I've just started to play Dark Eldar and while I really enjoy them its quite hard work explaining their special rules. DE rules are spread out through the original rulebook Armada and the 2010 FAQ. So I made this quick list the give to opponents so they can glance through it while we play. I post it here to hopefully help out any future DE players or people interested in the extremely fun fleet to play.
Hopefully its all correct and I posted it in the right forum.
Dark Eldar in a nutshell
Movement: They do not need to move. Their cruisers have no minimum movement distance before being able to turn and they may automatically pass Come to New Heading special orders. Dark Eldar are unable to use the burn retros special order.
Weapons Batteries: Found on all Dark Eldar craft, these weapons always count as closing
Phantom Lances: These are the Dark Eldar equivalent to the standard lance type weapon found among the lesser races. It operates differently in that rather than simply inflicting 1 hit on a die roll of 4+, it scores 1 hit if a 4 is rolled and 2 hits if 5+ is rolled.
Attack Craft: Just like other Eldar, their fighters are only hit by turrets on ships (when providing cover for a bomber wave) on 6, and when engaging enemy ordinance, they may remain in play on a die roll of 4+.
Bombers: Only intercepted by defensive turrets on a roll of 6
Torpedoes: Only intercepted by defensive turrets on a roll of 6.
Re-rolls to hit.
Leech Torpedo when it hits an enemy ship, instead of causing a point of damage, it automatically causes a critical hit. Instead of rolling on the critical hits table, the ship simply loses 10cm from its speed.
Slavebringer: Only intercepted by defensive turrets on a roll of 6
Assault boats get a +1 to their Hit and Run attack roll.
Additionally, Dark Eldar commanders may instead of rolling on the H&R table, choose to instead gain 10 victory points as the crew of the Slavebringer concentrates on taking slaves from the enemy crew. As per the FAQ 2010 if 30 points or more victory points are collected from Slavetaking any escort sized vessel is destroyed. Brace saves may be taken against slave taking.
Impaler Modules: An oversized Assault boat.
Only intercepted by defensive turrets on a roll of 6
When engaging by enemy ordinance they may remain in play on a die roll of 4.
When making a hit and run attack on a d6 roll of a 1 the boarders are defeated and the module cannot be used for the rest of the game. On a 2-6 the Impaler causes a critical hit on 2d6 on the critical hits table.
Dark Eldar commanders may instead of rolling on crit table, choose to instead gain 30 victory points as the crew of the Slavebringer concentrates on taking slaves from the enemy crew. As per the FAQ 2010 if 30 points or more victory points are collected from Slave taking any escort sized vessel is destroyed. Brace saves may be taken against slave taking.
Boarding Actions: +1 in the first round -1 in all subsequent rounds .
Shadowfields: Against attacks which use the gunnery table they cause a column shift to the right. (In addition to other shifts can’t go beyond far right).
Against any other form of attack they give a shadowfield saving throw of a 2+ but a blast marker is placed. Yes that means lance, torpedoes, Nova Cannon, Ramming, Teleport attack, ordnance hits (bomber), hit and run raids, boarding actions.
It does not save against blast markers, celestial phenomena and exploding ships.
No Turrets: Eldar have no turrets. Enemy bombers gain no bonus against turrets from escorting fighters.
I should also point out some of this is a cut and paste from this great tactica here
http://www.freewebs.com/zhaimorenn/bfgdarkeldartactica.htm