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Dark Eldar Hulls and Weapons (Rogue Trader)

Written by Jordan Millward

The two main Dark Eldar ships, and their weapons, converted over from Battlefleet Gothic

Dark Eldar Torture Class Cruiser Speed: 12 Manoeuvrability: +20 Detection: +15 Hull Integrity: 50 Armour: 16 Turret Rating: 0 Void Shields: 0 Space: 60 Power: 75 Weapon Capacity: Prow 4 Special Rules: Must Come with a Ghost Field Sophisticated Targeting: Due to the advanced technology used by the Dark Eldar in their targeting systems, they gain a +5 bonus to all Ballistic Skill Tests to fire the ship's weapons Slavers Without Peer: Gain +10 to all Command Tests involving Hit and Run Actions Dark Eldar Corsair Class Escort Speed: 14 Manoeuvrability: +20 Detection: +20 Hull Integrity: 28 Armour: 14 Turret Rating: 0 Void Shields: 0 Space: 40 Power: 45 Weapon Capacity: Prow 2 Special Rules: Must Come with a Ghost Field Sophisticated Targeting: Due to the advanced technology used by the Dark Eldar in their targeting systems, they gain a +5 bonus to all Ballistic Skill Tests to fire the ship's weapons Slavers Without Peer: Gain +10 to all Command Tests involving Hit and Run Actions New Components:

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Dark Eldar Hulls and Weapons (Rogue Trader)


Written by Jordan Millward

Mimic Drive: Until a Focused Augury is done on the Dark Eldar vessel, it appears as any vessel of the Dark Eldar captain's chosing from the Imperial, Chaos, Eldar, Dark Eldar, Ork, Kroot and Tau races. Power: 6 Space: 0 SP: 3 External: This component does not require any hull space. Though it is external, it can only be destroyed or damaged by a Critical Hit. Phantom Lance: The Dark Eldar equivalent of the Eldar pulsar, using dark matter powered lasers. Power: 10 (6 for Dark Eldar) Space: 4 SP: 3 Strength: 2 Damage: 1d10+4 Crit Rating: 3 Range: 5 Impaler Assault Module: The Impaler is a specialised form of prow mounted attack craft, a little like an assault boat, but large enough to carry enough Dark Eldar assault troops to potentially overwhelm an entire ship. Power: 1 Space: 1 SP: 2 Takes up 1 Prow Weapon Slot, but gives a bonus of +20 to all Hit and Run attacks, allows the character conducting the raid to chose between 1-8 on the Critical Hit table rather than rolling, but only allows Hit and Run attacks over 4VUs rather than 5 due to the size of the assault boats. Also, after each Hit and Run using the Impaler, roll a d10. On a roll of a 10, the Impaler Assault Modules are out of commission, due to the ships being damaged/insufficient fuel/etc, and cannot be used for the remainder of the battle.

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