BFGXR - Dark Eldar
BFGXR - Dark Eldar
BFGXR - Dark Eldar
Revised Edition
Special Thanks
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
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.
THE KABALS
HAEMONCULI COVENS
THE INCUBI
WYCH CULTS
"T
MOVEMENT
SLAVE-TAKING
Revealed
SHADOWFIELDS
"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
RANGE
SHADOWFIELD SAVE
5+
15-30cm
6+
No Save
Gunnery Weapons
Phantom Lances
Wych Cults
Turret Defenses
Haemonculi Coven
Incubi
"D
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.
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.
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.
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.
+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.
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
TYPE/HITS
SPEED
TURNS
Cruiser/8
30cm
90
SHIELDS
ARMOR
3/Shadowfield
5+
TURRETS
4
ARMAMENT
RANGE / SPEED
FIREPOWER / STR
FIRE ARC
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.
"H
TYPE/HITS
SPEED
TURNS
SHIELDS
ARMOR
TURRETS
Cruiser/6
35cm
90
2/Shadowfield
5+
ARMAMENT
RANGE / SPEED
FIREPOWER / STR
FIRE ARC
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.
"W
TYPE/HITS
SPEED
TURNS
SHIELDS
ARMOR
TURRETS
Cruiser/4
40cm
90
1/Shadowfield
5+
ARMAMENT
RANGE / SPEED
FIREPOWER / STR
FIRE ARC
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.
"W
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
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
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
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.
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.
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.
10
NIGHT SHIELDS
POLARIZATION FIELD
HIDDEN BASE
DOCKING
WEBWAY PORTAL
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.
11
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
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.
Attack Rating
Due to their almost reckless agression, Dark Eldar raiders
have an attack rating of 4.
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
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
"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
12
13