. If only you
would lay aside these foolish hopes of protecting your resources
and return to your homes and families, much bloodshed and woe
could be avoided."

"Y

et... there is still time, any who leave now will be spared and
I give you my word that they will be granted free passage
through the wastes. This offer of amnesty will stand for two of
your hours before the terror begins anew. I can only hope that you
consider your position carefully. Send forth a representative to
discuss further terms if you wish, or several if you cannot trust
one of your number to speak for the rest. I feel sure that all can
be... accommodated."
-Comm intercept from the Delta 9 Massacre

Expanded Revised - Dark Eldar

12

DARK ELDAR CHANGE LOG

BFG:R to BFG:XR - CHANGE LOG


Some elements of BFG:R and the original BFG rules have been altered as part of the transcription process for the BFG:XR Project. For the most part, these changes are
simply adjustments to grammar and language, in order to improve clarity or fix (a few) typos. Other changes include a few minor expansions to the existing material or
re-integrations of older rules that were either dropped or not included when the BFG:R documents were produced. These changes are meant only to add flavor or clarity to
the existing rules, and not an attempt to dramatically alter the function or power of any one factions fleets. This document generally only lists those changes which constitute
an actual addition or alteration of the rules, not adjustments to language or readability.
[Addition] The rules for phantom lances are now included. This
appears to have been an oversight with the original BFG: R
edition. (Addendum 10/21/2015: Fixed error in functionality).
[Change] Changed the functionality of the Impaler Module.
Overall, the effect is not that different most of the time it will
still hit on a 2+, and then inflict re-rollable crit damage on 2D6,
just like it used to work.
The Impaler Module first rolls a single D6 (as before).
However, this roll now benefits from hit-and-run modifiers
just like a regular hit-and-run attack would.
Instead of looking up the result on the Critical Hits table, the
attack succeeds on a result of 3+ (which in practice will
usually be 2+ due to the DE bonus to H&Rs).
This means that Space Marines, Tyranids, and so forth are
slightly harder to hit with the Impaler, which makes more sense
in my opinion.
A successful Impaler attack inflicts an automatic critical hit,
the result of which may be re-rolled.
So against escorts and the like, it will now simply inflict 1pt of
damage if the attack succeeds, rather than needing to roll 4+
on a re-rollable 2D6 (since that was already effectively a 99%
chance).
[Addition] [Change] Specified that Leech torpedoes do not
inflict any extra damage from the Thrusters Damaged result
imparted to the target ship. This seems more in line with the
original reading and intent of the rules.
[Change] Names for entries on the Dark Eldar critical table
adjusted to match their faction flavor a little better.
[Change] Clarified how the Mimic Engine works with regards
to some of the more common complex interactions.
Enemies cannot attack a mimicking vessel or fire torpedoes
at them (unless a valid enemy target is in the torpedoes path
such as already revealed ships or a different opponents
vessels).
Mines will not move towards mimicking ships (and they
wont be detected by minefields), but contact with any enemy
ordnance is resolved normally if this causes an attack (such

as moving into a mine or enemy bombers, etc), it reveals the


ship.
Shooting, firing torpedoes, other attacks (including using
ordnance to attack an enemy ship or marker) will also reveal
a mimicking vessel.
[Addition] Clarified that voidravens fire plasma torpedoes.
[Change] Succubus class light cruisers gain a keel torpedo salvo
instead of a prow torpedo salvo to bring them in line with the
other Dark Eldar Kabal patterns.
[Addition][Change] Added a Dark Eldar Transport and the
Tormentor Spire as options
Transport rules were condensed from the (incomplete) BFG:R
Planetary Defenses book.
I removed references to qualities and points costs since those
refer to the unfinished BFG:R rulebook which is not part of this
project. As such, the DE transport rules are mostly identical to
the normal Eldar and 2010 rules.
The Tormentor Spire rules were adapted from the Haven spire
rules rather than the rules in the Planetary Defenses book.
This was just for parity between the two races.
Tormentor critical hit table is a combination of the DE
defense critical table from the Planetary Defenses rules and
the regular DE table.
[Change] Rearranged the fleet list to only show distinct classes,
i.e. Mortalis, Torture, etc, rather than specific patterns. Patterns
are now listed as options in the ship profiles. This was done
mostly to save space.
[Addition] Added an optional rule, Only the Strong May
Lead to allow a leadership/re-roll swap between an Archon
and Dracon, if the Dracons Ld is higher.
In essence, a Dracon will not follow an Archon weaker than
himself; he will try to supplant him or her. In practice using this
rule means that your Archon usually has the highest Ld in the
fleet, but in exchange may not be on the ship you wanted.
Last Updated: September 17, 2015

Expanded Revised - Dark Eldar

13

You might also like