TEXT: SHIPS OF THE ELDAR
  
  Original Game Design and Development
  Andy Chambers, Gavin Thorpe, Jervis Johnson
  Revised Edition
  Plaxor, Afterimagedan, The Specialist Games Community
  Artwork & Graphics
  John Blanche, Richard Wright, Alex Boyd,
  Wayne England, Des Hanley, Neil Hodgson,
  Nuala Kennedy, Paul Smith, John Wigley, Talima Fox
  Miniatures, Models, & Painting
  Tim Adcock, Dave Andrews, Owen Branham, Mark Jones,
  Chris Smart, Dave Thomas, Matt Parkes, Keith Robertson,
  Martin Footitt, Stuart Thomas, Richard Baker, Neil Green
  Special Thanks
  Nate Montes, Bob Henderson, Ray Bell, Pete Haines,
  Gary ‘Slim’ Parsons, Roger Gerrish, Jes Goodwin, Rick Priestly, 
  John Carter, Che Webster & Richard Hodgekinson
  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
  
  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 
  Afterimagedan’s 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 (that’s 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 
  BattlefleetGothic2015@gmail.com. 
  
  ADDITIONAL CREDITS
  Eldar MMS Rules, Version 1.9 (BFG:R Edition)
  Sigoroth, Roy ‘Horizon’ Amkreutz
  Artwork & Images
  Erwin Leufkens, John Reed, Chris ‘Zhai_Morenn’ Lautermilch, Canucks Fan, Roy Amkreutz, James Ward
  Initial Playtesters
  Sigoroth, blackhorizon, Admiral Custers, Barras, Fadam
  Special Thanks
  Ray Bell, for additional feedback and the different Craftworld add-ons.
  Chris ‘Zhai_Morenn’ Lautermilch for providing the drawing, picture, and name for the Corsair Eldar 
  Supernova vessel.
  The Specialist Games Forum
  Kurnous, Zhai Morenn, Shinnentai, Xisor, Loec, Grimgork,
  Scarik, Jadiel, Stormturmoil, Puggins, Warmonkey, Admiral Beer,
  Carl, Soulstone, Thanatos, Mique, Manteuffel, Divine Right,
  Foehammer888, Noggin, Mad Mö, Vermis Mysteriis, Seahawk,
  Mohawk, Fafrin, Borin, Lab Rat, Otto, Enkidu22, Tamashii,
  KalTaron, Gwyddyon, Ilusihia & Dragon Lord
  Author’s Note:
  This edition is slightly different from the original Eldar MMS v1.9, 
  based on the voting that has occurred for BFG: R 
  and conversion for the BFG:XR Project
  
  HISTORY OF THE ELDAR
  Expanded Revised - eldaR
  1
  ELDAR CORSAIRS & CRAFTWORLDS
  THE DEFIANT AND THE DYING
  The Eldar are an incredibly ancient race, 
  who once ruled a vast empire across the 
  stars. Then came the hideous times of the 
  Fall, when the Eldar were consumed by 
  their own decadence and very nearly caused 
  their own extinction. The few who survived 
  were scattered across the stars in their vast Craftworlds 
  - vessels the size of small planets which now stand as 
  the Eldar race’s last remaining havens. 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, when the turmoil which 
  preceded the destruction of the Eldar empire was at its 
  peak. 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. 
  THE ELDAR PATH
  Aware that it was the ineffable power of their own whims 
  and desires which had so wantonly brought about their 
  downfall, the survivors, the Eldar of the Craftworlds, 
  developed a method to control their own volatile natures. 
  Every Eldar chooses for himself a discipline which 
  he then makes it his task to master. It may take years 
  to successfully accomplish this, perhaps more than a 
  single human lifetime. Each discipline is rightly called a 
  path, and each path may necessitate further choices and 
  specializations. For example, the Path of the Warrior has 
  many Aspects, and whilst all enable the Eldar to master 
  the skills of combat, each Warrior Aspect brings with 
  it its own special techniques and abilities. Other paths 
  include that of the Bonesinger, the psy-technicians who 
  craft wraithbone and other psycho-plastic materials into 
  all the myriad artifacts of the Eldar, or the Path of the 
  Mariner, the calling of those that crew and eventually lead 
  starships across the infinite void. There are innumerable 
  paths, some chosen but rarely, each offering its followers 
  a complete way of life. 
  OUTCASTS & THE PATH
  Sometimes the rigid constraints of the Eldar path are 
  intolerable even for an Eldar to bear; such individuals 
  leave their Craftworlds and become known as Outcasts. 
  Many Eldar spend years or decades as Outcasts before 
  they return to the Eldar path. Outcasts must bear the 
  terrible burden of their heightened Eldar consciousness 
  without the protection a path provides. Set free within 
  the universe they are dangerously vulnerable. Only 
  Eldar of especially strong character can survive for long 
  as Outcasts. After years of adventure and wandering, 
  or sailing the seas of space aboard the pirate fleets, 
  most Eldar eventually return to the sanctuary of the 
  craftworlds. Some, however, will live and die out in 
  "P
  erfidious Eldar! These aliens 
  had the stars in their grasp 
  and now are left to sift the dust of 
  their once fabulous realm. For all 
  their intellect and mysticism they 
  could not contain the beast within 
  them, nor tame the wild monsters 
  of the Shadow. Why should we pay 
  them any heed?" 
  -Grunwald, Ordo Xenos
  the vastness of the galaxy, never to return home. Many 
  become true Eldar Corsairs. These Eldritch Raiders live 
  quite apart from the orderly, disciplined Eldar of the 
  Craftworlds, forming vicious bands of thieves, killers, 
  and scallywags. As with other outcasts, some of these 
  eventually return to the Path, or may retain some ties 
  to their original craftworld. However, the willful and 
  unaccountable actions of the Outcasts stand far apart 
  from the carefully scryed and considered actions of their 
  Craftworld brethren, and for the most part the Farseers 
  show great reluctance for their own peoples to mix with 
  the wayward and dangerous Outcasts. 
  DREAMERS & WANDERERS
  Outright alliance between fleets acting on the will of a 
  Craftworld’s Seers and the more volatile, self-serving 
  Eldar pirates is somewhat uncommon, but certainly not 
  unknown. It does, however, usually only occur when a 
  knowledgeable leader of great influence is present, able 
  to both satisfy the carefully measured desires of the 
  Seers yet at the same time prove his might to the more 
  aggressive and independent pirates. Such leaders, like 
  the legendary Prince Yriel of Iyanden, are rare, but the 
  fleets they command are invariably powerful. 
  THE ELDAR FLEETS
  The ships of the Eldar race are amongst the most 
  sophisticated in the galaxy. In addition, the captains 
  and crews of the ships are arguably the best trained and 
  most naturally able spacefarers ever to ply the stars. 
  "T
  he young do not desire the discipline of the Path, 
  but rather their curiosity drives them to try every 
  fruit from the tree. Thus it is that so many take the Path 
  of Wandering or the Path of Damnation in their first 
  years of adulthood, and so the great tragedy of our kind 
  is played out again and again as the number of our people 
  shrink from generation to generation. "
  -Kysaduras the Anchorite
  
  HISTORY OF THE ELDAR
  Expanded Revised - eldaR
  2
  Craftworlds, though spacecraft, are vast beyond comprehension. They are not merely huge capital 
  ships ploughing through space with a surrounding escort of smaller vessels. They are not even akin 
  to vast cities, as some of the largest star forts of the Imperium might be considered, but rather are 
  immense space faring worlds accompanied by vast armadas, the likes of which might otherwise be set 
  aside to defend an entire system or even sub-sector. Whole battle fleets cluster around key points and 
  stations all across the thousands of miles of the Craftworld's 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.
  Eldar ships move  by capturing stellar energy  through their sails and using this to 
  power their movement. The amount of energy they can capture—and therefore the 
  speed they can travel—depends on their orientation with respect to the nearest star. 
  This unique technological advantage makes Eldar vessels both graceful and extremely 
  maneuverable, allowing them to dart in and launch an attack, then quickly withdraw 
  before their slower moving enemies have a chance to react. Furthermore, Eldar vessels 
  are protected by massive versions of the holofields used to safeguard their ground 
  assault vehicles. These distort targeting sensors, making Eldar ships extraordinarily 
  hard to hit. However, attacks that do strike home tend to cause considerable damage to 
  the sophisticated but fragile systems the Eldar employ.
  As a race, the Eldar—both corsair and craftworlder alike—are highly accomplished 
  raiders. They use rapid hit-and-run attacks to eliminate isolated pockets of the enemy, 
  utilizing their speed and maneuverability to hit where the opposing fleet is weakest. 
  However, when an enemy is able to bring sufficient force to bear, Eldar ships are too 
  fragile and too valuable to risk the furious bombardment of a full fleet engagement. 
  When faced with such odds, the Eldar will typically withdraw or feint until the battle 
  is more to their liking and, when the time is right, they strike with deadly and fearsome 
  results.
  ++BEGIN.TRANSCRIPT++
  ++INTERROGATION.SUBJECT.ELDR1022936++
  "Eldrad is the greatest among us. He is the sun which eclipses the light of our stars. He is Ulthwe and 
  the fate of our kind rests in his hands. His eyes are the keenest, no detail goes unnoticed. Four thousand 
  runes can he cast, guiding our path through torment and war, death and salvation. He is the pathfinder, 
  the seeker, the true guide. Even your race has trembled before his might, though you may not have 
  known it. It was he who guided us to the Ork known as Ghazghkull, and commanded us to steer his path 
  to your world of Armageddon. Ten thousand Eldar lives would have been lost if he had not done so. 
  What sacrifice is a million humans for such a cause?"
  "He knows your affairs better than you do yourself. He warned that weakling seer you call Emperor of 
  the treachery of Horus and the strife which would engulf us, just as it engulfed the rest of the galaxy, 
  but your arrogance deafened you to his words. Your stupidity almost destroyed the galaxy, yet you never 
  knew how close the forces of light were to our ultimate defeat. He saw the Great Devourer and warned 
  our kin on Iyanden, even before they had neared our galaxy."
  "To him all futures are laid out, just as your crude implements of torture are laid out on the cold metal 
  of that shelf. You say we are random and capricious, we say you are vulgar and idiotic. Some of you call 
  us your enemies. All races are our enemy in time. Some of you call us your allies. You are not allies, any 
  more than a butcher's knife is his ally. You are tools, nothing more. To be used and expended to protect 
  our race, that is your fate."
  "Your kind think you are so magnificent, yet even now, at the nadir of our power, we can manipulate 
  you, turn you to our ends, as easily as you might pull a trigger and fire a gun. Our time will come again, 
  Eldrad has promised us. Once more you upstart Mon-keigh [subject spits] shall kneel before our power! 
  This time we will not be so lenient! We will exterminate you, every world, every vessel, every one of 
  you! Eldrad has seen the stars stained red with your blood, and it pleases him!"
  "You think us weak, but we will be your doom, children of Earth."
  ++END.TRANSCRIPT++
  ++TERMINATION.AUTHORIZED++
  
  ELDAR SPECIAL RULES
  Expanded Revised - eldaR
  3
  ELDAR LEADERSHIP
  The Eldar are naturally adept at sailing their vessels; they 
  know their ships’ capabilities inside and out, and have the 
  best navigational sensors and charts in the galaxy. Eldar 
  ships generate leadership in the normal way, but as such 
  exceptional spacefarers, they add +1 to their leadership 
  value, giving a range of 7-10.
  SOLAR SAILS
  The Eldar utilize solar sail technology specifically 
  designed to make them ultra-maneuverable and 
  incredibly fast. As such, Eldar vessels have special rules 
  regarding movement.
  Movement Speed
  The speed of an Eldar ship is dependent on its facing 
  relative to the nearest point of the sunward table edge. 
  You will notice that Eldar ships have three values listed 
  for their speed. The first value is the ship’s speed into 
  the sun, the second is away from the sun, and the third 
  is abeam of the sunward edge. If the sunward edge lies 
  on the line between two fire arcs, the Eldar player may 
  choose which to use.
  In addition, Eldar vessels do not have a minimum 
  movement distance, and may even stay completely still if 
  desired. Remember, however, that ships moving less than 
  5cm count as defenses on the gunnery table.
  Turning
  Eldar ships do not have a minimum distance to turn and 
  can therefore turn on the spot. However, they must make 
  their turn at the start of their movement and cannot turn 
  later in their move like ships of other races. Their new 
  direction after this turn determines their movement speed 
  as described above.
  Sail Mastery
  Eldar vessels are exceptionally quick and maneuverable 
  and therefore may move twice per movement phase. The 
  first move must be fully resolved before resolving the 
  second move, and both are subject to the rules for Eldar 
  movement and turning as described above. In practice, 
  this means that each Eldar vessel will turn, move (at 
  appropriate speed), turn again, then move again. Note 
  that a ship’s speed may be different during its second 
  move, as a result of its new orientation.
  SPECIAL ORDERS
  Eldar ships are subject to some modifications to the way 
  certain special orders are resolved:
  All Ahead Full
  When an Eldar ship is on All Ahead Full special orders, 
  it adds +5D6cm to one of its movements (not both), 
  and may not turn during either move. Note that Eldar 
  ships are extremely valuable; they are not to be wasted 
  by  haphazardly crashing them into the enemy. As such, 
  Eldar ships may never ram for any reason.
  Burn Retros
  Eldar vessels have no need of such primitive systems and 
  thus may not use this special order at all.
  Come to New Heading
  When on Come to New Heading special orders, Eldar 
  ships may make one additional turn at the end of their 
  second movement. All other effects such as halving 
  firepower, etc. work as normal.
  Lock On
  When on Lock On special orders, Eldar ships may not 
  turn during either of their moves.
  THE ELDAR IN BATTLEFLEET GOTHIC
  CELESTIAL PHENOMENA
  The Eldar have long been forced to make use of celestial 
  phenomena as hiding places from more aggressive and 
  numerous foes. They have adapted their technology 
  to exist in such an environment and have a number 
  of special rules to reflect both this and their peculiar 
  relationship with the Warp.
  Leadership & Movement
  Eldar vessels do not suffer a leadership or movement 
  penalty for any celestial phenomena except Warp Rifts.
  Asteroid Fields
  Eldar escorts automatically pass leadership tests for 
  traversing asteroids. Eldar capital ships may re-roll any 
  failed leadership tests for traversing asteroids.
  The Warp
  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’, they will only find their way home on 
  a 3+, being permanently lost on a result of 1 or 2.
  ELDAR SPACE COMBAT
  As one of the most sophisticated and technologically 
  advanced races in the galaxy, the Eldar have a number of 
  special rules regarding their combat systems.
  Gunnery Weapons
  Any 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.
  Pulsar Lances
  The advanced tracking systems on these weapons mean 
  that the Eldar can keep their lances focused on the enemy 
  for longer, resulting in devastating damage. A pulsar 
  lance is fired just like a normal lance weapon, but for 
  each hit scored, roll for a second shot. For each of those 
  that hit, roll for a third shot. When on Lock On special 
  orders, you may only re-roll shots from the first volley of 
  each pulsar lance.
  "...Repeat, this is Fortitude requesting assistance from any Imperial vessels in the vicinity of Picus VI. Engines and weapons 
  crippled, fires on twelve decks. Ambushed by alien Eldar vessels in the asteroid fields two point three standard hours ago. 
  The devils may be using us as bait now... approach with caution... Repeat, this is Fortitude requesting assistance..."
  Comm-intercept made during the Picus offensive
  
  ELDAR SPECIAL RULES
  Expanded Revised - eldaR
  4
  Shadow Lances
  A shadow lance functions exactly like a regular lance 
  weapon, but scores one hit on a roll of 4 or 5, and two 
  hits on a roll of 6.
  Turrets
  Eldar turret defenses employ advanced tracking systems; 
  they add +1 to their to-hit rolls against enemy ordnance.
  Holofields
  Eldar vessels are protected not only by shields, but also 
  by a sophisticated ECM system that produces multiple 
  local engine signatures whilst actively masking that of 
  the parent ship. The effect of this technology is a general 
  interference that makes accurately targeting an Eldar 
  vessel extremely difficult.
  Against attacks which make use of the gunnery table, 
  holofields 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 holofield 
  offers a save to represent the difficulty of targeting the 
  Eldar vessel. When the ship is hit by such an attack, roll 
  a D6 and compare it to the holofield 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 holofield 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), 
  holofields offer no protection of any kind.
  RANGE
  HOLOFIELD SAVE
  More than 30cm
  5+
  15-30cm
  6+ 
  Less than 15cm
  No Save
  Fragile Ships
  Unfortunately, the unsurpassed speed and firepower of 
  the Eldar comes at a price. Eldar critcal systems cannot 
  withstand the same degree of punishment as the critical 
  systems of other races’ ships. To reflect this, Eldar ships 
  suffer critical hits on a result of 5+ rather than 6+. In 
  addition, they use the critical hits table shown to the right 
  instead of the normal table.
  ORDNANCE SPECIAL RULES
  All Ordnance
  All types of Eldar ordnance are protected by miniature holofields. As such, enemy turrets add +2 to their 
  hit requirement when rolling to hit Eldar ordnance (except mines), to a maximum of 6+.
  Eldar Torpedoes
  Eldar torpedoes use advanced targeting sensors that allow them to hit with extreme precision. All types 
  of Eldar torpedoes must re-roll missed attacks, including boarding torpedoes.
  Eldar Fighters
  Eldar fighter pilots fly the most advanced attack craft in the galaxy. Due to their powerful shields and 
  incredible maneuverability, Darkstar and Nightwing fighters have a 4+ resilient save.
  Eldar Bombers
  Eldar bomber pilots have many years of experience coordinating strikes for optimal payload deployment. 
  As such, Eagle and Phoenix bombers may re-roll the dice to determine how many attacks they will make 
  in each attack run.
   Eldar Vampires
  Eldar use the larger Vampire chassis for all of their heavy attack craft. Vampire Raiders follow the rules 
  for assault boats, while Vampire Hunters follow the rules for torpedo bombers. Note that torpedoes 
  launched by Vampire Hunters must re-roll missed attacks, just like all Eldar torpedoes.
  ELDAR CRITICAL HITS TABLE
  2D6
  EXTRA 
  DAMAGE
  RESULT
  2
  +0
  Infinity circuit damaged. The ship’s infinity circuit, which aids internal control and communications, 
  is damaged by the hit. The ship’s leadership is reduced by 1 until the damage is repaired. This penalty is 
  cumulative for each time this system is damaged.
  3
  +0
  Keel armament damaged. The keel armament is taken offline by the hit and may not fire until the damage 
  has been repaired.
  4
  +0
  Prow armament damaged. The ship’s prow armament is taken offline by the hit and may not fire until 
  the damage has been repaired. A second critical hit to the prow will disable the ship’s port and starboard 
  weapons as well (apply to both sides when the second hit occurs, and likewise when it is repaired).
  5
  +0
  Mast lines severed.  The systems that allow the ship to alter the angle of the sails are damaged by the hit. 
  The ship may make no turns in the movement phase until the damage is repaired.
  6
  +0
  Mainsail scarred. The ship’s main solar sail is damaged, reducing the ship’s energy reserves. Each of the 
  ship’s speeds is reduced by 5cm until the damage is repaired.
  7
  +1
  Superstructure damaged. A small breach occurs. Excess strain on the ship’s hull could threaten its 
  structural integrity. Until the damage is repaired, roll a D6 each time the ship turns during its movement 
  phase. On a result of 1-2, the ship suffers one point of damage. 
  8
  +0
  Mainsail shredded. The ship’s main solar cells are severely damaged, cutting its energy reserves in half. 
  The ship may only move once per movement phase until the damage is repaired. 
  9
  +1
  Holofield generators destroyed. The ship’s holofield generators are smashed to pieces. The ship no longer 
  benefits from its holofields. This damage may not be repaired. 
  10
  +1
  Shields collapse. The shield generators overload and burn out, leaving the ship virtually defenseless. The 
  ship’s shield strength is reduced to zero. This damage may not be repaired. 
  11
  +D3
  Hull breach. A huge gash is torn in the ship’s hull, causing carnage amongst the crew. 
  12
  +D6
  Bulkhead collapse. Internal pillars buckle and twist, whole compartments crumple with a psychic scream 
  of tortured wraithbone; just pray that some of the ship holds together. 
  
  ELDAR SPECIAL RULES
  Expanded Revised - eldaR
  5
  "T
  here are two truths in this world. 
  Our kind will only prosper again 
  if we prevail, and if we do not prevail we 
  shall fall. The Biel-tan Craftworld has 
  won many wars and fought many battles to 
  ensure we prevail, and we will fight many 
  more in the days to come. May She who 
  Thirsts consume my soul before I allow us 
  to fail in our task. " 
  -Autarch Sarandeer
  dyinG Race
  OPTIONAL RULE
  "Since the time of The Fall, our race has been haunted by what 
  we, in our reckless pursuit of hedonistic indulgence, gave birth to. 
  Though our dreams once overturned worlds and quenched suns, we 
  are now but fitful shadows clinging to the edge of existence. All 
  the stars in the sky cannot blot out the hateful glare of the Red 
  Moon's Eye. The birthing place of The Great Enemy pulses with 
  all the malice of a daemon that is dreaming, casting its shadow over 
  all we have ever done and all we ever shall. Every twisted strand of 
  Fate and casting of the Runes leads me to this time, to this place, 
  and it is clear that the final battle awaits me at the ancient Crone 
  Worlds. A conflict the likes of which has not been seen since 
  the Mon-keigh warred amongst themselves, and their corpse of 
  a seer fell to his traitorous son, is coming and all my steps lead 
  towards it, no matter that I walk other paths. I see the stars stained 
  red with the blood of the Mon-Keigh and, though their wars do 
  not concern me and I would gladly let them destroy one another, I 
  know that to avoid this fight is to condemn my race to inevitable 
  doom. And though all I see is darkness, I know that I will not 
  flinch from my destiny."
  -Eldrad Ulthran
  If this special rule is used, all Eldar capital ships gain 
  +2 hits. However, when reduced to 2 or fewer hits, 
  they are disabled and must attempt to disengage every 
  turn, moving towards the nearest celestial phenomena 
  or table edge (player’s choice) to do so. Disabled 
  vessels may not fire (or launch ordnance, board, etc.) 
  or use any special orders except Brace for Impact. If 
  possible, they must attempt to avoid hazards such as 
  enemy ordnance, minefields, warp rifts, and so forth.
  Disabled Eldar ships award 100% of their cost as 
  victory points instead of the usual 25% for crippled 
  ships. In addition, any Eldar capital ship that is 
  destroyed is worth an additional +50% of its victory 
  points. All disabled ships are ignored for the purposes 
  of target priority and do not count their launch bays 
  towards the fleet’s overall launch capacity.
  ELDAR UPGRADES
  The Eldar are well known for having some of the finest 
  fighting forces in the galaxy, from the cunning and 
  independent corsairs to the specialized and disciplined 
  warriors of the craftworlds. Eldar fleets may purchase the 
  following upgrades as described in the relevant fleet list:
  Bodyguards
  An elite bodyguard unit accompanies their assigned 
  commander, providing a +1 crew damage bonus when 
  boarding. As always, this cannot be combined with any 
  other crew damage bonus, such as the bonus provided by 
  aspect warriors.
  ‘Hero of the Eldar’
  A fleet commander given this title is revered as one 
  of the great heroes of the Eldar race, earning respect 
  throughout both the corsair and craftworld fleets. This 
  upgrade provides a fleet with additional reserve options 
  as described in the relevant fleet list.
  Fusion & Distortion Torpedoes
  When incited to war, the Eldar never do anything in half 
  measures. Whether their task requires the destruction of 
  one ship or a thousand, they will not hesitate to unleash 
  the full might of their deadly arsenals. Fusion and 
  distortion torpedoes follow all the rules for melta and 
  vortex torpedoes, respectively. In addition, they follow 
  the rules for Eldar ordnance listed on the previous page.
  Gryphon Knight (Eldar Corsairs only)
  Nowhere is the cunning, independent spirit of the corsairs 
  more apparent than in the Gryphon Knights, skilled 
  commanders famed for their many battles and the intense 
  loyalty of their crews. Each ship or squadron led by a 
  Gryphon Knight may attempt a command check even if 
  one has already been failed in the same turn.
  Aspect Warriors (Craftworld Eldar only)
  The warriors of the Eldar Aspect Shrines are superlatively 
  skilled, and can fight ferociously even in the cramped 
  confines of a starship. A vessel embarking aspect warriors 
  has a +2 crew damage bonus and adds +1 to any hit-and-
  run attacks it conducts. In addition, hit-and-run attacks 
  made against the ship reduce their result by 1.
  Farseer (Craftworld Eldar only)
  Those warlocks that become lost on the Path of the Seer 
  are called Farseers, and are among the most powerful 
  individual psykers in the galaxy. Having one aboard can 
  often mean the difference between complete destruction 
  and escaping unscathed. A Farseer provides one re-roll, 
  usable only for its assigned ship or squadron.
  Seer Council (Craftworld Eldar only)
  A Seer Council is made up of several warlocks working 
  together to provide their with vessel additional protection 
  via powerful precognitive abilities. Once per game, this 
  foresight allows the ship to use Brace for Impact special 
  orders without requiring a command check, after any 
  hits have been scored. The ship gains a retroactive 4+ 
  save against these hits, and any critical damage caused 
  by these hits is discarded. A new critical hit roll must 
  then be made for each unsaved hit, applying any new 
  critical damage as normal. This ability does not have to 
  be declared before an attack is resolved.
  
  SHIPS OF THE CORSAIRS
  Expanded Revised - eldaR
  6
  F
  or almost the entirety of the Gothic War, Eldar fleets 
  were composed mostly of escort ships accompanied 
  by a few cruisers. However, after the battle of Gethsemane 
  and the alliance of many of the Eldar pirate fleets with 
  Lord Ravensburg, a new terror was to hunt across the 
  stars. The Void Stalker is the pinnacle of Eldar stellar 
  technology, combining strong armament with high speed 
  and manoeuvrability; the match of any ship in the Gothic 
  Sector and beyond. 
  The Bright Star, which it was later found was the flagship 
  of the Executioners corsair band, was first sighted 
  leaving the area around the Graildark Nebula, but was 
  shortly after seen, with an attendant number of escorts 
  and cruisers, wiping out a raiding fleet across the Gothic 
  sector in the Lysades sub-sector. The Bright Star was also 
  instrumental in lifting the Lethe blockade, destroying the 
  Grand Cruiser Unstoppable Rage and several escorts, 
  and crippling two Chaos cruisers. It is claimed by the 
  Eldar that before, during, and after the Gothic war, the 
  Bright Star has never been defeated in battle.
  Another noted Void Stalker in the Imperial records is the 
  Silent Enigma. It had been seen on one occasion during 
  a lonely raid on an Imperial convoy in the Talera sector. 
  Years later the Silent Enigma, this time leading a small 
  Corsair fleet, entered Imperial Space a second time. The 
  corsairs engaged a local Imperial fleet twice and raided 
  an outpost before leaving the sector. It’s mission and 
  purpose remain unknown.
  FAMOUS SHIPS:
  Bright Star 
  Forge of Vaul 
  Silent Enigma
  VOID STALKER CLASS BATTLESHIP .............................470 Points
  TYPE/HITS
  SPEED
  TURNS
  SHIELDS
  ARMOR
  TURRETS
  Battleship/10
  10/15/20cm
  45°
  3/Holofield
  5+
  4
  ARMAMENT
  RANGE / SPEED
  FIREPOWER / STR
  FIRE ARC
  Prow Pulsar Lance
  45cm
  2
  Left / Front
  Prow Pulsar Lance
  45cm
  2
  Right / Front
  Keel Weapons Battery
  45cm
  8
  Left / Front / Right
  Keel Torpedoes
  Speed: 30cm
  4
  Front
  Prow Launch Bays
  Darkstar Fighters: 30cm
  Eagle Bombers: 20cm
  4 Squadrons
  -
  Vampire Attack Craft: A Void Stalker may upgrade its launch bays to carry Vampire Raiders (Speed: 30cm) for 
  +10 points and/or Vampire Hunters (Speed: 20cm) for +40 points.
  Special Torpedoes: A Void Stalker may be armed with boarding torpedoes for +10 points. It may also be armed 
  with either fusion or distortion torpedoes for +50 points.
  "We should have exterminated you 
  before you polluted the stars with your 
  presence."
  -'Shadow Lord' Arain
  
  SHIPS OF THE CORSAIRS
  Expanded Revised - eldaR
  7
  A 
  rumor, that is what the Supernova Grand Cruiser is 
  to most Imperial Officers, nothing more, nothing 
  less. Only the highest ranking Naval officers and those 
  who specialize in fighting the Eldar (like the ever-
  watchful Inquisition) acknowledge the existence of the 
  Supernova-class Grand Cruiser, and it is their wish to 
  keep that knowledge to themselves. Spreading rumors 
  of a ship such as this would devastate morale among 
  Imperial fleets if they ever suspected they would 
  encounter one in battle.
  There are only two confirmed sightings of this rare 
  vessel. The first was by an Imperial Captain who led a 
  convoy of evacuees from the planet Larus Prime, which 
  had been overrun by Orks. On its run the convoy was 
  being chased by a squadron of Ork escorts. Near the 
  edge of the system he noted an Eldar ship bursting out 
  of an asteroid field, and with a bright light comparable 
  to several pulsars (but much more intense), it destroyed 
  five Ork escorts in a single strike. The remaining two 
  Ork ships were dispatched swiftly by other small Eldar 
  escorts following in the larger ship’s wake. After the 
  attack, the Eldar disappeared as quickly as they had 
  arrived. The Imperial Captain named the Eldar vessel 
  ‘Nightwish’, for it had been 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 and its attendant escorts travelled at 
  high speed towards the seemingly unremarkable world 
  of Kai’mar. At the time, no resources were available to 
  initiate further contact and an investigation of the planet 
  turned up nothing of any interest.
  Currently, the Ordo Xenos has issued standing orders to 
  all agents and trusted Imperial Captains to capture one 
  of these vessels, no matter the cost. To date, however, 
  no further sightings have been reported, much to the 
  disappointment of the Inquisition.
  FAMOUS SHIPS:
  Nightwish
  SUPERNOVA CLASS GRAND CRUISER .........................280 Points
  TYPE/HITS
  SPEED
  TURNS
  SHIELDS
  ARMOR
  TURRETS
  Cruiser/8
  10/15/20cm
  45°
  2/Holofield
  5+
  3
  ARMAMENT
  RANGE / SPEED
  FIREPOWER / STR
  FIRE ARC
  Prow Pulsar Lance
  45cm
  5
  Front
  
  SHIPS OF THE CORSAIRS
  Expanded Revised - eldaR
  8
  T
  he Shadow class cruiser is typical of all Eldar capital 
  ships. Its multiple solar sails give it tremendous speed and 
  maneuverability, making it able to outrun even the nimblest 
  escort ships of other races. The most infamous Shadow class 
  cruiser to fight in the Gothic War was the Black Star. Commanded 
  by the so-called Prince Conanmaol of the Executioners, the 
  Black Star accounted for several Imperial capital ships and the 
  loss of a considerable tonnage of Imperial merchant shipping. 
  The Fhianna Rethol is noted as the first Eldar ship in the Gothic 
  system to be captured relatively intact. However, even as the 
  hulk was being studied at Argante Station, a flotilla of Eldar 
  escorts struck. Punching through the few system defence ships, 
  the Eldar launched several torpedo salvoes at the docked vessel, 
  obliterating it entirely, before disengaging at high speed. 
  FAMOUS SHIPS:
  Black Star    Child of Khaine    Celestial King
  Chariot of Mathurir    Fhianna Rethol    Bright Claw
  SHADOW CLASS CRUISER ....................................................230 Points
  TYPE/HITS
  SPEED
  TURNS
  SHIELDS
  ARMOR
  TURRETS
  Cruiser/6
  10/20/25cm
  45°
  2/Holofield
  5+
  3
  ARMAMENT
  RANGE / SPEED
  FIREPOWER / STR
  FIRE ARC
  Prow Weapons Battery
  30cm
  12
  Front
  Keel Torpedoes
  Speed: 30cm
  4
  Front
  ECLIPSE CLASS CRUISER ........................................................260 Points
  TYPE/HITS
  SPEED
  TURNS
  SHIELDS
  ARMOR
  TURRETS
  Cruiser/6
  10/20/25cm
  45°
  2/Holofield
  5+
  3
  ARMAMENT
  RANGE / SPEED
  FIREPOWER / STR
  FIRE ARC
  Prow Pulsar Lance
  30cm
  2
  Front
  Keel Launch Bays
  Darkstar Fighters: 30cm
  Eagle Bombers: 20cm
  4 Squadrons
  -
  T
  he Eclipse is perhaps one of the most effective attack 
  craft carriers in the Gothic sector. While most carrier-type 
  vessels must maintain considerable distance from the enemy, 
  thus increasing the amount of time fighters and bombers spend 
  approaching their target, the Eclipse can deploy its Darkstar 
  fighters and Eagle bombers within striking distance and then 
  use its great speed and agility to withdraw from the firing line. 
  Couple this with the extraordinary proficiency of Eldar attack 
  craft, and it can be seen why Eclipse class cruisers were the 
  bane of Imperial convoy commanders throughout the Gothic 
  sector. The Silent Warrior gained much notoriety in the Port 
  Maw region after the Walpurgis Attack, during which its 
  piratical crew boarded and captured the Vigilant, which was on 
  station to escort several Penal Legion transports to the Imperial 
  Guard fighting on Lethe. The Eldar corsairs forced the Vigilant’s 
  captain to transmit the all-clear signal and as the undefended 
  transports left the planet’s atmosphere for the rendezvous, they 
  were mercilessly destroyed by Eagle bombers from the Silent 
  Warrior’s launch bays.
  FAMOUS SHIPS:
  Silent Warrior 
  Asuryan’s Chosen
  Stardeath  
  Ellarenath’s Gift
  
  SHIPS OF THE CORSAIRS
  Expanded Revised - eldaR
  9
  L
  ike the rest of the Eldar ships classified by the 
  Imperial Navy very little is known of the Aurora 
  class. The vessel mimics the design of the larger cruisers 
  with the same sail configuration and hull design. As a 
  light cruiser, logic dictates that the Aurora fulfils the 
  same purpose that the Dauntless serves in the Imperial 
  fleet. However, though Eldar cruisers are fast, the Aurora 
  has the added benefit of the speed and maneuverability of 
  an escort whilst carrying the firepower to match a cruiser. 
  FAMOUS SHIPS:
  Wind Runner  
  Storm Chaser
  AURORA CLASS LIGHT CRUISER ......................................140 Points
  TYPE/HITS
  SPEED
  TURNS
  SHIELDS
  ARMOR
  TURRETS
  Cruiser/4
  15/20/30cm
  90°
  1/Holofield
  5+
  2
  ARMAMENT
  RANGE / SPEED
  FIREPOWER / STR
  FIRE ARC
  Prow Pulsar Lance
  30cm
  2
  Front
  Keel Torpedoes
  Speed: 30cm
  4
  Front
  SOLARIS CLASS LIGHT CRUISER .......................................125 Points
  TYPE/HITS
  SPEED
  TURNS
  SHIELDS
  ARMOR
  TURRETS
  Cruiser/4
  15/20/30cm
  90°
  1/Holofield
  5+
  2
  ARMAMENT
  RANGE / SPEED
  FIREPOWER / STR
  FIRE ARC
  Prow Weapons Battery
  45cm
  10
  Front
  T
  he Solaris has much in common with its sister ship, 
  the Aurora, and is often mis-identified as such by 
  inexperienced captains. Faster than the larger cruisers, 
  they are used in combination with Eldar escorts to launch 
  high-speed raids, or to add weight and firepower to the 
  first wave of a larger Eldar attack. 
  The Solaris was first identified by the Imperial Navy 
  during anti-pirate operations in the Yurol Nebula. Later 
  analysis of the failed operation identified a squadron of 
  three Solaris, led by the Void Serpent, supported by six 
  smaller vessels holding the Arikar System.
  "You may as well try to catch starlight as bring the Eldar 
  to battle."
  -Naval Saying
  Special Rules: The Solaris-class is a dedicated 
  support ship in the Corsair fleet, and is therefore 
  equipped with extra sensor arrays. It does not suffer 
  a column shift for firing at targets further than 30cm.
  
  SHIPS OF THE CORSAIRS
  Expanded Revised - eldaR
  10
  P
  erhaps the most heavily armed escort ship of the Gothic 
  sector, the Hellebore is the embodiment of Eldar ideals 
  and technological supremacy. Although unable to withstand 
  much damage, it carries enough weaponry to match even an 
  Imperial light cruiser and to inflict horrendous damage on larger 
  vessels. When deployed in squadrons, the Hellebore is a lethal 
  combination of speed, flexibility and hitting power, combining 
  the long-range capabilities of bombers and fighters with the 
  solid firepower of a pulsar lance and laser battery. Hellebores 
  excel at ambush attacks, able to disrupt the enemy formation 
  with their bomber attacks and then attack in strength against 
  any stragglers thus created. This tactic was employed very 
  successfully on many occasions during Imperial forays into the 
  Graildark Nebula, such as against the Fortitude and Sword of 
  Orion during the abortive Picus Offensive in the final years of 
  the Gothic War. 
  HELLEBORE CLASS FRIGATE..................................................75 Points
  TYPE/HITS
  SPEED
  TURNS
  SHIELDS
  ARMOR
  TURRETS
  Escort/2
  15/20/30cm
  90°
  1/Holofield
  5+
  2
  ARMAMENT
  RANGE / SPEED
  FIREPOWER / STR
  FIRE ARC
  Prow Pulsar Lance
  30cm
  1
  Front
  Prow Weapons Battery
  30cm
  2
  Front
  Keel Launch Bay
  Darkstar Fighters: 30cm
  1 Squadron
  -
  ACONITE CLASS FRIGATE .......................................................60 Points
  TYPE/HITS
  SPEED
  TURNS
  SHIELDS
  ARMOR
  TURRETS
  Escort/1
  15/20/30cm
  90°
  1/Holofield
  5+
  2
  ARMAMENT
  RANGE / SPEED
  FIREPOWER / STR
  FIRE ARC
  Prow Weapons Battery
  30cm
  5
  Front
  The Aconite class frigate utilizes the best Eldar laser technology 
  available, giving it a powerful punch which far surpasses that 
  expected of a vessel this size. Usually operating in squadrons of 
  three or four ships, they can level a fusillade of fire which can 
  match the broadside batteries of a battleship – and then slip away 
  before the enemy can fire back. In particular, Aconites often use 
  their great maneuverability to get behind a larger vessel where 
  it cannot return fire. If enemy escorts change course to drive 
  the Aconites off, they can quickly move away from danger and 
  attack elsewhere. This tactic was employed regularly over the 
  course of the Gothic War, and was responsible for the loss of 
  at least three Imperial capital ships and several Chaos vessels, 
  including the Unholy Dominion.
  "W
  hat do Humans know of our pain? We have sung 
  songs of lament since before your ancestors 
  crawled on their bellies from the sea."
  -Eldrad Ulthran
  Special Rules: A Hellebore frigate may replace 
  its launch bays with keel torpedoes (Speed: 30cm, 
  Strength 2, Front) for no extra cost, or a single mine 
  launcher for +5 points. Mines are hit normally by 
  enemy turrets on a 4+, unlike other Eldar ordnance.
  
  SHIPS OF THE CORSAIRS
  Expanded Revised - eldaR
  11
  T
  he greatest strength of the Nightshade class destroyer is its 
  ability to deploy ordnance at close range and then swiftly 
  elude retribution. Eldar torpedoes have highly sensitive target 
  acquisition and final approach control systems and are also 
  often armed with highly volatile neutron or vortex warheads. 
  The Adeptus Mechanicus have theorised that this makes them 
  almost twice as likely to inflict damage on an opposing ship 
  as standard Imperial plasma torpedoes. When this considerable 
  armament is placed on a rapidly moving vessel, such as the 
  Nightshade, then you have a weapon that can strike at virtually 
  any target at will. This was amply demonstrated during the Eldar 
  attack on Naxos, when the Chaos battleship Damnation’s 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.
  NIGHTSHADE CLASS DESTROYER ....................................50 Points
  TYPE/HITS
  SPEED
  TURNS
  SHIELDS
  ARMOR
  TURRETS
  Escort/1
  20/25/30cm
  90°
  1/Holofield
  4+
  1
  ARMAMENT
  RANGE / SPEED
  FIREPOWER / STR
  FIRE ARC
  Prow Weapons Battery
  30cm
  1
  Front
  Keel Torpedoes
  Speed: 30cm
  2
  Front
  HEMLOCK CLASS DESTROYER ............................................50 Points
  TYPE/HITS
  SPEED
  TURNS
  SHIELDS
  ARMOR
  TURRETS
  Escort/1
  20/25/30cm
  90°
  1/Holofield
  4+
  1
  ARMAMENT
  RANGE / SPEED
  FIREPOWER / STR
  FIRE ARC
  Keel Pulsar Lance
  30cm
  1
  Front
  Prow Weapons Batttery
  30cm
  1
  Front
  T
  he Hemlock is notable for its simplicity of design. It 
  consists of a powerful pulsar lance, highly efficient 
  drives, and little else. Admiral Grove once described 
  the Hemlock as “…more of a mobile gun than a proper 
  starship”. With the power needed for the stellar drives 
  and pulsar lance, even considering advanced Eldar 
  engine technology, the Hemlock probably cannot 
  generate a stable interior environment for much more 
  than the crew members needed for steering the ship and 
  firing the pulsar. This makes it especially vulnerable to 
  boarding actions from enemy escorts – but only if they 
  can get close enough to board.
  "The time for using the knife to remove this 
  cancer is long gone. Bring forth the torch."
  -Exarch Quaillindral
  Special Rules: A Hemlock class destroyer may 
  not initiate boarding actions. A ship that boards a 
  Hemlock class destroyer gains a +1 modifier to their 
  result in addition to any other modifiers that apply.
  
  SHIPS OF THE CRAFTWORLDS
  Expanded Revised - eldaR
  12
  T
  he Wyrm Class Battleship is rarely seen by those 
  living outside the ship iteslf, Eldar or otherwise. 
  This behemoth is only unleashed in the most dire of 
  circumstances, such as when the Craftworld faces a direct 
  threat—a Tyranid Hive Fleet or daemonic incursion, for 
  example.
  In many ways, the Wyrmship is similar to the powerful 
  Void Stalker battleships employed by Eldar corsair 
  armadas. However, the Wyrmship typically mounts much 
  heavier weapons batteries and torpedo salvos compared 
  to the launch bays and wide-angle batteries of the Void 
  Stalker, as proximity to its parent craftworld and support 
  fleets means that a Wyrmship is not required to be quite 
  as self-sufficient as its corsair cousin. 
  The Wyrmship class usually deploys behind the rest of 
  the Craftworld’s fleet. With its long range weaponry, it 
  can then wreak havoc on any enemy vessel that breaks 
  through the main Eldar battle line. As such, Imperial 
  forces have seldom had any opportunities to study these 
  powerful vessels.
  WYRM CLASS BATTLESHIP (WYRMSHIP)..........................470 Points
  TYPE/HITS
  SPEED
  TURNS
  SHIELDS
  ARMOR
  TURRETS
  Battleship/10
  10/15/20cm
  45°
  3/Holofield
  5+
  4
  ARMAMENT
  RANGE / SPEED
  FIREPOWER / STR
  FIRE ARC
  Port Pulsar Lance
  45cm
  2
  Front
  Starboard Pulsar Lance
  45cm
  2
  Front
  Prow Weapons Battery
  45cm
  16
  Front
  Keel Torpedoes
  Speed: 30cm
  8
  Front
  Special Torpedoes: A Wyrmship may be armed with 
  boarding torpedoes for +10 points. It may also be 
  armed with either fusion or distortion torpedoes for 
  +50 points.
  Replace Torpedo Tubes: An Eldar Wyrmship may 
  replace its keel torpedo launcher with a keel pulsar 
  lance (Range: 45cm, Strength 2, Front) for no extra 
  cost.
  "T
  he first thing one must learn about the Eldar is that they are a race of fragments, 
  broken and scattered across the galaxy. In culture, geography and technology, the 
  disparate elements of the Eldar race vary wildly. Even within a single sub-race (the 
  so-called kindreds of the Craftworld Eldar, Exodites, 'Dark' Eldar and the mysterious 
  Harlequins) there is great diversity of tradition and attitude ."
  -Inquisitor Czevak
  
  SHIPS OF THE CRAFTWORLDS
  Expanded Revised - eldaR
  13
  A 
  famous Void Dragon which has been identified by 
  the Imperial Navy is the Spirit of Arina, commanded 
  by Admiral Akaeris Starblade. This vessel, originating 
  from the lost Craftworld Shánn Tal, is in design very 
  similar to the infamous Flame of Asuryan. 
  Akaeris Starblade has been leading a small Eldar 
  fleet throughout the galaxy in search of the attackers 
  responsible for destroying his home craftworld. This 
  quest has taken the Spirit of Arina across various 
  sectors, running between few and more battles with the 
  Imperial Navy, Tau, Orks and others, although most of 
  the time Starblade has attempted to avoid engagment 
  where possible. Sometimes the need for information far 
  outweighs the value of non-Eldar lives, however, and he 
  is forced to raid enemy fleets.
  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 
  particular Eldar fleet for some time, conceded his hunt 
  and returned to the Eastern Fringe for another urgent 
  matter called the Khareshi Expanse.
  VOID DRAGON CLASS GRAND CRUISER ............................320 Points
  TYPE/HITS
  SPEED
  TURNS
  SHIELDS
  ARMOR
  TURRETS
  Cruiser/6
  10/20/25cm
  45°
  2/Holofield
  5+
  3
  ARMAMENT
  RANGE / SPEED
  FIREPOWER / STR
  FIRE ARC
  Port Pulsar Lance
  30cm
  1
  Front
  Starboard Pulsar Lance
  30cm
  1
  Front
  Prow Weapons Battery
  30cm
  16
  Front
  Keel Launch Bays
  Nightwing Fighters: 30cm
  Phoenix Bombers: 20cm
  Vampire Raiders: 30cm
  4 Squadrons
  -
  Notes: A Void Dragon may upgrade its launch bays to 
  carry Vampire Hunters (Speed: 20cm) for +40 points.
  Corsair Flagship: Although a Void Dragon class 
  grand cruiser is technically a craftworld vessel, it is 
  often used as a flagship for corsair princes. As such, 
  when a Void Dragon is included in a corsair fleet, 
  it does not count against the number of craftworld 
  vessels the fleet may take as reserves.
  Unique Ship: The Void Dragon class represents a 
  rare variant of the traditional Eldar Dragonship, used 
  almost exclusively by famed leaders of the craftworlds 
  and other heroes of legend. An Eldar fleet may never 
  have more than one Void Dragon class grand cruiser. 
  To include one, a Craftworld Eldar fleet must be led 
  by a High Admiral, while an Eldar Corsairs fleet must 
  be led by a Hero of the Eldar.
  "...and the Engines of Vaul will smite them, and bring fire upon them, and in agony they will depart this realm, their souls 
  screaming into the black void that awaits their pitiful race. And with their banishment there will be peace in this place, and we 
  will be one step further along the road we must tread..."
  - Farseer Ulthos of Alaitoc
  
  SHIPS OF THE CRAFTWORLDS
  Expanded Revised - eldaR
  14
  D
  ragonship is the collective name given to the larger 
  classes of Eldar vessel. The term does not refer to 
  any particular armament or configuration, but rather to a 
  variety of vessels adhering to the same basic principles, 
  designed for the same basic roles. Within this larger 
  grouping, individual configurations or combinations of 
  weapons give individual classes their proper name – 
  always a variation on the phrase ‘Dragon’, representing 
  different aspects of the creature of the same name from 
  Eldar myth. Those Dragonships which are piloted in 
  large part, or even exclusively, by spirit stones, for 
  example, are referred to as Ghost Dragons, 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
  DRAGON CLASS BATTLECRUISER (DRAGONSHIP) ............... 270 Points
  TYPE/HITS
  SPEED
  TURNS
  SHIELDS
  ARMOR
  TURRETS
  Cruiser/6
  10/20/25cm
  45°
  2/Holofield
  5+
  3
  ARMAMENT
  RANGE / SPEED
  FIREPOWER / STR
  FIRE ARC
  Prow Weapons Battery
  30cm
  12
  Front
  Keel Launch Bays
  Nightwing Fighters: 30cm
  Phoenix Bombers: 20cm
  4 Squadrons
  -
  Special Rules: A Dragonship armed with launch bays may be equipped with Vampire Raiders (Speed: 30cm) for +10 points and/or Vampire Hunters (Speed: 20cm) for +40 
  points. A Dragonship armed with torpedoes may be equipped with boarding torpedoes for +10 points.
  Variants: Any Dragonship in the fleet may replace its prow weapons battery with a pulsar lance (Range: 30cm, Strength 3, Front) and/or replace its keel launch bays with a 
  torpedo salvo (Speed: 30cm, Strength 8, Front) for no change in cost. Any mix of these variants may be taken as desired.
  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 'Ghost Dragon'.
  
  SHIPS OF THE CRAFTWORLDS
  Expanded Revised - eldaR
  15
  W
  raithships are made from Wraithbone, a material drawn 
  as raw energy from the Warp and shaped into matter 
  by psychic craftsmen known as Bonesingers. The Wraithbone 
  forms the living skeletal core of the spaceship around which 
  its other structures are arranged. The Wraithbone also 
  provides channels for psychic energy. This facilitates internal 
  communication, transmits power and enables the spaceship to 
  act as an organically integrated whole. The Wraithbone core 
  of a spaceship is surrounded by a structure which is literally 
  grown into the required shape by Bonesingers. These Eldar 
  use their psychomorphic talents to shape bulkheads, walls, 
  floors and conduits into a shell that completely surrounds the 
  Wraithbone core and forms the hull and major internal divisions 
  of the spaceship. Most of a spaceship’s 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 
  ship’s sails, they sense the flex of the ship’s structure, the tension 
  and movement of its Wraithbone skeleton. Like a hawk soaring 
  on a thermal or diving to clutch at its prey, a Wraithship can turn 
  in the wind, circling and swooping to hunt its own prey – the 
  spaceships of its enemy.
  FAMOUS SHIPS:
  Destiny  
  Infinity 
       
  Eternity
  WRAITH CLASS ATTACK CRUISER (WRAITHSHIP) .................180 Points
  TYPE/HITS
  SPEED
  TURNS
  SHIELDS
  ARMOR
  TURRETS
  Cruiser/6
  10/20/25cm
  90°
  2/Holofield
  5+
  2
  ARMAMENT
  RANGE / SPEED
  FIREPOWER / STR
  FIRE ARC
  Prow Weapons Battery
  30cm
  8
  Front
  Keel Launch Bays
  Nightwing Fighters: 30cm
  Phoenix Bombers: 20cm
  2 Squadrons
  -
  Variants: Any Wraithship in the fleet may replace its prow weapons battery with a pulsar lance (Range: 30cm, 
  Strength 2, Front) and/or replace its keel launch bays with a torpedo salvo (Speed: 30cm, Strength 4, Front) for no 
  change in cost. Any mix of these variants may be taken as desired.
  "W
  hat riotous splendor it must be to be Mon-Keigh! To crash blindly 
  throughout the cosmos, bellowing at all times; utterly convinced of your 
  own divine mandate to soil every corner of existence! I might grow delirious 
  sampling such grand and intoxicating ignorance. But no, I think instead I shall 
  simply snuff you out like an errant candle, out of pity." 
  -Valyorei, Iyanden Ranger
  
  SHIPS OF THE CRAFTWORLDS
  Expanded Revised - eldaR
  16
  G
  hostships are those vessels which, through the long slow 
  dying-years of the Eldar race, have reached the point of 
  near-abandonment through loss of crew. Into these vessels 
  the Seers of a Craftworld incorporate spirit stones – sacred 
  reliquaries bearing the souls of those Eldar already lost in the 
  struggle for survival. 
  Sometimes Ghostships will be entirely without living crew, 
  perhaps even imbued with the spirit stones of their original 
  pilots, gunners and navigators, continuing to guide their race 
  through the stars even beyond death. Sometimes the Ghostships 
  will bear spirit stones of much older Eldar, some perhaps even 
  with memories of the Fall, unceremoniously denied peace by 
  the desperate hardship their people still face. For the living 
  crew of Ghostships, the presence of these ineffable 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 
  flit from one transient vein to another. They are at complete 
  freedom within these Wraithbone skeletons, diverting both 
  reliance and function to almost any location on the ship should 
  any given system become damaged. 
  In order to function, a Ghostship must always be commanded 
  by a Spiritseer – a powerful Eldar psyker who has chosen to 
  dedicate his powers to communing with the dead. Spiritseers are 
  some of the most lonely and sinister members of a Craftworld, 
  required, as they frequently are, to spend periods of time alone 
  aboard Ghostships, surrounded by nothing more than the souls 
  of the reluctant dead.
  ELDAR GHOSTSHIP ..............................................................Points: Varies
  GHOST DRAGONSHIP ............................................................270 Points
  TYPE/HITS
  SPEED
  TURNS
  SHIELDS
  ARMOR
  TURRETS
  Cruiser/6
  10/20/25cm
  90°
  2/Holofield
  5+
  2
  ARMAMENT
  RANGE / SPEED
  FIREPOWER / STR
  FIRE ARC
  Prow Weapons Battery
  30cm
  12
  Front
  Keel Weapons Battery
  30cm
  8
  Front
  Variants: Any Ghost Dragonship in the fleet may exchange its prow weapons battery for a pulsar lance (Range: 
  30cm, Strength 3, Front) for no change in cost. Any Ghost Wraithship in the fleet may exchange its prow weapons 
  battery for a pulsar lance (Range: 30cm, Strength 2, Front) for no change in cost.
  Ghostship: Since Ghostships lack a physical crew, they cannot initiate boarding actions or teleport attacks. 
  Furthermore, enemy ships benefit from a +1 modifier to their results when boarding or conducting hit-and-run 
  attacks against a Ghostship. However, Ghostships are exceptionally resilient; they ignore the Fragile Ships special 
  rule. Finally, the spectral nature of the crew makes them susceptible to distraction; if a Ghostship fails a command 
  check, it may do nothing except move until the start of the opponent’s next turn.
  GHOST WRAITHSHIP ..............................................................180 Points
  TYPE/HITS
  SPEED
  TURNS
  SHIELDS
  ARMOR
  TURRETS
  Cruiser/6
  10/20/25cm
  90°
  2/Holofield
  5+
  2
  ARMAMENT
  RANGE / SPEED
  FIREPOWER / STR
  FIRE ARC
  Prow Weapons Battery
  30cm
  8
  Front
  Keel Weapons Battery
  30cm
  4
  Front
  "T
  he universe is tripartite; the sunlight of the 
  material plane, the darkness of the spirit plane, and 
  the twilight of the spaces betwixt the two."
  -Iyanna Arienal,
  Spiritseer of Iyanden
  
  SHIPS OF THE CRAFTWORLDS
  Expanded Revised - eldaR
  17
  S
  hadowhunters are the smallest type of vessel employed 
  by Iyanden, operating in vast shoals which shimmer and 
  weave a short distance above the craftworld’s surface as it 
  ploughs through space. These Shadowhunter packs function 
  as a constant patrol, guarding the approach of friendly vessels 
  coming into dock, or spinning and bobbing around the 
  craftworld with horrifying speed to drive off would-be attackers 
  at a proximity where larger vessels would find it difficult to 
  function effectively. 
  Because of this defensive role, Shadowhunters have a very 
  limited range, designed as they are to repel attackers which 
  manage to actually approach the Craftworld itself. Weapons 
  and power systems on the Shadowhunters are correspondingly 
  compact, making the Shadowhunter one of the nimblest and 
  most agile of vessels, even by Eldar standards. Shadowhunters 
  are so nimble, in fact, that they are capable of pursuing their 
  enemy so closely that even enemy attack craft find it hard to 
  evade them.
  During the Tyranid invasion of Iyanden, Shadowhunters 
  typically formed a last line of defence close to the craftworld, 
  while the larger vessels broke down the main Tyranid waves in 
  deep space. The scattered remnants of these waves which were 
  able to pass the Eldar cruisers and approach the craftworld were 
  then easy pickings for the nimble Shadowhunters. As more and 
  more waves of Tyranids descended on the craftworld, however, 
  the Eldar fleet was overwhelmed by sheer weight of numbers, 
  forcing the Shadowhunters to disperse and join their larger 
  counterparts in fighting desperate counter-actions in the depths 
  of space.
  SHADOWHUNTER CLASS DESTROYER ................................ 45 Points
  TYPE/HITS
  SPEED
  TURNS
  SHIELDS
  ARMOR
  TURRETS
  Escort/1
  20/25/30cm
  90°
  1/Holofield
  4+
  1
  ARMAMENT
  RANGE / SPEED
  FIREPOWER / STR
  FIRE ARC
  Prow Shadow Lance
  30cm
  1
  Front
  Special Rules: A Shadowhunter class destroyer’s direct fire weapons will hit enemy ordnance on a roll of 4+ 
  rather than 6+.
  Replace Shadow Lance: A Shadowhunter class destroyer may replace its shadow lance with a weapons battery 
  (Range: 30cm, Firepower 3, Front) for no change in cost.
  "F
  eel the rush of the wind against your skin and hear her keening 
  cry in your ears. Listen to her call well, for are we not the Wild 
  Riders, the children of the storm?" 
  -Nuadhu 'Fireheart'
  
  SHIPS OF THE ELDAR
  Expanded Revised - eldaR
  18
  E
  ldar Craftworlds are largely self-sufficient, and travel through the Webway obviates the need for a large fleet of transport vessels. 
  However, such conveyance is nonetheless required for quickly transiting supplies and personnel to Eldar Haven Spires, and 
  occasionally to contested worlds without ready access to a webway portal of sufficient size. They may also be used by groups of 
  Eldar on the Path of the Outcast who desire the thrill of plying the void between stars, but have not yet joined with any corsair bands 
  or pirate raiders.
  While it is exceedingly rare that the Eldar would stoop to open trade with the mon-keigh besides the occasional Rogue Trader, it is 
  not too uncommon for them to use these vessels to effect trade with other, more august races, or with those they determine would 
  be advantageous to their own mysterious ends. 
  Occasionally, small groups of these vessels will ply the stellar main under escort by a contingent of warships, though like everything 
  else about the Eldar, these are usually for reasons much more inscrutable than appearances may indicate. Nonetheless, they are not 
  immune to the predations of the galaxy, and the Dark Eldar in particular consider such vessels a particularly battle-worthy prize. 
  ELDAR TRANSPORT ............................................................Points: Special
  TYPE/HITS
  SPEED
  TURNS
  SHIELDS
  ARMOR
  TURRETS
  Escort/1
  10/15/15cm
  90°
  1/Holofield
  5+
  2
  ARMAMENT
  RANGE / SPEED
  FIREPOWER / STR
  FIRE ARC
  Weapons Battery
  30cm
  2
  Front
  HAVEN CLASS SPIRE ................................................................. 200 Points
  TYPE/HITS
  SPEED
  TURNS
  SHIELDS
  ARMOR
  TURRETS
  Defense/10
  5/5/5cm
  360°
  4/Holofield
  5+
  4
  ARMAMENT
  RANGE / SPEED
  FIREPOWER / STR
  FIRE ARC
  Weapons Battery
  45cm
  12
  All Round
  Pulsar Lance
  30cm
  3
  All Round
  Launch Bays
  Eldar Fighters: 30cm
  Eldar Bombers: 20cm
  4 Squadrons
  -
  H
  aven Spires are the most elusive of outposts, existing in 
  remote regions of space, moored near a lonely webway 
  portal far from a nearby star. However, it is not unknown for 
  these stations to be concealed near celestial phenomena in the 
  outer reaches of systems frequented by other races oblivious 
  to the threat hiding in their midst. Stories exist of the Biel-Tan 
  Haven Rash Nieaed standing silent watch over the seemingly 
  abandoned forest world of Cyclonea, only to awaken as the 
  bastion of a mighty Swordwind host at the presence of Ork 
  invaders or a human exploratory fleet. Several have become 
  shrouded in darkness as domains of the Dark Eldar. Any 
  unfortunate soul finding itself brought prisoner within the 
  twisted spires of such a damned place is assured only a demise 
  filled with agonies the likes of which cannot be imagined in 
  one’s worst nightmares. 
  As often as not, Eldar Haven Spires will have a small contingent 
  of warships detached to it. It is believed that the An-Iolsus and 
  Ulthwé Craftworlds in particular have several of these stations 
  scattered throughout the sectors surrounding the Eye Of Terror, 
  and these stations may also explain how the Dark Eldar have 
  managed to conduct their piratical raids throughout much of the 
  known galaxy. Naturally, this makes such facilities high-priority 
  targets wherever they are found.
  Special Rules: An Eldar transport may replace a 
  conventional transport (at no extra cost) in any relevant 
  scenario. It follows all the rules for 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 Eldar ship. 
  Likewise, it will only add +3D6cm to its speed when on All 
  Ahead Full special orders, but will still benefit from an extra 
  movement phase and its holofields.
  
  SHIPS OF THE ELDAR
  Expanded Revised - eldaR
  19
  HAVEN SPIRE SPECIAL RULES
  LEADERSHIP & SPECIAL ORDERS
  An Eldar Haven Spire rolls for leadership following the normal 
  rules, including the +1 bonus for being an Eldar facility. It may 
  attempt special orders normally, but may only attempt Lock On, 
  Reload Ordnance, and/or Brace For Impact. 
  In addition, the fleet’s commander may lead the battle aboard 
  the Haven Spire instead of any other vessel in the fleet, even if 
  he or she would normally be forced to embark somewhere else.
  NETHERFIELD
  The Haven Spire is equipped with refined holofield emitters 
  coupled with absorptive, sensor-masking armor layers, making 
  it nearly impossible to target. All gunnery weapons suffer an 
  additional right column-shift against the Haven Spire as long as 
  it did not move or turn during its preceding movement phase.
  POLARIZATION FIELD
  A low-level energy bubble surrounds the Haven 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. Lastly, an Eldar 
  Haven 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.
  HIDDEN BASE
  An Eldar Haven, 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 Eldar Haven on the player’s 
  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. An Eldar fleet may start a campaign with one, but 
  may only earn up to two more in the course of a campaign by an 
  Eldar commander with 11+ renown by expending a dedicated 
  appeal, needing a roll of 5+ to succeed. Should an Eldar Haven 
  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 Haven has been re-situated successfully 
  and must once again be located by an opponent before it can be 
  attacked. 
  DOCKING
  Due to the Eldar’s superior maneuverability, Eldar ships can 
  dock with a Haven using a simple leadership check and do 
  not need to be on special orders to do so. Any of the owning 
  player’s 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 
  holofields continue to work normally, and they can attempt 
  special orders if desired. The Haven 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 Eldar Havens are situated in deep space or near one of the 
  Exodite Worlds, usually near a Webway Portal large enough for 
  starships to traverse. The owning player may use the Webway 
  to summon additional warships to its aid. If the fleet includes an 
  Eldar Haven, it may take both Craftworld and/or Corsair Eldar 
  ships 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 Eldar fleet moves, roll a D6. On a 5+, one reserve 
  capital ship or escort squadron (owner’s choice) appears along 
  the table edge closest to the Eldar Haven. These reserve ships 
  cannot move in the same turn they arrive.
  Note that if a fleet is led by a Hero of the Eldar, the bonus to the 
  fleet’s reserves ratio also applies to ships purchased through the 
  Webway Portal.
  HAVEN SPIRE CRITICAL HITS TABLE
  2D6
  EXTRA 
  DAMAGE
  RESULT
  2
  +0
  Infinity circuit damaged. The ship’s infinity circuit is damaged by the hit. The ship’s leadership is reduced 
  by 1 until the damage is repaired. This penalty is cumulative for each time this system is damaged.
  3
  +0
  Weapon batteries damaged. The station’s weapon batteries are taken offline by the hit and may not fire 
  until the damage has been repaired.
  4
  +0
  Pulsar lances damaged. The station’s pulsar lances are taken offline by the hit and may not fire until the 
  damage has been repaired.
  5
  +0
  Launch bays damaged.  The station’s launch bays collapse; the station may not launch ordnance until the 
  damage has been repaired.
  6
  +0
  Solar collector scarred. The ship’s main solar sail is damaged, reducing the ship’s energy reserves. All 
  weapons systems are reduced to 50% effectiveness until the damage has been repaired.
  7
  +1
  Superstructure damaged. A small breach occurs. Excess strain could threaten structural integrity. Until 
  the damage is repaired, roll a D6 at the end of each of the station’s moves. On a roll of 1, the station suffers 
  1 point of damage. If the station rotated, it will suffer damage on a roll of 1-2 instead.
  8
  +0
  Mainsail shredded. The station’s main solar cells are severely damaged, cutting its energy reserves in 
  half. The station may only move once per movement phase until the damage is repaired. 
  9
  +1
  Holofield generators destroyed. The station’s holofield generators are smashed to pieces. The ship no 
  longer benefits from its holofields. This damage may not be repaired. 
  10
  +1
  Shields collapse. The shield generators overload and burn out, leaving the station virtually defenseless. 
  The station’s shield strength is reduced to zero. This damage may not be repaired. 
  11
  +D3
  Hull breach. A huge gash is torn in the station’s hull, causing carnage amongst the crew. 
  12
  +D6
  Bulkhead collapse. Internal pillars buckle and twist, whole compartments crumple with a psychic scream 
  of tortured wraithbone; just pray that some of the station holds together. 
  
  ELDAR FLEET LISTS
  Expanded Revised - eldaR
  20
  FLEET COMMANDERS
  0-1 Corsair Lord
  You may include one Corsair Lord, who may be assigned 
  to any capital ship in the fleet. If the fleet is worth at least 
  750 points, a Corsair Lord must be included to lead it. If 
  the fleet is worth at least 2000 points, it must be led by a 
  Dragon Prince.
  Shadow Prince (Ld9) ........................................ 50 points
  Dragon Prince (Ld10) ..................................... 100 points
  A Corsair Lord comes with one re-roll for free, and may 
  purchase additional fleet commander re-rolls for the cost 
  shown below:
  One re-roll ......................................................... 25 points
  Two re-rolls ....................................................... 50 points
  Three re-rolls ................................................... 100 points
  In addition, a Dragon Prince is always accompanied by a 
  unit of bodyguards, as befits a commander of his or her 
  station. A Dragon Prince may also be named a ‘Hero of 
  the Eldar’ for +50 points.
  SECONDARY COMMANDERS
  0-3 Gryphon Knights
  Your fleet may include up to three Gryphon Knights, who 
  may be assigned to any ship or squadron.
  Gryphon Knight ................................................ 25 points
  CAPITAL SHIPS
  Battleships
  You may include one Void Stalker class battleship for 
  every 1000 points in the fleet. 
  Void Stalker Class Battleship .......................... 470 points
  Grand Cruisers
  You may include one Supernova class grand cruiser for 
  every two cruisers. If the fleet is led by a Hero, you may 
  include a single Void Dragon class grand cruiser. 
  (0-1) Void Dragon Class Grand Cruiser .......... 320 points
  Supernova Class Grand Cruiser ...................... 280 points
  0-12 Cruisers
  Eclipse Class Cruiser ...................................... 260 points
  Shadow Class Cruiser ..................................... 230 points
  Aurora Class Light Cruiser ............................. 140 points
  Solaris Class Light Cruiser ............................. 125 points
  ESCORTS
  The fleet can have any number of escorts, in squadrons 
  of two to six vessels.
  Hellebore Class Frigate ..................................... 75 points
  Aconite Class Frigate ........................................ 60 points
  Nightshade Class Destroyer .............................. 50 points
  Hemlock Class Destroyer ................................. 50 points
  USING A CORSAIR FLEET
  The Eldar Corsairs fleet list represents the fast and deadly 
  nature of the outcasts—those Eldar who have abandoned 
  their craftworlds and the Path. They wander the stars, 
  raiding outposts and planets alike, taking or destroying 
  whatever their alien whims desire. Few can predict when 
  and where they will strike, and fewer still would find any 
  comfort in knowing. They descend upon their targets like 
  hawks upon prey, seizing their prize and escaping long 
  before any call to arms can be raised.
  Upgrades
  Up to two cruisers in the fleet may replace all of their 
  launch bays with mine launchers at the cost of +5 points 
  per bay replaced. 
  Attack Rating
  Due to their aggressive raiding style, Eldar Corsairs have 
  an attack rating of 4.
  Reserves and Allies
  An Eldar Corsairs fleet may take as reserves any ship 
  from the Craftworld Eldar fleet list in the normal manner. 
  If the fleet is led by a Hero, these reserves may be taken 
  in a ratio of two Corsair vessels to one Craftworld vessel 
  of the same type, instead of the usual 3:1 ratio for regular 
  reserves.
  ELDAR CORSAIRS FLEET LIST
  Prince Yriel, Bearer of the Flame,
  High Admiral of the Eldritch Raiders
  B
  efore becoming one of the most feared corsairs in all 
  of the Imperium, he was Autarch of Iyanden, supreme 
  commander of its war host and battle fleet. After his 
  pyrrhic victory over Chaos Lord Kallorax, he was stripped 
  of title and censured by his craftworld. Furious, he went 
  into exile, vowing never to return. Only when the Tyranids 
  threatened to consume Iyanden did he break his vow. His 
  arrival tipped the balance in Iyanden's favor, preventing 
  the Tyranids from boarding the craftworld and ultimately 
  destroying the Hive Fleet.
  
  ELDAR FLEET LISTS
  Expanded Revised - eldaR
  21
  FLEET COMMANDERS
  0-1 Admiral
  You may include one admiral, who may be assigned to 
  any capital ship in the fleet except a Ghostship. If the fleet 
  is worth at least 750 points, an admiral must be included 
  to lead it. If the fleet is worth at least 2000 points, it must 
  be led by a High Admiral.
  Admiral (Ld9) ................................................... 50 points
  High Admiral (Ld10) ...................................... 100 points
  An admiral comes with one re-roll for free, and may 
  purchase additional fleet commander re-rolls for the cost 
  shown below:
  One re-roll ......................................................... 25 points
  Two re-rolls ....................................................... 50 points
  In addition, a High Admiral is always accompanied by a 
  unit of bodyguards, as befits a commander of his or her 
  station. A High Admiral may also be given any of the 
  following:
  Seer Council ...................................................... 50 points
  ‘Hero of the Eldar’ Title .................................... 50 points
  SECONDARY COMMANDERS
  0-3 Farseers
  Your fleet may include up to three Farseers, who may be 
  assigned to any ship or squadron.
  Farseer ............................................................... 15 points 
  CRAFTWORLD ELDAR FLEET LIST
  CAPITAL SHIPS
  Battleships
  You may include one Wyrmship for every Dragonship (or 
  Void Dragon) in the fleet. 
  Wyrmship ........................................................ 470 points
  Grand Cruisers
  If the fleet is led by a High Admiral, you may include a 
  single Void Dragon class grand cruiser.
  (0-1) Void Dragon Class Grand Cruiser .......... 320 points
  Battlecruisers & Cruisers
  You may include one Dragonship for every two 
  Wraithships in the fleet. If your fleet commander is 
  assigned to a Dragonship, his ship does not count 
  against this limitation. The fleet may include any number 
  of Wraithships.
  Dragonship ...................................................... 270 points
  Wraithship ....................................................... 180 points
  0-3 Ghostships
  The fleet may include up to three Ghostships, in any mix 
  desired. These are treated as normal Dragonships and 
  Wraithships for the purposes of counting reserves. 
  Ghost Dragonship ........................................... 270 points
  Ghost Wraithship ............................................ 180 points
  ESCORTS
  The fleet may have any number of Shadowhunter class 
  destroyers, in squadrons of two to six vessels.
  Shadowhunter Class Destroyer ......................... 45 points
  USING A CRAFTWORLD
  ELDAR FLEET
  The Craftworld fleet list represents the disciplined and 
  resolute nature of those that survived the Fall. They are 
  elite and skilled naval combatants, armed with some of 
  the most advanced technology in the galaxy. They fight 
  with a determination that borders on desperation, for 
  every defeat carries a heavy cost for their Craftworld. Yet 
  even death does not end their service, for many are born 
  again within the spirit stones of the revered ghostships, 
  brought back from the dead to serve as its immortal crew 
  when the circumstances are the most dire.
  Upgrades
  Any capital ship in the fleet (except Ghostships) may 
  embark squads of Aspect Warriors for +20 points. Up to 
  two cruisers in the fleet may replace all of their launch 
  bays with mine launchers at the cost of +5 points per bay 
  replaced. 
  Attack Rating
  Although they strike with great speed, the defensive 
  nature of a craftworld fleet means they are more 
  constrained in their tactical choices. Consequently, they 
  have an attack rating of 3.
  Reserves and Allies
  A Craftworld Eldar fleet may take as reserves any ship 
  from the Eldar Corsairs fleet list in the normal manner. If 
  the fleet is led by a Hero, these reserves may be taken in 
  a ratio of two Craftworld vessels to one Corsair vessel of 
  the same type, instead of the usual 3:1 ratio for regular 
  reserves.
  "O
  nly when you have soared through the morning skies on wings of flame can you understand the Hawk. Only when 
  you have fallen screaming upon those who know they are already dead can you understand the Banshee. Only when 
  you have annihilated those who would oppose you can you truly understand the power of the Dragon. And only one who 
  has travelled but ultimately turned away from each of these paths can understand the Autarch."
  -Anthrillien Morningchild, Autarch of Yme-Loc
  T
  he sheer size of a craftworld means that 
  each individual vessel possesses several full 
  battlefleets, stationed at vital points along its 
  length as it journeys through space. Each fleet 
  might typically number anywhere from ten to 
  twenty warships and is commanded by an Admiral, 
  though it will invariably rely on the advice and 
  counsel of the craftworld's seers.
  
  ELDAR FLEET LISTS
  Expanded Revised - eldaR
  22
  C
  raftworlds are the gargantuan space craft that carry the majority of the Eldar that 
  survived the Fall. They are self-sufficient space-borne colonies drifting along 
  ancient preordained galaxy spanning routes. Craftworlds vary from one to another in 
  almost every way: size, shape, population density, culture, and the disposition of their 
  war-fleets. 
  It can be said that the Eldar are a dying race, but even the merest remnants of the 
  once mighty Eldar Empire are a force to be reckoned with. Even Eldar pirates with 
  no tangible connection to a given Craftworld can be a nigh-unstoppable threat to an 
  Imperial Sub-sector. A full blown Craftworld Warfleet can brush aside all but the most 
  determined (and/or numerous) foe. 
  The unique fleets of the five largest Craftworlds are represented using the Craftworld 
  Eldar fleet list on the previous page, but with certain aspects of the fleet choices and 
  upgrades altered, such as the mixing of Corsair ships and so on. Each of these fleets 
  may also include a particularly famous ship, usually one that exemplifies the cultural 
  attitudes of its parent craftworld. In all other respects, these special fleets are treated in 
  exactly the same way as a normal Craftworld Eldar fleet list.
  FAMOUS CRAFTWORLD FLEETS
  ALAITOC
  The Starstriders
  An Alaitoc Craftworld fleet is subject to the following special rules:
  • 
  Corsair vessels may be included freely, following the rules in the Eldar Corsairs 
  fleet list.
  • 
  At least two thirds of the fleet’s escort squadrons must have three or less escorts.
  • 
  The fleet cannot have more Nightshade class destroyers than Hemlock class 
  destroyers.
  • 
  The fleet cannot have more capital ships than escort squadrons.
  • 
  The fleet may not have more than one Ghostship per three other capital ships.
  • 
  The fleet may include the Sword of Eldanesh, as shown below:
  SWORD OF ELDANESH .....................................80 Points
  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 Eldanesh's offence to reinforce the ideals of the Eldar Path. In defiance 
  to Alaitoc's obsessive adherence to the path, self imposed exiles form disconnected 
  communities onboard Corsair vessels of local pirate fleets. Some lose 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 skillfully eliminate all defenders of a 
  transport convoy at extreme range and then close in for the prize. It is not unheard of 
  for the ship to enter late in an engagement to claim the spoils from an overwhelmed 
  ally. This has given the ship some infamy among the other corsairs, who will only 
  fight alongside the Sword of Eldanesh if there are overpowering numbers to keep 
  them in line.
  Special Rules: The Sword of Eldanesh is always deployed as an individual vessel 
  and may never be part of a squadron, even though it is an escort ship.
  TYPE/HP
  SPEED
  TURNS
  SHIELDS
  ARMOR
  TURRETS
  Escort/1
  10/20/30cm
  90°
  1/Holofield
  5+
  2
  ARMAMENT
  RANGE / SPEED
  FIREPOWER / STR
  FIRE ARC
  Pulsar Lance
  45cm
  1
  Front
  Weapons Battery
  45cm
  2
  Front
  "The dead must join our ranks, lest we be forced to 
  join theirs."
  -Prince Yriel of Iyanden
  
  ELDAR FLEET LISTS
  Expanded Revised - eldaR
  23
  FAMOUS CRAFTWORLD FLEETS
  IYANDEN
  The Ghost Warriors
  An Iyanden Craftworld Fleet is subject to the following special rules:
  • 
  If the fleet is led by Yriel (represented by a High Admiral), the fleet may freely 
  include Corsair vessels, following the rules in the Eldar Corsairs fleet list.
  • 
  Up to half of the capital ships in the fleet may be Ghostships.
  • 
  An Iyanden fleet (or any Eldar Corsairs fleet) may include the Flame of Asuryan 
  in place of a Dragonship or Void Dragon:
  FLAME OF ASURYAN ...................................... 450 Points
  When Yriel led the Craftworld’s fleet, he was considered to be the favoured of 
  Asuryan, and amongst his many great titles earned himself the honorific of ‘Bearer 
  of the Flame’, and duly renamed his flagship the Flame of Asuryan accordingly. 
  The Flame of Asuryan is magnificent, even by the standard of Dragonships. It bears 
  three great sails – one born upon its long elegant spine, and another pair each 
  mounted atop the great outriggers to its flanks, both of which also mount deadly 
  pulsar lances. The Flame of Asuryan bore Yriel to many great victories at the 
  head of the Iyanden fleet and once his own rank was lost and his place within the 
  Craftworld taken from him, he and his most loyal followers departed, still aboard 
  his mighty flagship.
  Special Rules: The Flame of Asuryan is a legendary Dragonship helmed by Yriel 
  himself; it is always Ld10, regardless of its commander. It comes with aspect 
  warriors, two re-rolls, and once per battle it may automatically pass any command 
  check or leadership test it would be required to take.
  TYPE/HP
  SPEED
  TURNS
  SHIELDS
  ARMOR
  TURRETS
  Cruiser/8
  20/25/30cm
  45°
  2/Holofield
  5+
  3
  ARMAMENT
  RANGE / SPEED
  FIREPOWER / STR
  FIRE ARC
  Port Pulsar Lance
  30cm
  1
  Front
  Starboard Pulsar 
  Lance
  30cm
  1
  Front
  Prow Weapons 
  Battery
  30cm
  16
  Front
  Keel Launch Bay
  Nightwing: 30cm
  Phoenix: 20cm
  V. Raider: 30cm
  4 Squadrons
  -
  BIEL-TAN
  The Sword Wind
  A Biel-tan Craftworld Fleet is subject to the following special rules:
  • 
  Corsair capital ships may not be included in the fleet, even as reserves.
  • 
  At least 75% of the fleet’s Dragonships must embark Aspect Warriors and be 
  equipped with Vampire Assault Boats or boarding torpedoes.
  • 
  No more than 25% of the fleet’s point total may be spent on escort squadrons.
  • 
  The fleet may not have more than one Ghostship per three other capital ships.
  • 
  A Biel-tan fleet worth at least 1000 points may include the Bahzhakhain in 
  place of a Dragonship:
  BAHZHAKHAIN ....................................................575 Points
  Although hard to gain repute amongst their Eldar peers, given the abundance 
  of heroic tails and legendary campaigns, some ships and crews have climbed 
  head and shoulders above the achievements attained by their fellow heroes. The 
  Bahzhakhain has been the flagship of numerous brilliant commanders and has 
  become a reassuring legend amongst the fleets of Biel-Tan. Designed for bringing a 
  planetary force to it knees long before any ground invasion has been launched, the 
  Bahzhakhain often utilizes special torpedoes capable of annihilating ground targets 
  and scores of Vampires to land the Sword Wind. 
  Special Rules: The Bahzhakhain is a legendary Dragonship with the finest crew in 
  all of Biel-tan; it is always Ld10, regardless of its commander. It comes with aspect 
  warriors and an additional +1 bonus to boarding actions for free. Furthermore, every 
  Dragonship in the fleet that embarks aspect warriors (including the Bahzhakhain 
  itself) receives one re-roll, usable only for its own command checks.
  TYPE/HP
  SPEED
  TURNS
  SHIELDS
  ARMOR
  TURRETS
  Cruiser/8
  10/20/25cm
  45°
  3/Holofield
  5+
  3
  ARMAMENT
  RANGE / SPEED
  FIREPOWER / STR
  FIRE ARC
  Prow Pulsar Lance
  30cm
  2
  Front
  Prow Torpedoes
  Speed: 30cm
  8
  Front
  Keel Launch Bay
  Nightwing: 30cm
  Phoenix: 20cm
  V. Raider: 30cm
  4 Squadrons
  -
  
  ELDAR FLEET LISTS
  Expanded Revised - eldaR
  24
  FAMOUS CRAFTWORLD FLEETS
  ULTHWE
  The Damned
  An Ulthwé Craftworld Fleet is subject to the following special rules:
  • 
  No more than 25% of capital ships in the fleet may have aspect warriors.
  • 
  The fleet must have as many re-rolls and Farseers as possible. 
  • 
  The fleet may not have more than one Ghostship per three other capital ships.
  • 
  An Ulthwé fleet worth at least 1000 points may include the Shadow Point in 
  place of a Dragonship:
  SHADOW POINT .................................................550 Points
  Ulthwe only use their fleet assets reluctantly, hoping to shape a course that avoids 
  wasteful fleet engagements. But on the occasion when full and decisive force is 
  needed the Dragonship Shadow Point fills the role of Flagship. With an intricately 
  formed infinity circuit, Farseers onboard guide the battle with astonishing accuracy. 
  More than just a focal point for tactical foresight, the Shadow Point is a heavy 
  gunship attacking when its enemy’s destruction is assured. During the 13th Black 
  Crusade Ulthwe became renowned for the pivotal attacks by its strike forces, but 
  in the space lanes the fleets of Ulthwe were far from quiet. Combined with Corsair 
  fleets and even other Craftworld aid the Shadow Point oversaw the destruction of 
  countless key fleet elements of the vast Chaos Warfleets, often without meaningful 
  losses. With the foresight of the infinity circuit the Shadow Point led its companion 
  vessels into a non-stop campaign of annihilation, moving from one battlezone to 
  another leaving only the broken wreckage of Chaos ships in its wake. 
  Special Rules: The Shadow Point is only deployed when victory has already been 
  foreseen; it always counts as Ld10, regardless of its commander. In addition, as long 
  as the ship’s infinity circuit is undamaged, the Shadow Point receives 1 re-roll per 
  turn, usable for any ship in the fleet.
  TYPE/HP
  SPEED
  TURNS
  SHIELDS
  ARMOR
  TURRETS
  Cruiser/8
  10/20/20cm
  45°
  3/Holofield
  5+
  3
  ARMAMENT
  RANGE / SPEED
  FIREPOWER / STR
  FIRE ARC
  Prow Pulsar Lance
  30cm
  2
  Front
  Keel Pulsar Lance
  30cm
  1
  Front
  Prow Weapons 
  Battery
  30cm
  12
  Front
  Keel Torpedoes
  Speed: 30cm
  4
  Front
  SAIM-HANN
  The Wild Host
  A Saim-Hann Craftworld Fleet is subject to the following special rules:
  • 
  Corsair vessels may be included freely, using the rules in the Corsairs fleet list.
  • 
  The fleet must have at least as many escort squadrons as capital ships. These 
  squadrons must include at least two different types of escort. Corsair and 
  Craftworld escorts may be mixed in the same squadrons.
  • 
  The fleet’s commander must be embarked on the most expensive ship in the 
  fleet and cannot purchase more than one additional re-roll.
  • 
  The fleet may not have more than one Ghostship per three other capital ships.
  • 
  A Saim-Hann fleet worth at least 1000 points may include the Wild Serpent in 
  place of a Dragonship:
  WILD SERPENT ..................................................... 485 Points
  Over the last decennia the Wild Serpent has become one of the most feared ships 
  in the Saim-Hann region. It never operates alone, almost always accompanied by 
  a couple of light cruisers and attendant escort vessels. In battle the Wild Serpent 
  orchestrates its’ attendant warships into submissive cohesion. Enemies find 
  themselves overwhelmed by relentless and unpredictable precision attacks. 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. 
  Special Rules: The Wild Serpent is home to a fearsome warhost; it always counts 
  as Ld10, regardless of its commander, and counts as embarking aspect warriors. In 
  addition, the ship comes with 1 re-roll and, once per battle, it may automatically 
  pass any command check or leadership test it would be required to take.
  TYPE/HP
  SPEED
  TURNS
  SHIELDS
  ARMOR
  TURRETS
  Battleship/10
  10/15/20cm
  45°
  3/Holofield
  5+
  3
  ARMAMENT
  RANGE / SPEED
  FIREPOWER / STR
  FIRE ARC
  Prow Pulsar Lance
  45cm
  1
  Left / Front
  Prow Pulsar Lance
  45cm
  1
  Right / Front
  Keel Weapons Battery
  30cm
  10
  Front
  Prow Torpedoes
  Speed: 30cm
  4
  Front
  Keel Launch Bay
  Nightwing: 30cm
  Phoenix: 20cm
  V. Raider: 30cm
  4 Squadrons
  -
  
  ELDAR CHANGE LOG
  Expanded Revised - eldaR
  25
  BFG:R to BFG:XR - CHANGE LOG
  [Change] Eldar Fighters have a normal 4+ resilient save.
  [Addition][Change] Vampire Assault Boats are named Vampire 
  Raiders for all ships (some previously used other terms); 
  Vampire Hunters have been added as torpedo bombers (firing 
  Eldar torpedoes). Any ship which could take assault boats can 
  take the torpedo bombers for +40 points. 
  This is currently the only way for Eldar to access torpedo 
  bombers. I realize that this removes the option from several of 
  their cruisers as per the BFG Armada rules, however the cost 
  of taking them has been reduced to match that of other races. 
  Combined with the strengths of Eldar ordnance I felt this was 
  a fair trade.
  [Change] Art slightly modified for the Supernova Class Grand 
  Cruiser and Wyrm Class Battleship. The original artist did a 
  fantastic job - I just filled in some details for consistency.
  [Addition] [Change] Eldar Battleships have access to melta 
  or vortex torpedoes (called Fusion and Distortion torpedoes) 
  for +50 points each. The Eldar cannot take any other special 
  torpedoes.
  [Addition] [Change] Brought back the advanced rules for the 
  Eldar Haven Spire from the 2010 edition.
  • The netherfield has been updated to only function if the spire 
  does not move.
  • The polarization field has been updated to only protect against 
  blast markers and solar flares.
  • Webway portal rules have been changed to work with BFG: 
  R Eldar reserve rules.
  • Adjusted result ‘7’ on the haven spire critical table.
  [Change] Formalized craftworld special fleet recommendations/
  restrictions.
  [Change] The Wyrm Class Battleship now has a single 
  Strength-8 torpedo launcher, instead of two Strength-4 
  launchers. 
  Having two identical torpedo salvos in the same firing arc 
  seemed unnecessarily complex and opened up a number of 
  confusing situations.
  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 faction’s fleets. This document generally only lists those changes which constitute 
  an actual addition or alteration of the rules, not adjustments to language or readability.
  [Change] The Shadow Point’s 1 re-roll per turn can be used for 
  any ship in the fleet. I was not sure if this was the original intent 
  or not, so I clarified it and listed it as a change.
  [Addition] Vampire attack craft now have speed values again.
  [Addition] Clarified the Dying Race rules.
  [Change] Removed the reference to crew skills in the Flame of 
  Asuryan and Wild Serpent’s special rules. Now it simply lists the 
  actual rules text.
  Last Updated: March 17, 2017 11:55 PM
  
SOURCE: textdata/thevault/Warhammer/40k/Battlefleet Gothic/BFG-XR/BFGXR - Eldar.pdf