Battlefleet Gothic - Eldar [FanMag#03].pdf

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DOOM OF THE ELDAR
by Matt Keefe
Although Eldar Corsairs are a constant threat to merchant shipping, they very rarely pose a major
threat to Imperial battlefleets. The same cannot be said of the dozens of fleets of Eldar ships that
protect each Eldar Craftworld. Each of these Craftworld warfleets is a deadly and highly potent force
that is capable of laying waste to an entire sub-sector.
The Craftworlds
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 spacefaring worlds
accompanied by vast armadas, the likes of which might
otherwise be set aside to defend an entire system or even
sub-sector. Whole battlefleets cluster around key points
and stations all across the thousands of miles of the
craftworld’s exterior as smaller, nimbler craft rush and
surge across its surface in a constant shimmering patrol.
stars. By means of this Webway the Eldar could move
almost unhindered throughout the galaxy. It is still this
same ancient system which the Eldar use when moving
their armies to war.
The Webway is not perfect, however, and the birth of the
Great Enemy, Slaanesh, did much to make its use
hazardous to the Eldar. Many portals had to be
permanently sealed to prevent the forces of Chaos spilling
from the Warp, and the millenia of struggle which the
Eldar have since endured continues to diminish the once
great extent of their Webway.
The Craftworld at War
It is possible for an Eldar to simply traverse the Webway on
foot, moving directly from a craftworld to a wraithgate on
some far distant world. Such portals, however, are
invariably far too small to quickly deploy an entire army,
and hence such methods are used by few amongst the
Eldar – only the Rangers, the Harlequins and other distant
wanderers tread these slender paths.
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 spaceborne worlds. Since the Fall of their race and
the decline of their empire, those Eldar who seek to
continue their ancient way of life have done so aboard
these craftworlds, on an aeons long course across the
galaxy, as much in flight as in search of any kind of
destination, for the Eldar race is a dying one, and even the
exodus of these great craftworlds will do little to avert
that.
On occasion however, the Eldar’s destiny will draw them
to fight on a world disconnected from the Webway by the
millenia of tragedy which have befallen the Eldar. The
Eldar warhosts may be dispatched aboard vast wings of
Eldar attack craft – Vampire Raiders and the like – which
are able to ferry susbstantial forces rapidly via the Webway.
At other times, a force so vast may be required that the
aircraft and skimmers of the Eldar army itself are
insufficient. It is at such times that the Eldar battlefleets
will be readied.
The Webway
With such gargantuan vessels at their control, it may seem
surprising that the Eldar rely upon a fleet at all, but the
craftworlds should not be considered ships in any real
sense of the word. Mobile they may be, but their own vast
size makes them far too massive and cumbersome a
proposition to involve directly in any fighting. Instead a
craftworld’s army must be delivered to distant battles by
means of the warfleets of the Eldar, and more specifically
by the Eldar’s ancient Webway.
The warhosts of the Eldar will assemble aboard the fleet,
which will then depart the craftworld, itself using the
webway. As such, a craftworld’s docks are not really simple
holding areas for its fleet, but rather they are immense
wraithgates attached to the craftworld itself from where
the fleet may enter the Webway. Such a fleet is then able to
exit the Webway by another point elsewhere in the depths
of space using are the largest of the Eldar’s wraithgates –
portals so sizeable that whole fleets may emerge from
them when activated.
The Webway is a legacy from the days when the Eldar
ruled the galaxy from the many trading ships which would
later form the beginnings of the craftworlds themselves. In
these merchant vessels the Eldar journeyed across the
galaxy through a series of intricately connected warp
tunnels, returning to real space by means of warp portals
or ‘wraithgates’ which the Eldar had seeded across the
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These journeys may bring a fleet into orbit directly around
their chosen destination, or it may be necessary for them
to emerge some distance away, but either way the pace of
which Eldar vessels are capable of moving means they will
descend upon their target very swiftly indeed. Eldar fleets
employ the Webway in this manner in order to launch
horrifyingly sudden attacks upon unsuspecting enemy
vessels, emerging from the Warp while their enemy
remains unready and ill-prepared for battle.
convenient points along the craftworld as it journeys
through space. Each fleet might typically number from ten
to twenty warships and is commanded by an Eldar
Admiral, though it will inevitably also rely greatly on
advice and counsel from the craftworld’s Seers. The
vessels themselves are crewed by those Eldar who have
chosen the Path of the Mariner, symbolised by the blue
and white feathered birds of Eldar myth who guide the
Eldar southward and westward over the seas. Helmsmen
and Wayfarers, dedicated specialists within this path, each
provide their own valuable skills as part of a vessel’s crew,
allowing the Eldar to navigate the Webway with a mastery
unknown to most.
When it is the Eldar’s will to attack a world, the emerging
fleet will take up position around their chosen planet as
quickly as possible. The largest craft in an Eldar warfleet
possess internal wraithgates, through which they can
swiftly deploy their armies to the ground while at the same
time providing orbital support and further landings from
their notoriously fast attack craft. If the world to be
attacked no longer possesses any viable warp portals, the
Eldar will instead descend upon it in a howling flock of
Vampire Raiders, Phoenix bombers and Nightwing
fighters, tearing apart their enemies so rapidly that
defence is all but an impossibility.
The Shadowhunter patrols usually remain independent of
these battlefleets, moving to and fro about the craftworld
as they please. These smaller vessels lack the dedicated
crews of the larger capital ships and are often crewed by
those Guardians who were once embarked upon the Path
of the Mariner. The compact size and customary agility of
these sleek escorts allows them to approach much closer
to the craftworld than would be expected for true
spacecraft. Shadowhunters put these unique traits to good
use as they defend the craftworld’s delicate wraithbone
exterior from encroaching asteroids or space junk which
might be attracted by the force of gravity, blasting such
interlopers into pieces small enough to rain harmlessly
down on the craftworld below. At other times the
Shadowhunters can be seen playfully stalking the Eldar
fighters which patrol the craftworld’s lower atmosphere,
tracking and chasing the smaller vessels with a precision
unthinkable for escort sized vessels. As need dictates,
small groups of Shadowhunters will eschew their normal
role, band together and join their larger counterparts in
defence of the craftworld.
A craftworld’s course is also aided greatly by the many
wraithgates spread across the stars. As a craftworld’s Seers
scrye out its course, small shoals of Shadowhunters move
far ahead through the Webway, hunting out potential
enemies and scouring the way clear. If encountered,
enemy fleets or patrols who may present a danger to the
craftworld’s safe passage will likely find themselves the
unsuspecting targets of the Eldar’s powerful warships
long before even becoming aware of the craftworld’s
imminent arrival.
The Eldar Warfleets
The sheer size of a craftworld means that each individual
vessel possesses several full battlefleets, stationed at
The new Eldar fleet in all it’s glory
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CRAFTWORLD ELDAR SPECIAL RULES
ELDAR LEADERSHIP
All Eldar ships add +1 to the Leadership score generated
on the Leadership table on page 10, giving them a
Leadership value between 7 and 10.
example, 10/20/30). The first is used if the sunward table
edge is in the Eldar ship’s front fire arc; the second is used
if the sunward table edge is in its rear fire arc; and the
third is used if the sunward table edge is in its left or right
fire arcs. If the sunward table edge lies on the line
between two fire arcs, the Eldar player may choose which
he uses.
Due to their unique method of movement, the Eldar may
not use the following special orders: All Ahead Full, Burn
Retros, Come To New Heading. Note: because Eldar ships
cannot use All Ahead Full special orders, they also may not
ram.
Eldar ships have no minimum move distances. They move
from zero up to the maximum distance allowed by the
direction of the sun. After their initial turn they travel in a
straight line and may not make additional turns as they
move.
ELDAR SHIP MOVEMENT
The movement rules below replace the normal movement
rules for Eldar ships. Assume anything not modified below
applies normally to the Eldar. Eldar ships move in their
Movement phase and in the Ordnance phase of their own
turn. Note that they do not move in the Ordnance phase
of the enemy’s turn.
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Before an Eldar ship moves, it may turn to face any
direction. It always turns before it moves and then
remains facing in that direction until the start of its next
move.
A Hellebore class escort has Speed 10/20/30. At the start of
its move, it turns in the direction shown, so that the
sunward table edge is in its left fire arc. This gives it a
speed of 30cm. It can then move up to 30cm straight
ahead.
Work out the speed an Eldar ship can move at after it has
turned. Its speed depends on its facing towards the
sunward table edge. All Eldar ships have three speeds (for
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As noted above, the Eldar move twice in each of their
turns. The second move is made in the Ordnance phase
after any ordnance is moved, but apart from this all the
rules described for Eldar movement will apply.
Note that holo-fields do not negate hits from moving
through Blast markers, exploding ships and celestial
phenomena. They do, however, work against ordnance
hits, hit-and-run raids, boarding actions, ramming or Nova
cannon.
BLAST MARKERS AND GRAVITY WELLS
Eldar are affected by Blast markers in the same way as
other ships without shields – they will take a point of
damage on a D6 roll of 6 and reduce their speed by 5cm
that turn. Gravity wells allow Eldar to curve their normally
straight line move around the planet and so the ship may
make a free turn towards the planet at the end of its move
(since it can turn in any direction at the start, there is no
additional benefit at the start of its move).
Eldar Weapons
Eldar ships carry three main weapon systems which are
described below:
Pulsar Lance
Pulsar lances fire volleys of high energy laser bolts. These
count as lance shots, and hit on a 4+ no matter what the
target’s armour. However, if a pulsar lance shot hits, then
you may roll to hit again and you may keep on rolling to
hit until you miss or the lance has scored a total of 3 hits.
HOLOFIELDS
Against attacks that use the Gunnery table, the holo-fields
cause one column shift to the right, in addition to any
other column shifts for range or Blast markers. Against any
other form of attack (lances, torpedoes, etc), roll to hit an
Eldar ship as normal, but the Eldar player may then make
a saving roll for his holo-fields:
Weapon Batteries
Eldar weapons batteries are short-ranged weapons that
unleash a torrent of fire. They employ sophisticated
targeting systems which make them very accurate even at
extreme angles of attack. To represent their accuracy,
Eldar weapons batteries count all targets as ‘closing’ on
the Gunnery table, no matter what the target’s actual
aspect is. This aside, all the normal rules apply.
D6 Result
1 Hit! Score a hit on the Eldar ship
2-6 Missed! Place a Blast marker in contact with
the ship.
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Torpedoes
Eldar torpedoes use sophisticated targeter scrambling
systems to make themselves virtually undetectable until
they strike. To represent this, defensive turrets only hit
Eldar torpedoes on a roll of 6, rather than on a roll of 4,
5, or 6 as is normally the case.
Eldar Critical Hits table
EXTRA
2D6 DAMAGE RESULT
2
+0
Infinity circuit damaged. The ship’s
infinity circuit, which aids control and
internal communications, is damaged by
the hit. The ship’s Leadership is reduced
by -1 until the damage can be repaired.
In addition, the highly accurate targeting sensors on Eldar
torpedoes allow you to re-roll the dice to hit for any
torpedo that misses a target on the first attempt.
3
+0
Keel armament damaged. The keel
armament is taken off line by the hit and
may not fire until it has been repaired.
Phantom Lance
Although larger capital ships employ the powerful Pulsar
lance, the vast energy arrays required to power such
weaponry are far too large to be mounted on the
necessarily swift and nimble Shadowhunters. Instead,
smaller Eldar vessels are armed with the Phantom lance –
a less powerful version of the same Eldar laser technology.
Phantom lances count as typical lances in every respect
(ie. no multiple shots).
4
+0
Prow armament damaged. The ship’s
prow is ripped open. Its prow armament
may not fire until it has been repaired.
5
+0
Mast lines severed. The systems that
allow the ship to alter the angle of the sails
and turn swiftly are broken by the hit.
Until the damage is repaired, the ship may
only turn up to 90° before it moves.
Aspect Warrior Fighting Crews
Unlike Eldar Pirates, who rely on the same self-serving
rogues who crew their ships to conduct raids and
boarding actions, Eldar craftworld vessels are able to go to
war carrying hosts of Eldar Aspect Warriors who form
fighting crews aboard their ships. Many of the Aspect
Warrior shrines excel at the kind of rapid assaults which
are ideally suited to teleport and other hit-and-run attacks
and hence specialise in attacking enemy vessels in this
manner. Certain ships in an Eldar fleet are permitted to
carry Aspect Warrior Fighting Crews as chosen from the
fleet list. Ships with Aspect Warrior Fighting Crews add +2
to their dice roll when fighting in a boarding action, or +1
to the dice roll when conducting a hit-and-run attack
(normally a teleport attack, since the Eldar do not have
access to boarding torpedoes or assault boats).
6
+0
Mainsail scarred. The ship’s main solar
sail suffers surface damage, reducing the
amount of energy it can store. Each of the
ship’s speeds is reduced by 5cm until the
sail is repaired.
7
+1
Superstructure damaged. The hit tears
into the ship, causing a small breach.
Excess strain on the ship’s hull could
increase the damage. Until the damage is
repaired, roll a dice every time the ship
turns over 45°. On a roll of 1, the ship
suffers 1 extra point of damage.
8
+0
Mainsail shredded. The solar cells of the
mainsail are torn to tatters by the hit. The
ship cannot move in the Ordnance phase
until the damage is repaired.
ELDAR CRITICAL HITS
Any hit on an Eldar ship causes critical damage on a D6
roll of 4+, rather than the usual 6+. Roll 2D6 on the
following Eldar Critical Hits table, rather than the
standard Critical Hits table.
9
+1
Infinity circuit smashed. The fine crystal
matrix of the infinity circuit is shattered by
the hit. The ship’s Leadership is reduced
by -3. This damage may not be repaired.
10
+0
Holo-field generators destroyed. The
holo-field generators are smashed beyond
repair by the hit. The ship no longer
benefits from its holo-fields. This damage
may not be repaired.
“Those Eldar ships were all over us. I’ve never seen anything
move quite like them. They’d rush in and hit us with
volleys of laser fire and missiles, and then they’d keel over
and be away before we could engage them properly. They
didn’t have shields like our void shields, and there ships
were fragile too, so if we could hit we’d do them some
serious damage. But our augers just couldn’t get a proper fix
on them, so hitting them wasn’t easy, not easy at all. If the
rest of the flotilla hadn’t got back when it did, I think
we’d have been doomed.”
11
+D3
Hull breach. A huge gash is torn in the
ship’s hull, causing carnage among the
crew.
12
+D6
Bulkhead collapse. Internal pillars buckle
and twist, whole compartments crumple
with a scream of tortured metal, just pray
that some of the ship holds together.
Captain Steinback, After Action Report
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