Escolar Documentos
Profissional Documentos
Cultura Documentos
Character
Guide
The Path of the
Outcast
Table of Contents
Chapter 1: An Ancient and Powerful Race
An Ancient History
Eldar Physiology
Eldar Clans and Craftworlds
Dead Gods
Paths of the Eldar
Spirit Stones
The Webway
Eldar Technology
Chapter 2: Eldar Warriors
Guardians
Corsairs
Dark Reaper
Fire Dragon
Howling Banshee
Shadow Spectre
Striking Scorpion
Swooping Hawk
Warp Spider
Autarch
Wraithguard
Wraithlord
Chapter 3: Eldar Explorers
Paths of Ages Past
The Path of the Outcast
The Path of the Seer
New Skills
New Talents
New Traits
3
4
5
6
7
7
8
8
9
11
12
12
13
14
15
16
17
17
19
20
22
23
24
25
27
34
41
42
45
46
46
51
52
54
55
56
59
61
63
63
64
64
65
65
67
69
71
72
72
73
74
75
77
79
80
82
84
86
88
An Ancient History
As it grew in power so did the Eldars madness;
each a vile reflection of the other, each feeding off
the others twisted heart. For long years the Eldar
turned upon themselves, sinking to sickening depths;
torturing and killing their own kind, eating their own
dead, and mutilating their once-great civilisation,
until finally the warp god they had created emerged
into full consciousness and power. The Chaos God
Slaanesh was born.
In its moment of birth, Slaanesh, the
embodiment of all the Eldars darkest whims and
wanton cruelty, let out a howl across the void, a
psychic scream heard by every living Eldar, tearing a
hole in the fabric of reality itself. In the blink of an
eye the heart of the Eldar civilisation was ripped out,
its worlds plunged into the warp and all but a
handful of its people killed instantly as the new-born
god tore their souls from their flesh. Only those far
from the epicentre survived, those who had fled to
the edges of the galaxy and cut themselves off from
their decadent kin. The Eldar were not alone in the
damage dealt by Slaanesh, and countless humans,
Orks, and other races also suffered, though it was the
end of the Eldar as a galactic power and the
beginning of their decline; never again would their
civilisation command the stars, nor would they be
more than scattered nomads, the remains of a broken
peoples, brought down by their own pride and
hubris.
Eldar Language
The language of the Eldar is an ancient and
complex dialect built upon and refined over millions
of years. Compared to the crude blunt sounds of
High or Low Gothic, its words flow from one to the
next, each sentence a complete idea as much as a
collection of letters or numbers. Humans can imitate
Eldar speech to a certain degree, with sufficient
training, but compared to a native speaker they are
slow and halting at best. This is largely because the
Eldar language is not words alone, but also
accompanied by a detailed set of poses and gestures.
The way an Eldar stands, the cast of his features or
how he moves his hands can all change the meaning
of words, sometimes dramatically.
Dead Gods
Once the Eldar had many gods; each was an
aspect of their rich and diverse civilisation, and an
expression of the differing aspects of the Eldar
themselves. Among their numbers were counted
Asuryan, the Phoenix King and lord of the Eldar
gods; Vaul, the Smith and Creator; Isha of the
Harvest; Lileath, the Maiden of Dreams and
Fortune; and Morai-Heg, the Wise Crone. All of
these were lost when the Eldar civilisation was
destroyed, lost to the warp and to the memory and
minds of countless Eldar. Only two have survived
into the present day: The Laughing God Cegorach,
worshiped by the enigmatic Harlequins, and Kaela
Mensha Khaine, the Eldar god of war. It is said that
when Slaanesh arose, Khaine was strong enough to
survive the battle, but in the process was rent into a
thousand pieces and scattered across the void, where
he eventually came to rest in the heart of each of the
Craftworlds. These fragments are what give the
Avatars their life and in this way the god lives on.
Spirit Stones
The Paths are not the only practise born out of
the death of the Eldar empire, and not the only
means the Eldar have of protecting themselves
from both their own natures and the hunger of the
Chaos god they unleashed. When an Eldar dies, his
soul, like that of a humans, is cast off into the warp.
While a human soul retains nothing of its living
consciousness, an Eldars mind is stronger both in
will and psychic power and remains aware of its
terrible fate. Thus death, and being lost to the warp
and the inevitable attentions of Slaanesh, is the most
terrible end an Eldar can imagine. To avert this fate
all Eldar wear a polished gemstone on their breast
known as a waystone, which has been psychically
attuned to them in particular. When an Eldar dies,
his or her spirit is then trapped in the waystone and
carried back to its Craftworld where it becomes part
of the wraithbone structure itself.
The suspended souls of a Craftworld are known
as the Infinity Circuit and are one of the most
closely guarded secrets of the race. Together the
souls of the Infinity Circuit merge and mix over
centuries as they exist in an eternal limbo accessible
only by the most skilled and high-ranking of the
Craftworlds Warlocks and Farseers. Though it is far
from an ideal existence, it is still preferable to the
fate which awaits them in the warpan eternity as
playthings in the hands of hungry daemons and
vengeful gods. The Craftworld Eldar are not the
only Eldar to use waystones, and both Corsairs and
Exodites also use them as a means of protection
from the warp after death.
As can be imagined, the Eldar go to great
lengths to recover a waystone lost to them, so that
the soul within can be properly saved from
extinction or worse. Many a Rogue Trader
unknowingly transporting harmless xenos gems
has found his ship left as ruined metal as Eldar
raiders seek out any rumours of such items with
unrelenting prosecution.
The Webway
Eldar Craftworlds can only travel slowly through
the void and are incapable of the warp travel used by
the Imperium, and while Eldar vessels can and do
make use of warp voyages they prefer not to, as it is
dangerous, unpredictable, and still relatively slow.
Instead, the Eldar use a far more sophisticated and
mysterious method of travel across the stars and
between worlds known as the Webway. Created long
ago based on the teachings of the fabled Old Ones, it
is a network of gates which link worlds, sectors, and
stars from one end of the galaxy to another. Each
Craftworld has its own gate, and therefore access to
the network, which it uses to send men, materials,
and even ships to far-flung destinations. The
Webway also allows the Eldar incredible strategic
freedom when fighting
The Koronus Web
The Expanse is littered with Eldar ruins waiting
to be plundered, from small and unnoticed temples
to worlds where entire cities lie hidden by jungles,
ice, or seas. In many cases, these ruins and worlds
are difficult to reach or lie off the established warp
routes. Instead, they are tied together by the
Webway, a system of gates which once connected
the entire Eldar empire together from one end of the
galaxy to the other. Rumour places Webway portals
in almost every region of the Expanse, from
Winterscales Realm right out to the Halo Stars.
Some Rogue Traders have even tried to map the
Koronus Web as humans know it, however more
explorers disappear down its twisting paths than
return to tell the tale.
Laser Weaponry
As with missile and plasma technology, Eldar
long ago mastered the use of light as a weapon and
created some of the most advanced and effective
laser weapons known to the galaxy. From simple
pistols and guns to rapid repeating cannons, laser
weapons make up a significant proportion of the
Eldar arsenal. One of the things which makes these
weapons so effective is the perfection with which
the Eldar craft their laser-focusing crystals, each one
masterfully grown and polished to a flawless finish.
Monofilament Webs
Many Eldar weapons, like the Shadow Weaver
cannon, fire clouds of monofilament fibres. These
terrible weapons enmesh the target in a tangle of
almost-invisible wires which literally cut them to
pieces, either where they stand or as they try to
escape. Smaller weapons like the Harlequins Kiss
use similar principles, relying on coils of
monofilament wire to cut their foes to bloody ruin.
Close-Combat Weapons
Eldar make use of many kinds of close-combat
weapons, from mono-edged chain blades to
flickering, energy-wreathed swords and spears. Far
more advanced than their human counterparts,
each of these weapons is perfectly balanced and
keen edged, reducing the users reliance on
raw strength and allowing unparalleled
displays of finesse and skill at arms.
Plasma Weaponry
Unlike the extremely hazardous plasma
weapons used by Imperial troops, the plasma
weapons of the Eldar are both sophisticated and safe
to use. Long ago the Eldar mastered the use of
plasma technology, and this is no more evident than
in their Star Cannons and similar weapons, which
capture the fury of burning plasma in complex
containment fields while never risking overheating
or explosion.
Aspect Armour
The armour worn by elite Aspect Warriors and
Autarchs is even more advanced than the usual Eldar
armour. These gem-studded, psycho-sensitive suits
are perfectly fitted for each wearer, with protection
designed to match the users combat mode. Aspect
Armour will vary with the Eldar wearing it.
Shuriken Weaponry
Ranging in size from pistols and rifles up to
vehicle mounted cannons and support weapons,
shuriken catapults and casters work using the same
basic principle. Each has a clip of solid core
ammunition. When activated, the weapon then uses
high-energy pulses to shave off a mono-molecular
shuriken from the solid ammunition core and
fling it down the barrel at hyper velocities, cutting
down all in its path.
Warp Based Weaponry
Perhaps the most feared of all Eldar weaponry,
these weapons manipulate reality itself, tearing
holes in the materium and flinging foes into the
madness and horror of the warp. Known as distort
cannons, commonly called D-Cannons, and used
primarily as support weapons (and by the silent and
terrible Wraithguard), these devices represent some
of the most advanced weapons used by the Eldar,
and are the most horrifying to behold in action.
Eldar Armour
Wraithbone is also used to craft the armour of
the Eldar, from the light psycho-plastic suits worn
by the Guardians to the heavier yet still flexible
plate version the Aspect Warriors wear in combat.
Like their weapons, each suit of armour is fitted for
its user, and responds to their psychic signature.
Lightweight and allowing unrivalled freedom of
movement, it reacts to attacks by hardening before a
blow lands, then becoming flexible once more.
Eldar do not just make use of personal armour; they
also use a variety of sophisticated fields and
cloaking devices on their persons, vehicles, and
even their starships, ranging from energy barriers
and repulsion auras to holographic mirages and
distortion effects.
10
11
12
Aspect Warriors
DARK REAPER
The warriors of the Dark Reaper temple are
among the most feared and mysterious known to the
Imperium. Personifying the aspects of their alien
god as destroyer and harvester of souls, they are the
long arm of death incarnate, reaching forth from any
distance to claim its victims. The Dark Reapers
specialise in delivering a shower of preciselyargeted death across the battlefields of the galaxy,
often before their enemy knows it is under attack.
When the Eldar march to war, the Dark Reapers
hold back behind the advancing lines, ready to lend
fire support across a wide front. Any concentration
of enemy infantry or light vehicles can then be
broken up and pummelled into submission from afar
and prepared for the inevitable assault of the Eldar
advance. The power of the Dark Reapers is such
that only the most heavily-armoured foes are even
remotely safe. Many a Rogue Trader has been
brought to ruin when a trusted retinue or expensive
mercenary unit has descended into an alien
landscape seeking xenos artefacts and treasures,
only to be battered to pieces under the torrent of fire
unleashed by a team of Dark Reapers. Often when
Eldar dignitaries appear to conduct negotiations, an
unseen Dark Reaper is watching over the
proceedings to ensure the safety of their charges.
13
Fire Dragon
No Eldar Aspect Warriors revel more in
destruction than those who serve the temple of the
Fire Dragons. Taking as their totem the fierce, fireBreathing creatures of Eldar legend, they epitomise
the brutal, wanton destruction of war. When called
to arms their goal is the total annihilation of their
foes to the exclusion of all else.
In battle, the Fire Dragons are tasked primarily
with targeting enemy tanks and heavy installations.
Wielding their terribly effective fusion guns, these
elite warriors make a mockery of the heaviest
vehicle armour and the most wellprepared
fortifications. When these weapons are turned upon
regular infantry, the results are even more horrific.
While these warriors excel as demolition
experts, they may also be called in should a
transaction or negotiation turn bitter; few protective
armours, including the mighty Tactical Dreadnought
Armour of the Adeptus Astartes, can withstand the
concerted attention of the Fire Dragons.
Those Fire Dragons operating in the Expanse
wear mediumweight armour, made from the same
psycho-sensitive material used by other Aspect
Warriors. It is usually coloured in fiery hues of
muted reds and golds, then studded with rubies and
carnelians. Their dreaded fusion gun allows them to
bring this fire to their enemies, fuelled by the heat of
the very stars themselves. These weapons are
capable of reducing flesh and armour to molten slag
in moments, and only its relatively short range
mitigates its lethality in combat.
Fire Dragons are so skilled with their chosen
weapons that they are capable of using the Eldar
version of a melta-bomb at a distance. They are able
to throw these explosives in such a way that the
shaped charge is still effective, visiting focused
devastation upon the target from a relatively safe
distance.
Rumours abound of Rogue Traders who run
afoul of Eldar dignitaries finding themselves
stranded after the sudden and brilliant destruction of
their transportation. Baron Torvald Binder, a Rogue
Trader late of Faldon Kise in the Calixis Sector,
found out firsthand how treacherous the Eldar can
be when he arranged a meeting with a particularly
elusive Autarch on the desiccated ruins of
Jerazol. Binder left his Aquila lander in a
sheltered vale for the meeting, only to have
his negotiating position severely weakened
with its fiery destruction moments later.
14
Howling Banshee
The alluring and mysterious Eldar warriors of
the Howling Banshee temples style themselves after
a fearful figure in Eldar legend, a terrifying
harbinger of woe and death whose horrific shriek
can separate body from soul. In battle, they embody
the very essence of the swift and artistic fatal strike.
To witness a Howling Banshee in melee is to see the
personification of precision and efficiency in deadly
combat.
The Howling Banshees fight like a
choreographed team, gliding across contested
terrain and striking the opponents strongest
infantry, sowing confusion and disruption. With
their terrifying shrieks echoing across the devastated
landscape, often their mere appearance is enough to
cause an enemy commander to quit the battlefield.
The characteristic bodysuit armour of the
Howling Banshee temple is lighter than other
Aspect Warriors, allowing for more freedom of
movement but retaining the characteristic flexibility
and rigid defence when struck. Within the Expanse
these warriors are almost always clad in dull ivories
and subdued reds, reminiscent of bones and blood.
Unlike other temples, they are exclusively female.
The Howling Banshees carry a shuriken pistol
and the graceful Banshee power sword into battle,
but their emblematic wargear is the Banshee Mask
built into their helmets. This mask contains an array
of psychosonic amplifiers that intensifies their
distinctive battlecry into a devastating weapon.
Crushing waves of sound and psychic force hammer
the target, stunning and even causing horrifying
neural damage to their foes. The xenos then step in
for the kill; tavern tales in Port Wander speak of the
Howling Banshees dancing about downed
opponents, awaiting the perfect moment for the
elegant final blow.
In the Koronus Expanse, the only verified
sightings of the Howling Banshees have been in the
retinues of Eldar commanders. They are used
primarily as bodyguards in sensitive situations and
in circumstances where the beauty of these
primarily female warriors can pose a useful tactical
distraction. Most traders dismiss tales of the
Howling Banshees acting as assassins to eliminate
key personnel or security assets as pure
speculation and unsubstantiated gossip,
designed to thwart profitable business
ventures.
15
Shadow Spectre
Honestly! Being spooked by a few unknown xenos
skulking around near the dig site! That hill is hundreds
of metres away, and at that range, a few infantry can
hardly pose a threat to -
-Final words of Alek Lir, Excavator Engine Driver
In recent decades in the Expanse, tales have spread
of spectral forces that bring destruction down upon even
the most well prepared party, especially along the Rifts
of Hecaton. Accounts have circulated of established
Rogue Traders and their retinues destroyed by half-seen,
floating figures garbed in pale robes. Imperial
xenographers have now begun to connect these reports
with the whispered tales of the Shadow Spectres,
perhaps the least well-documented of the Eldar Aspect
Warriors.
There are no substantiated sighting of these xenos
warriors in the Expanse, and all reports seem more the
result of poor quality amasec than reputable accounts.
They tell of ethereal figures, floating gently in midair,
that appear out of nowhere to unleash devastating
firepower and then disappear again, leaving only
burning wreckage behind. All tales agree that the more
xenos present, the more deadly their impact, and few
armours are proof against their wrath.
Scholars can only speculate regarding these
warriors armour and weapons, but much can be guessed
from what the Imperium knows of Eldar capabilities in
general. It can be assumed that the Shadow Spectres don
light psycho-sensitive armour for battle, given the
reports of their manoeuvrability and airborne
movements. Most tales in the Expanse have them in soft
grey or faded white armour, with pale streamers and
tattered robes that trail behind them as they drift upon
the wind.
Their weapon appears to be a laser rifle variant of
the crystalline cannons found on their heavy grav-tanks,
called a Prism Rifle. These smaller weapons share many
traits with the Eldar Lasblaster, with the additional
ability to somehow link together for more power and
range; this may explain the wildly varying reports of the
weapons efficacy in combat reports. Shadow Spectres
also appear to employ a form of mobility via xenos jet
packs, given the reports of sustained flight.
Many xenos scholars hold that these aspect warriors
represent the righteous vengeance of the unquiet dead. It
is possible these warriors are used in other roles than
battlefield terror weapons, but as of yet there are none
who have lived to speak of them.
16
Striking Scorpion
The Eldar of the Striking Scorpion Temple
epitomise stealth and force in warfare. Exemplifying
the strategies of clandestine activity and
overpowering strength in battle, these highly trained
close combat troops wield the dual weapons of force
and surprise in service to their mysterious
homeworlds.
On the battlefield, Striking Scorpions often
infiltrate the enemys rear and strike targets essential
to strategic operations. Attacking from the shadows,
they also target well-armoured enemy infantry,
bringing them down in a welter of blood, spinning
monomolecular disks, and roar of chainswords.
An Aspect Warrior is never seen without its
distinctive gear, always in colours and designs that
indicate the warriors temple, craftworld, and rank.
Striking Scorpions wear a heavy, plated suit of
psycho-sensitive armour that conforms to their
bodies fluid motions but turns rigid when struck.
Examples sighted in the Expanse have typically
been a muted green and gold, perhaps to aid with
stealth.
This uniformity extends to their weaponry as
well. Striking Scorpions almost exclusively wield
an Eldar Shuriken Pistol and Scorpion Chainsword,
the latter a deceptively fragile appearing blade that
issues a soft and menacing roar as it slices foes
apart. The signature weapon of every Striking
Scorpion, however, is the Mandiblaster. Located on
either side of the warriors helmet, these weapons
fire in tandem to launch a fusillade of needlelike
crystals in a rain of accelerating lasers, erupting in a
devastating plasma discharge. Activated through a
neural link within the armour, these weapons can
bring a foeman to his knees before combat is even
joined.
Most Aspect Warriors witnessed so far have
been in service to high-ranking Eldar officials
working for the Eldar Craftworlds rather than in full
scale combat. These officials, both the mysterious
Farseers and the more straightforward Autarchs, are
often accompanied by retinues of Eldar warriors to
serve them in their quests and dealings. There
have have been whispers, however, of these
warriors being put to more direct uses.
17
Swooping Hawk
Vengeance and retribution are constant themes
within Eldar legends, and the root philosophy
behind many Aspect Warrior temples. The temple of
the Swooping Hawks takes as its totem a creature of
great beauty and grace whose purpose within the
mythology is to swoop down upon oath-breakers
and traitors, and destroy them in a whirling display
of retaliatory justice.
Across countless battlefields, the Swooping
Hawks use their agility and speed to reconnoitre
ahead of the main Eldar advance, often striking at
the enemys weakest points far behind the
battlefront. Using their dreaded grenade packs and
the saturating fire of their lasblasters, these warriors
can threaten any enemy asset anywhere on the field.
The Swooping Hawks flight also allows him to
access areas other, less mobile, searchers would find
hard to reach. Oftentimes these xenos are seen
soaring around the cyclopean ruins of ancient xenos
civilisations, or delving deep into enormous craters
and fissures in the crusts of dead, desiccated worlds.
It is not known what these warriors are seeking, but
only the most intrepid explorers would dare to
investigate.
Aside from the impressive wings that sweep up
from their shoulders, each made up of thousands of
feather-like gravitic plates, the Swooping Hawks of
the Expanse are often identified by their usual light
armour of lacquered blues and turquoise, polished to
a rich lustre with accents of white or bone, though
other colours have appeared. Their primary weapon
is the Lasblaster, a refined and elegant energy rifle
far more efficient and powerful than the standard
Imperial lasgun. In addition, the Swooping Hawks
also carry small micro-grenade packs that can drop
devastating explosives down upon their targets in
mid-flight.
Though they lack the sheer power of some other
temples, the Swooping Hawks use of harassing
attack from above makes them terrible foes.
Explorers operating around the Accursed Demesne
whisper tales of the fate of archaeologist Haddracke
Cain. Cain and his band of servitors and
debtlabourers landed on the dead world of
Melbethe in search of xenos artefacts, but were
ambushed while deep within the Abyssal Maze.
Their path to safety became strewn with the
bodies of their fallen, riddled with las-burns
one by one as they fled. Cains body was
never found.
18
Warp Spider
One of the strangest tales of the Eldar
Craftworlds is of creatures living in the fabric of
each vessels infinity circuit, defending against
warp incursions as they travel through the
Empyrean. Referred to as Warp Spiders, these
creatures are said to melt into the infinity circuit,
travelling throughout the ships and appearing
wherever they are needed.
The Warp Spider Aspect Warriors epitomise the
doctrine of swift and aggressive defence personified
by their totem creature. Much like the Warp Spiders
of their itinerant homes, these xenos exemplify
sudden and terrible attacks from unanticipated or
unknown quarters, counterattacking with silent,
vicious effectiveness.
In battle, the Warp Spiders use arcane
technology to circumvent enemy defences or
frontline formations to make precise, targeted
attacks at the most significant threats. With their
terrible weapons and silent materializations inside
the most secure areas, they cause confusion and
terror across a broad front of enemy advance,
attacking where the foe is most vulnerable and
disappearing before a counter strike can be
mounted.
Warp Spiders operating in the Expanse are
easily identified by their large suits of armour. Wide
shoulders house the specialised Warp Jump
Generator that allows them to make a mockery of
any readied defence. Their primary weapon is the
Death Spinner, which spools a ball of monofilament
wire into a temporary suspension field at the muzzle
of the weapon, then hurls the deadly snarl at its
target. Although relatively short-ranged, the effect of
these whispers of xenos razor-sharp wire is
horrifying as it slices through entangled flesh and
bone. The more the victim struggles to get free, the
more the filaments cut deeper until there is little to
recognise as the original target.
Their most unique wargear is their Warp Jump
Generator. This arcane technology allows the
warrior to make short, controlled warp jumps in a
much more precise and predictable manner than any
fielded by Imperial forces. There is still a deadly
element of risk involved in each jump, however;
there are reports of these warriors sometimes
teleporting into solid objects or even other
soldiers with spectacularly fatal results.
19
Aspect Commanders
Autarch
Compared to humans, the Eldar are incredibly
long-lived. In the ancient past, this xenos race
learned the dangers of unfettered indulgence, much
to their loss, and so their society is now rigidly
structured around the concept of the Paths of Life.
Over the course of their long lives, Eldar choose
many different Paths, not moving onto another until
they have mastered their current choice. The Paths
most familiar to Imperial scholars are the Paths of
the Warrior and the Paths of the Seer.
Following the Paths of the Warrior, an Eldar
choose one Warrior Aspect of their war god, Kaela
Mensha Khaine, and pursue it to total mastery. Most
of these warriors then put aside their armour and
weapons and pursue a new Path, completely
unrelated to warfare and violence. Rarely, an Aspect
Warrior becomes lost on the Path, forever trapped
within the pursuit of martial superiority; these
warriors become the dreaded Exarchs, the leaders
and high priests of the Warrior Temples.
Even rarer, however, are those Eldar that do not
become lost along the Warrior Path, but rather
develop a deep fascination with all elements of
warfare and conflict. Often these Eldar master one
Warrior Path only to leap to a different Warrior Path,
mastering that as well. Frequently they master many
different Paths, becoming utter experts in the Eldar
arts of war. They develop a passion for wider
tactical studies and elaborate strategic planning.
Specialists and scholars in all forms of warfare and
conflict, these Eldar attain the highest military rank
for any of the Craftworld warriors: the Autarch.
On the battlefield these beings are the supreme
commanders of the Eldar warhosts. An Autarch
oversees every battle from its initial planning stages
to the final, killing blow. Despite maintaining a
wider view of events, the Autarch is still a fearsome
warrior in his own right. Because of their
background on the Path of the Warrior across many
different temples, the Autarch is familiar with a
dizzying array of weapons and wargear, and can
easily adapt to whatever roles the current battle
requires.
In recent experience within the Koronus
Expanse, Autarchs have often served as the lead
negotiators when Eldar consent to address
humans directly. In larger parties led by the
vaunted Eldar psychic leadership, these
consummate warriors have been seen acting
20
21
22
Wraithlord
History abounds with tales of enormous statues
magically coming to life in defence of primeval
crypts or to avenge ancient wrongs. The image of
these towering constructs shuddering into animation
is ingrained in the human psyche, and explains the
visceral reaction most Explorers have when first
encountering the Wraithlords.
A graceful statue of Eldar manufacture, each
Wraithlord is encrusted in glittering gemstones and
scrolling alien glyphs. With a smooth, featureless
head sweeping back from broad, fragile-seeming
shoulders, the inhumanity of the gigantic statue is
immediately evident. Their armour is decorated by
arrays of gleaming precious stones, which Imperial
scholars believe both power and guide these
daunting constructs. A Wraithlords seemingly
delicate armour is nearly impossible to breach
without the heaviest of military-grade weapons, and
in battle they form mobile strong points,
spearheading assaults as they lead elite Eldar
warriors against their foes.
Sightings of Eldar Wraithlords in the Koronus
Expanse are exceedingly rare. In skirmishes with
security forces or indigenous feral enclaves, a
Wraithlord dominates the encounter, presenting an
almost unstoppable threat. Often local authorities
have assumed these towering figures were mere
statuary, only to be proven horribly wrong as they
awakened with a fearsome array of weaponry and
deadly purpose.
23
24
25
Path of Shaping
The path of Shaping is a specialisation of the Path
of the Artisan, closely linked to the Path of the Seer.
It is undertaken by those Eldar who become
Bonesingers, the skilled artisans who are part
psyker, part artist, and part engineer. Bonesingers
train their innate psychic powers to create and mend
all of the constructs of Wraithbone used by the
Eldar. Outcasts drawn to this path may re-roll one
test per session pertaining to maintenance or
construction of technology.
Path of the Thought Talker
A Thought Talker is an Eldar Telepath who is rained
to function both as an interpreter beween
26
27
28
29
30
31
32
33
Eldar Farseer:
Without mercy or moral feeling, the Farseers
consciousness stands upon the edge of spiritual
destruction.
Inquisitor Czevak
34
Void Dreamer
The void roils with dreams, with half-forgotten
memories and long lost emotion. I must pierce through
this sea of eternal ephemerality with the swiftness and
precision of a spear. Every cast decides our fate: safety
or doom, oblivion or glory.
Diumraid the Shining, Corsair Void Dreamer
35
36
37
38
39
40
New Skills
Common Lore
(Advanced, Investigation)
Intelligence, Skill Group: Eldar
The Common Lore Skill allows the Explorer to
recall general information, procedures,
divisions, traditions, famed
individuals, and superstitions of a
particular world, group, organization, or
race. The following additional Skill Group
has been added to those available. The
manner in which this skill functions remains
unchanged.
Eldar: Knowledge of the social and political
structures of Eldar society. This also comes with an
understanding of Eldar nature and history.
Forbidden Lore
(Advanced, Investigation)
Intelligence, Skill Group: Webway
Forbidden Lore Skills represent knowledge
usually hidden, veiled or proscribed by an
organisation or society. The following additional
Skill Group has been added to those available. The
manner in which this skill functions is unchanged.
Webway: Knowledge of the secrets and hidden
nature of the labyrinth dimension of the Eldar,
typically known only to the mysterious Harlequins
of the Laughing God and to a select few extremely
learned Eldar.
Navigation
(Advanced, Exploration)
Intelligence, Skill Group: Webway
The Explorer uses the Navigation Skill to plot a
course between two points. The following
additional Skill Group has been added to those
available. The manner in which this Skill functions
is unchanged.
Webway: This Skill permits an Explorer to
determine the safest and quickest route to a location
using the myriad passages and pathways between
worlds known as the webway. As many routes
through the webway are blocked, sealed or simply
closely guarded secrets, and because the webway
itself does not connect to every world, there may
be many destinations that simply cannot be
reached in a single trip, if at all.
41
New Talents
Eldar Talents
These talents may be selected whenever an Eldar
Talent talent appears on the Path of the Outcast
advance table, provided that the Outcast meets all
the prerequisites of the talent.
Ancient and Ruthless Command:
Requirements: Eldar, Into the Jaws of Hell, Iron
Discipline, Air of Authority
The Eldar are dwindling in number, and grow
fewer with each passing century. This has lead to a
grim determination in those left behind and fills
them with an almost supernatural drive and courage,
but in the eyes of their foes an otherworldly terror
and ruthlessness. The Outcast gains the Fearless
talent, and may spend a fate point to gain the From
Beyond trait until the end of the encounter and all
the benefits it entails.
Aspect Armor Mastery
Pre-Requisites: Eldar
This talent reflects that the Explorer has not only
familiarized themselves with the use of Aspect
Armor, but has begun customizing it to their own
specifications. The Explorer may now add half their
Rank (rounded down) to the Armor Points provided
by Aspect Armor.
Aspect Warrior Exarch:
Pre-Requisites: Varies (See Below):
Dark Reaper: Eldar, Rank 8, BS 55, 5 Ranged
Talents, Exotic Weapon Training (Reaper Launcher)
Fire Dragon: Eldar, Rank 8, BS 55, 5 Ranged
Talents, Exotic Weapon Training (Fusion Gun)
Howling Banshee: Eldar, Rank 8, WS 55, 5 Melee
Talents, Exotic Weapon Training (Banshee Power
Sword)
Shadow Spectre: Eldar, Rank 8, BS 55, 5 Ranged
Talents, Exotic Weapon Training (Prism Rifle)
Striking Scorpion: Eldar, Rank 8, WS 55, 5 Melee
Talents, Exotic Weapon Training (Scorpion
Chainsword)
Swooping Hawk: Eldar, Rank 8, BS 55, 5 Ranged
Talents, Exotic Weapon Training (Swooping Hawk
Grenade Pack, Lasblaster)
Warp Spider: Eldar, Rank 8, BS 55, 5 Ranged
Talents, Exotic Weapon Training (Death Spinner)
Other: WS or BS 55, 5 Ranged or Melee
Talents, Exotic Weapon Training (Weapon(s)
of Aspect)
42
43
Wanderer's Familiarity
Requirements: Eldar, Psy Rating, The Path of the
Seer Career Path
Through hard won practice and exposure to the
warp, the Explorer has become more resistant to the
perilous eddies of the warp. Choose one result on
the Psychic Phenomena chart on page 160 of the
Rogue Trader Core Rulebook (Other than Perils of
the Warp). When rolling for Psychic Phenomena,
the Explorer may substitute his trademark result for
the effect rolled on the table, so long as he does not
roll Perils of the Warp
44
New Traits
45
Shuriken Cannon
To the Shuriken Catapult as the Heavy Bolter is to
the Boltgun, Shuriken Cannons are a common
support weapon amongst Eldar forces, variously
carried by an Eldar warrior, mounted on a floating
gun carriage or fitted to a vehicle. Extremely light
for their size, Shuriken Cannons are capable of
unleashing a deadly torrent of blades at speeds
sufficient to dismember or decapitate men or to
pierce the armoured hides of all but the toughest
vehicles. Because of the Eldar mastery of anti-grav
technology, some Shuriken Cannons are fitted with
systems equivalent to the suspensors occasionally
used on Imperial heavy weaponry. Weapons so
upgraded are Extremely Rare, and count their
operators as having the Auto-stabilised Traitthey
are always considered to be braced and the weapon
may be fired on semi- or full-auto as a Half Action.
This weapon may use any specialist shuriken
ammunition.
Shuriken Catapult
Shuriken catapults are the mainstay weapon for the
Eldarthis alien races basic citizen-warrior
Guardians use these weapons. They are
lightweight and can be easily fired on the move.
These weapons fire razor-sharp disks at high
velocity to shred a target into pieces.
Shuriken Pistol
Shuriken weapons are graceful dealers of death that
use sophisticated gravity accelerators to hurl volleys
of miniature razor disks to literally slice their
victims apart in seconds. The enigmatic alien Eldar
create these weapons, and many of their warriors
carry a shuriken pistol as a sidearm.
Splinter Weapons
These cruel weapons used by Eldar pirates and
raiders are a fearsome sight to many a merchant
vessels crew. The crystalline ammunition is broken
into tiny splinters in the firing process, emerging
from the weapon as a high-speed cloud of deadly
projectiles. The crystals often contain virulent
toxins, such that even the tiniest cut can cause
festering wounds of intense pain. The weapons
themselves carry a wide variety of cutting blades and
combat attachments, making them doubly useful in
closequarters fighting. Like all Eldar weaponry, they
are surprisingly lightweight and deceptively fragile
in appearances. In Melee combat, a Splinter Pistol
counts as a Mono-Knife; a Splinter Rifle counts as a
Mono-Spear.
46
Eldar Chainsword
A seldom-seen weapon, Eldar chainswords bear
only a superficial resemblance to the roaring, heavy
blades of humans or Orks. Almost silent, they
produce little more than a sibilant whisper as they
tear through flesh and bone. Swiftly-cycling rows of
mono-edged teeth cause considerable damage to any
creature in their path.
Xenofilament Grenade
The exotic filament grenade carries compressed
segments of monomolecular wire that expand into a
cloud of deadly razor-sharp filaments on detonation,
slicing through flesh and bone.
Exotic Ranged Weaponry:
Avenger Shuriken Catapult
The Avenger Shuriken Catapult is the standard
weapon of the Dire Avenger Aspect Warriors.
Compared to normal shuriken catapult the Avenger
has an extended barrel, power feeds and inbuilt
rangefinders, resulting in greater range and
accuracy.
47
Eldar Sunrifle
A more advanced version of the Lasblaster, a
Sunrifle sacrifices a longer range for even more
firepower. Each discharge fires as many bolts of
energy as a squad of Imperial guardsmen.
Eldar Firepike
These potent weapons pre-date the Imperium,
having been created by Eldar artisans. Operating
similarly to most melta weapons, firepikes project a
lance of intense heat and radiation over a
considerable distance, capable of melting flesh and
steel, carving through the toughest armour with
deadly precision. Rare even amongst the arsenals of
the Eldar, they are most often borne by the mightiest
champions of their kind, relic weapons beyond
contemporary means to reproduce.
Hawk's Talon
Capable of unleashing a withering torrent of
powerful lasblasts, Hawks Talons are ancient and
powerful precursors to the lasblasters used by a
variety of Eldar warriors. Reserved for the deadliest
combatants, these weapons are incredibly rare, and
the Eldar will show no mercy to those they find
bearing the relics of their kind. Many Hawks Talons
mount a small powered blade in the stock or
beneath the barrels, allowing the wielder to
strike down his foes as easily in melee as he
can at range.
Spinneret Rifle
A rare and strange weapon, as lethal as it is bizarre,
the Spinneret Rifle shoots a single monofilament
wire over a considerable distance until it pierces a
target, at which point it coils tightly within flesh and
armour, causing considerable internal injury before
recoiling swiftly to re-enter the weapon. The
weapons unique method of slaughter requires
extreme precision, making it difficult to use but
utterly devastating in the right hands. A well-placed
shot can shred a mans heart or brain with startling
efficiency, leaving nothing but ruined flesh behind
the tiniest of punctures.
Mandiblasters
An Eldar weapon system in the form of pods built
into either side of the helmets of Striking Scorpions.
Known also as the Scorpion's Sting or the Sting of
the Scorpion, Mandiblasters are neurally activated
weapons which fire a hail of deadly metallic shards.
These shards, while capable of cutting and lacerating
flesh, are not particularly powerful alone; they act as
a conductor to a follow-up intense laser burst.
Special: These may be used once per round as a
Free Action and count as a single attack. They may
also be used in Melee combat in the same manner as
a Pistol weapon.
Prism Rifle
An Eldar energy weapon and the primary weapon of
the Shadow Spectres Aspect Warriors. The Prism
Rifle is an antiquated weapon, an artifact lost to
most of the remaining Eldar race. Using the same
technology as the far larger Prism Cannon, each rifle
is connected to a single targeting matrix, known as
the Ghostlight. Through it each rifle's energy pulse
converges into a single beam of bright light that can
tear apart tanks and larger targets with ease.
Special Prism Rifle Ghostlight
Multiple Shadow Spectres may use the sophisticated
targeting matrices in their Prism Rifles, called
Ghostlights, to combine their weapons for one
devastating attack. All Shadow Spectres must spend
their turn joining their weapons into this unified
mode; when the final Shadow Spectres initiative
turn arrives, it fires the Ghostlight aimed merged
shot as it would make a normal shooting attack.
Each prism rifle involved in the attack increases the
Range of the attack by 30m and the Damage by
1d5+3.
48
Reaper Launcher
An Eldar weapon used by Dark Reapers, the Eldar
path devoted to providing long range fire support on
the field of battle. It is a fast firing heavy weapon
which launches a barrage of armour-piercing
missiles to devastate the enemy, and utilizes Dark
Reaper Range Finder equipment which allows the
user to "see" from the muzzle of the weapon itself.
While similar to the Missile Launchers used by
Imperial forces, Eldar versions of this technology
utilize a number of complex chambered pods
containing a variety of ammunition types. These
pods allow the firer to perform a number of support
duties such as anti-tank or anti-infantry, and all but
eliminate the need to reload.
Diresword
A type of Eldar Power Weapon wielded by Exarchs
of the Dire Avengers Aspect Shrine. The weapon is
unique, by way of that a potent Eldar spirit is
contained within the blade itself in the form of a
Spirit Stone. When a blow is struck with the blade,
the spirit will attempt to destroy the enemy's inner
mind, killing them instantly.
Special: Targets dealt damage by this weapon must
pass a Challenging (+0) Willpower Test or suffer an
additional 2d10 wounds ignoring Toughness or
Armor (wielder's choice). This weapon ignores the
effects of enemy power fields.
Scorpion Chainsword
A deadly one-handed melee weapons whose vicious
blade is comprised of diamond-toothed edges that
mangle and tear flesh. First amongst the ritual
weapons used by the Striking Scorpions Shrine,
these distinctive chainswords bolster the strength of
their users considerably.
Agonizer
One of the favoured melee weapons of the vicious
Eldar pirates is the Agonizer, a deliberately cruel
device often worn as a gauntlet or used as a whip. It
acts similarly to a shock weapon, but the energy
inflicted on the enemy can bleed through armour
easily, causing even more intense pain and physical
trauma. Even the mightiest of warriors can be
brought low when in the grip of such a weapon.
Eldar Powersword
There is perhaps nothing so dangerous as a skilled
swordsman wielding one of these deadly blades.
Impossibly slender yet strong, shimmering with field
energies, and studded with mysterious glowing
gems, an Eldar Powersword is a premier status
symbols for any explorer. It is unheard of for these
xenos to sell such a weapon and they reclaim them
by force, adding even more of delightfully forbidden
air to ownership. An Eldar Powersword adds
+10 to any Parry attempts made by the bearer
(with Balanced, this becomes +20 total).
49
Singing Spear
Singing spears are weapons that are related to the
witchblades wielded by Farseers and Warlocks that
take the form of a long spear, thus providing greater
striking range and penetrating power. They are also
known for their odd property of returning to the
users hands when called. This quality is particularly
useful for Farseers and Warlocks who hurl their
spears in battle, and often catches foes flat-footed.
Once per Round, as a Free Action, the weapons
user may recall it to himself from anywhere within a
number of metres equal to five times his Psy Rating,
at which point it flies back to him and comes to rest
gently in his hand (if he does not have a Psy Rating,
he simply cannot perform this action). The weapon
will automatically dislodge itself from any
objects or individuals in which it is
embedded.
50
Eldar Armor
Armor Stats and Availability are located on page 54.
Eldar Aspect Armor
The armour worn by elite Aspect Warriors and
Autarchs is even more advanced than the usual
Eldar armour. These gem-studded, psycho-sensitive
suits are perfectly fitted for each wearer, with
protection designed to match the users combat
mode.
Eldar Raider Armor
Eldar pirates wear armour that functions in much
the same way as basic Eldar armour, but is covered
with spikes and cutting blades after the fashion of
their weapons. Even an unarmed raider will always
have a plethora of malicious devices on his person,
ready to rend their foes in bloody sport. Anyone
wearing this armour always counts as having a
mono-knife in melee combat.
Ghosthelm
Covered in spidery, arcane runes, a ghosthelm is a
potent and ancient device worn by Farseers to
protect them from the dangers of the Warp. The
wearer of a ghosthelm may make a Very Hard (30)
Willpower Test to remain unaffected by the results
of any roll on Table 63: Psychic Phenomena or
Table 64: Perils of the Warp (see pages 160161
of the Rogue Trader Core Rulebook. The effects of
the result rolled on the table still occur, and may
affect others or the environment.
51
Eldar Gear
Banshee Mask
When a Howling Banshee makes a Charge Action,
she may choose to activate her mask as part of that
action. The object of the Howling Banshees charge
must pass a Difficult (10) Willpower Test or count
as Surprised (even if possessing the Rapid Reaction
Talent) and suffer 1 wound for every two Degrees of
Failure; targets with Resistance (Psychic
Techniques) may use this talent against the attack.
Wounds received in this way ignore all armour
except fully-enclosed helms with auto-senses. In
addition, while the Howling Banshee wears her
helmet, she gains the Disturbing Voice Talent.
Eldar Medkit
A series of intricate Wraithbone instruments and
first aid supplies designed to aid those trained in the
arts of healing. This grants a +20 to Medicae skill
tests for those trained in the skill.
Eldar Medkit (Advanced)
A series of intricate Wraithbone instruments and
first aid supplies. Produced by Bonesingers to aid
Eldar troops on the field, this This item grants a
+20 bonus to Medicae skill Tests and can be used
even if user does not have the skill.
Eldar Scanner
These devices are used to detect energy emissions,
motion, and biological life signs. A character using
an auspex gains a +20 bonus to Awareness Tests and
may make a Tech-Use Test to spot things not
normally detectable to human senses alone, such as
invisible gases, nearby bio-signs, or ambient
radiation. The standard range for an auspex is 50m,
though walls more than 50cm thick and certain
shielding materials can block the scanner.
Flip Belt
Anti-grav Flip-belts are used by the decadent Eldar
of the so-called Harlequin cult, in a sheer affront to
the laws of physics. They allow the user to partially
negate the effects of gravity; the impossibly
acrobatic movements allowed by the belt along with
the wearers natural agility and skill make the
taunting Harlequins extremely difficult targets to hit
despite their outlandish costumes and coloration. A
flip-belt grants the Hover Trait (6) and +20
on all Agility-based Tests, and requires the
Pilot (Personal) Skill to use. All Flipbelts are at least Good Craftsmanship.
Forceshield
Rather than relying on cumbersome (by their
standards) physical armour, many of the higheranking Eldar leaders instead turn to field protective
devices. Forceshields are one such item, often worn
on the arm or belt. These provide protection on par
with the more powerful Imperial fields, but without
the bulk or weightindeed many resemble the
ovoid jewels or other ornamentation.
Protection Rating: 75
Grav Platform
Commonly used by the Guardian forces of the
mysterious Craftworld Eldar to carry heavy
weaponry, grav-platforms seem to require no
obvious power source in order to maintain their
perpetual lift, and are quite capable of supporting
considerable weights without suffering any
particular detriment.
While most commonly fitted with Eldar heavy
weapons, a few Rogue Traders have made a point of
retrofitting these devices to mount obviously human
weaponry. In any case, a heavy weapon mounted on
a grav-platform always counts as braced, even if the
platform moves.
Eldar grav-platforms are directed from a simple
and intuitive control box, allowing them to be
moved around fairly swiftly - a grav- platform can
move 6m as a single half action, taking no effort on
the part of the operator. If an Eldar heavy weapon is
mounted on the platform, it can also be operated
from the control box, but the necessary
customisation to allow non-Eldar devices to work on
the platform prevents this function in any other
situation.
Eldar grav-platforms are average- sized targets
with 15 AP. Any damage suffered by the gravplatform disables it, rendering it immobile. There are
no mechanical benefits for different Craftsmanship
levels in regard to this item. However, the better the
Craftsmanship, the less it has been used and worn in
the time it was last activated.
Runes of Warding
Farseers often embellish their equipment with
defensive runes that interfere with the psychic
powers of their foes, and thus protect the Farseer
from harm. On the field of battle, these baleful runes
cast their gaze upon the Farseers foes, cursing
these adversaries with ill fortune. Enemy
psykers within the psykers Perception
52
53
54
55
Battle Fate
Fortune
Focus Power Time: Half Action
Focus Power Test: Psyniscience
Range: 2m x Psy Rating
Sustained: Yes
As Farseers spend a substantial portion of their
lives focusing upon the strands of destiny, it is not
uncommon for them to see visions of those that they
know. Particularly stressful situations, often
including physical conflicts, can become focal
points for fate. Different destinies can interweave
leading to alternative outcomes, and a talented
psychic may learn to twist and manipulate world
events so that the pattern takes on a different shape.
Farseers can manipulate these strands as they learn
to predict the actions of their opponents. Learning
an opponents common strategies is nowhere near as
reliable as foreseeing the actions that he is most
likely to take based on following the chains of
causality itself. With such knowledge in hand, the
psyker can carefully prepare for a future that has not
yet arrived, assuring that his people are capable of
dealing with the mostly probable outcomes.
The psyker activates this Technique with a
Focus Power Test. All friendly characters within 5
metres x Psy Rating come under the effects of
Fortune. Each Degree of Success raises the range of
the Technique by an additional 2 metres. Any enemy
that attempts to attack a character under the effects
of Fortune must reroll its first successful Weapon
Skill or Ballistic Skill Test each Round, using the
second result even if it is worse.
Force Of Asuryan
Focus Power Time: Full Action
Focus Power Test: Psyniscience
Range: 2m x Psy Rating
Sustained: Yes
By carefully studying the skeins of fate as they
are linked to a group of individuals, the Farseer can
direct them so that they can study and react with
seeming preternatural quickness to situations.
Because of their divinations, such actions become
the work of careful training and direction to events
that have been foretold rather than the reactions of a
moments notice. In this way, the Farseers allies are
better prepared for a conflict than any virtually other
force.
56
Crystal Seer
Focus Power Time: Full Action
Focus Power Test: Psyniscience
Range: Self
Sustained: No
For a Farseer, linear time is an inconvenience,
but one that can often be overcome. Just as the
psyker may peer into the future to advise his forces,
he may be able to call upon the services of those
who have come before. Within any given conflict,
the spirit of an ancestral Eldar may be available to
assist in any psychic conflict. At times, the Farseer
may have to call upon these ancient ones for
assistance, but just as often their aid might appear
without request.
The psyker makes a Focus Power Test to
activate this Technique. On success, he may
immediately use two Focus Power Tests to activate
Psychic Techniques other than Crystal Seer as Free
Actions. For every two Degrees of Success on the
Focus Power Test, the Farseer may make another
Focus Power Test to use an additional Technique
other than Crystal Seer as a Free Action. These
Techniques may not be used at a Psy Rating higher
than the one used for Crystal Seer and the psyker
gains one level of Fatigue for each additional
Technique that he activates this way.
Phoenix Spirit
Focus Power Time: Full Action
Focus Power Test: Willpower
Range: 10m x Psy Rating
Sustained: No
Farseers often commune with the spirits of their
Craftworlds Infinity Circuit. The psyker can come
to grips with notions of mortality and also to the
understanding of how an Eldars soul might continue
to exist within its spirit stone. A Farseer can learn
how to permit an Eldar to remain in control of his
physical body for a few moments after his apparent
demise.
The Farseer selects an Eldar target that has died
recently and makes a Focus Power Test. The subject
may immediately Stand as a Free Action and then
take a full Turn. The target character is not healed,
but may act without any penalties incurred by injury
other that those associated with dismemberment. For
every two Degrees of Success on the Focus Power
Test, the target character persists for another Round,
acting normally at the Farseers initiative. Once the
power ends, the target falls dead once more and
cannot be revived again by this power.
Eldritch Storm
Focus Power Time: Half Action
Focus Power Test: Willpower
Range: 5m x Psy Rating
Sustained: No
Even with their extensive planning and
understanding of destiny, there are times when a
Farseer must unleash the raw potential of the Warp
against his foes. On such occasions, the Farseer may
truly exhibit his races psychic potential as these
exhibitions of raw energy can yield tremendous
destructive force.
Temporal Exile
Focus Power Time: Full Action
Focus Power Test: Psyniscience
Range: 10m x Psy Rating
Sustained: No
A Farseers abilities are focused tightly upon his
knack for manipulating the skeins of fate. One who
becomes particularly adept at these techniques may
directly influence how anothers strands are
interwoven into the webwork of the galaxy. Using
his psychic abilities, the Farseer may choose to
render a subjects thread completely isolated, as
unweaving it from time itself.
57
Doom
Focus Power Time: Half Action
Focus Power Test: Opposed Willpower
Range: 20m x Psy Rating
Sustained: Yes
The psyker chooses a foe and, focusing his mind,
delves into the myriad threads of causality to find
the ones in which blows strike true against this
enemy no matter how robust its defences. Some of
the few who have survived being the target of this
technique describe feeling as if the psykers blows
had landed before he even attacked and that his
strikes wove in and around their defences of their
own accord.
The psyker selects a target within range and
makes a Focus Power Test. If he succeeds, as long as
the psyker sustains this power, all attacks made
against the target hit, regardless of the results of
Weapon Skill and Ballistic Skill Tests, and the target
suffers a 5 penalty to Dodge and Parry, with an
additional 5 for each Degree of Success by which
the psyker won the Opposed Test. The affected
character may spend a Fate Point at any time to end
this effect; if he does so, he becomes immune to this
power for the remainder of the encounter.
58
Empyrean Hunter
Focus Power Time: Full Action
Focus Power Test: Psyniscience
Range: 5 VU x Psy Rating
Sustained: Yes
The connection that a Void Dreamer shares with
the Immaterium is such that he can track other
vessels through realspace or the Warp the same way
a bloodtracker trails his prey.
As long as the psyker sustains this Technique, he
can follow another vessel using the Tracking Skill
(page 88 of the Rogue Trader Core Rulebook). He
can follow a ships trail as old as a number of
months equal to his Perception Bonus, plus one
month per Degree of Success that he scores on his
Focus Power Test.
Shearing Light
Focus Power Time: Half Action
Focus Power: Willpower
Range: Self
Sustained: Yes
The psyker focuses on his desire to break
through his enemies defences and rips a crimson
shaft of energy from the Immaterium. This weapon
slices through unnatural protection granted by the
Warp as easily as through mortal flesh, allowing the
Void Dreamer to combat the monsters lurking in the
aether.
If the psyker succeeds on the Focus Power Test,
he calls a weapon with the following profile into
being: Carmine Lance of Khaine (Melee; 1d10+X
E, Pen X; Tearing) or (Thrown; X x 10 metres; 1d10
+ X E; Pen X; Tearing), where X equals the psykers
Psy Rating when he calls it forth.
This weapon ignores bonuses to Armour or
Toughness and other defences granted by psychic
abilities or the Daemonic Trait. Only the psyker may
wield this weapon and it vanishes moments after he
stops sustaining the Technique or after it strikes
(or misses) when thrown.
Soul Scry
Focus Power Time: Full Action
Focus Power Test: Psyniscience
Range: 5m x Psy Rating
Sustained: Yes
With this power, the Void Dreamer looks into the
immediate future, teasing apart the tangled strands
of fate and happenstance and taking the measure of
his companions courage and dedication. In doing
so, he sees what will and will not work to inspire or
drive them and uses the information accordingly.
This power makes the psyker a powerful and
prescient advisor.
As long as the psyker sustains this Technique, he
and a number of allies equal to his Psy Rating within
range gain a +5 bonus to Interaction Tests, with an
additional +5 bonus to these Tests per Degree of
Success he scores on the Focus Power Test.
Spirit Shield
Focus Power Time: Half Action
Focus Power Test: Willpower
Range: 5m x Psy Rating Radius
Sustained: Yes
The Spirit Shield technique allows the Void
Dreamer to use his unique powers to protect himself
and his allies against the depredations of enemy
psykers and Daemons.
Upon activation, the power creates a powerful
disruptive aura centred on the psyker. As long as the
psyker sustains this power, each ally within range
may use the Void Dreamers Willpower
Characteristic instead of his own for Opposed
Willpower Tests and Tests to resist Fear and Pinning.
59
Withering Radiance
Requirements: Shearing Light Psychic Power
Focus Power Time: Half Action
Focus Power: Willpower
Range: Self
Sustained: Yes
Drawing forth the very stuff of the Warp, the
Void Dreamer forms a deadly spear made of pure
amber energy. This spear is a deadly weapon when
hurled at a foe, but on top of its impossibly sharp
edge, it also withers those it strikes with the fury of
time itself, inflicting ravages of years in the instant
the strike lands.
If the psyker succeeds on the Focus Power Test,
he calls a weapon with the following profile into
being: Brilliant Withering Spear (Melee; 1d10 + X
E, Pen X; Balanced) or (Thrown; X x 10 metres;
1d10 + X E; Pen X; Accurate), where X equals the
psykers Psy Rating when he calls it forth.
Further, when a target suffers Damage (after
reductions from Armour and Toughness Bonus) from
an attack with this weapon, it must immediately
make a Difficult (10) Toughness Test. If it
succeeds, it gains one level of Fatigue. If it fails, it
gains one level of Fatigue and suffers 1d10
Characteristic Damage to a randomly chosen
Characteristic. This Characteristic Damage does not
begin to heal while the psyker who inflicted it draws
breath. Only the psyker may wield this weapon and
it vanishes moments after he stops sustaining the
Technique or after it strikes (or misses) when
thrown.
60
Embolden
Focus Power Time: Half Action
Focus Power Test: Willpower
Range: 2m x Psy Rating
Sustained: Yes
All Eldar are expected to rise to the defence of their
Craftworld when called to do so in times of need.
Consequently, even those who have never undertaken
the Path of the Warrior are capable of effectively
utilising the tools of an Eldar Guardian. To these
comparatively untrained individuals, the Craftworlds
Warlocks are inspiring and intimidating individuals. The
rank and file look up to these psychic warriors as
symbols of the heroic might, boundless bravery,
and mental fortitude that symbolises their race.
61
Conceal
Focus Power Time: Half Action
Focus Power Test: Psyniscience
Range: 2m x Psy Rating
Sustained: Yes
The Conceal power allows a Warlock to guide his
forces in battle while minimising losses amongst the
troops he leads. Rather than actively assisting his
fellows, he instead clouds the minds of on- looking
opponents. Those who fall prey to the technique become
incapable of accurately identifying the location of the
Warlocks companions. This enables the Eldar forces to
move about the battlefield with relative impunity.
The Warlock makes a Focus Power Test. If he
succeeds, for as long as he sustains this power, the
Warlock and all allies within 2 metres x Psy Rating of
the psyker are affected by Conceal. Each Degree of
Success extends the range by an additional 1 metre. Any
character that attempts to attack a target affected by this
Technique suffers a penalty of 20 + Psy Rating to his
Weapon Skill or Ballistic Skill Test for that attack. Note
that multiple instances of this Technique are not
cumulative.
Enhance
Focus Power Time: Half Action
Focus Power Test: Willpower
Range: 2m x Psy Rating
Sustained: Yes
When working in concert with more experienced
warriors or when engaging lesser foes, a Warlock need
not focus his skills on bolstering the courage of his
allies. Instead, he has the luxury of using his psychic
abilities to increase his comrades abilities, so that the
Eldars enemies can be overcome more swiftly. With the
Warlocks psychic guidance, even the least trained of
warriors are capable of fighting like battle-hardened
veterans.
The Warlock activates this ability with a Focus
Power Test. If he succeeds, for as long as he sustains the
power, the psyker bolsters all of his allies within 2
metres x Psy Rating (but not the psyker himself ). Each
62
A Sundered People
For around ten thousand years, the Eldar have
been a scattered and divided species, surviving
within myriad Craftworlds, Corsair fleets, Exodite
colonies and in other places besides. As time has
passed, each of these groups have found their own
identities and become different from the others, and
while a common racial heritage is shared by all,
disagreements and differing goals can cause further
division between the different kindreds and factions
of the Eldar.
This is not only the case on a galactic scale, but
on a more local one as well. Within the Koronus
Expanse, there are at least four distinct groups of
Eldar, in addition to those who cannot be identifi ed
as belonging to any one of those groups. These four
groups are the Eldar of Craftworld Kaelor, their
pirate kin the Twilight Sword Corsairs, the savage
and mysterious Children of Thorns, and the
enigmatic Crow Spirits. While these factions seldom
come to blowsor at least, such kinstrife, as the
Eldar call this form of internecine warfare, is seldom
observedthey appear to have very different goals
and motivations, making cooperation just as
unlikely.
Craftworld Kaelor
Distant and isolated even by the standards of the
Craftworlds, Kaelor lingers on the edge of the
galaxy, passing through the Calixis Sector only once
in a millennium. As that time draws near once again,
Kaelor sends warriors out into the Koronus Expanse,
for its Farseers have seen something approaching,
something wreathed in shadows that their sight
cannot penetrate, which promises only doom for
those that cross its path.
Already, several of its outposts and a number of
the Maiden Worlds under its protection have
suffered sudden and catastrophic losses, leaving
them utterly devoid of inhabitants and deathly silent
save for the psychic echoes of something in great
pain. In the last few decades, sightings of Eldar
wearing Kaelors crimson and orange livery within
the Koronus Expanse have increased dramatically,
particularly within the Heathen Stars region.
63
Methods of War
The Kaelor Craftworld warhost follows a
doctrine of aggressive defence, preferring to strike
hard and fade away before the enemy can gain the
initiative. Kaelor possesses many shrines to the
Warp Spider Aspect Warriors. These Eldar wear a
heavily armoured suit containing a short-range warp
jump teleporter device. Warp Spiders follow a
philosophy of war that perfectly matches Kaelors
approach, attacking and then vanishing in the blink
of an eye. The Kaelor warhost also contains a large
number of fast vehicles, including many gravvehicles such as Falcons and Vypers. It is not
unknown for ElaAshbel to lead her kin in battle,
riding a custom Vyper where her psychic powers can
have the greatest effect upon the enemy.
Although the Kaelor warhost generally avoids
engaging the enemy with their full force unless
absolutely necessary, they are quite proactive and
aggressive when following the visions and
prophecies of their Farseer, ElaAshbel. Under
ElaAshbels guidance, Kaelors forces do not
generally seek out conflict against the Imperium,
preferring to use deceit and guile to mislead such
Imperial forces that they encounter. When forced
into battle, however, the Kaelor warhost attacks
without mercy.
Unlike some other Eldar Craftworlds, who may
see a host of equal threats in a hostile galaxy, Kaelor
regards the Chaos powers as the most dire. The
Farseers of Kaelor actively oppose the forces of
Chaos, and they often guide the dragonships and
Aspect Warriors of their kin to skirmishes and
assaults that serve to hinder the servants of the Dark
Gods.
64
A Fateful Meeting
Millenia ago on the planet Tyrine, ElaAshbel
confronted the Chaos Space Marine Kor Phaeron, a
Dark Apostle of the World Bearers Legion. This was
to be a most fateful encounter, for neither the Eldar
Farseer or the ancient Chaos Marine emerged
unscathed. ElaAshbel lost her physical sight, but
gained a great insight into both her own abilities and
the Dark Gods who guide the Word Bearers in their
unholy crusade. Kor Phaeron, in contrast, was left
with a deep and abiding hatred of the Eldar, a thirst
for vengeance that still burns brightly within his
hearts centuries later.
The Children of the Thorns
Perhaps unusually, the Eldar pirates known as
the Children of Thorns seem completely oblivious
to whatever it is that has the other Eldar factions so
concernedoblivious, or entirely uncaring. This
faction seems to stand aloof from other Eldar, not
deigning to involve itself in their business.
However, even they seem to be arriving in the
Expanse with greater frequency in the last century
or are simply becoming bolder in their attacks and
raids.
Vicious and sadistic even by the standards of
their kind, the Children of Thorns are said to prize
stealth and surprise over all other strategies,
ensuring that attacks can rarely be defended against
as fleets of lightning-fast black-hulled raiders
appear from nowhere bearing hosts of shrieking,
darkly graceful beings who seem to desire only to
inflict bloodshed and pain.
Few humans have faced the Children of Thorns
and lived, but those lucky survivors report seeing
tall, gaunt figures, enclosed fully in black armour
covered in barbs and blades. They whimper about
the capricious maliciousness of their foe, how they
vanish as quickly as they appear, and how many of
their victims seem to vanish with them.
Disturbingly, the Children of Thorns appear to have
grown bolder in recent years, appearing more
frequently and hiring out their services to
unscrupulous humans, promising ruination to their
erstwhile allys enemies in exchange for...
something. Nobody is entirely certain what it is that
the Children of Thorns accept in payment, for no
man will admit to hiring them, but more than a
few colonists have been redirected from their
intended destinations, never to be seen
again.
65
66
67
Ilistaneth Anturien
Bloody Hand of the Crow Spirits
The Crow Spirits have a long and bloody
history, and much of it within the last eleven
centuries can be attributed to one being. The
deadliest and most experienced warrior of the
Crow Spirits, Ilistaneth Anturien has been
directly responsible for more death than
almost any other individual within the
Expanse.
68
69
70
Attack Craft
To complement their offensive weaponry, many
Eldar vessels also carry various forms of attack
craft. These include Darkstar fighters, which often
serve as escorts for Eagle bombers. For atmospheric
operations, the Eldar utilise Nightwing fighters and
Phoenix ground-attack craft. When the time comes
to transport troops, the Vampire raider is brought
into play, along with the heavily-armed Vampire
Hunter. Eldar starfighters are among the most
advanced in the galaxy; the Darkstar is easily able to
outrun and outmanoeuvre anything fielded by the
Imperial Navy. In addition, Eldar attack craft
possess holofields, making them nearly impossible
to hit when they make their attack runs. When
coupled with their armour-cracking sonic charges,
this makes the Eagle one of the most feared
bombers in space.
Eldar Vessel Special Rules
All Eldar ships are subject to the following
special rules:
Master Starfarers: The Eldar are some of the most
skilled voidfarers in existence and their ships are
designed to make the most of their talents. Any
Eldar aboard an Eldar vessel may re-roll any
Piloting Tests for Manoeuvre Actions.
Path of the Warrior: When a Craftworld Eldar
vessel engages in a boarding action, it doesnt send
mere ratings into the fray. Instead, well trained and
well armed Eldar Aspect Warriors will lead the
attack (or defence). Thus, Craftworld Eldar receive
+10 on any Command Tests made as part of a
Boarding Action and inflict 1d5+2 Crew Population
and 1d5+2 Morale Damage to enemy ships
(representing the ease with which Aspect Warriors
slaughter their foes).
Limited Crew: The Eldar are not a numerous
people and the size of their ships crews reflect this.
In addition, many Eldar vessels are controlled in
part (or whole) by an Infinity Circuit containing the
souls of dead Eldar, further reducing crew
requirements. All Eldar Crew Population losses are
increased by one.
Dedicated Crew: Any given Eldar has seen
centuries or even millennia pass by. Thus, they are
highly proficient in their duties and difficult to
rattle. Any time an Eldar ships loses Crew
Morale, it loses 1 less point of Morale (to a
minimum of 1).
71
72
Eldar Bridge:
Eldar bridges function much the same as
Imperial ones, and and as such provide the same
bonuses. Utilize Imperial Bridge Components with
the same statistics, benefits, and restrictions
presented in the Rogue Trader Core Rulebook and
other supplements.
Essential Components:
Essential Components are required for a starship to
function. A ship must have one (no more)
Component from each of the following categories,
lest the ship lose some vital function. Without a life
sustainer, for instance, the vessel is nothing more
than a cold and empty tomb, while a ship would be
blind and deaf without an auger array.
Solar Sails:
Note: This component replaces Plasma Drives
The Eldar disdain the use of brutish plasma
drives, and instead soar across the void powered by
the light of stars, caught in vast solar sails that
extend from the ship like wings. This both powers
the ship and provides propulsion. A solar sail allows
an Eldar ship to move, and provides it with power.
In addition, it provides some of the benefits
mentioned on page 71. Statistics regarding power
are included on page 79.
Warp Plotter:
This mysterious component allows Eldar Vessels
to traverse the immateriam. For statistics, it
functions identically to the Imperial Warp Drive, but
also allows travel in the Webway. Utilize Warp
Drive Statistics in the Rogue Trader Core Rulebook
and other supplements with the same benefits and
restrictions, but note that any bonuses to Navigation
(Warp) also apply to Navigation (Webway).
Runecaster:
This component provides protection to the ship
as it traverses the immaterium. For statistics utilize
Imperial Gellar Field Statistics in the Rogue Trader
Core Rulebook and other supplements with the
same benefits and restrictions, but the
protection extends to the Webway. Any
bonuses to Navigation (Warp) also apply to
Navigation (Webway).
73
Starship Hulls
Starship Variety
Eldar Starship are constructed with two different
needs in mind. Corsair Ships are designed with
trade and exploration as their primary purpose, and
tend to rely on speed and agility. Craftworld Ships
are designed with the defense of one of the last
remaining ships of a people, and can bring to bear
an incredible amount of firepower.
Regardless of intent, both varieties of ship hull
origin are incredibly agile, capable of running
circles around Imperial vessels and often doing so.
Craftworld Ships gain additional bonuses as
dictated on page 71.
Corsair Ships
The typical Eldar Corsair vessel is the size of an
Imperial light cruiser and as well armed. Equipped
with Pulsar Lances and holofield-protected
torpedoes, one such ship can easily shred the
average transportnot to mention giving a good
account of itself when facing raiders and frigates. Of
course, most Corsairs never hunt alone, and tend to
travel in small groups in order to combine their
strengths to make for an even greater whole. Due to
their use of the webway, Eldar Corsairs are often
able to get extremely close to a desired target before
starting their attack. Once they arrive, their
holofields render them nearly invisible to augurs of
all kinds, while their ships solar sails enable them
to approach an unsuspecting victim without the
glare of a plasma drive to give them away.
Once they begin their attack, Corsairs is
relentless. They strike swiftly and accurately,
seeking to disable their targets, usually by targeting
the engines. To make matters worse, attacking Eldar
often divide into two (or more) wings, enabling
them to strike from several directions at once.
Only after rendering their quarry adrift in space
will the Eldar board, at which point almost all hope
is lost for the remaining crew. In some ways, the
Eldar known as the Crow Spirits are the best of the
lot, as they simply destroy ships outright, as
opposed to looting them and slaying the crew.
74
Hull: Frigate
Dimensions: 1.4km long, 0.2km abeam
Mass: 4 Megatonnes
Crew: GM Discretion
Accel: 9.5 Gravities Max Sustainable
This tiny vessel is built around the Pulsar Lance that
runs the length of its spine. Little more than a flying gun,
the Hemlock uses its great speed to get as close as
possible to its target before unleashing a ripping hail of
lance fire.
Speed: 14
Manoeuvre:+45
Detection: +25 Hull Integrity: 20
Armor: 14
Turret Rating: 1
Space: 30
Ship Points: 40
Weapon Capacity: Prow 2
--------------------------------------------------------------Hellbore Class Frigate
Hull: Frigate
Dimensions: 1.8km long, 0.3km abeam
Mass: 5 Megatonnes
Crew: GM Discretion
Accel: 9.5 Gravities Max Sustainable
Gaining infamy as the most heavily armed frigate in
the Gothic Sector during the devastating Gothic War,
Hellebores are designed to sow confusion among a
target fleet through a swift dispersal of torpedoes. It then
follows up with a barrage of battery and pulsar fire.
Speed: 14
Manoeuvre:+42
Detection: +25
Hull Integrity: 25
Armor: 14
Turret Rating: 1
Space: 30
Ship Points: 40
Weapon Capacity: Prow 2, Keel 1
Speed: 15
Manoeuvre: +40
Detection: +20 Hull Integrity: 18
Armor: 12
Turret Rating: 0
Space: 30
Ship Points: 40
Weapon Capacity: Prow 1
Skeleton Crew: The Hemlocks crew is tiny, even for an
Eldar ship. While its sufficient to operate the ship in
combat, thats about it. Thus, the Hemlock automatically
fails opposed Tests in boarding actions with 1d5+1
degrees of failure.
--------------------------------------------------------------Nightshade Class Destroyer
Hull: Frigate
Dimensions: 1.3km long, 0.3km abeam
Mass: 5 Megatonnes
Crew: GM Discretion
Accel: 9.5 Gravities Max Sustainable
Larger than the Hemlock, the Nightshade-class
destroyer is designed to close, deploy torpedoes, and
flee, much like its Imperial counterpart, the Cobra
destroyer. Usually deployed in squadrons of three or
four, Nightshadeclass vessels
make rapid attack
runs on their target,
firing torpedoes
as they close
and then
covering their
retreat with a
barrage from
their
macroweapons.
Speed: 14
Manoeuvre:+45
Detection: +24
Hull Integrity: 20
Armor: 14
Turret Rating: 1
Space: 30
Ship Points: 40
Weapon Capacity: Prow 1, Keel 1
75
Hull: Cruiser
Dimensions: 4.7km long, 1.4km abeam
Mass: 18 Megatonnes
Crew: GM Discretion
Accel: 8 Gravities Max Sustainable
The Eclipse class is one of the most feared Corsair
voidships as it combines heavy firepower with multiple
squadrons of attack craft. A single Eclipse carrier can
eviscerate a convoy of civilian and military vessels.
Speed: 14
Manoeuvre:+43
Detection: +20
Hull Integrity: 48
Armor: 15
Turret Rating: 1
Space: 45
Ship Points: 55
Weapon Capacity: Prow 2, Keel 1
--------------------------------------------------------------Solaris Class Light Cruiser
Hull: Light Cruiser
Dimensions: 3.8km long, 0.4km abeam
Mass: 13 Megatonnes
Crew: GM Discretion
Accel: 9.5 Gravities Max Sustainable
Similar to the Aurora Class Light Cruiser, so too is the
Solaris designed to be fast, manoeuvrable, and posess a
large amount of firepower. It is one of the more
common starships founnd among Corsair fleets.
Speed: 14
Manoeuvre: +45
Detection: +20
Hull Integrity: 50
Armor: 15
Turret Rating: 1
Space: 40
Ship Points: 55
Weapon Capacity: Prow 3
Speed: 9
Manoeuvre: +22
Detection: +25
Hull Integrity: 60
Armor: 15
Turret Rating: 1
Space: 55
Ship Points: 60
Weapon Capacity: Prow 2, Keel 2
--------------------------------------------------------------Shadow Class Cruiser
Hull: Cruiser
Dimensions: 4.7km long, 1.4km abeam
Mass: 16 Megatonnes
Crew: GM Discretion
Accel: 8 Gravities Max Sustainable
The Shadow class combines tremendous speed,
manoeuvrability, and offensive firepower into a single,
highly-effective package. The bane of Imperial shipping
in the Koronus Sector, Shadow-class cruisers normally
form the centre of a Corsair strike fleet.
Speed: 9
Manoeuvre: +26
Detection: +20
Hull Integrity: 60
Armor: 15
Turret Rating: 1
Space: 55
Ship Points: 60
Weapon Capacity: Prow 3, Keel 1
76
Craftworld Hulls
Craftworld Ships
An Eldar Craftworld is a sight never to be
forgotten. The size of a small planet (or even larger),
they drift serenely through deep space, travelling
paths known only to the Eldar Farseers.Made from
wraithbone, the same material used to create Eldar
armour, vehicles, and starships, Craftworlds are all
the Eldar have left to remind them of their past
glories.
Craftworlds are usually well guarded by large
battlefleets. Normally, these fleets remain close to
their respective worlds, as there are space-borne
threats enough to worry about. But, there come
times when the Eldar fleets will amass in force and
venture forth to do battle. Normally, such campaigns
are made in defence of a Maiden Worldplanets
transformed by the Eldar into lush paradises. More
than once the Eldar ruthlessly exterminated the
unwanted inhabitants from one of their Maiden
Worlds, as they see any non-Eldar settlers to be
invaders, regardless of how long the colonists have
dwelled there or how long its been since the Eldar
last visited.
Craftworld ships range in size from small
raiders (used for close-in defence of the Craftworld
itself ) to immense battleships equal in size and
power to the greatest of Imperial Navy vessels.
Their ships tend to be slower than those of the
Corsairs, but also sturdier and capable of enduring
more punishment in a traditional ship-to-ship
engagement. It is almost unheard of for Eldar
corsairs to use craftworld ships, and vise versa.
The following is a sampling of Eldar Craftworld
vessels. Any such ships encountered in the Koronus
Expanse are almost certain to call Craftworld
Kaelor home. This craftworld drifts through the
edges of the galaxy, its current course bringing it
close to the Calixis Sector and Koronus Expanse.
Craftworld ships gain additional bonuses, as
detailed on page 71.
77
Speed: 15
Manoeuvre: +50
Detection: +20
Hull Integrity: 15
Armor: 14
Turret Rating: 0
Space: 25
Ship Points: 35
Weapon Capacity: Prow 1
--------------------------------------------------------------Craftworld Light Cruiser Hulls
Wraithship Class Light Cruiser
Hull: Light Cruiser
Dimensions: 3km long, 0.4km abeam
Mass: 12 Megatonnes
Crew: GM Discretion
Accel: 8.5 Gravities Max Sustainable
Wraithships are almost the prototypical Craftworld
Eldar vessel. Formed, like all other Eldar ships, from
wraithbone, Wraithships are noted for their clean,
elegant lines and almost unnatural agility for a craft
nearly three kilometres in length. A mainstay of
craftworld fleets, its said Wraithships dont so much as
dive to the attack as they swoop like a bird of
prey.
Speed: 8
Manoeuvre: +24
Detection: +20
Hull Integrity: 55
Armor: 18
Turret Rating: 1
Space: 45
Ship Points: 55
Weapon Capacity: Prow 2, Keel 1
-----------------------------------------------------------------------Craftworld Cruiser Ship Hulls
Dragonship Class Cruiser
Hull: Cruiser
Dimensions: 4.5-5.5km long, 0.4-.6km abeam
Mass: 16-20 Megatonnes
Crew: GM Discretion
Accel: 7-8 Gravities Max Sustainable
The name dragonship doesnt refer to a specific
Eldar vessel per se, but instead to a wide variety of
similar ships designed along the same basic layout.
These ships are usually identifiable by their size
theyre among the largest in the Eldar fleet, and by the
use of the name dragon as part of the ships class. In
fact, the Eldar often give them unique names based on
their weapon configurations and roles in battle.
For example, the Ghost Dragon is so named because
they have virtually no crew and are instead piloted solely
by the ships Infinity Circuit, where Void Dragons are
equipped for extended operations away from the
craftworld. Craftworld Kaelor utilises the Night Dragons
designed to be hard to detect and possess highlyadvanced auger arrays, Nova Dragonsarmed almost
exclusively with starcannon cluster batteries to serve as
close-in support during fleet actions, and Star Dragons
which use massed pulsar lances to engage enemy vessels.
There may be other Dragons as well, with different
weaponry and uses.
Speed: 8
Manoeuvre: +20
Detection: +18
Hull Integrity: 60
Armor: 18
Turret Rating: 1
Space: 55
Ship Points: 60
Weapon Capacity: Prow 3, Keel 2
78
79
80
Career Progression
Advancing to a characters next Rank is done
normally once the character has accumulated and
spent enough xp. The character might find in later
Ranks that the digression he took for his Alternate
Career Rank has left him bereft of certain Skills,
ones needed as Prerequisites for some of the
Advances the character might wish to have. To
acquire them the player must obtain them as Elite
Advances. Alternately, the player might find
developing the new Advances his character gained in
his Alternate Career Rank is a way to further
individualise a character and make up for the missed
opportunities of the path not taken.
81
Bonesinger
A Bonesinger serves as a psychic engineer and
craftsman for the Eldar. The Bonesingers are the
builders and maintainers of all Eldar weapons, tools
and even the Craftworlds themselves. These
powerful xenos psykers are gifted in the arts of
construction using the solidified power of the Warp.
They use their telepathic ability to summon or
psychically generate the solidified substance of the
Immaterium the Eldar call Wraithbone, which they
construct into buildings or tools and use to repair
the Eldar's vehicles, weapons and armour. Like all
of their kind, the Bonesingers are following one of
the many Paths of the Eldar that determines their
current focus and purpose in life. The Bonesinger's
Path, the Path of Shaping, is closely related to both
the Path of the Artisan and the Path of the Seer.
82
83
Corsair Prince
Eldar Corsairs tend work as an at least semicohesive unit to achieve much greater results than
they could individually. Though notoriously fickle,
a consequence of the path they walk, there are those
who manage to earn the loyalty of the those that
travel with them. Be it through intimidation,
negotiation, or through valor and deed, there are
those Corsairs who rise above the rest of their
fellows to become leaders of their respecitve bands.
An Eldar Corsair band is usually led by a
member of the Eldar nobility with the title of prince
(or princess) who has chosen the Path of the
Outcast. To a human these Eldar might seem aloof
and arrogant, but the remnants of the lost Eldar
empire's ancient aristocracy are natural leaders,
brilliant tacticians and bold warriors in battle.
84
85
Harlequin
"All theatres are theatres of war. War must, needs
be theatrical."
Farseer Ro-fhessi of Craftworld Ulthwe,
describing a Harlequin performance
A Harlequin, known in the Eldar Lexicon as a
Rillietann, is a member of a very distinct sub-group
of the Eldar race that belongs to none of the existing
Eldar sub-races, including the Craftworld Eldar, the
Exodites or the Dark Eldar. They are the keepers of
the Black Library and serve the enigmatic Eldar
deity called the Laughing God. They are welcomed
by all of the other Eldar factions, including the Dark
Eldar of Commorragh and the Webway, and are
known for their brightly coloured clothing,
incredible agility (even for an Eldar), and use of
unusually powerful weapons. Harlequins always
organise themselves into groups they call Troupes,
which are led by a Troupe Master.
The Harlequins are an ancient faction of the
Eldar, and the most enigmatic members of that
mysterious alien race. They roam the Webway,
fighting Chaos and its influence. Their sole purpose
is to seek out Chaos and destroy its power wherever
they can, and Chaos and its minions are their most
hated enemies.
Harlequins must pass a trial known only as "The
Ritual" upon initiation into a Harlequin band. This
ritual binds them to the Laughing God (the only
Eldar God to have survived as an independent entity
in the Warp), which is said to free them from the
fear normal Eldar have of Slaanesh, the Chaos God
of pleasure, stealing their souls away for an eternity
of hellish torture in the Immaterium. This is why
they need not wear a Waystone when they travel in
the Webway, and do not have to endure the tiring
soul-draining that other Eldar endure when in the
Webway for prolonged periods of time.
The Harlequin lifestyle is very like the life of a
roaming mime or troubadour of the medieval times.
They wander the Webway and occasionally appear
at Eldar settlements: on a Craftworld, on
Commorragh, an Exodite Maiden World, or even a
human world in the Imperium of Man.
86
87
88