Eldar star vessel hulls and components

Eldar Vessels

-Wazgor Shakbag, Assault Marine of the legendary Deathwatch Kill Team, laments lost loot after their cruiser rams an Eldar Dragonship.

Eldar Voidships are akin to ships of the age of sail, drifting across the void elegantly and quickly. Made of psychic wraithbone, their ships are fragile yet fast, lightly armed by highly maneuverable. A skilled Eldar captain can fly rings around an Imperial ship, to reach the lighter rear armor and go for the perfect kill.
Eldar ships are characterized by their sails that extend from their backs. These sails are not only power generators, but they boost the ship’s speed depending on the location of solar bodies. Imperial commanders have learned to their chagrin that the Eldar always time their attacks based on the positions of celestial bodies, and before the heavier ships can respond, the Eldar are already where they wish to be.
It is well known that Eldar are rare in the Tiji Sector, since the destruction of Craftworld
Kionash. As the reports go, in a battle over the burning world of Volcania, a legendary Deathwatch Kill Team, with only one ship of ancient provenance, single-handedly fought through both the defenders of the craftworld AND an invading Ork WAAAGH! to reach the craftworld’s infinity circuit and destroy it. Even to this day, the wreckage floats above the world, a silent and haunted place where few voluntarily go.
Since Eldar are classified into Craftworld, Corsair, and Dark varieties (with the latter in the section above), only Corsair and select Craftworld ships will be detailed here. An addendum – some of these stats were NOT made by me, they are adapted from enemy ship stats in Battlefleet Koronus, and given SP and Space based on equivalent ships.
Eldar Ships have the following special rule.
Sailing on the Solar Winds: Eldar ships are powered and boosted by celestial bodies. When moving AWAY from a star, their speed drops by 1.
When moving TOWARD a star, their speed stays normal. When moving PARALLEL to a star, their speed increases by 1.

Eldar Transports are just as swift and delicate as their warships.

The unnamed Eldar Transport is a swift and agile voidship that can rush food and war materiel to attendant fleets via its many chambered holds.
Speed: 12 Maneuver: +20
Detection: +5 Hull Integrity: 30
Armor: 11 Turret Rating: 1
Space: 35 SP: 24
Weapon Capacity: 2 Dorsal
Sailing on the Solar Winds

A majority of Eldar ships are Frigates. While being as fast as raiders, their offensive powers rival ships in higher size categories.

The Hemlock destroyer follows the same design principle of the A10 – how do we make a gun fly?
The Hemlock is useful for little more.
Speed: 15 Maneuver: +40
Detection: +20 Hull Integrity: 18
Armor: 12 Turret Rating: 1
Space: 22 SP: 26
Weapon Capacity: 1 Prow
Sailing on the Solar Winds
Limited Space: The Hemlock does not have a Warp Drive slot and cannot equip them.
Skeleton Crew: The Hemlock autofails opposed Boarding Action tests by 1d5+1 DoF.

The Nightshade is a dedicated torpedo boat that can swiftly deploy its cargo and use its speed to escape retribution.
Speed: 14 Maneuver: +45
Detection: +24 Hull Integrity: 20
Armor: 14 Turret Rating: 1
Space: 26 SP: 43
Weapon Capacity: 1 Prow, 1 Keel
Sailing on the Solar Winds
Torpedo Specialist: The Keel slot is occupied by a Torpedo Tube component, and may not be removed.
Str: 2 Dam: 2d10+14 Crit: 10+ Pow: 1 Range: 20 Terminal Pen: 3 Cap: 10+2

A perfectly balanced Frigate in terms of offense and defense, the Hellebore mounts numerous weapons for any situation.
Speed: 14 Maneuver: +42
Detection: +20 Hull Integrity: 25
Armor: 14 Turret Rating: 1
Space: 30 SP: 40
Weapon Capacity: 2 Prow, 1 Keel
Sailing on the Solar Winds

The Aconite Frigate is usually employed as a ship hunter and optimized for high-intensity laser
Speed: 14 Maneuver: +45
Detection: +20 Hull Integrity: 20
Armor: 14 Turret Rating: 1
Space: 32 SP: 38
Weapon Capacity: 2 Prow
Sailing on the Solar Winds

While generally neglected by the Craftworlds, the Corsairs take to the Light Cruiser design with gusto, finding them possessing great offensive power, and enough defense to survive the dangers of the void.

The Aurora Light Cruiser can easily outrun its much more cumbersome contemporaries, and pack more firepower into a smaller space.
Speed: 14 Maneuver: +43
Detection: +20 Hull Integrity: 48
Armor: 15 Turret Rating: 1
Space: 42 SP: 54
Weapon Capacity: 2 Prow, 1 Keel
Sailing on the Solar Winds

The Solaris Light Cruiser is sometimes misidentified as its much larger cousin, but reveals itself as a more maneuverable hit and run specialist.
Speed: 14 Maneuver: +45
Detection: +20 Hull Integrity: 50
Armor: 15 Turret Rating: 1
Space: 40 SP: 50
Weapon Capacity: 3 Prow
Sailing on the Solar Winds

Eldar Cruisers are not the unmoving line ships of other races, but are purpose-built to specific tasks.

Built as a dedicated carrier, the Eclipse Cruiser can release its attack craft in the middle of a strafing run, and return safely to the fleet before the enemy can retaliate.
Speed: 9 Maneuver: +22
Detection: +20 Hull Integrity: 60
Armor: 15 Turret Rating: 1
Space: 45 SP: 58
Weapon Capacity: 2 Prow, 2 Keel
Sailing on the Solar Winds
Carrier: The Keel slots are occupied by Landing Bays, and may not be removed. Str: 2 Pow: 1 each.

The Shadow Cruiser is the preferred cruiser of the Eldar Corsairs for its modularity and balance of
Speed: 9 Maneuver: +26
Detection: +20 Hull Integrity: 60
Armor: 15 Turret Rating: 1
Space: 52 SP: 63
Weapon Capacity: 3 Prow, 1 Keel
Sailing on the Solar Winds

A ship rarely found in the Corsair ranks, the Dragonship is the purpose-built cruiser of the
Craftworlds. There is no one “class” of Dragonship, merely a blank slate to customize.
Speed: 8 Maneuver: +20
Detection: +18 Hull Integrity: 60
Armor: 18 Turret Rating: 1
Space: 65 SP: 69
Weapon Capacity: 3 Prow, 2 Keel
Sailing on the Solar Winds

The ships of the Eldar differ greatly from the Imperium. Eldar ships seek to avoid damage, while
Imperial ships simply tank it.

There are many patterns of solar sail out there, similar to the many patterns of Imperial plasma drive.
Essentially, to make an Eldar Solar Sail, take a desired Plasma Drive and make the following changes.
External: Space becomes 0. SP: +1
Supreme Maneuverability: The ship can interrupt its maneuver at any time to fire. Once firing has
completed, it may resume the Maneuver. In addition, the ship may turn 90˚.

Eldar Warp-Plotter,

Eldar Command Bridge,

Eldar Life Sustainer,

Eldar Crew Quarters,

Eldar Sensor Array

The Eldar do not use Void Shields, rather a series of baffles and countermeasures that make hitting near impossible.
Holographic Cloaking: All ships firing at a ship with a functioning Holofield suffer a –20 to their
Ballistic Skill Tests for Macrobatteries, and -40 to all other Ballistic Skill Tests or Ram attacks. Any lock on or detection tests against the vessel suffer a –30.
Shield: This takes the Void Shield slot of a ship.
Power: 8 Space: 4 SP: 4

The bright flashes of plasma from these batteries is the first signal to an enemy that their end is near.
Pinpoint Precision: This weapon is fired at +10 to the BS test.
Macrobattery weapon SP: 3 Str: 4 Dam: 1d10+2 Crit: 4 Range: 6

PULSAR LANCE, Power: 10 Space: 5
The Pulsar is capable of sustained fire that can ultimately burn through the hardest armor.
Pulse Fire: After resolving a hit with this weapon, roll again to hit with the same modifiers. Up to two
additional hits may be scored.
Lance Weapon SP: 3 Str: 1 Dam: 1d10+3 Crit: 3 Range: 3

Eldar Torpedoes contain the same holofield technology that their larger ships have. Others use
sonic waves to make armor inconsequential.
Plasma Torpedo Dam: 2d10+14 Crit: 10+ Range: 20 Terminal Pen: 3 Self Guided: +30 Torpedo Rating
Defensive Holofield: Ignore Turret Rating when firing.
Availability: Very Rare
Sonic Torpedo Dam: 2d10+5 Crit: 10+ Range: 20 Terminal Pen: 5 Self Guided: +30 Torpedo Rating
Gone with the Blastwave: Damage ignores Armor.
Availability: Near Unique

Eldar Strike Craft are crewed by the greatest of the Crimson Hunter Aspect Warriors, and can put lesser pilots to shame.
Master Pilots: No penalty if Squadron is below half strength.

Craft Rating: +15
Speed: 12
Squad Size: 12
Class: Fighter
Availability: Very Rare

Craft Rating: +6
Speed: 9
Squad Size: 6
Class: Bomber
Availability: Extremely Rare

Source: Fear and Loathing