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void-combat/fleets/eldar.md
Jason Hall 0a092667ef balance update based on matrix matchups
Signed-off-by: Jason Hall <jason@chainguard.dev>
2026-01-26 11:49:23 -05:00

12 KiB

Craftworld Eldar Fleet List

"We sail the stars as we have for eons, our ships dancing through the void like leaves on the solar wind."

The Eldar are an ancient race whose ships are works of art as much as weapons of war. Powered by solar sails and protected by shimmering holofields, Eldar vessels are fast, graceful, and devastating—but fragile if caught standing still.


Fleet Special Rules

Solar Sails

Eldar ships harness stellar radiation for propulsion:

  • At game start, designate one table edge as the "sun" edge
  • Eldar ships moving toward the sun edge gain +5cm Speed
  • Eldar ships moving away from the sun edge suffer -5cm Speed (minimum 10cm)

This encourages dynamic maneuvering and rewards positioning.

Holofields

Eldar ships project sophisticated holograms that make them difficult to target:

  • Eldar ships have no Shields
  • Instead, when an Eldar ship would take damage, roll the Holofield save for each point:
    • 4+ base save
    • 3+ if the ship moved 25cm or more this turn (not 20cm)
  • Holofield saves work against ALL damage, including lances and bomber attacks
  • Holofield saves are rolled instead of armor saves (not in addition to)
  • Holofields cannot be improved beyond 3+ regardless of any speed bonuses or special rules

Blast Markers and Holofields: Holofields are not suppressed by Blast Markers (they are not shields). However, a stationary Eldar ship caught in Blast Markers is extremely vulnerable.

Ghostly Crew

The psychically-attuned Eldar crews can sense danger before it manifests:

  • Each Eldar ship may re-roll one failed Command Check per game
  • This represents the Eldar's foresight and spiritual connection to their vessels

Eldar Movement

Eldar ships are exceptionally agile:

  • No minimum movement requirement (may turn at any point)
  • May make up to two 45° turns during movement (like escorts)
  • Eldar Battleships may make one 90° turn instead of two 45° turns

Attack Craft

Eagle Fighters

Eldar interceptors piloted by skilled Aspect Warriors.

Craft Speed Role Special
Eagle Fighters 25cm Fighter Superior Interception

Superior Interception: When intercepting, Eagle Fighters destroy two torpedo salvos OR two bomber/assault boat wings (player's choice). The Eagle wing is then removed as normal.

Phoenix Bombers

Swift attack craft designed to deliver devastating strikes.

Craft Speed Role Special
Phoenix Bombers 25cm Bomber Enhanced Accuracy

Enhanced Accuracy: Phoenix Bombers hit on 3+ instead of 4+.


Unique Weapons

Pulsar Lances

Eldar energy weapons of exceptional precision:

  • Hit on 3+ instead of 4+
  • Range: 30cm (cannot be extended by Lock On)
  • Otherwise function as standard lances (ignore armor)

Shadow Lances

Longer-ranged but less accurate Eldar lances:

  • Hit on 4+
  • Range: 45cm
  • Otherwise function as standard lances

Eldar Torpedoes

Psychically-guided munitions:

  • Move 40cm per Drift phase (faster than standard)
  • May turn up to 45° at the start of each Drift phase
  • Otherwise function as standard torpedoes

Capital Ships

Void Stalker Class Battleship

The largest and most powerful Eldar vessel, a graceful predator of the void.

Points Speed Turns Holofield Armor Hull Turrets Ld
380 25cm 90° 4+/3+ 5+ 10 3 9

Weapons:

Weapon Arc Strength Range Type
Pulsar Lances L 4 30cm Pulsar Lance
Pulsar Lances R 4 30cm Pulsar Lance
Pulsar Lances F 2 30cm Pulsar Lance
Launch Bays - 4 - Launch (4 capacity)

Special Rules:

  • Counts as a Battleship for fleet composition
  • Flagship Only: May only be taken as the fleet's Flagship

Dragonship Class Cruiser

A heavy warship bristling with pulsar batteries.

Points Speed Turns Holofield Armor Hull Turrets Ld
220 25cm 2x45° 4+/3+ 5+ 8 2 8

Weapons:

Weapon Arc Strength Range Type
Pulsar Lances L 4 30cm Pulsar Lance
Pulsar Lances R 4 30cm Pulsar Lance
Shadow Lances F 2 45cm Shadow Lance

Special Rules:

  • Counts as a Heavy Cruiser for fleet composition

Shadow Class Cruiser

A balanced warship favoring lance weaponry.

Points Speed Turns Holofield Armor Hull Turrets Ld
190 30cm 2x45° 4+/3+ 5+ 6 2 8

Weapons:

Weapon Arc Strength Range Type
Pulsar Lances L 3 30cm Pulsar Lance
Pulsar Lances R 3 30cm Pulsar Lance
Weapons Battery F 4 30cm Battery

Special Rules:

  • Counts as a Cruiser for fleet composition

Eclipse Class Cruiser

A torpedo-armed cruiser designed for long-range strikes.

Points Speed Turns Holofield Armor Hull Turrets Ld
180 30cm 2x45° 4+/3+ 5+ 6 2 8

Weapons:

Weapon Arc Strength Range Type
Shadow Lances L 2 45cm Shadow Lance
Shadow Lances R 2 45cm Shadow Lance
Torpedo Tubes F 6 - Eldar Torpedo

Special Rules:

  • Counts as a Cruiser for fleet composition

Aurora Class Light Cruiser

A fast scout and raider.

Points Speed Turns Holofield Armor Hull Turrets Ld
125 35cm 2x45° 4+/3+ 5+ 4 1 8

Weapons:

Weapon Arc Strength Range Type
Pulsar Lances L 2 30cm Pulsar Lance
Pulsar Lances R 2 30cm Pulsar Lance

Special Rules:

  • Counts as a Light Cruiser for fleet composition

Solaris Class Light Cruiser

A carrier variant of the Aurora, hosting a small complement of attack craft.

Points Speed Turns Holofield Armor Hull Turrets Ld
130 35cm 2x45° 4+/3+ 5+ 4 1 8

Weapons:

Weapon Arc Strength Range Type
Shadow Lances F 2 45cm Shadow Lance
Launch Bays - 2 - Launch (2 capacity)

Special Rules:

  • Counts as a Light Cruiser for fleet composition

Escorts

Hellebore Class Frigate

A fast attack frigate armed with a pulsar lance.

Points Speed Turns Holofield Armor Hull Turrets Ld
45 35cm 2x45° 4+/3+ 6+ 1 1 7

Weapons:

Weapon Arc Strength Range Type
Pulsar Lance F 1 30cm Pulsar Lance

Aconite Class Frigate

A torpedo-armed frigate for long-range harassment.

Points Speed Turns Holofield Armor Hull Turrets Ld
40 35cm 2x45° 4+/3+ 6+ 1 1 7

Weapons:

Weapon Arc Strength Range Type
Torpedo Tubes F 2 - Eldar Torpedo

Nightshade Class Destroyer

A heavier escort with enhanced firepower.

Points Speed Turns Holofield Armor Hull Turrets Ld
50 30cm 2x45° 4+/3+ 5+ 2 1 7

Weapons:

Weapon Arc Strength Range Type
Pulsar Lance L/R 1 30cm Pulsar Lance
Shadow Lance F 1 45cm Shadow Lance

Craftworld Variants

Each Craftworld has distinct tactical preferences. Choose one Craftworld for your fleet:

Ulthwé - Seers of Fate

  • Farseer's Guidance: Once per game, after seeing an enemy's Command Phase roll, you may force them to re-roll it
  • Fleet ships gain +1 Ld when the Flagship is within 15cm

Saim-Hann - Wild Riders

  • Swift as the Wind: All ships gain +5cm Speed (stacks with Solar Sails bonus)
  • Ships may make an additional 45° turn during All Ahead Full

Biel-Tan - Swordwind

  • Aspect Warriors: Attack Craft hit on 2+ instead of 3+/4+
  • Aggressive Doctrine: -1 to Brace for Impact saves

Iyanden - Ghost Warriors

  • Spirit Stones: Ships ignore the first critical hit they suffer each game
  • Wraithbone Hull: +1 Hull to all capital ships, but -5cm Speed

Alaitoc - Rangers

  • Stealth Ships: Enemy ships suffer -1 to hit Alaitoc ships at ranges over 30cm
  • Rangers: May deploy up to 2 escort squadrons via Outflank (arrive from any table edge on turn 2+)

Fleet Composition

Required

  • At least one Cruiser as Flagship
  • Must select a Craftworld (see above)

Limitations

  • For every 2 Cruisers, you may include 1 Dragonship
  • Only 1 Void Stalker per fleet (must be Flagship)
  • Escorts are organized in squadrons of 2-4 ships
  • Maximum 8 capital ships per fleet

Fleet Commanders

Eldar fleets are commanded by Autarchs or Farseers:

Commander Ld Bonus Special Rule Points Cost
Corsair Prince +0 One ship per turn may re-roll Holofield saves of 1 +15
Autarch +1 May change one ship's Special Order after seeing enemy movement +35
Farseer +1 Once per game, force an enemy to re-roll a successful attack +45
High Autarch +2 Flagship's Holofield is always 3+ regardless of movement +70

Sample Fleet: Swordwind of Biel-Tan (1000 pts)

Ship Type Points
Vaul's Wrath Dragonship (Flagship) 220
Star Serpent Shadow Cruiser 190
Void Dancer Eclipse Cruiser 180
Swift Blade Aurora Light Cruiser 125
Hellebore Squadron 3x Hellebore Frigates 135
Nightshade Squadron 2x Nightshade Destroyers 100
Autarch Fleet Commander +35

Total: 985 pts (Biel-Tan Craftworld)

Tactics: Use speed and holofields to dictate engagement range. Eclipse launches torpedoes early to force enemy maneuvering, while the Dragonship and Shadow deliver devastating lance fire. Escorts screen and harass flanks.


Tactical Notes

Strengths

  • Exceptional speed (25-35cm base, +5cm with Solar Sails)
  • Holofields provide reliable defense (3+ when moving fast)
  • Pulsar Lances hit on 3+ (better than any other faction's lances)
  • Eldar Torpedoes are faster and can turn
  • Superior attack craft
  • Excellent maneuverability (no minimum move, double turns)

Weaknesses

  • Low Hull values (fragile if caught)
  • Holofields fail against massed fire (each hit needs a save)
  • No heavy armor options
  • Relatively low weapon counts
  • Dependent on movement for defense (stationary = vulnerable)

Key Tactics

  1. Keep Moving: A stationary Eldar ship is a dead Eldar ship. Always move 25cm+ for the 3+ Holofield
  2. Use Solar Sails: Plan your approach to maximize the +5cm bonus
  3. Hit and Run: Engage at optimal range, then disengage before retaliation
  4. Focus Fire: Low Hull means enemies die fast—concentrate lance fire
  5. Torpedo Harassment: Eldar torpedoes are excellent for forcing enemy ships to maneuver
  6. Protect Your Escorts: Hellebores with Pulsar Lances are extremely efficient