Eldar 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 Presence in the Expanse Craftworld Kaelor Survivors of Strike Methods of War The Children of the Thorns The Twlight Swords The Crow Spirits Chapter 4: Eldar Explorers Paths of Ages Past The Path of the Outcast The Path of the Seer New Skills New Talents New Traits

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Chapter 5: Eldar Armory Weapons Armor Gear Armory Tables Chapter 6: Eldar Psychic Powers Farseer Void Dreamer Warlock Bonesinger Phantasmancy Spiritseer Chapter 7: Eldar Starships Eldar Vessel Special Rules Eldar Weapon Special Rules Traversing the Webway Creating Eldar Starships Eldar Starship Hulls Corsair Ship Hulls Craftworld Ship Hulls Eldar Starship Components Chapter 8: Alternate Career Ranks Corsair Prince Harlequin Isha's Chosen Wraithguard Wraithlord Wraithguard/Wraithlord Traits New Weapons Chapter 9: Ascendant Eldar Beyond Rank 8 Path of the Outcast Expanded Path Path of the Seer Expanded Path New Talents

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A Note from the Author

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Chapter 1: An Ancient and Powerful Race Clans such as the Crow Spirits and the Twilight Swords are a plague upon Imperial shipping, their vessels practically impossible to track and difficult to detect before they strike. Occasionally, Explorers may even be able to make deals with the Eldar, in those rare instances where humans have something the Eldar require, or where the combined might of humans and Eldar are the only hope of facing a greater threat. Quite apart from rousing the interest (and subsequent bloody retribution) of the Inquisition, such pacts are almost always short lived, ending either in violence and betrayal, or the abrupt and mysterious disappearance of the Eldar, gone as swiftly as they arrived.

Source Disclaimer: Lore in this section is taken from the Rogue Trader Roleplaying Game, primarily The Koronus Bestiary.

The Eldar are an ancient and enigmatic species which dominated the galaxy millions of years before the rise of the Imperium. Hugely technologically advanced and knowledgeable in the secrets of the universe, the Eldar once controlled or traversed much of the domain humans now claim. These times are past, however, and even by the time humanity’s star was rising the Eldar had already begun to fade into the darkness of history, their civilisation crippled and decaying from a doom now millennia old. Today the Eldar are few in number, hidden away in distant, secret parts of the galaxy, sailing the void in their great world-ships or reduced to raiders and pirates. Their civilisation has fragmented and has largely become nomadic, its once-great clans and peoples travelling in vast armadas of ships and aboard mighty Craftworlds, gargantuan vessels the size of cities or larger in space. The Eldar race has also fragmented over the centuries, with some choosing to wander far from their kin or turn their backs on their past while others cling to the teachings of their ancestors and try vainly to keep their civilisation alive. Whatever teachings they follow, all Eldar retain the technologically sophisticated weapons and ships of their forebearers and, even though their numbers are but a tiny fraction of mankind’s, they remain a significant force within the galaxy and a constant threat to the Imperium and its worlds. Within the Koronus Expanse, like many of the fringes of Imperial space, the presence of the Eldar is a very real threat to the Imperium, and though they do not often openly make war upon mankind, woe to the Rogue Trader who chooses to oppose them or meddle in their alien designs. Legends and rumours have it that many of the worlds in the Expanse were once controlled by the Eldar, and still hide ruins and secrets which the ancient race guards jealously from outside interference. Thus an Explorer may not know he has angered the Eldar by simply setting foot on a remote world until an Eldar vessel emerges from the darkness to destroy him. More likely, though, Explorers face the Eldar in the void, where they make for deadly raiders and pirates.

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An Ancient History As it grew in power so did the Eldar’s madness; each a vile reflection of the other, each feeding off the other’s 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 Eldar’s 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.

Once the worlds and peoples of the Eldar were numerous, their fleets vast and swift, and their warriors feared by all those who opposed them. For countless centuries the galaxy belonged to the Eldar, all other races pale shadows next to their might and power. Graceful cities of slender towers and glittering white colonnades could be found from one end of the galaxy to the other, and Eldar worlds epitomised culture, knowledge, and the peak of civilisation. The Eldar themselves were an enlightened people, who pursued art, language, and learning as much as they mastered the ways of war and conquest. For millions of years their people prospered, and they were the greatest of the galaxy’s races; unopposed and unchallenged in their supremacy. Like so many great societies their fall was slow in its coming, but all the worse for the heights they had achieved. The Eldar mind is a complex and tangled labyrinth of emotion and thought, and Eldar are far more susceptible to the highs and lows of extreme emotions. Such was the case with the great Eldar civilisation, and as their power grew so too did their hunger for new experiences and new sensations. Over long centuries, this began a slow rot in the heart of the Eldar empire, as more and more Eldar turned to a path of decadence and emotional excess, indulging in their every whim and giving themselves over their basest desires. Cults sprang up devoted to hedonistic pleasures and debased rituals, the side effect of a culture that no longer needed to concern itself with common labour or the need for personal wealth. Even as the alien empire prospered, its success fuelled this dark heart of indulgence and depravity, the pastimes of the idle populace becoming increasingly at odds with the ancient ideals of their ancestors upon which their civilisation was built; and so the cults gained greater power and began to overtake Eldar society altogether. It was at some point during this long unrecorded slide into decadence that a dark power deep within the warp took notice of the Eldar, a psychic echo of their own excessive culture and the depths to which it had sunk in the pursuit of increasingly powerful emotions and sensations. Though it had no name at first, it was given life by the Eldar themselves and their increasingly depraved actions.

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.

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Their dark liquid eyes are also markedly different from human eyes, deep and full of ancient secrets, assuring any man who looks too long into them just how alien the Eldar really are, and that, despite some passing physical resemblance, they are nothing like humanity. Part of these differences liewithin the physical nature of the Eldar and their long natural life span, which far exceeds that of even the most long-lived human, even taking into account the many ways in which man might try and prolong his existence and cheat death. Paradoxically, though the Eldar have exceptional longevity, their metabolism is far faster than that of a human, their hearts beat more quickly, pumping their blood around their body in a rapid crimson torrent. It is speculated that this increased blood flow improves their reaction speed and brain function, allowing them to act and react far more quickly than humans can.

Further complicating matters is that each Eldar word or symbol is as much a concept as it is a name for something. Thus while the Eldar word for rock might mean rock, it might also be used to convey permanence or stability, or in a different context lack of life or thought. To a human, words gain meaning from their context and the words around them, while to an Eldar the words themselves already possess infinite meaning, manipulated by a crooked finger or slight inflection when speaking. Eldar Physiology Physiologically, Eldar appear much like humans, though they are usually taller, more slender of limb, and always more graceful in the way they move. Their faces are also longer, with sharp, pointed features, tapered ears, and almond-shaped eyes that give them an ethereal, otherworldly cast.

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In contrast to the heavy-handed tactics of the Imperium, the Eldar do not crush their foes in a vulgar display of might, at least not right away. Instead, the Eldar often manipulate others to do their fighting, or tempt, trick, and fool Explorers into avoiding worlds they wish to protect. Should a captain and his crew persist in countering the Eldar’s agenda, they often find themselves targeted by the Guardians and Aspect Warriors of the Craftworld itself. More than one Rogue Trader has discovered too late that he has become the target of a Craftworld’s wrath when he mistakenly thought he was dealing only with scattered tribes and cowardly pirates. Eldar within the Expanse are seldom encountered near the Maw or Footfall, and it is almost unheard of for their ships to actually traverse the unstable passage between the Calixis Sector and the Koronus Expanse. This is doubtless because of their access and understanding of the Webway, which allows them to travel great distances without risking transition into the warp. Travellers that delve deeper into the Expanse are far more likely to encounter Eldar, and rumours place the location of Craftworld Kaelor somewhere out beyond the Heathen Worlds, following a vast circuit which takes it along the edges of the halo zones and into places few Explorers are brave enough to tread. Like most Craftworlds, though, it remains secluded from the Eldar’s dealings with other races and far from risk of direct attack, its inhabitants instead using the Webway to reach any region they desire and protect those worlds of interest to its Farseers. Clans like the Crow Spirits and the Twilight Swords are believed to have bases throughout the Expanse, pirate havens where the Eldar can repair their vessels and horde their wealth. Though they are considered a fantasy by many, there are those who swear they have seen such places, sometimes built around the hidden remains of Webway portals in the deep asteroid fields of the Accused Demise or even under the noses of other aliens like the Orks of the Undred-Undred Teef. More than once, Imperial forces have launched endeavours with the aid of Rogue Traders to find these bases and destroy them, though to date no one has found definite proof of their existence, and even their general location remains largely a mystery.

Eldar Clans and Craftworlds Within the Koronus Expanse there are several different Eldar clans and at least one documented Craftworld. Among the corsairs are counted the Crow Spirits and the Twilight Swords, large roving fleets of Eldar vessels which have been known to plunder the void from Winterscale’s Realm all the way to the Accursed Demesne. There are also many minor corsairs, some consisting of but a single wraithbone ship or single extended Eldar family— like the Dark Lament, an ancient cruiser captained by the mysterious Sydra Voidwalker, which has haunted the Heathen Worlds for countless years. Only the most learned Explorers can discern the difference between clans, or the relationships between them—and just like the fluid nature of Eldar emotions, the web of alliances between corsairs can change more quickly than humans can follow. Corsairs are also the most likely of the Eldar groupings to make deals with human traders and void-farers, given their familiarity with the Expanse and their limited resources. It is not unknown for clans to make use of humans (and other races) to complete their goals, whether it is a simple act of piracy or something more complex involving the worlds once controlled by their race. In either case, an Explorer would do well not to trust the clans too far, as deals with the Eldar have a way of turning and a greedy captain may well get more than he bargained for. Of more concern to the Imperium, and with a greater presence than the clans, are the Craftworlds. These cities of the void have the resources and power to conquer worlds should they see fit, and arguably have the most effect on the galaxy as their Farseers work quietly behind the scenes to manipulate the course of galactic events. Within the Expanse, the Eldar of Craftworld Kaelor sometimes make their presence known, protecting the ruins of their civilisation and furthering the unknowable goals of their race. An Explorer plundering the lost worlds of the Expanse is likely to cross paths with the Craftworld sooner or later should he lay claim to worlds where Eldar ruins can be found. These Eldar are quite different to the corsairs and even to their dark kin, and function more like the Eldar of old, protecting their interests much as the Imperium jealously guards its worlds.

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Paths of the Eldar The Eldar mind can be a fractious thing, given to extremes and excessive indulgences. In part, this was the root of the Eldar’s doom and the seed that gave birth to the cults and the destruction of their empire. To harness this part of Eldar nature and use it for more productive means, the inhabitants of Craftworlds choose to focus their attentions and energies into specific areas, mastering a craft or vocation rather than let themselves be seduced by new sensations or distractions. These areas are known to the Eldar as Paths, each a specialised role which an Eldar devotes his abilities to and masters over the course of decades or even centuries of training and practise. These Paths can vary greatly within the society of the Craftworld, and encompasses all manner of trades and skills as well as all the arts of war. The Eldar Aspect Warriors are built around the Paths, and an Eldar that chooses to become an Aspect Warrior, such as a Howling Banshee or Striking Scorpion, does so at the expense of everything else, until they have complete understanding of their chosen means of combat.

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.

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In the Expanse there is a shadowy facet of the Cold Trade which deals in such artefacts, and certain traders in Footfall pay high prices for a waystone with the spirit of an Eldar inside. These curios are usually smuggled back into the Imperium to adorn the mantle of some decadent noble lord or lady, but the power a waystone holds can be used for darker purposes. For a Rogue Trader, dealing in spirit stones is a dangerous game, and can draw the violent attention of both the Inquisition and the Eldar (who take a very dim view of those who would defile their dead), not to mention the inherent risks of dealing with the kinds of twisted individuals who would use the stones for dark magic and warp sorcery. Just a few stones can bring immense profit, though, and the lure of easy Thrones is often too much to ignore.

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 human’s, is cast off into the warp. While a human soul retains nothing of its living consciousness, an Eldar’s 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 Craftworld’s Warlocks and Farseers. Though it is far from an ideal existence, it is still preferable to the fate which awaits them in the warp—an 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 Winterscale’s 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.

Ghosts of the Expanse Eldar endeavour to see every waystone taken from a fallen member of their race returned to their Craftworld and interred in the wraithbone vaults beneath its surface. In reality many are lost, either because there are no living Eldar to collect them or because they are stolen by greedy aliens or foes looking for trophies or profit.

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Launchers and Projectiles Eldar missile launchers use the same ancient principles as human weapons, though they differ in both size and design, and are almost universally lighter and easier to wield. They also use far more advanced projectiles, missiles with massive destructive force at a fraction the size of anything humanity can produce. Such is the difference in scale that Elder missile launchers rarely need to reload in battle, since their pods bristle with scores of ordnance.

Regardless, the location of a functioning Webway portal is an extraordinarily valuable piece of information, especially if it leads to a place which has yet to be exploited by the Imperium. Needless to say, the Eldar are very protective of the Webway and its secrets, and aggressively deal with any who try and use it to plunder their worlds. Eldar Technology Unlike the crude and primitive mechanisms of the Imperium or the brutish and basic artefacts of lesser alien races, the Eldar have refined their technology to an almost perfect level. Using psychotropic engineering, nearly all Eldar weapons, armour, ships, and even cities are crafted from living plastics that respond to the user and are psychically attuned to the Eldar themselves. Crafted largely from a substance known as wraithbone, Eldar technology is usually as beautiful as it is deadly, with smooth lines, ergonomic grips and sights, and lightweight design which puts the bulky and crude tech of humanity to shame. Eldar weapons and armour are more grown than manufactured, often at the hands of skilled Bonesingers, the architects of the Eldar cities and masters of shaping the wraithbone. Each one is crafted for a specific owner and made with his or her body in mind. An Eldar’s weapons or an Eldar’s suit of armour are never as effective in the hands of a human as the Eldar it was created for, the imprinted psychic purpose lost to the blunt mind of mankind. Ostensibly, the weapons of the Eldar mirror many of the effects of Imperial weapons, casting bolts of plasma or sending out rays of burning concentrated light. These are but cosmetic similarities, however—Eldar weapons are considerably more advanced in nature, and considerably more deadly.

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 Harlequin’s 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 user’s reliance on raw strength and allowing unparalleled displays of finesse and skill at arms.

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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. 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. 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 user’s combat mode. Aspect Armour will vary with the Eldar wearing it.

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Chapter 2: Eldar Warriors Source Disclaimer: All lore in this section comes from the Rogue Trader Roleplaying Game, primarily The Koronus Bestiary.

“Pitiless aliens all. Don’t be fooled by their graceful movements or soft voices; they might look a bit like us but they are every bit as dangerous as an Ork and will kill you just as quick should it suit their purposes.” –Void Master Jaden Hoyt, Winterscale’s Lament

At heart, every Eldar is a warrior. Throughout their long lives an Eldar treads many paths, most devoting themselves to one of the Aspects for a time and learning the arts of war much as they study their ancient lore or master the crafts and skills of their ancestors. In this manner all Eldar are warriors, each one gifted with a knack for battle learnt through long years of practice and the benefits of a lifespan far greater than that of a human. In fact, where a human only masters a single vocation, be it soldier, farmer, or scribe, an Eldar masters many and often to a degree which far exceeds a human’s crude ability. Combined with advanced technology and the support of specialised troops in the form of the Aspect Warriors, Eldar warriors are an able and resilient foe with a methodical approach to war focused on cunning and guile as much as brute strength. While Eldar appear similar to humans in their physiology, they are superior in many ways, not counting their extended life spans and the additional

experience it affords them. Eldar are typically quicker and more coordinated than humans, and though they are not especially more resilient to injury, their speed coupled with their skill means they often avoid harm by giving their foes only a fraction of a second to react before they make their own attack, be it a well-aimed shot from a Shuriken Catapult or a swift stroke from a mono-bladed chainsword. An Eldar’s mind also works faster than that of a human’s and this, in conjunction with their natural speed and grace, also allows them to work flawlessly when in combat groups, keeping avenues of fire open for their companions and providing interlocking arcs of covering fire while at the same time outflanking and surrounding their foes before they are aware of the danger. Many Imperial Guard squads have been overcome by Eldar warriors in this way, the agile aliens taking the initative from the more sluggish human troops, sometimes even before the humans are aware they have been engaged. This manner of warfare is also central to the Eldar’s mentality, for they shun the kind of attrition attacks, and blunt, bloody assaults so common to humanity and many of the aggressive xenos of the Expanse. For the Eldar, each warrior is a valued individual, precious to their Craftworld or clan and not simply a tally on a regimental roster to be expended like ammunition against the foe.

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Craftworld Kaelor Guardians Eldar Guardians make up the bulk of the armies of Craftworld Kaelor and consist of citizens from every strata of its society. At some time or another almost all Eldar serve as a Guardian and don armour and take up arms for their people. For some, this may be a brief time in their lives (of course, brief for an Eldar may still cover many decades) before they move on to other Paths, either equally martial (such as in the service of one of the Aspect Warrior Paths) or more focused on the crafts and culture of their race. Unlike the common conscripts of humanity, Eldar Guardians come to their calling already armed with a wealth of knowledge of war and combat, which they then hone for many more years, focusing on the task as only the mind of an Eldar can. This means that every Guardian is an expert at his or her role within their squad and capable of taking on other tasks should the need arise. Eldar also possess more independence and initiative than human warriors, and while a human soldier has his individuality beaten out of him, the Eldar embrace their uniqueness and accept that the false ranks so loved by humanity are but titles which do not especially empower or elevate the man or woman who bears them. The Eldar of Kaelor choose to become Guardians for their Craftworld because of a desire to protect their people, not because a far-off monarch or unseen authority has commanded it so. Where the forces of Craftworld Kaelor are found, their Guardians are never far off, and for an Explorer the presence of these Guardians is often the first sign of the Craftworld’s involvement, representing a mobilisation of its populace to war. In this way, the Eldar Guardians are much the same across the galaxy as they are within the Expanse and represent the few remaining people of a dying race defending their species by turning to the ways of war.

Any who travel beyond Footfall or systems clustered around the mouth of the Maw run the risk of encountering either Crow Spirits or Twilight Swords, clans known to ply the void throughout the Koronus Expanse. While they are often tarred with the same brush as human pirates or their own sadistic dark kin the Dark Eldar (a detail lost on most void-farers), the Eldar Corsairs of the Expanse do seem to possess a greater degree of honour and purpose than would seem necessary for simple piracy. Though this is a distinction mostly irrelevant to the crews of the ships which fall prey to them, it is one that certain captains and Rogue Traders especially have taken advantage of, making deals with Corsairs or even enlisting their aid against greater foes. It is also a mistake to think of Eldar Corsairs as outcasts or pariahs from the Craftworld kin; they seem equally as invested in their race’s survival, and just as interested in the pillaging of Eldar ruins or events which would adversely affect any of their people, whether they are part of their Corsair clan or not. This all contributes to make the motives of Eldar Corsairs mysterious at best, and while they might seem to be simple pirates, plundering alien and Imperial shipping alike, there are usually deeper motives at work. For all the seeming randomness of Corsair raids, they are usually following a well-laid plan with far-reaching consequences.

Crow Spirits and Twilight Sword Corsairs The corsairs of the Expanse are Eldar which have chosen to turn away from the Paths embraced by their Craftworld kin and ply the void in tightknit clans aboard graceful ships of solar sail and wraithbone. Considered pirates by the Imperium and usually seen as indistinguishable from other kinds of Eldar, Corsairs, while not common by any stretch, are the most frequently encountered Eldar within the Expanse.

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Aspect Warriors Source Disclaimer: Lore in this section comes from the Rogue Trader Roleplaying Game, primarily the Koronus Bestiary.

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. The Dark Reapers are ensconced in the heaviest armour available to Eldar warriors. The thick plates and reinforced strapping of their psycho-sensitive armour is adorned with weapon stabilisers and graceful limb supports. Those warriors in the Expanse wear gleaming black armour with bone accents; their helmets bear a signature skull motif, adorned with wide sensor wings to either side that house an array of targeting and tracking equipment. Warriors of this temple carry the large Reaper Launcher into battle. It fires a fusillade of armouriercing missiles with such a withering number of shells that an entire area can be saturated with a single salvo. Though smaller than the bulky Imperial shells, each Reaper missile round can pierce all but the strongest armour. It is not entirely implausible that any number of spectacular attacks occurring across the Expanse may have been the work of Dark Reapers. Lord Veldire of House DeFrane, a Rogue Trader of dark reputation, was in the process of completing admittedly hostile negotiations with trapped Eldar dignitaries when his entire force was devastated by long-range cascading fire from a nearby tower. There were few survivors, and the attacking marksmen disappeared without a trace.

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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.

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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 opponent’s 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.

Recently, rumours have intensified though of tall, lithe figures half-glimpsed escaping from fresh atrocities across the Accursed Demesne. Strange shrieks have been reported echoing down the halls of understaffed research and observations stations across the region, and entire lines of investigation have been halted as specialists scattered throughout the Expanse have died mysterious and often bloody deaths.

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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 weapon’s 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.

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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 enemy’s 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 warrior’s 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 warrior’s 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.

Rumours have circulated for the last several years of Striking Scorpions infiltrating various installations, neutralising guards or outright destroying colonies that have unknowingly incurred the Eldar’s wrath. On the fringes of the Expanse there are tales of mysterious armoured figures guarding seemingly innocuous ruins or ancient battle sites. Those who venture too close to learn more are rarely heard from again. Further rumours even accuse Striking Scorpions of eliminating various members of the Adeptus Mechanicus and other Imperial organisations during their travels through the Expanse.

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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 enemy’s 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 Hawk’s 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 debt-labourers 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-burnsone by one as they fled. Cain’s body was never found.

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Warp Spider One of the strangest tales of the Eldar Craftworlds is of creatures living in the fabric of each vessel’s 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.

Warp Spiders in the Koronus Expanse have typically been sighted amidst Eldar enclaves that have recently appeared on unsettled planets, perhaps as part of exploration expeditions. As with many Aspect Warriors, while tales of increasing activity have multiplied, there are few concrete reports. Rumours of Rogue Traders isolated by the sudden and messy deaths of their entourages before negotiations with the xenos, or of personnel in various securely-locked observation stations across the Expanse brutally murdered at their work stations, are typical.

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Aspect Commanders Source Disclaimer: Lore in this section is from the Rogue Trader Roleplaying Game, primarily the Koronus Bestiary.

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

as military advisors to a Farseer on the rare occasions when these highest of Eldar leaders appear among humans. When Eldar parties venture off on their own, often seeming to pursue knowledge or artefacts of ancient providence, an Autarch often leads these small teams on particularly important missions. Sometimes an Autarch ventures forth on his own in search of information or historical data to further their military studies. The armour and weapons of the Autarchs are second to none among xenos warriors already famous for wielding some of the most lethal equipment known to the Imperium. Protected from head to toe in intricately-decorated psychosensitive bone plate glittering with multi-coloured gems of dazzling quality, the Autarch is also warded by the most advanced personal forceshields to be found in the Expanse. The colour of this elaborate armour varies from one individual to the next, perhaps to denote rank, personal history, or various possible allegiances. The training and status of the individual so armed and armoured is among the best and highest, as they are masters of almost every Eldar weapon or piece of wargear available. Autarchs are thought to be rare in the Koronus Expanse, with confirmed sightings only within the last few decades. They seem to be guiding some sort of concerted effort, often investigating events or phenomenon or exploring various regions. Other times they attempt to negotiate or forcibly acquire the return or access to various artefacts of ancient xenos origin. Xenographers agree the Autarchs appear to have become more aggressive, acting openly to dissuade human exploration in certain systems even as they delve deeper themselves.

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Legendary Autarchs of the Koronus Expanse Among the most infamous Autarchs operating in the Expanse is Athanwe Illunivar, Scourge of Serator Prime. Terrible in his defence of the Eldar, their ancient sites, and their artefacts, Illunivar has brought many an inquisitive Rogue Trader to ruin. In recent history, Illunivar appears to have become a major guardian of sites and locations sacred to the Eldar, in particular throughout Winterscale’s Realm. Illunivar’s complete destruction of the Rogue Trader Pietro Ironarm’s flotilla in orbit around Valcetti’s Salvation marked the intensifying of Eldar aggression in the region. Ironarm’s flotilla had followed years of research that indicated the hidden location of an ancient xenos crash site on Salvation. Soon after the first survey craft had landed, however, a wave of Eldar assault ships attacked, destroying all of the ships in orbit. The Rogue Trader’s forces still on the ground were annihilated by an overwhelming force of Aspect Warriors, led by Illunivar himself, his Swooping Hawk Wings allowing him to descend upon Ironarm as he fled into the desert. More insidiously dangerous is Autarch Nyathuren Kithmenras, the Wandering Scholar. Most often alone, she travels from planet to planet compiling a collection of all knowledge concerning ancient battles. All of her research revolves around mankind’s earliest wars within the region, and she has amassed vast amounts of knowledge from that period, but she does not part with her wisdom lightly. To beg for her assistance is often more dangerous than to meet her in open combat. A Rogue Trader desperate enough to brave the Scholar’s wrath, however, may seek out Kith- enras when all other options have been exhausted, but most come to regret the decision. After years of fruitless searching for any news regarding his father’s lost fleet, Rogue Trader Josef Sendaarin sought the guidance of Kith-menras. Though she proved almost as elusive as the information he originally hunted, Sendaarin finally tracked down the Eldar war-sage on the battlefield world of Zayth. None know the price she exacted from this desperate scion of a once-noble family, but he returned to Port Wander a broken man and has not spoken of his father since.

Most elusive and mysterious of all Autarchs, however, is Surinthiel Mihrendelas, the Collector. From Port Wander to the Rifts of Hecaton, from the Frozen Sisters to Aubray’s Anvil, Mihrendelas can be found, tracking down rumours and legends of ancient xenos artefacts. Ruthless in the extreme, no price is too high and no sacrifice too great in the pursuit of these artefacts. Several Rogue Traders have been utterly ruined through the acts of Mihrendelas, their only crime being in his way. Renowned Rogue Trader Bradfreid Craven was rendered all but destitute when he was stranded on Solace Encarmine, his ship destroyed in orbit when Mihrendelas created a new asteroid field from the planet’s third moon in search of a legendary artefact. No one knows if the xenos was successful or not.

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The Dire Tides of War The Wraithcannon uses unknown xenos technology to fire unstable matter, opening a small warp rift at the target in a wide variety of effects. These can range from messy implosions to a sudden and complete disappearance as the foe is dragged into the warp forever. No armour has ever been found to be effective against this weapon, and only its relatively short range and long recycle time offer any hope at all to forces arrayed against the Wraithguard. Its power source is unknown; all that can be determined is that once removed from its bearer, the weapon becomes nothing more than interesting but useless xenos sculpture. In the Koronus Expanse, Wraithguard have been sighted acting as silent bodyguards for the most important Eldar psykers. When these dignitaries deign to meet with humans, they are often flanked by two Wraithguard standing eerily in the background. Few confirmed records exist of Wraithguard being used in actual combat, though this could be due to a lack of survivors in the case of such encounters. Despite this, enough rumours abound of the efficacy of their weaponry and their fearsome abilities to firmly establish their reputation.

Source Disclaimer: Lore in this sections is from the Rogue Trader Roleplaying Game, primarily the Koronus Bestiary.

Wraithguard Rarely seen by humans, the Wraithguard are thought to be very uncommon to the Expanse. Tales from distant battlefields, though, talk of these animated hulking constructs forming implacable waves, moving inexorably across blasted landscapes, ignoring all but the most potent attacks and bearing terrifying weapons capable of obliterating any man-made substance. Xenographers believe the Wraithguard are almost never utilised except in times of desperate war. It is known that the Eldar look upon their deployment with sadness and regret. However, the most rapacious Rogue Trader would have to think twice about crossing any Eldar who is guarded by these tireless sentinels and their gruesome weapons. Constructed from the same psychoplastic, bonelike material as the larger Wraithlords, Wraithguard share the same basic design, down to the beautiful gems scattered across the armour. Although not as powerful or implacable as a Wraithlord, the fear inspired by these lesser cousins is no less severe due to their unique weapon, the Wraithcannon.

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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 Wraithlord’s 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.

Wraithlords are entirely constructed of a psychoplastic, bone-like material. Those few specimens that have been seen in the Expanse are a uniform bone colour, with ribbons or streamers of light blue hanging from various points. They do not appear to be armed uniformly; various sightings have reported shuriken weaponry, flamers, an array of heavy weapons, and even massive swords wielded with alarming grace and skill. The vast majority of humans in the Expanse have heard only the vaguest whispers about these towering devices. Most information comes from disabled Imperial Guard personnel who have left the Imperium behind for a life beyond Port Wander. These veterans tell soul-shivering tales of massive figures visiting destruction all around them with blasts of vile xenos power and sweeps of their huge blades. It is said that even the mightiest warriors of the Expanse should rethink their battleplans should they find themselves facing such a foe.

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Chapter 3: Eldar Presence in the Expanse Source Disclaimer: Lore in this section is taken from the Rogue Trader Roleplaying Game, primarily Edge of the Abyss.

“Too often, the meddling of humanity uncovers things it should not know, your kind’s base thoughts unclouded by regret and driven only by reckless ambition. I think the universe would thank me if I killed you now, before you can do any greater harm.” –Caedovir Oriosrith of Iliasanae’s Weeping

The Eldar are amongst the oldest remaining species in the galaxy, with some suggesting that they may have existed for millions of years before Mankind built its fi rst stone tools. It is thought that, at one point, the Eldar ruled an empire of such size and might that it would dwarf the Imperium of Man. However, for reasons none but the Eldar themselves know, it collapsed, leaving the Eldar scattered across the galaxy, a pale refl ection of their former might. For all they have lost, however, the Eldar are still powerful, possessing sophisticated technology and powerful psykers reputed to be able to tell the future with uncanny accuracy, and graced with an ageless talent for warfare and voidfaring that makes them deadly in spite of their depleted numbers. Within the Calixis Sector the Eldar have historically been a rare sight, with artefacts scattered across the region capable of projecting psychic beacons that warn others away. Many have wondered if the Eldar consider the place cursed, and why such an ancient and powerful species would be reluctant to travel there. Nonetheless, the Eldar do pass through Calixis at times, but seem to frequent the Expanse more. Several distinct factions seem to call the Koronus Expanse their home. For the most part, they choose not to involve themselves in local matters, seldom dealing with humanity save where it is absolutely necessary, and even then only for brief periods, often with bloodshed rather than with negotiations. Yet, in spite of their typically isolationist attitude, the Eldar within the Koronus Expanse are getting bolder and sightings of their craft are becoming more frequent. It is whispered that so long-lived a species cannot act without great forethought, and that the Eldar do not do things without a reason, even if that reason may not be understood by man. Something is drawing them to the Expanse against their better judgement and the advice of their forebears, and few would be foolhardy enough to say that their presence heralds something good.

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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 blows—or at least, such “kinstrife,” as the Eldar call this form of internecine warfare, is seldom observed—they 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 Kaelor’s crimson and orange livery within the Koronus Expanse have increased dramatically, particularly within the Heathen Stars region.

The most prominent leader of the Craftworld is Farseer Ela’Ashbel, an especially gifted and powerful psyker. Blinded at a young age during a confrontation with Chaos Space Marines of the Word Bearers Legion, she sheds tears of blood when she manifests her potent psychic abilities. Ela’Ashbel has a long history of manipulating humans and using agents of the Imperium as her cat’s-paws, often drawing them into conflicts that inexorably lead along paths of fate she has foreseen that lead towards the eventual benefit of Craftworld Kaelor. Craftworld Kaelor seems to have an especially close tie to a band of Eldar Corsairs known as the Twilight Swords. These piratical Eldar primarily operate in the Koronus Expanse, occasionally assisted by Kaelor Aspect Warriors or supported by Kaelor Dragonships. What Kaelor gains from this relationship is an enigma, although some in the Ordo Xenos conjecture that Ela’Ashbel has made a pact with the Twilight Swords wherein the Corsairs serve in the role of a “stalking horse,” drawing out potential enemies and scouting ahead for the forces of the Craftworld. The Farseer may, in fact, be using the Corsairs for her own purposes, as she has been carefully directing their efforts in a search pattern throughout the Expanse. Exactly what, or whom, she is searching for is so far unknown. Survivors of Strife The Eldar of Craftworld Kaelor are more aware than most of the consequences of straying from the Eldar path of discipline and control. Over three thousand years ago, the Craftworld was engulfed in a divisive conflict amongst its own people. Many Eldar had turned away from the paths and instead sought their own pleasures, a dark echo of the same behaviour that had heralded the Eldar race’s fall from grace and the birth of the Dark God, Slaanesh. This conflict was eventually brought to an end, and the Craftworld united, but the Eldar consider this event a most recent and distressful portion of their history. Thus, Kaelor is now home to a very pragmatic and dedicated populace, each with a keen understanding of their own relative vulnerability. This has led the Eldar of the Craftworld to be very loathe to take risks unless forced into action, their outlook upon the universe coloured with caution and tempered with ruthless applications of practicality.

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 Kaelor’s 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 Ela’Ashbel 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, Ela’Ashbel. Under Ela’Ashbel’s guidance, Kaelor’s 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.

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A Fateful Meeting Millenia ago on the planet Tyrine, Ela’Ashbel 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. Ela’Ashbel 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 concerned—oblivious, 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 ally’s 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.

The Twilight Swords The Twilight Swords Corsairs have always been a presence within the Koronus Expanse, for as long as humans have explored there. Their distinctivelycoloured livery has often been an uncertain omen for other travellers, as the Twilight Swords are known to be as often friend as foe, though one thing is always certain—they never appear for peaceful reasons. Many Rogue Traders have found their fortunes bolstered or saved by the intervention of Twilight Swords vessels at a crucial juncture, only to see the Corsairs vanish as the battle is won, or to linger only to pass on some cryptic message. At other times, they have appeared to cripple or crush a Rogue Trader’s aspirations, taking to battle for only the briefest of times before disappearing from augurs altogether. Many see them as being guided by some prophetic witch, for the Eldar are known to employ such methods extensively, overseeing some grand plan several millennia in the making. Others see their attacks and assistance as little more than the work of a spiteful and capricious mind, revelling in the power to shape lives at a whim. The truth is both of these. At the leadership of Caeluthin Baharrudor and his predecessor, the Twilight Swords have struck as and when they desire for no reason other than that they desire it, driven by their moods and their inclination towards thrill-seeking. Yet, amidst this, many Twilight Swords are former citizens of Kaelor, and still have some loyalty for their old home, willing to accept the advice and the guidance of one of its Farseers from time to time. At Kaelor’s direction, the Twilight Swords have halted the advance of many human expeditions that would lead them to precious maiden worlds or hidden colonies. The connections between the Twilight Swords and Kaelor have become increasingly apparent as the latter has become a greater presence in the Koronus Expanse, and Twilight Swords vessels have been seen supporting Kaelor ground troops with ever-greater regularity. Amidst this, the Twilight Swords have worked to retain their independence, striking out at their own targets with greater frequency than they have in the past. Over the last few decades, the traditionally gleeful nature of the Twilight Swords has taken a dark turn. They, like their brethren on Kaelor, have seen signs of something vast and terrible coming, and desire to avert its arrival.

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The shock of discovering so great a threat so close at hand has shaken them from complacency, and now they look upon the Koronus Expanse to see what is actually there, and shudder at the thought that they could have missed so much. The rising tide of Chaos, the gathering hordes of the Orks, and the nascent menace of the Rak’Gol all pose a threat to the Eldar within the Koronus Expanse, and the Twilight Swords are becoming desperate to do something about it. With their brethren from Kaelor, the Twilight Swords make plans to strike their opponents and establish their dominance in the Koronus Expanse, while preparing to face the greater threat to come.

This viewpoint conflicts with the guidance of Ela’Ashbel of Craftworld Kaelor, and is the cause of contention as the two sides work together more often. It is possible that the Farseer’s council may moderate Caeluthin’s views—or that her preference to use humanity to further Eldar goals may have

Caeluthin Baharrudor, The Stormchaser Pirate Prince The Stormchaser is a legend spoken of fearfully amongst many of the crews that ply the Koronus Expanse, the vicious xenos pirate lord whose fl eet emerges to strike vessels caught within the storms and tides of the Warp, attacking when their prey cannot escape, and leaving survivors enough only to whisper his name. The truth is little different. Caeluthin was born to a life of structure and discipline upon the Craftworld of Kaelor, becoming a Mariner and sailing the void for many years before his boredom and wanderlust became too great. Leaving his home in search of something more, Caeluthin became an Outcast, a willing exile from his people for so long as his wanderlust consumed him. Some five centuries later, Caeluthin’s sense of adventure is still strong, and he has risen to become the leader of the Twilight Swords Corsairs, and does not feel he shall ever return to the life he had upon Kaelor. Caeluthin is cunning, but easily bored, and prone to variegated and ever-changing moods. He views humanity with a sense of faint amusement at times, as a man might look at an animal capable of an interesting trick, while in other moods, he deems them little better than vermin, worthy only of annihilation. Overall, he sees humanity as worthless creatures, useless to his plans. some appeal.

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The Crow Spirits: Murderous Spectres Alongside the Twilight Swords, the Crow Spirits have been a constant presence in the Koronus Expanse since before the Imperium first discovered it. However, where the Twilight Swords have demonstrated at least some signs of benevolence towards mankind, even if that benevolence is fickle, the Crow Spirits are nothing but hostile. Ever since humanity has ventured into the Koronus Expanse, the Crow Spirits have struck at them with unerring precision and a cold and calculating wrath that seems to possess no source nor be directed at any individual. Not every human to travel the Expanse is targeted—indeed, only a minority suffer that misfortune—nor are those who voyage to worlds identified as having significance to the Eldar targeted consistently. Whatever guides their attacks and chooses their targets, it follows an unfathomable plan. In particular, their priorities appear to be the Unbeholden Reaches and Accursed Demesne. It is rare to encounter the ghostly-pale vessels of the Crow Spirits beyond those regions, though what signifi cance those places hold is unknown, particularly as they border the blighted anomaly known as the Rifts of Hecaton. None could imagine that any creatures could keep something of significance close to such a dread place, yet the Crow Spirits seem intent to drive mankind away from it. In addition, the Crow Spirits have been sighted in Winterscale’s Realm, near Maleziel and the Serpent’s Cradle, though they do not tarry in Winterscale’s Realm. Instead they pass through it as hurrying to another destination. Where all the other Eldar within the Expanse have made some contact with humans besides overt aggression, the Crow Spirits remain a mystery, and little is known of their nature or their objectives beyond the most obvious facts. Many years and many lives have been spent attempting to discern their goals, so that they can more easily be defended against, but with little success. No signs exist of a base of operations anywhere near to the Rifts of Hecaton, and given so inexplicable an origin, none have ruled out that they may originate from somewhere else. Interestingly, the most wellthought out suggestion as to the Crow Spirit’s base of operations comes from the Imperial Navy squadrons assigned to guard Port Wander.

In their long years fighting Eldar Corsairs, some Navy officers have encountered large Eldar voidstations. One of these “Haven-class spires” could serve as a base for extended periods of time, and be hidden in almost any star system or vast nebula. As with both the forces of the Craftworld Kaelor and the Twilight Swords Corsairs, the Crow Spirits have become even more active in the last few decades, as if some part of their unknown plan was approaching a crucial point, or perhaps as if some event had spurred them to greater action. However, many of their recent actions have been just as perplexing as the pattern of their attacks. On a dozen occasions within the last thirty years, Crow Spirits ships have been sighted in direct and vicious confl ict with ships of other Eldar, most frequently those of the Children of Thorns, but occasionally those of the Twilight Swords or Kaelor as well. While such violence between different factions of Eldar is not unknown, the frequency and brutality of these battles is unsettling; what could drive the Eldar to turn on their own kind so aggressively? Extensive divination, including several hundred readings of the Emperor’s Tarot by Inquisitorial seers and the Astropaths of paranoid Rogue Traders have proved to be of little benefit. The majority simply produce no result whatsoever, while a few predict what a handful of others have foreseen: an unholy green light, worlds stripped of inhabitants, a great pale horror, a cataclysm given form and substance, and the screaming of the ghosts of those slain long ago. Worse still, something unspeakable plagues the dreams of psykers across the Expanse, passing from memory upon waking but leaving the impression of some vast and dreadful presence moving slowly through the void, leaving only silence and death in its wake. Amongst the Crows The Eldar have long been a spacefaring race, and many ancient traditions have built up over the ages. The complex nature of Eldar culture, and the mingling and evolving of cultures since The Fall, means that no two fleets of Eldar vessels are structured in quite the same way, and though there are common themes and shared elements, there are as many differences—particularly where groups of Eldar are isolated from their kin.

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Within the Crow Spirits, the following is true. At their head, leading each and every ship, is a Craftmaster, or Athkion as it is known within the Crow Spirits’ traditions. As a spacefaring culture, the role of a Craftmaster is not entirely dissimilar to that of a Rogue Trader or pirate captain. Subservient to the Craftmaster are several individuals of significance. The two chief advisors of a ship’s Craftmaster are known as the Bloody Hand, or Kaelamen, a deadly warrior and bodyguard—who advises in all matters of warfare, and the Silent Hand, or Istaurmen, who is a skilled intelligence-gatherer, spy, and diplomat. Depending on the inclinations of their Craftmaster, either or both may also have skill as assassins and saboteurs. Alongside the Hands, are Voidspeakers, powerful psykers who communicate with other parts of the fleet and foretell the future to better guide the Crow Spirits. Finally, are the Bonesingers, who are artisans responsible for growing and shaping all kinds of Eldar technology, and in the case of those aboard a starship, are responsible for repairing it in battle as well. Above and beyond all these, however, are the Infinity Circuits of each ship. Containing the bound and conscious souls of past crew, each Infinity Circuit, like the far larger versions which form the hearts of Craftworlds, communes with the living to guide and advise them, adding the experiences of past generations to aid those who live now. With the Crow Spirits, this organisational structure is mirrored to the very highest levels, with the shadowy Lords of Crows ruling above all the captains and advised by the seniormost Craftmaster, Bloody Hand, Silent Hand, and Voidspeaker within the fleet. However, it is said that the Lords of Crows and their Council are not simply Craftmasters elevated amongst their peers. It is said they are powerful Eldar psykers, Farseers and Warlocks who guide the path of the Crow Spirits.

Cold and utterly ruthless, Ilistaneth harbours a profound loathing for all that is not Eldar and knows joy only in the moment of triumph. Ilistaneth does not question the instructions given to him by his masters; his hatred for the enemies of his kind dwarfs any empathy he might have for the plight of his targets. A master of many weapons and just as many poisons, Ilistaneth is a terrifying adversary to face, and as many foes have died to his blades with a look of dread upon their face, as have perished at a great distance never knowing the cause of their demise. Ilistaneth possesses a vast and bewildering array of armaments and tools. The most astounding is a Holo-Suit—normally worn by the mysterious Eldar warrior-troubadours known as Harlequins, gifted to him by a troupe of Harlequins as a reward for slaying a target whose fate interfered with their own.

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.

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Chapter 4: Eldar Explorers Source Disclaimer: This section makes reference to official and unofficial fluff. Make sure to consult your DM regarding what is being used in your game.

Eldar who embark upon The Path of the Outcast forsake the more rigid structures of traditional Eldar society to roam the stars. Frequently they become Corsairs or Rangers and traverse the stars, seeking out ruins and recovering lost Eldar relics. Some others become raiders, pillaing and stealing what they can from the other races of the galaxy. Others sate their wanderlust and eventually return to their craftworld, returning to the paths that their society offers. The rules included in this supplement allow players to create their own Eldar Explorers, and replace the usual rules for character creation in the Rogue Trader Core Rulebook. A player can create

an Eldar Explorer using the following instructions: 1. When building an Eldar Explorer, a player first selects one of the Paths of Ages Past. These paths reflect the exposure that the explorer has had to one of the many paths that Eldar Society has, or an innate gift with an area. 2. The player then generates the characteristics that define their Explorer's personal attributes, and selects which advancement path to embark upon to finialize attributes, either The Path of the Outcast, or The Path of the Seer. 3. Finally, the player spends the 500 starting XP that all characters get, a process which is described on page 30 of the Rogue Trader Core Rulebook, which can be spent on the Advancement tables they selected which are detailed later in this chapter.

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Paths of Ages Past: Source Disclaimer: Lore in this section is based on information from warhammer40k.wikia.com and wh40k.lexicanum.com.

Eldar embark upon many paths during their lifetimes, but some have a predilection for certain skills and abilities, or simply happened to be on that path before embracing the way of the Outcast. However they came upon it, the Eldar possess certain affinities based on the paths they have been exposed to. Begin the character creation process by selecting one of the following Path abilities for the outcast to reflect these skills. Path of the Artisan Those Eldar who are driven to create works of great skill, and includes many sub-specializations including the Path of the Poet, Path of the Musician, Path of the Painter, and so on. Outcasts with experience in this path may re-roll one test per session relating to crafting. Path of Awakening The Path of Awakening is a path upon which the Eldar learn how to closely analyze their surroundings and environments. Those who have mastered this path can notice things that would seem insignificant or impossible to see, even to a normal Eldar. Outcasts who are drawn to this Path may re-roll a perception based check once per session. Path of Command The Path of Command is for those Eldar with a passion for military command and the desire to develop complex military strategy. It's members tread this path to better command large forces of Eldar Troops. Outcasts who are drawn to this path may re-roll one Interaction test per session. Path of Dreaming The Path of the Dreamer is a meditative path undertaken by many Eldar in which they learn to control and direct their dreams. Those who embark upon these dreamwalks can disappear into them for days at a time. Many who are drawn to this path to this path develop the connection to the warp that leads to the abilities of the Void Dreamer. Outcasts who are drawn to this path may re-roll one willpower based test once per session due to the peace of mind with which they find themselves.

Path of the Healer The Path of the Healer is pursued by those Eldar who find spiritual satisfaction in bringing living things back to full wellness. Eldar healers include all physicians, surgeons, and what humans might consider biomedical researchers. Outcasts who are drawn to this path may re-roll one failed Medicae, Chymistry, or Scholastic Lore (Beasts). check per session. Path of the Mariner Those Eldar who embark upon the Path of the Mariner serve as the crewmen and officers of their home Craftworld's fleet of starships. Those who seek this Path often wish to see the sights of the galaxy and also seek inner peace after a period in which they have felt lost. Outcasts drawn to this path may re-roll one test per session relating to Voidships, be it Commanding, Maintenance, Piloting, Navigation, or Combat. Path of the Scholar Eldar Scholars are those Eldar who find fulfillment only in mastering academic knowledge and then passing this knowledge along to other Eldar who are traveling this path or who wish to benefit from understanding the discipline. Outcasts drawn to this path may re-roll a Lore test once per session. Path of the Seer This path is the longest, most complex, most treacherous, and least trodden of all the Eldar paths. This path has exposed the Outcast to the enhanced psychic potential of the Eldar race. The Outcast may re-roll one test per session pertaining to the warp or psychic abilities. Path of Service In this path Eldar give themselves over to direct service of others, performing the personal services that allow their species to thrive, including farmers, clothiers, cooks, manual laborers, and more. Outcasts familiar with this path may re-roll one test per session relating to their profession

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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

Eldar and other intelligent species and as an ambassador to these beings for his Craftworld. Previous exposure to this path opens up the mind of the Outcast to the various species of the galaxy and how to interact with them. Outcasts who are drawn to this path may re-roll one Interaction test or Telepathy Psychic Discipline Test once per session. Path of the Warrior The Path of the Warrior is trod by those Eldar who seek to improve their martial prowess. This path represents a calling to the war that rages in the galaxy, and produces the specialized Aspect Warriors, should the Eldar keep to this path. Outcasts drawn to this path may re-roll one combat related test once per session.

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The Path of the Outcast Source Disclaimer: Lore in this section is taken from warhammer40k.wikia.com

Eldar Outcasts are those rare members of the Eldar race who have left their home Craftworld to wander the galaxy when they find the rigid Eldar lifestyle suffocating or because they have committed some unforgivable crime against their fellow Eldar. Many Eldar Outcasts often take up daring lives as pirates or raiders and thus are sometimes confused with their Dark Eldar counterparts. Sometimes the rigid constraints of the Eldar Paths are intolerable even for an Eldar to bear; such individuals leave their Craftworlds and willingly become Outcasts. Many Eldar spend years or decades as Outcasts before they return to the Eldar Paths, though most do eventually feel the need to return to Eldar society unless they have been forcibly exiled from their former home. Outcasts must bear the terrible burden of their heightened Eldar consciousness and psychic abilities without the mental protections offered by the Eldar Paths. Only Eldar of remarkably strong characters can survive for long as Outcasts. After years of adventure and wandering, or sailing the seas of space with the Eldar pirate fleets, most Eldar eventually return to the sanctuary of the Eldar Paths and the warm collective familarity of the Craftworlds. There are many kinds and degrees of Eldar Outcasts. They can serve as Rangers, the scouts of their Craftworlds, well-trained survivalists and marksmen able to find the eye sockets and neck joints of even the most heavily armoured enemy troops with their Long Rifles. The most skilled of the Eldar Rangers are known as Pathfinders. Others choose to leave their Craftworlds and live elsewhere, often wandering the galaxy and visiting the worlds of Mankind or the Exodites. They are not welcome aboard Craftworlds except briefly, for their minds are dangerously unbounded and attract predators from the psychic realms of the Warp. Daemons or other Warp entities can home in on the undisciplined and extremely powerful mind of an Outcast and lodge in the psycho-supportive environment of the Craftworld's Wraithbone core

and Infinity Circuit, threatening the very survival of a Craftworld. Outcasts are also disruptive to the highly structured societies of the Craftworlds in another sense, for their presence can distract the young and inexperienced from the Eldar Paths through their romantic tales of travel, plunder and freedom. The Outcasts rarely divulge the hardships of their lives or their constant mental struggle to maintain themselves uncorrupted by the darker impulses of the Eldar nature without the aid of the Eldar Paths.

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Eldar Corsairs are those Eldar Outcasts who have deliberately chosen to make their living by raiding the commerce of the other star-faring intelligent races of the Milky Way Galaxy, particularly the shipping of the Imperium of Man. They are a constant threat to Imperial merchant shipping, though they lack the ability to face off against a true Imperial Navy battlefleet of any real size. Aware that it was the ineffable power of their own whims and desires that brought about the downfall of their species and led to the birth of Slaanesh, the survivors of the Fall of the Eldar, the Eldar of the Craftworlds, have developed a way to control their own inner natures. Every Eldar chooses for himself a discipline which he then makes it his task to master. It may take many standard years to successfully accomplish this, perhaps more than a single human lifetime. Each discipline is called a Path, and each Path may necessitate further choices and specialisations. For example, the Path of the Warrior has many Aspects, and whilst all enable the Eldar to master the skills of combat, each Warrior Aspect brings with it its own special techniques and abilities. Other Eldar Paths include that of the Bonesinger, as the psycho-technicians of the Craftworlds are called, who craft Wraithbone and other psycho-plastic materials to fashion the material artefacts of the Eldar civilisation. There are innumerable Paths, some of which are chosen only rarely, but each offers its followers a complete way of life during the time which they tread upon it. Eldar Pirates are always followers of the Path of the Outcast –- Eldar who have turned away from the Paths and abandoned their Craftworld. These eldritch wanderers live quite apart from the orderly, disciplined Eldar of the Craftworlds, and form ravenous bands of pirates, corsairs and raiders. As with other outcasts, some of these eventually Eldar return to the Paths, or may retain some ties to their Craftworld of origin. However, the willful and unaccountable actions of the Outcasts stand far apart from the carefully scryed and considered actions of the Craftworld Eldar, and for the most part the Farseers show great reluctance for their own peoples to mix with the wayward and dangerous Outcasts.

Outright alliance between fleets acting on the will of a Craftworld’s Seers and the more volatile, self-serving Eldar Corsairs is relatively rare, but certainly not unknown. It usually only occurs when a knowledgeable Corsair leader of great influence is present, able to both satisfy the measured desires of the Seers at the same time that he can prove his raw might to the more aggressive Eldar pirates. Such leaders, like the legendary Prince Yriel of Iyanden, are rare, but the fleets they command are invariably very powerful and capable of giving even the most potent forces of the Imperial Navy substantial opposition. Some Eldar Corsairs have been known to hire themselves out as mercenary forces for various foolish and often very wealthy human factions within the Imperium. A fleet of Corsairs can prove to be a powerful force on the battlefield for their patrons. But the fickleness of Eldar Corsairs is legendary and more than one group of these xenos pirates has been known to suddenly change sides or even turn on their human patrons after a battle is won to seize a greater share of the rewards. In these situations, the Corsairs' employers usually find their own blood coating the Outcasts' potent blades. Eldar Outcasts are extremely pragmatic realists and are often very tough, sinister individuals. In their manner and actions they are often complete opposites of the Craftworld Eldar. Those Outcasts who walk this path for too long may ultimately be consumed by the Path of Damnation and so begin to be enslaved by the same lust for suffering and death that corrupted both their Dark Eldar cousins and the ancient Eldar pleasure cults that led to the Fall of Eldar civilisation more than 10,000 Terran years ago.

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The Path of the Outcast Characteristics As with human characters, Eldar Outcasts also have characteristics that their players generate at character creation. Unlike human Explorers, Eldar Outcasts have different base values for their Characteristics, see below.

Starting Wounds: Eldar Outcast Characters roll 1d5+1 and add twice their starting toughness bonus to determine their starting number of wounds. Starting Fate Points: Eldar Outcast characters begin play with 2 Fate Points Eldar Outcasts begin play with the following Skills, Talents, Traits, and Gear: Starting Skills: Acrobatics, Awareness, Deceive, Dodge, Common Lore (Eldar), Forbidden Lore (Xenos), Silent Move, Speak Language (Eldar), Speak Language (Low Gothic) Starting Talents: Catfall, Dark Soul, Heightened Senses (Sight, Sound), Jaded, Leap Up, Melee Weapon Training (Primitive), Melee Weapon Training (Universal), Nerves of Steel, Outcast Weapon Training, Sprint Starting Traits: Non Imperial, Speak Not Unto the Alien, Unnatural Agility (x2) Starting Gear: Shuriken Pistol, Shuriken Catapult or Ranger Long Rifle, Best Craftsmanship MonoSword or Common Craftsmanship Eldar Chainsword, Eldar Void Armor, Empty Spirit Stone, Vox Caster, Set of Fine Clothes, Data Slate

Fear and Insanity: Unlike most Xeno races, the Eldar can not only be driven mad by the horrors of an unforgiving universe, but can also slowly fall to the corrupting influence of Slaanesh. Eldar gain Insanity and Corruption points as all normal Explorers do, and may bring the watchful eyes of the chaos gods down upon them if they gain a sufficient quantity. The Path of the Outcast Advances: Explorers who choose The Path of the Outcast may spend experience as they advance on the tables presented below, and gain ranks as normal explorers do, detailed in the Rogue Trader Core Rulebook.

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The Path of the Seer Source Disclaimer: Lore in this section comes from the Rogue Trader Roleplaying Game, primairly The Navis Primer

A warrior may become as skilled with a blade as he wishes, but he is still subject to the fickle whim of his destiny, and his doom. We who walk the Path of the Seer take destiny into our own hands, and wield doom as our blade.” –Spiritseer Baluithe of Craftworld Kaelor

The Eldar of the Craftworlds live their lives in rigid cycles of intense devotion to a particular field of study. Only with these strict controls in place can these xenos hope to maintain a society that would not bow before the power of the Chaos God Slaanesh. Each of these disciplines is referred to as a path. Arguably the most challenging of these is the Path of the Seer, which calls upon its followers to develop their psychic abilities. Key to these abilities for all Eldar is the nature of runic symbolism and their alien forms of divination. As their psychic powers continue to develop, they are often haunted by visions of the future and the horrible doom of their race. Even within this path, there is further stratification. Some Eldar may master one aspect of the Path of the Seer, only to embark upon a different path at a later point in their lives. Others might never travel this path, choosing to focus their talents in a more mundane fashion. There are numerous specialisations within the Path of the Seer, but all of those who walk it endanger their very souls for the good of their people, pitting their wills against the hungering doom that awaits all Eldar in the Sea of Souls. The Path of the Seer, also known as the Path of the Witch, is the longest, most treacherous, most complex, and rarest of all paths. Its members are the psychic Seers. Of those who embark upon the path, some of the most developed powers include the Farseers, Void Dreamers, and Warlocks.

These incredibly potent psykers often assume critical leadership roles among each Craftworld, but also are compelled to act upon the visions that they discover as they study the countless strands of fate. Powerful and prescient, Farseers are Eldar who became trapped on the Path of the Seer. Responsible for leading the slowly dwindling Eldar diaspora in its twilight, Farseers typically guide their people as leaders of the massive Craftworlds that roam the trackless void. They use their not insubstantial psychic powers to peer into the future where they pluck apart the strands of time and possibility through the casting of Runestones. By reading the throw of these Wraithbone icons, the Farseers determine the best of all possible courses for their people. While the results of their divination are quite accurate in the short-term, even the most powerful Farseers have difficulty seeing into the distant future. While not as martially powerful as those Eldar who follow the Path of the Warrior, Farseers are as competent leading in wartime as they are during eras of peace. Their foresight and powers of precognition allow them to foretell an enemy’s actions and relay this information to their allies and subordinates. This, along with their prodigious psychic powers, makes them incredibly dangerous on the battlefield or the bridge of an Eldar cruiser.

Eldar Farseer:

“Without mercy or moral feeling, the Farseer’s consciousness stands upon the edge of spiritual destruction.” –Inquisitor Czevak

Most Eldar travel many of the countless paths for a relatively short portion of their long lives. However, some may become so focused upon a particular path that their souls and psyches become lost within it. Those who lose their way upon the Path of the Seer are known as Farseers.

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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

Similar to Farseers, but substantially less powerful than those august prophets, Void Dreamers are Eldar blessed with preternatural foresight. Where the Farseers use their gifts to sift through the endless possibilities of fate and the far future to guide their people, Void Dreamers see that which is near at hand and use this foresight to guide their Corsair ships through the Webway. Their gifts allow them to clearly see the matrix of causality, the ebb and flow of time in the immediate future, and to determine the ideal course to travel. While they spend most of their time casting their runes and probing the future for the safest path through the fractured Webway, they are powerful foes in combat. They possess powers that, aside from letting them guide their living voidships with incredible precision, allow them to hurl bolts of pure psychic energy, bolster the morale of their allies, and even shrug off psychic attacks as if they were rain. This makes them incredibly dangerous, especially when leading packs of Eldar Corsairs in daring boarding raids or lightning strikes. Warlock

“On this twisted, trying path, I have learned to see the skeins of the future and walk towards the fate I choose. And yet, now that I find my decisions are my own, I discover that I have no choice. There is only one course. I am a warrior, so let the battle be joined.” –Unknown Warlock, shortly before his death

Those who travelled the Path of the Warrior prior to embarking upon the Path of the Seer often become Warlocks. These individuals learn to focus their psychic abilities into weapons that they may wield alongside more traditional armaments. Their combined training enables them to become powerful defenders and leaders for their Craftworld. Source Disclaimer: This Warlock lore is from warhammer40k.wikia.com A Warlock is an Eldar Seer or psyker who previously walked the Path of the Warrior as an Aspect Warrior of the Eldar Craftworlds and now uses his potent psychic powers to help lead Eldar warhosts. Warlocks who lose themselves upon this path ultimately become Farseers. The most aggressive and warlike of all the potential

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variants of the Path of the Seer is that of the Warlock. Since Warlocks are Seers who once trod the Path of the Warrior, their previous experience as Aspect Warriors allows them to harness their more destructive impulses when using their psychic powers in combat. The ornate helmets worn by Warlocks in the field are kept in the shrines of the Warrior Aspects as a sign of the close link between Warlocks and their former status as Warriors. A Warlock can only attain that status by returning to the Aspect Shrine that he once belonged to and receiving his helmet from the shrine's Exarch as part of the same blood-ritual undergone by Aspect Warriors. Whenever the Craftworld Eldar go to war, their Warlocks accompany their forces of Aspect Warriors and Guardians. They use their psychic powers both to protect the Eldar Warriors and to wreak havoc among their foes; a thought-wave from a Warlock can instil courage in his comrades or sear the souls of the Eldar's enemies. Though not as psychically powerful as Farseers, few of the psykers found among the other intelligent species of the galaxy can equal the arcane might of an Eldar Warlock or match their combat prowess with the power of the Warp.

Those who walk in the spirit world for too long find their affinity with the departed growing ever stronger. For a mind as perceptive and prone to obsession as those of the Eldar. To be steeped in the deathly currents of the afterlife is to experience a taste of limbo that stains the soul. Each time a Spiritseer delves into the infinity curcuit, it becomes harder to return until, after many long years, it is impossible. When the craftworld goes to war, those Spiritseers still able to walk the mortal world are of great value. Whilst all Seers are capable of separating a precious spirit stone from the infinity curcuit and placing it within the automaton shell of a ghost warrior, only a Spiritseer can guide that warrior's labours upon the battlefield. To one of the departed who has returned to the mortal plane, thoughts and feelings are the only reality. Yet by holding the immortal and immortal realms in their minds eye at once, Spiritseers provide clarity and focus. With such assistance, the Ghost Warriors bring the gift of death to the foe, their shots unerringly finding their mark and sword-strokes arcing down with uncanny skill.

Spiritseer

Source Disclaimer: Spiritseer lore is from the 6th Edition Eldar Codex. The Spiritseer discipline was based on this lore.

Spiritseers are those upon the Witch Path who are called to commune with the dead – a chilling concept, even amongst the Eldar. Though Spiritseers help to ensure the survival of the entire Eldar race, their actions are perceived by those around them as akin to Necromancy; yet another depth the craftworlds must sink to in their struggle to stave off a lingering demise. It is said that the first Spiritseer was from Iyanden Craftworld who so mourned the loss of his lover that he plunged his mind deep into the infinity circuit to be with her. Amidst the swirling otherworld of the departed, he found his true calling – to bridge the gap between the living and the dead. Since that day, an increasing number of Eldar have walked the path of the Spiritseer, for as the Eldar dwindle, they have ever greater need of their kin within the infinity circuit.

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Bonesinger Source Disclaimer: This lore is from warhammber40k.wikia.com 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

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Path, the Path of Shaping, is closely related to both the Path of the Artisan and the Path of the Seer. During his or her time on the Path of Shaping, the Bonesinger is tasked with the construction and maintenance of Eldar structures, weapons and machinery. They do this through the psychic manipulation of Wraithbone, summoning this material into being from the raw energy of the Warp, then shaping and moulding it into various items, with the typical Eldar concern that the item be aesthetically pleasing as well as functional. While Wraithbone is capable of naturally repairing itself over time, the process can be greatly enhanced by the psychic abilities of a Bonesinger. Bonesingers of the Il-Kaithe Craftworld are said to be the most skilled of the Eldar Bonesingers, able to practice their art even in the heat of battle.

Shadowseer Source Disclaimer: This lore is from warhammer40k.wikia.com Shadowseers, known in the Eldar Lexicon as esdainn, are powerful Eldar Harlequin psykers whose abilities are centred around spreading confusion and fear during both a Harlequin performance or Masque and on the battlefield. As the spiritual guides of the Harlequins, Shadowseers are enigmatic and mysterious individuals. Though not affiliated to a Troupe, they perform alongside them as part of a masque, using their psychic powers to subtly enhance a performance. In battle, however, the Shadowseer turns his psychic might upon the enemy, invading their minds and souls to cause terror and mayhem. Like Eldar seers of old, the Shadowseer wears long robes, his head covered by a long cowl weighted with sun and moon trinkets. Further curios hang from his belt, including two Harlequin masks and mysterious pouches, while in his left hand he wields a Miststave -- both a mark of office and a potent close combat weapon. To augment his prodigious psychic skills, the Shadowseer wears a fluted Creidann Grenade Launcher that fires hallucinogenic cartridges, while his Harlequin mask is disturbingly blank and impassive. That is, until an unsuspecting victim gazes into it and sees a distorted reflection of their future self. This disturbing vision, combined with the narcotic gas, leaves most foes incapable of defending themselves against the Shadowseer. Illusion, misdirection and terror whirl about the Shadowseer like a psychic tempest. With a subtle twist of the mind, these warrior mystics can erase the memory of the Harlequins from their enemies' thoughts, clouding their perceptions with confusion or horror. It is child's play for Shadowseers to bind their victims within the twists of their own minds, engaging them in one-sided psychic duels, or tricking their bodies into stopping hearts and choking off breath. Wherever the Shadowseer treads the battlefield, shards of illusory light and shadow blind the foe, while clouds of hallucinogenic gas send them into paroxysms of terror or bewildered joy. Discipline collapses, replaced by a bedlam of screams, gibbering and panicked, aimless gunfire. Warriors stagger drunkenly, slashing their blades at phantom foes. Through it all strides the Shadowseer

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-- an island of sinister calm amid a raging ocean of madness, robes swirling as their faceless mask reflects naught but the emptiness of the void. During a Masque the Shadowseers of a Harlequin troupe act as the primary storytellers, releasing programmed hallucinations from their creidann hallucinogen grenade launcher backpacks which form scintillating phantoms that dance and duel in the air. In older Imperial texts they are sometimes referred to as Harlequin Warlocks.

Wandering Seers:

Source Disclaimer: This is fan material

Explorers who follow the path presented in this guide are following the path of a Wandering Seer, one who has, like the Outcast, elected to develop and practice their abilities without the structured guidance and mentoring of their Craftworld. This separation necessitates a higher amount of personal experimentation and additional practice in order to master their abilities.

The Path of the Seer Characteristics As with human characters, Eldar Seers also have characteristics that their players generate at character creation. Unlike human Explorers, Eldar Seers have different base values for their Characteristics, see below.

Starting Wounds: Eldar Seer Characters roll 1d5+1 and add twice their starting toughness bonus to determine their starting number of wounds. Starting Fate Points: Eldar Seer characters begin play with 2 Fate Points Eldar Seers begin play with the following Skills, Talents, Traits, and Gear: Starting Skills: Awareness, Dodge, Forbidden Lore (Psykers), Forbidden Lore (Warp), Forbidden Lore (Webway), Psyniscience, Speak Language (Eldar), Speak Language (Low Gothic) Starting Talents: Catfall, Heightened Senses (Sound, Sight) Melee Weapon Training (Primitive), Melee Weapon Training (Universal), Nerves of Steel, Outcast Weapon Training, Psychic Discipline (Telepathy, Telekinesis, or Divination, Psy Rating 2, Sprint Starting Traits: Eldritch Mastery, Non Imperial, Speak Not Unto the Alien, Unnatural Agility (x2) Starting Gear: Shuriken Pistol, Shuriken Catapult, Best Craftsmanship Mono-Sword or Common Craftsmanship Eldar Chainsword, Eldar Void Armor, Empty Spirit Stone, Vox Caster, Set of Fine Clothes, Data Slate

Fear and Insanity: Unlike most Xeno races, the Eldar can not only be driven mad by the horrors of an unforgiving universe, but can also slowly fall to the corrupting influence of Slaanesh. Eldar gain Insanity and Corruption points as all normal Explorers do, and may bring the watchful eyes of the chaos gods down upon them if they gain a sufficient quantity. The Path of the Seer Advances: Explorers who choose The Path of the Seer may spend experience as they advance on the tables presented below, and gain ranks as normal explorers do, detailed in the Rogue Trader Core Rulebook.

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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.

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New Talents

Source Disclaimer: These talents are based on the lore in the previous sections and taken from existing Eldar profiles in the Rogue Trader, and Dark Heresy RPG.

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. At Rank 9 and above, this becomes their full rank as a bonus to Armor Points. 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)

Aspect Warriors are specialized soldiers that fill a niche depending on their training. Those that become lost on the Path of the Warrior become Exarchs, leaders and high priests of the warrior temples that train these Aspects. Becoming an Exarch grants certain bonuses to the preferred weaponry of the Aspect, detailed in the Requirement. When an Exarch wields the preferred weapon of their Aspect it is treated as two qualities higher than it actually is (Example: Common quality would be Best quality in their hands), gains an additional +2 Damage, +2 Penetration, and the Proven (4) Quality. This talent may only be taken once. These bonuses cannot be applied to Voidship weapons. At rank 9+ the Aspect Warriors gain an additional +2 Damage and +2 Penetration. Cover and Displace: Requirements: Eldar, Rank 7, Acrobatics +20, Tracking +20 Some outcasts are exceptional snipers and are experts at hiding, displacing, and making use of cover. The armor points of any cover the outcast benefits from are doubled (for the outcast only). The outcast can re-roll failed Agility Tests when moving through difficult terrain. Eldar Psychic Discipline Requirements: Eldar, Psy Rating, The Path of the Seer Career Path Eldar Seers select one additional Psychic Discipline upon purchasing this Talent that is drawn from the following list. The Seer may only ever possess one instance of this talent, meaning it may never be purchased by way of the Psychic Discipline Talent or Eldar Talent. After selecting this talent, the Seer gains the ability to purchase Eldar Psychic Powers from the discipline they selected. The Seer may select either the Eldar Farseer, Eldar Warlock, Eldar Void Dreamer, Bonesinger, Spiritsinger, or Shadowseer Psychic Disciplines, detailed in the Psychic Powers section. Exarch of Weapons: Requirement: Eldar, Any Seven Exotic Weapon Proficiency (Eldar) Talents, Weapons of a Dying Age Through practice, exposure, and dedication, the Outcast has mastered the wide variety present in the Eldar arsenal. The versatility offered by dedicated training makes the Outcast a force to be reckoned with on the battlefield. The Outcast is considered to be proficient with all Exotic Eldar Weapons.

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Embracing the Path: Requirement: Eldar, Traveling the Path, Purchased 10 Skill, Talent, or Characteristic Advances Relating to Path (Starting Skills and Talents do not count). After keeping to a path for a prolonged period of time, a true understanding and comprehension of it becomes apparent to the Outcast. Benefits are gained depending on which “Path of Ages Past” was selected upon character creation. The Outcast may automatically succeed on any test relating to their Path once per session. In instances where Degrees of Success matter, the Outcast is assumed to succeed by the minimum number of Degrees needed to be successful. Lost Nobility: Requirements: Eldar, The Path of the Outcast Career Path, Must be taken at character creation Whether actual former Eldar Nobility who have left the Craftworld or one who has developed a gift for understanding the social graces required of one on the Path of the Outcast, this talent reflects their charismatic aptitudes. The outcast may purchase Fellowship characteristic advances at a cost of Simple for 100, Intermediate for 250, Trained for 500, and Expert for 1000. If using Ascended Rules (See Chapter 9), the additional Fellowship advances may be purchased for 1000, 1500. Outcast Weapon Training: Requirements: Eldar The Outcast has familiarized themselves with the common weapons of their race found in the Koronus Expanse. The outcast is proficient in using Shuriken Pistol, Shuriken Catapult, Shuriken Cannon, Splinter Pistol, Splinter Rifle, and Ranger Long rifle, Eldar Plasma Grenade, Xenofilament Grenade, as well as Primitive and Melee Weapons from throughout the galaxy. Precision Fire: Requirements: Eldar, Deadeye Shot, Hip Shooting, Crack Shot With the dwindling numbers of Eldar in the galaxy, accuracy and efficiency in shooting are paramount. Long hours of practice, both intentional and impromptu, have lead to the Outcast possessing an almost preternatural accuracy. The outcast no longer suffers penalties from firing into melee.

Secrets of the Seers Requirements: Eldar, Psy Rating, The Path of the Seer Career Path Eldar possess an innate connection to the substance known as Wraithbone, and those initiated in the path of the seer can interact with artefacts sculpted from it in a way that strangers to these mystic secrets cannot hope to understand. Those with the Secrets of the Seers Talent can access the Witch-Edge quality of the weapons they wield, which lie dormant in the hands of untrained users. Swift and Silent: Requirements: Eldar, Rank 7, Concealment +20, Shadowing +20, Silent Move +20 Spending years alone on strange worlds, walking the Webway and shadowing the enemies of the Eldar certain outcasts learn to be ghosts; mere shadows within shadows. The outcast may re-roll any failed concealment or silent move tests. In addition, the outcast gains a bonus degree of success to any successful Concealment or Silent Move Tests. The outcast also never suffers penalties to Concealment or Silent Move as a result of terrain, lighting, or related factors. Traveling the Paths Prerequisite: Eldar, Purchased 5 Skill, Talent, or Characteristic Advances Relating to Path (Starting Skill and Talents do not count). Beginning down a path is an incredibly difficult and time consuming process, but once the Outcast begins to embrace and devote themselves towards a path, incredible things can occur. Benefits are gained depending on which “Path of Ages Past” was selected upon character creation. The Outcast gains the ability to choose either the original roll or the reroll when utilizing their “Path of Ages Past” Reroll. Traversing the Paths: Prerequisite: Eldar. Eldar are incredibly long lived, and embark upon many different paths in their life. Choose another Path from the “Paths of Ages Past” Section, you gain that benefit in addition to the one selected at Character Creation. This talent may be purchased a maximum of two times.

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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

Weapons of a Dying Age Requirements: Eldar, Any Three Exotic Weapon Proficiency (Eldar) Talents Variety and preparation help survive this warstruck time, and the Outcast has begun to embrace this. The vast array of Eldar weaponry has become much less confusing through exposure and training. The Outcast reduces the penalty for using Exotic Eldar Weapons with which he is not proficient by half. Withering Strikes Requirements: Eldar, Rank 5+, Agility 60+, Melee Weapon Training (Any) The Eldar has learned how to apply their grace into precision strikes. The Eldar now adds either their Strength or Unmodified Agility Bonus to all melee damage. At Rank 10+ this becomes Modified Agility Bonus.

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New Traits

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Chapter 5: Eldar Armory Source Disclaimer: Weapons in this section are taken from the Rogue Trader Roleplaying Game, primarily the Core Rulebook and Koronus Bestiary.

This chapter contains the statistics and special abilities of the Eldar weapons and equipment. More information on Eldar technology can be found on Page 9-10. Their Combat statistics for the regular Eldar weapons can be found on page 63, and those for Exotic Eldar Weapons on page 63. Ranger Long Rifle The Ranger Long Rifle is the favoured weapon of Eldar Rangers and Pathfinders. These potent Eldar weapons are hand-grown by Bonesingers with specific attention paid to the eyesight and grip, creating a weapon perfectly adapted to its user.

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 Trait—they 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 Eldar—this alien race’s 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 vessel’s 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.

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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.

Eldar Plasma Grenade The Eldar long ago refined the use of plasma in weaponry, creating devices that are stable and safe to use while still proving effective against the enemy. Their plasma grenades are a case in point— where human-made plasma warheads rely on the unstable and destructive nature of uncontained plasma, Eldar plasma grenades unleash a precise pulse of heat and electromagnetic force that not only burns, but also leaves foes disoriented.

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.

Dragon's Breath Flamer As elegant and deceptively fragile-looking as all Eldar devices, the Dragon’s Breath is more sophisticated and efficient than bulkier Imperial flame weapons. It utilises a trio of rare, highlycompressed chemicals designed to ignite when mixed, forming liquid gouts of flame that arc outward in a deadly spray. The chemicals do not need air for combustion, and the heavy spray adheres to most surfaces, making extinguishing the flames difficult. The Dragon’s Breath flamer must be used in an atmosphere, but that atmosphere does not have to be the standard oxygen-nitrogen mix. Eldar Blaster Some Eldar corsairs favour this small, pistol-like weapon for devastating short range attacks against armoured targets. It fires a stream of mysterious dark energy, still under investigation by the Adeptus Mechanicus and the Ordo Xenos. This energy is similar to laser emissions in some respects, but rather than punching holes through armor and flesh it instead rips apart targets in explosive blasts— leading to its common Imperial designation as a “Blaster.” Such is the potency of this energy that even the thickest armour can be compromised with ease. Eldar Deathspinner A weapon favoured by Eldar Aspect Cults, the Deathspinner fires a shroud of monofilament thread in a deadly gossamer shroud. Able to fire more quickly and lethally than any Imperial version, they can also entangle small groups, as its wide arc is capable of blanketing several foes with a single shot. Eldar Lasblaster The Eldar are masters of laser weapons, and use a variety of elegant and lethal light-based devices. Their Lasblasters can release a fury of laser strikes at medium ranges, easily outperforming even the most advanced Imperial las weapons. Eldar take particular pride in their ability to use these powerful laser devices, signifying to all their control over light itself.

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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.

Eldar Fusion Gun Similar to meltaguns in effect and purpose, the fusion guns used by the Eldar are far more accurate and efficient, utilising technologies far more advanced than those of the Adeptus Mechanicus. In the hands of a skilled warrior, a fusion gun can sear through the weak points of an armoured vehicle, disabling or destroying it with almost surgical precision and contemptuous ease.

Hawk's Talon Capable of unleashing a withering torrent of powerful lasblasts, Hawk’s 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 Hawk’s 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 weapon’s 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 man’s 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 Spectre’s 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.

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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.

Banshee Power Sword A power sword utilized by the Howling Banshees Aspect Warriors.

Swooping Hawk Grenade Pack A pack utilized by the Swooping Hawk aspect warriors that can hold a wide variety of Grenades which can be dropped on on foes from on high. Special: This small pack can be used to make one free attack per turn on any target flown over as part of the user’s regular move, counting as being at Long Range.

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.

Exotic Melee Weapons Harlequin's Kiss Among the deadliest of all Eldar weapons, the harlequin’s kiss resembles a long tube attached to the back of the forearm. The rear of the tube is filled with highly compressed coiled loops of monomolecular wire, nearly a hundred metres worth. When the weapon’s spiked tip strikes the target, the wire is released and instantly bursts through even the smallest puncture to fill the interior of a body or vehicle. In seconds flesh is turned into liquid as the wire races through the enclosed space and then retracts back into the device for its next use. Most victims are dead before knowing they were even struck.

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).

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Eldar Biting Blade Reminiscent of the massive eviscerators used by zealots within the Imperium, Biting Blades are long- bladed, two-handed chainswords. However, where eviscerators are heavy, noisy machines, Biting Blades are slender and quiet, but no less deadly for their relatively light weight. Wielded properly, the razorsharp teeth can tear through flesh and bone with horrific speed, and a skilled warrior can cleave a man in two without difficulty. Special: For every two degrees of success scored when rolling to hit with a Biting Blade, the weapons’ deals 2 additional damage.

A creature that is actively attempting to hold on to the weapon must make a Very Hard (–30) Strength Test; if it succeeds, then it, too, is dragged back to the psyker along with the Singing Spear. Void Sabre Supposedly cursed blades that many high-ranking Eldar void pirates carry, these wraithbone swords are embedded with shards of strange crystal formations found on certain worlds in the dark fringes of space. Many Craftworlders look upon the blades with a mixture of disdain and fear, but many amongst the ranks of the Eldar Corsairs carry them as badges of honour. Special: If a character wielding a void sabre scores Righteous Fury when rolling for Damage caused by this weapon, he adds +8 to the weapon’s Penetration for that attack.

Mirrorswords Exquisitely balanced for dual-wielding, Mirrorswords are extremely lightweight power swords, capable of gliding through all but the toughest armour with ease. Wielded only by the most nimble amongst a species renowned for their grace and speed, these blades become a deadly wall of glittering steel. Special: When wielded as a pair by a character with an Agility bonus of 5 or more, Mirrorswords reduce any penalties for dual wielding melee weapons by 10, to a maximum of +0. ● Their balance and design make them ideal for defence as well as attack, adding an additional +10 bonus to parry, for a total of +20, so long as these swords are wielded as a pair. ● An Acquisition test to obtain Mirrorswords is always for a matched pair.

Witchblade Witchblades are psychically attuned weapons that Eldar walking the Path of the Seer often carry to battle. These blades resonate with their users, enhancing their strength to terrifying levels; Farseers have been known to slash through the heaviest of power armour or cleave battle tanks clean in half with devastating blows from these weapons.

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 user’s 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 weapon’s 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.

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Eldar Armor Armor Stats and Availability are located on page 63. 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 user’s 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 6–3: Psychic Phenomena or Table 6–4: Perils of the Warp (see pages 160–161 of the Rogue Trader Core Rulebook. The effects of the result rolled on the table still occur, and may affect others or the environment.

Eldar Rune Armor The armour of a Farseer is etched with arcane runes of protection and provides innate defences to psychic wearers. Whenever an attack strikes the wearer, he may make a Focus Power Test (Willpower) with a –30 Penalty as a Free Action. If he succeeds, reduce the Damage that would be dealt by the attack by an amount equal to his Psy Rating plus the Degrees of Success he scored on the Focus Power Test. If his Focus Power Test roll is lower than his effective Psy Rating, the attack is simply negated entirely instead. Eldar Void Armor This elegant Eldar armour functions as both battlefield protection and a sealed environment. Thanks to its superior Eldar construction, the signature “wings” that sprout from its back to grant added stability but weigh shockingly little, and improve the balance of the wearer during both atmospheric and void flight. This armour is considered a sealed environment so long as a character wears all of it and also provides a longrange vox, an auspex, and grants the Dark Sight Trait. The armour’s integrated void impellers grant the wearer the Flyer (12) Trait in zero gravity. Further, thanks to the wings and inbuilt microthrusters, anyone wearing this armour benefits from improved manoeuvrability and gains a +10 bonus to all Pilot (Personal) Tests.

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Eldar Gear Source Disclaimer: Equipment in this section is taken from gear listed in profiles in the Rogue Trader Roleplaying Game, primarily The Koronus Bestiary.

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 Banshee’s 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 wearer’s 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 weight—indeed 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 Farseer’s foes, cursing these adversaries with ill fortune. Enemy psykers within the psyker’s Perception

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Characteristic in metres add +10 to all rolls they make on both Table 6–3: Psychic Phenomena and Table 6–4: Perils of the Warp (see pages 160-161 of the Rogue Trader Core Rulebook). Runes of Witnessing Farseers carry countless trinkets, esoteric devices, and runes to assist in their divinations and panoply of other rituals and powers. Runes of witnessing are designed to help lead the Farseer to the destinies he chooses, without becoming lost in the ineffable web of fate. Once per Round, a character with Runes of Witnessing may choose to reduce—or increase—the result of a roll that he has made on either Table 6–3: Psychic Phenomena and Table 6–4: Perils of the Warp (see pages 160-161 of the Rogue Trader Core Rulebook) by a number equal to his Perception Bonus. Shrieker Ammunition These barbed crystalline discs are hollow and filled with a virulent genetic toxin that turns a victim’s biochemistry against itself explosively. The ammunition gets its name from the harrowing noise the discs produce as air is dragged into the poison reservoir to replace the toxin as it floods into the target’s body. The toxin subverts the victim’s genetics, defiling tissues and causing organs to fail spectacularly. The resultant damage often causes the victim to detonate, spraying tainted blood and viscera everywhere—something quite distressing for his allies. Effect: The shot is considered to have the Toxic quality, with the following change: if the Toughness Test is failed, the weapon deals 3d10 Explosive damage. When using Shrieker Ammunition, all RoFs of the weapon (except single shot) are halved (so RoF –/–/6 would become –/–/3) Used With: Shuriken Cannons. Spectre Jetpack A Jetpack utilized by the Shadow Spectre Aspect Warriors. This Jetpack confers the flyer (12) trait on the wearer, and requires the Pilot (Personal) skill to use, but otherwise functions the same as the Jump Pack in the Rogue Trader Core Rulebook Spirit Stones Eldar Outcasts carry empty spirit stones to capture their spirits as their essence departs their bodies, snatching them from the thirsting maw of Slaanesh. These empty spirit stones funtion as a charm. Some Seers carry spirit stones that have taken on the spirits of their powerful predecessors into battle, so that they may call upon the psychic might of those who came before them in battle. Because spirit stones contain the essence of revered ancestors and represent the only way for an Eldar spirit to evade the incomprehensibly agonising embrace

of Slaanesh, the Eldar value spirit stones in a way that most species cannot truly understand and do not hesitate to kill members of “lesser” species with the gall or bad fortune to come into possession of these treasured relics. Once per combat encounter, the wearer may tap into the power of his spirit stones during his Turn to use one of his Psychic Techniques as a Free Action. Should an Eldar lose their Spirit Stone or have it taken from them, a paranoid madness begins to overtake their mind. For every week they do not have a soulstone or fail to recover a stolen filled one, they must make a Challenging (+0) Willpower Test or gain 1d5+2 Insanity that cannot be reduced. For each week past the first, they suffer a cumulative -10 penalty to this test. Swooping Hawk Wings These allow the Swooping Hawk to glide safely down from any height and make an unlimited number of short jumps, doubling his Base Movement in any direction and ignoring all intervening terrain and obstacles. The Swooping Hawk must normally land at the end of his turn, but may use maximum power to gain the Flyer (12) Trait for up to five minutes before the wings require a minute to recharge. Swooping Hawk Wings require the Pilot (Personal) Skill to use. Void Gear An upgrade that can be applied to any Eldar armour, providing full life support as well as long-ranged vox and auspex and the Dark Sight trait. This also grants the user Flyer (12) in zero gravity and a +10 bonus to pilot (Personal) tests. Warp Jump Generator This wargear allows the Warp Spider to make small, controlled jumps through the warp, disappearing with a soft clap and reappearing many metres away with a rush of displaced air. The Warp Spider may double its Base Movement and ignore intervening obstacles. In addition, he may choose to push the mechanisms of the generator to move a further 2d10 metres with no penalty, but should the Warp Spider roll double ones, he must pass a Hard (–20) Willpower Test or disappear forever, claimed by the warp. Should he pass the Test, he may only take a Half Action next turn as he staggers back into the material universe. Warp Jump Generators require the Pilot (Personal) Skill to use. Imperial Gear Equivalents: Eldar may purchase wraithbone and other technological equivalents of Imperial gear. It retains the same bonuses and penalties, and is generally more difficult to find, 1-2 steps higher or more at GM discretion. Gear Rarity, Weight, and Availability All these relevant statistics can be found on page 54.

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Eldar Armory Statistics

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Chapter 6: Eldar Psychic Powers Source Disclaimer: Powers in this section are taken from the Rogue Trader Roleplaying Game, primarily The Navis Primer.

This chapter contains the descriptions of the various psychic powers available once a player who has purchased the Eldar Psychic discipline talent. The Eldar Psychic Discipline talent can be purchased for one of the three disciplines, Farseer, Void Dreamer, and Warlock. The powers may be purchased with the Eldar Psychic Power talent, each costing 500 XP and are presented at several different ranks amongst The Path of the Seer Career Path. Some Eldar Disciplines have fewer powers than others, which means that not all of the Eldar Psychic Talents can be utilized. This is intentional, and reflects the

greater breadth of skills that those Disciplines have. Some of the powers listed have prerequisites, as listed in their descriptions. After being purchased, the powers can be utilized like any normal psychic power. For more information see the Psychic Powers section of the Rogue Trader Core Rulebook. A Seer may only ever have one of the Eldar Psychic Disciplines, even if they come into the Eldar Psychic Discipline talent through other means, such as by purchasing it earlier than rank 4 with one of the Eldar Talents, as they are narrow areas of concentration that require devotion to master. If an Explorer does wind up with two instances of the talent, the second instance does not grant access to another discipline, and is effectively wasted experience.

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Eldar Farseer Discipline Eldar Farseer Discipline Some Eldar who travel the Path of the Seer become trapped among its countless turns. As they send their minds out to explore the tangled skein of fate and destiny, they become obsessed with its nature. Their psyches compel them to constantly take action so that they can ensure that time and events shape the galaxy in ways that have been preordained. These psykers wield their potent and highly trained abilities and lead their people in endless quests to preserve their race.

Fortune

Battle Fate

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 opponent’s 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.

Focus Power Time: Half Action Focus Power Test: Psyniscience Range: 2m x Psy Rating Sustained: Yes As a dying race, the Eldar often focus upon psychic techniques that might effectively preserve the lives of those who yet remain. However, these Eldar established their dominance through their devastating psychic abilities, and those have not been lost. Just as a Farseer can glean the best path for an Eldar to preserve his life, he may also determine what path could be most destructive to the enemy. With this knowledge in hand, the psyker may be able to see to it that his forces can destroy their opponents before the Eldar sustain meaningful losses, or decide that a sacrifice is necessary for the good of the Eldar. The psyker activates this Technique with a Focus Power Test. Allies within range come under the effects of Battle Fate. Each Degree of Success increases the range of the Technique by an additional 2 metres. All characters under the effect of Battle Fate receive a bonus of 10 + Psy Rating to Weapon Skill as long as the psyker sustains the Technique.

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 moment’s notice. In this way, the Farseer’s allies are better prepared for a conflict than any virtually other force.

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The psyker activates this Technique with a Focus Power Test. All friendly characters (including the psyker himself ) within range come under the effects of Force of Asuryan. Every Degree of Success on the Focus Power Test increases the range of the Technique by an additional 2 metres. All characters affected by the Technique gain an additional Half Action and an additional Reaction as long as the psyker sustains the Technique.

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.

The Farseer selects a target and makes a Focus Power Test to unleash a corona of crackling energy that strikes out with arcs of lightning. His Warpuelled anger can hurl his opponents in all directions as the energies of the Immaterium are transformed into raw destructive power. The target and all living beings within 2 metres x Psy Rating immediately suffer 3d10 + Psy Rating Energy Damage with a Pen of 8. Each Degree of Success extends the radius of the attack by 2 metres. Eldritch Storm is considered an area effect weapon for purposes of Dodging. Anyone the Eldritch Storm strikes is knocked prone by the furious blast

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 Craftworld’s Infinity Circuit. The psyker can come to grips with notions of mortality and also to the understanding of how an Eldar’s 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 Farseer’s 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 race’s psychic potential as these exhibitions of raw energy can yield tremendous destructive force.

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Temporal Exile

Focus Power Time: Full Action Focus Power Test: Psyniscience Range: 10m x Psy Rating Sustained: No A Farseer’s 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 another’s strands are interwoven into the webwork of the galaxy. Using his psychic abilities, the Farseer may choose to render a subject’s thread completely isolated, as unweaving it from time itself.

Such isolation leaves the subject incapable of acting upon any other targets. Generally, Farseers are reluctant to use this ability, as it may have consequences upon the future. Even in those circumstances where they come to accept its necessity, they may hesitate before applying it liberally. The psyker selects a target and makes a Focus Power Test. If the psyker succeeds, he cuts the target free from the flow of causality and the target can take no Actions nor be affected by others for one Round. For every 2 Degrees of Success on the Focus Power Test, the individual remains isolated for an additional Round. Upon returning to the normal fabric of causality, the target must make a Challenging (+0) Willpower Test; if he fails, he gains 1d5 Insanity Points, his mind shaken by the paradoxical experience of being removed briefly from the tapestry of space and time.

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 psyker’s 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.

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Eldar Void Dreamer Discipline Eldar Void Dreamer Discipline Along with their numerous Divination powers, the Eldar Void Dreamers have a handful of special techniques unique to them.

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 ship’s 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 psyker’s 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 Dreamer’s Willpower Characteristic instead of his own for Opposed Willpower Tests and Tests to resist Fear and Pinning.

Void Watcher

Focus Power Time: Full Action Focus Power Test: Psyniscience Range: 10 VU x Psy Rating Sustained: No This power allows a Void Dreamer to gaze into the black gulf around his ship and divine the nature of any and all celestial objects within his range. It can reveal hidden dangers such as mines, debris fields, void creatures, and even other voidships. With a successful Focus Power Test, the Void Dreamer detects all foreign objects within range. If he scores three or more Degrees of Success on his Focus Power Test, the Void Dreamer also detects the immediate intentions and desires of any living beings within range unless they are aware of his psychic vigil and pass a Very Hard (–30) Deceive Test.

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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 psyker’s 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.

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Eldar Warlock Discipline Eldar Warlock Discipline When the Eldar must go to war, Warlocks wield their psychic powers among their brethren. Their abilities are focused both on disrupting their opponents and on defending their fellows. In concert with their dreaded psychically active Witchblades, Warlocks are respected and feared by those few who survive fighting against them, and by any who hear the tales of these swift and brutal conflicts.

Destructor

Focus Power Time: Half Action Focus Power Test: Willpower Range: 20m x Psy Rating Sustained: No After spending years treading the Path of the Warrior, violence and anger often become the core of an Eldar’s being. Upon switching to the Path of the Seer, the act of harnessing the Warp for destructive purposes is intuitive for a Warlock. Consequently, for many Warlocks, this is the first technique that they master. For these natural psychics, channelling the raw energies of the Warp is often the easiest step. Exerting the fine control to destroy only their targets, without affecting their allies or their environment, can be a much more difficult stage of the learning process. For many, mastery of the Destructor technique is undertaken at the same time as they learn to focus their talents through a Witchblade. The Warlock selects a target and makes a Focus Power Test to unleash a devastating surge of psychic power. His fury creates a roiling blast of raw psychic power that engulfs his enemies. The target and all living beings within 1 metre x Psy Rating immediately suffer 2d10 + Psy Rating Energy Damage with a Pen equal to his Psy Rating. Every 2 Degrees of Success extends the radius of the attack by 1 metre. Destructor is considered an area effect weapon for purposes of Dodging.

Most Warlocks learn the Embolden technique so that they might share a portion of their courage with their fellows, aiding them as they endeavour to fulfil their duties. In this way, the psyker instils an unshakeable sense of bravery and invulnerability upon his comrades, reaching into their minds with visions of mighty heroes and great victories. With this effect, the xenos become far bolder in the ways that they undertake their responsibility of service. With a Focus Power Test, the Warlock uses the power of the Warp to channel a portion of his courage into those who stand nearby. If he succeeds, as long as the Warlock sustains this power, all allies within 2 metres x Psy Rating receive a 10 + Psy Rating bonus to their Willpower Characteristic. Every Degree of Success on the Focus Power Test adds an additional +5 bonus to Willpower. Note that multiple instances of this Technique are not cumulative.

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 Craftworld’s 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.

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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 Warlock’s 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 Eldar’s enemies can be overcome more swiftly. With the Warlock’s 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

Degree of Success expands this range by 1 metre. All allies receive a bonus of 10 + Psy Rating to their Weapon Skill and Agility Characteristics. Note that multiple instances of this Technique are not cumulative. Executioner Focus Power Time: Full Action Focus Power Test: Willpower Range: 20m x Psy Rating Sustained: Yes As part of their training, Warlocks learn the critical value that they hold as part of their Craftworld’s defences, just as they are constantly reminded of the immeasurable value of each Eldar life. The Executioner technique serves as a way for a Warlock to engage particularly potent opponents without endangering his own life. In this way, a foe may be tested and possibly even overcome without significant risk to a valuable Eldar asset. It also allows the Warlock engage in a dramatic display of psychic power that may serve to both inspire and reassure his fellows. When activating this ability, strands of incandescent energy stream from the Warlock’s outstretched fingertips and weave themselves into a monstrous glowing form near a foe. The form is a psychic projection of the Warlock, which immediately springs forward to attack the enemy in hand-to-hand combat. While the projection may be capable of destroying an opponent, the foe is unable to physically injure the remote psyker. The psyker activates this Technique by making a Focus Power Test and choosing a point within range. If he succeeds, he conjures a shadowy doppelganger into existence to fight at his side. The psychic creation has a profile and equipment identical to that of the psyker, except that it may not cast Executioner and the entire construct simply dissipates if it suffers Critical Damage, leaves the range of the power, or if the psyker ceases sustaining the power. The construct acts at the psyker’s initiative. Each Degree of Success on the Focus Power Test grants the creation a +5 bonus to Weapon Skill. The psyker may only ever sustain one instance of this Technique at a time.

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Eldar Bonesinger Discipline Eldar Bonesinger Discipline

Source Disclaimer: This discipline is purely fan made and may be used or disregarded as needed.

The Bonesinger disciple relates to the 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. Basic Technique: Wraithbone Calling The Bonesinger is able to call forth that which comprises the bulk of Eldar technology and shape it into useful form. This allows the Psyker to call forth and manipulate Wraithbone in the Material realm. Typically this is used to create Arms and Armour for the Eldar or to repair damaged equipment. A Bonesinger may use the Psyniscience skill in place of a Tech-Use or Trade (Armourer) or Trade (Shipwright) to work with Wraithbone and the Common Lore (Eldar) and Forbidden Lore (Warp) Skills regarding information pertaining to their workings in place of Common Lore (Tech) and Forbidden Lore (Archeotech) Aether Pulse Modulation Focus Power Time: Full Action Focus Power Test: Willpower Range: 10m x Psy Rating Sustain: Yes Incredibly attuned to the nature of Wraithbone, the Bonesinger is able to perceive the slightest imperfections within the firing mechanisms of weapons. Tapping into the energies released by Wraithbone, the Bonesinger enhances the destructive power of any nearby weapons by correcting any slight imbalances. As a Full Action the Bonesinger reduces erratic energy modulation in nearby Wraithbone weaponry and causes them to operate much more efficiently. The Bonesinger chooses a number of targets equal to Psy Rating in range (which may include themselves) who are wielding Wraithbone

Equipment. This equipment gains a bonus to Damage and Penetration equal to one-half the Bonesinger's Psy Rating. This power does not have any effect on Voidship weaponry. Aetherspike Focus Power Time: Half Action Focus Power Test: Willpower Range: Self Sustain: Yes Focusing the powers of evoking Wraithbone the Bonesinger may produce a deadly spear of Wraithbone Energy which devastates any that might cross their path. As a Half action his power produces a wicked speak composed entirely of Wraithbone in the hands of the Bonesinger. It may be used as a Melee Weapon or Thrown Weapon depending on the needs of the Bonesinger. If used as a Melee Weapon it deals 1d10+Psy Rating Energy damage with Pen Psy Rating with the Tearing Quality. If used as a Thrown Weapon it uses the same profile as Melee but gains a range of 10xPsy Rating. The Bonesinger is considered to be proficient with both manifestations of the Aetherspike. Immaterial Reinforcement Focus Power Time: Full Action Focus Power Test: Willpower Range: 10m x Psy Rating Sustain: Yes Developing an innate perception for the strengths and weaknesses of the Wraithbone around them, Bonesingers can reinforce Wraithbone already forged into the weapons of war. The Bonesinger pulls small amounts of Wraithbone from the Empyrean to increase the density and make it more resilient to incoming trauma. As a Full Action the Bonesinger chooses a number of targets equal to their Psy Rating within range (which may include themselves) who are equipped with Wraithbone Armour. These targets gain a bonus to Armour Points equal to one-half to Bonesinger's Psy Rating to all locations that the worn Armour covers.

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Soulfire Barrage Focus Power Time: Extended Action Focus Power Test: Willpower Range: Touch Sustain: No Those Bonesingers who are stationed aboard the Voidships of the Corsair and Craftworld fleets are privy to the secrets of some of the most advanced technologies of their race. Through careful study and exposure they have learned to channel the power of Wraithbone to deliver devastating blows to stellar adversaries. The Bonesinger forms a synchronization of all components of the Wraithbone in a voidship weapon, granting it unparalleled performance for a short period. This power is an Extended Action to manifest, and takes effect the turn it is manifested. For one Strategic Turn the weapon gains a bonus depending on the type of weapon it is. Macrobatteries gain +1 Range, Lances gain +2 Damage, Torpedoes gain +1 Speed, and Launch Bays gain a +10 to the Command+Craft Rating Test. This power is incredibly taxing on the Bonesinger and they must wait 1+(10-Psy Rating) Strategic Turns before using the power again. Voidfarer's Touch Focus Power Time: Extended Ation or More Focus Power Test: Willpower Range: Touch Sustain: No The Bonesingers of the Eldar Fleets are able to perform amazing feats with the wonder that is the Wraithbone Voidship. They are able to keep the

systems running at peak efficiency and can even restore Voidships far from their drydocks by pulling Wraithbone from the Warp. This power allows the Bonesinger to restore Hull Points to a Voidship both in Strategic Combat and out. ● Strategic Application: If used in combat, this power restores 1d10+Psy Rating Hull Points to the vessel they are on, provided it is constructed of Wraithbone. This may one be done once per year as it is incredibly taxing on the ship's superstructure. A successful Extended Repairs test utilizing Psyniscience or Tech-Use will restore the superstructure and may allow this power to be used in this fashion more often at the GM's Discretion. ● Other Applications: If used outside of Strategic Combat, this power allows the Bonesinger to enact Extended Repairs Repairs action (see page 228 of the Rogue Trader Core Rulebook) without returning to a Craftworld. This power is used in place of the Acquisition test described for every 5 points of Hull Integrity restored, but suffers the same penalties and restrictions. A failure represents the Bonesinger overtaxing themselves and they must wait 3d5-Psy Rating (Minimum 3) days before attempting to return to the task. Wraithbone Manipulation Focus Power Time: Full Action Focus Power Test: Willpower Range: Touch Sustain: No There are those who have spent many hours deployed on the vehicles and vessels upon which the Eldar wage war. They have become so adept at understanding the needs of the Wraithbone that they can perform massive repairs almost instantly, though it does tire them. This power allows the Bonesinger to, as a Full action, repair a Vehicle in the midst of battle. Upon a successful Focus Power Test, the Bonesinger restores a number of Hull Points equal to 3 x Psy Rating to a vehicle. This power may only be used once per vehicle per encounter as it is incredibly tiring on the Bonesinger and taxes the structural integrity of the vehicles it is used upon. After successful long term maintenance (requiring an extended Psyniscience or Tech-Use Test) it can be used on a vehicle again, potentially sooner than normal at the GM's discretion.

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Phantasmancy Psychic Discipline Phantasmancy Discipline

Source Disclaimer: This disciple is purely fan made but is based off the Phantasmancy descriptions from the 7th Edition Harlequin Codex. Power descriptions include codex exerpts.

Shadowseers are the masters of illusion and misdirection. Such is their power and intellect, they can reach into the minds of mortals and twist their perceptions at a whim. This may involve shrouding the presence of the Harlequins from the victims' mind, or trapping the foe in purgatorial thoughtmazes of their own worst fears. Whatever the precise nature of the manipulation, it will invariably be subtle, sinister, and dangerously cruel. Known powers of the Phantasmancy Discipline include: Dance of Shadows Focus Power Time: Full Action Focus Power Test: Opposed Willpower Range: (10m x Psy Rating) Radius Sustain: Yes The Shadowseer uses his powers of illusion to exaggerate the play of light and shadow around his allies. The effect swiftly intensifies, shrouding the unit in a whirling vortex of gloom, shot through with blinding pulses of light. As a Full Action this power grants the Shadowseer and a number of allies equal to up to twice their psy rating the ability to make Concealement, Shadowing, and Silent Move tests even while being directly observed. They suffer no penalties for moving above normal speed and attempting to make these tests. Enemies within the range of this power may make an Opposed Willpower test with the Psyker to negate the effects of this power. Fog of Dreams Focus Power Time: Full Action Focus Power Test: Opposed Willpower Range: Psy Rating Radius Circle within Psy Rating x 10 Meters. Sustain: Yes Soft and subtle, the Shadowseer sends his consciousness forth like a creeping mist. Moment by moment, his thoughts seep into those of the foe,

veiling their sight and baffling their senses. Soon enough they see only a whirling bank of lambent silver mist. The sounds of battle echo weirdly through this icy murk, and shadows prowl beyond the edge of sight. The enemy are left deaf, blind, and all but helpless as the Shadowseer's comrades descend upon them. As a Full Action the Shadowseer manifests a concealing mass of shadows and light. All those in the targeted area must make an Opposed Willpower test versus the Psyker. Those that fail suffer a penalty to all Weapon Skill, Ballistic Skill, and Dodge tests equal to 2 x the Psyker's Psy Rating. Those that remain in the area may make an Opposed Willpower Test versus the Psyker to end the effect the next round, and gain a +10 to break out for each round they have been under Fog of Dreams. Mirror of Minds Focus Power Time: Full Action Focus Power Test: Opposed Willpower Range: Psy Rating Meters Sustain: Yes The Shadowseer singles out a foe and appears to them as an apparition lodged in their subconscious. Reality falls away before the helpless victim, replaced by a warped mirrormaze of the Shadowseer’s making. Though only seconds pass in the real world, within the victim's mind they must strive against the Shadowseer's will for days, months, even years in their efforts to escape. Many never do. Their souls erode until nothing remains but a ghost, wandering mad and alone within the prison of their own mind. As a Full Action the Shadowseer chooses a single target in range and makes an Opposed Willpower test against them. If the Psyker is successful, the Target is unable to act that round and gains 1d5 Insanity Points. The Psyker may maintain this ability each round, making an Opposed Willpower test each round. If the target is attacked during this power's duration it ends immediately, but may be manifested again. Each subsequent use of this power on a target grants them a cumulative +10 to resist it as they become used to the effects of the disorientation.

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Peal of Discord Focus Power Time: Full Action Focus Power Test: Willpower Range: Psy Rating Meter blast centered on Psyker Sustain: No Drawing in a slow breath of Warp energy, the Shadowseer throws back his head and sings out a perfect note, interwoven with a horrific banshee scream. Soaring and plunging, the wave of sound rolls outward, a crashing discordia that shatters bones, bursts brains, and leaves the few survivors bleeding and befuddled. This power produces a devastating shockwave as a Full Action that causes injury to all those within the blast radius. All those within the blast radius may attempt a Dodge to avoid this attack per standard Dodging out of Blast rules. Those that fail suffer 1d10+Psy Rating with Penetration Psy Rating with the Shocking Quality (see Core Rulebook page 116). Those stunned by this power are stunned for one round. The Psyker who manifested the power is not considered to be in the area of effect.

Veil of Tears Focus Power Time: Full Action Focus Power Test: Opposed Willpower Range: (10m x Psy Rating) Radius Sustain: Yes Sketching a gesture in the air, the Shadowseer snatches the image of the Harlequins from the minds of their foes, and plucks it out, hiding them from sight. As a Full Action, this power grants the Shadowseer and a number of allies equal to up to twice their Psy Rating a bonus equal to 3 x Psy Rating to Concealment, Shadowing, and Silent Move Tests. Those under the effect of this power gain the benefits of the Hard Target talent for it's duration. Enemies may make an opposed Willpower test with the Psyker to negate the effects of this power and see through the illusion.

Shards of Light Focus Power Time: Full Action Focus Power Test: Willpower Range: 5m x Psy Rating Radius Sustain: No The Shadowseer reaches out and plucks blades of light from thin air. Though nothing but illusion, this trick is so realistic that it fools the senses utterly, the blades inflicting horrific psychosomatic wounds as they whistle through the air to blind and impale. As a Full Action the Shadowseer attempts to manifest the power. If successful, the Shadowseer may may pick a number of targets in range equal to Psy Rating and make an attack action on those individuals treating the Focus Power test as a Ballistic Skill Test. If successful, the target suffers damage equal to 1d10+Psy Rating with a pen of Psy Rating with the Shocking Quality. An enemy may not be targeted with this power more than once per round. This power may be dodged.

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Spiritseer Psychic Discipline Spiritseer Psychic Discipline

Source Disclaimer: This Psychic Discipline is purely fan made but based on the description of Spiritseer abilities from 6th Edition Eldar Codex.

Spiritseers are those upon the Witch Path who are called to commune with the dead – a chilling concept, even amongst the Eldar. Though Spiritseers help to ensure the survival of the entire Eldar race, their actions are perceived by those around them as akin to Necromancy; yet another depth the craftworlds must sink to in their struggle to stave off a lingering demise. Basic Technique: Liasion to Infinity This Technique allows the Spiritseer to communicate with Wraithguards and Wraithlords via a psychic link at a range of 10km per Psy Rating. If they have any powers from the Telepathy Discipline they may add any Wraithguard or Wraithlord to such techniques, normally impossible. Channeling Infinity Focus Power Time: Full Action Focus Power Test: Willpower Range: 5x Psy Rating Meters Sustain: No Those Eldar who reside within the Infinity Circuit can grant a Spiritseer incredible but brief insight into the effect their actions will have and how best to maximize their effectiveness. As a Full Action the Spiritseer gains a number of targets equal to Psy Rating in range (which may include themselves) a bonus on their next Test equal to 2 x Psy Rating as they are able to receive impressions from the departed. This power may not be used in conjunction with any Acquisition test. Communion of Knowledge Focus Power Time: Full Action Focus Power Test: Willpower Range: Self Sustain: Yes There is much information held amongst the Infinity Circuit, and Spiritseers are able to retrieve such wisdom and use it to further the needs of the Eldar. As a Full Action the Spiritseer may commune with the Infinity Circuit to take advantage of the knowledge of those within it. This allows the

Spiritseer to select a number of Common Lore, Forbidden Lore, or Scholastic Lore tests equal to one-half their Psy Rating as though they were Trained in those skills. This increases to Trained (+10) at Psy Rating 4 and Trained (+20) at Psy Rating 8. This power may be sustained for long periods of research. For each subsequent manifestation of this power per day there is a cumulative -10 penalty as the amount of knowledge infusing the Spiritseer's brain becomes a jumble. Multiple instances of this power do not stack and manifesting the power again overwrites previously selected Lore Skills. Guiding the Fallen Focus Power Time: Extended Action Focus Power Test: Willpower Range: Special Sustain: No There are times when an Eldar ship must make boarding actions, and when they do the inclusion of the Wraithguard can provide a devastating edge. Spiritseers are able to lend cohesion and efficiency to such actions. This power allows the Spiritseer to lead Wraithguard in ship to ship boarding actions and make sure that their focus stays on the goal of causing havoc. This power grants a +20 bonus to the Hit and Run action as long as the Spiritseer is involved in it. This power may be used once per Strategic Round in Void Combat as an Extended Action. Spirit Consultation Focus Power Time: Full Action Focus Power Test: Willpower Range: 10m x Psy Rating Sustain: No The souls in the Infinity Circuit watch over the living Eldar, and their eyes can be given a more tangible presence with the aid of a Spiritseer. As a Full Action the Psyker grants a number of targets equal to Psy Rating one temporary Fate Point that can be spent but not burnt. This power cannot supply multiple Fate Points to any target. These Fate Points last until used or an Endeavour has been completed, whichever comes first. This power may be manifested multiple times, but each subsequent manifestation suffers a cumulative -10 penalty as the limits of the Infinity Circuit are stretched.

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Translating the Material Focus Power Time: Full Action Focus Power Test: Willpower Range: 100m x Psy Rating Sustain: Yes Spiritseers are vitally important for leading those Eldar who now reside within the Wraithguard and Wraithlords. Without them, the automaton frames would have difficulty translating the material realm and can get distracted. As a Full Action the Spiritseer removes the Wraithsight (See the Koronus Bestiary p56) and Ancient Memories traits from any Wraithguard or Wraithlords that are within range of this power, greatly increasing their effectiveness and allowing the minds of those ensconced within these wraithbone frames some temporary peace of mind.

Wisdom of the Ancients Focus Power Time: Full Action Focus Power Test: Willpower Range: Self Sustain: Yes The spirits of the Infinity Circuit bestow their knowledge and skills upon the Spiritseer and allow them to act with their own proficiency. As a Full Action the Psyker may gain any skill as a trained skill as long as this power is sustained, this increases to Trained (+10) at Psy Rating 4 and Traned (+20) at Psy Rating 8. Each time per day this power is used, the Spiritseer takes a -10 penalty to the test to re-manifest it as the knowledge begins to run together in their head. Multiple instances of this power may not be sustained and manifesting this power again overwrites previously selected skills.

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Chapter 7: Eldar Starships Source Disclaimer: Lore in this section and starship rules come from the Rogue Trader Roleplaying Game, primarily Battlefleet Koronus, Edge of the Abyss, and Fallen Suns.

“If we do not destroy one of your ships now and then, you will forget who and what we are.” – Corsair Captain Shibán Nyssyn to a foe. Possibly the oldest space-faring race in the galaxy, the Eldar were travelling among the stars while mankind was still learning to walk upright. Close to human in appearance, Eldar tend to be taller and slimmer than the average Imperial citizen, with sharply-angled features and distinctive pointed ears. They are best known for the sublime grace of their movements as well as possessing blindingly fast reflexes. A tremendously long lived people, with life-spans measured in centuries, the Eldar are also a slowly dwindling race. Their homeworld was lost long ago during the catastrophic collapse of the Eldar civilisation, and they are now scattered across the galaxy, mostly dwelling on planet-sized spaceships known as Craftworlds. Wraithbone Warships Eldar starships, when compared to the massive cruisers of the Imperium, seem almost fragile. Their ships lack the thick plating, heavy prows, and bristling towers of Imperial Navy vessels, instead sporting long masts which support the vessel’s saillike solar collectors. Their ships also have a sleeker

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shape, generally possessing rounded, almost oval hulls, and an “organic” look (although nowhere near the quasi-insectoid appearance of Tyranid vessels). Naval officers sighting Eldar voidships for the first time often dismiss them as easy prey for Imperial macrobatteries and lances. Nothing, however, could be further from the truth. The Eldar are perhaps the most accomplished starfarers in the galaxy. Their ships are significantly more advanced than those of the Imperium, and are equipped with technologies far beyond the abilities of the Adeptus Mechanicus to understand, much less duplicate. The hull of an Eldar ship is made not from adamantium plating, but from a material called “wraithbone.” Molded by Eldar craftsmen known as Bonesingers, wraithbone is literally grown into what ever shape is needed, be it armour, weapons, buildings, or kilometres-long voidships. Durable, difficult to damage, and even capable to a certain degree of self-repair, wraithbone is psychically active and on Eldar ships replaces the vox units and cogitators found on Imperial vessels. Wraithbone also manifests innate psychic shielding, partially protecting the vessel (and its crew) against certain manifestations from the void. Instead of crude plasma drives, the Eldar use vast solar sails to collect the light of the stars. These sails allow Eldar ships to move swiftly and securely, and are one of the reasons behind their impressive and unparalleled manoeuvrability.

Small craft may only have a single solar sail, while larger craft may have two or three, giving the ships the appearance of winged creatures. Defensively, Eldar forego the use of void shields and instead rely on their holofields for protection. A holofield confuses a ship’s targeting sensors by creating multiple “ghost ships” randomly across an area of space. These ghosts mask the actual location of the Elder ship. While this means an Eldar ship can be nigh-impossible to hit, their lack of void shields renders them vulnerable to those shots that do find their target. While immensely sophisticated, even Eldar construction is not as durable as multimetre thick adamantium armour layers and thousands of redundant components and replacement crew. The Webway Possibly the greatest accomplishment of the Eldar is their ability to travel the galaxy without entering the warp. Instead, they utilise the “webway,” a network of warp tunnels dating back to when the Eldar were the sole rulers of the galaxy. Capable of transporting anything from a single Eldar on foot to an entire space-borne battle fleet, the webway allows the Eldar to slip in and out of Imperium space almost undetected. In addition, many webway tunnels have planet-side terminus points, allowing the Eldar to land almost anywhere they choose both quickly and safely. This also means Eldar do not need to rely on the dubious mechanisms of a warp drive or Gellar Field. For those worlds without webway access, the Eldar utilise the nearest webway egress to come as close as possible, then move in at top speed. It is this same network that allows Eldar Corsairs to strike without warning and then slip away almost quickly as they came. Worse yet, the largest Eldar ships contain internal webway points (known as “wraithgates”), which are used to open warp portals to planetary surfaces so the Eldar can swiftly deploy ground forces while simultaneously providing covering fire from orbit. Hit and Run Although possessing vastly superior technology to most other races, this is often not enough to make up for the Eldar’s lack of numbers. The Eldar are acutely aware of this and prefer rapid strikes and lightning-quick raids to prolonged shipto-ship conflicts.

The use of wraithgates and the webway allows the Eldar access to almost anywhere they choose, and is one of the major reasons the Eldar are able to make the most of their small numbers. By using a wraithgate in an otherwise empty section of space, the Eldar can often assemble a fleet of strike craft undetected, and either flank or bypass an enemy’s defences. Once their raid is over, they can retreat the way they came, vanishing silently into the void. Eldar Weaponry Offensively, the Eldar utilise advanced laser and plasma weaponry backed by highly sophisticated torpedoes. A common macrobattery weapon is the “starcannon,” consisting of clustered plasma generators mounted in turrets. These starcannon are far more powerful than the crew-served weapons of the same name used by Eldar infantry and light vehicles. As accurate as they are deadly, starcannon can wreck horrific damage on enemy vessels with the preciseness of their fire. Once their starcannons have battered down an enemy’s void shields, the Eldar turn to their pulsar lances, which fire volleys of intense laser bolts, each capable of ripping through a target starship. Phantom and Pulsar Lances Similar in design to human lances, the Phantom Lance is used on smaller vessels as it requires less energy to power. In contrast, the Pulsar Lance fires a burst of high-intensity laser bolts. The energy requirements for this weapon are tremendous, but a single Pulsar Lance can strike multiple devastating blows. Macroweaponry The Eldar disdain using shells and crude warheads on their starships, preferring elegant and deadly laser and plasma-based macrocannons. These potent weapons are devastatingly accurate. Torpedoes Eldar torpedoes are equipped with holofields of their own, to ensure they go undetected. In addition, they contain highly sophisticated tracking and targeting systems and are frighteningly effective at finding and hitting their targets.

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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 doesn’t 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 ship’s 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).

Sailing On The Solar Winds: Ships equipped with Solar Sails subtract one from their Speed value if they begin a Strategic Turn moving towards the nearest sun, use listed speeds while flying away, and add one to their Speed value when moving at a (roughly) right angle to it. However, these modifications only apply within a solar system and can be ignored if the vessel is in deep space. Supreme Manoeuvrability: A ship with Solar Sails may interrupt its Manoeuvre Action at any point to perform a Shooting Action. Once the Shooting Action is resolved, it must complete the remainder of its Manoeuvre Action. The limit of one Shooting Action per turn still applies. In addition, all Eldar vessels can make turns of 90 degrees, regardless of hull size. Holographic Cloaking: All attacks made against a ship with a functioning Holofield suffer –40 to any Test to hit in addition to any other penalties (for example, this would include both a Ballistic Skill Test to hit the ship with lances, and a Pilot (Space Craft) + Manoeuvrability Test to ram the Holofield equipped ship). Macrobatteries, due to their massive broadsides capable of filling a large area of space with ordinance, only suffer a –20 to hit. Ships also suffer a –30 to any attempts to use any Extended Actions against the a holofielded ship that involve Detection (such as Lock on Target and Focused Augury). Eldar Defensive Doctrine: Eldar ships have no Void Shields, and always have their Holofield active unless it is destroyed.

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Eldar Weapon Special Rules The following rules apply to certain Eldar weapons, reflecting their radical and alien nature: Superior Accuracy (Any Eldar Macrobattery): Eldar gain a +10 to Ballistic Skill Tests made to fire any Eldar macrobattery. Pulsed Fire (Pulsar Lance Only): The Eldar long ago mastered the technology of laser weapons, and their lances are far superior to the crude lances used by other races. When an Eldar pulsar lance scores a hit, roll to hit again, applying the same bonuses and penalties. A pulsar lance can score up three total hits when fired. Self-Guided Targeting (Eldar Torpedoes): All Eldar Torpedoes use the rules for Seeking Torpedoes (see page 9). Defensive Holofield (Eldar Torpedoes and Bombers):

Both Eldar torpedoes and anti-ship bombers have a powerful holofield. The holofield negates any Turret Rating bonuses the target ship would normally get when attempting to shoot down in an incoming salvo or attack craft wave.

Traversing the Webway Eldar do not usually travel by way of the Warp, but by that of the Webway, a series of interconnected gates located throughout the immaterium. The Webway is a comparatively safer method of traversing the void, and lessens the chance of incursions while en route. To travel through the Webway, utilize the same method detailed in the Rogue Trader Core Rulebook for traversing the warp, but utilize the Navigate (Webway) skill instead. Should the initial location or entry into the Webway check fail, the rest of the process continues utilizing the standard rolls and modifiers presented in the Rogue Trader Core Rulebook as the ship passes through a breached section of Webway, and is subjected to standard rolls on the Perils of the Warp table. Should the initial checks be successful, the process continues as detailed, but apply a +20 bonus to all rolls made on the Perils of the Warp table due to the Webway's relatively safer nature. If utilizing the Perils of the Warp chart presented in The Navis Primer, this would become a -20. Modifiers from components or high skill checks add together with this bonus, reflecting the relatively safer nature of the Webway. Conventional Warp Travel: Eldar Warp Plotters may also utilize traditional Warp Travel similar to the Imperium of Man. In these instances, utilize the standard method of Traversing the Warp presented in the Rogue Trader Core Rulebook, utilizing either Navigation (Warp) in the case of conventional Warp travel or Navigation (Webway) in the case of entering a breached Webway (GM Discretion).

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Constructing Eldar Starships Holo Field: This component replaces the Void Shield component on Imperial ships, and grants some of the ship abilities described on page 71, namely Holographic Cloaking and Eldar Defensive Doctrine. The Holo Field's Space and Power Requirements are included on page 79.

Source Disclaimer: While based off of existing profiles, these rules are purely fan made. Feel free to adjust them needed.

Eldar Starships are constructed much in the same way as Imperial Starships, with some differences to the rules. Begin by selecting a Hull from the Eldar Hull Types, and note whether or not it is a Craftworld hull or not, as that will apply bonuses mentioned on page 71. After this is done, proceed with selecting Essential Components, checking below to make sure what parts and effects are available.

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.

Eldar Life Sustainer: Eldar Life Sustainers fill a vital role, providing a ship with clean air and water. Eldar Life Sustainers function with the same statistics, benefits and restrictions as Life Sustainers in the Rogue Trader Core Rulebook and other supplements.

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.

Eldar Crew Quarters: Even the lowliest crew require bunks and messhalls to live in, and on Eldar ships this is no different. Eldar Crew Quarters have the same statistics, benefits, and restrictions in the Rogue Trader Core Rulebook and other supplements.

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).

Eldar Sensor Array: The starship’s eyes, allowing it to ‘see’ space far beyond the range of normal eyesight. Eldar Sensor Arrays function with the same benefits, statistics, and restrictions as Auger Arrays in the Rogue Trader Core Rulebook and other supplements. Essential Component Notes: While mechanically the same, the appearence of these various ship components is wildy divergent from those of the Imperium of Man. Components may not be given to Imperial vessels unless already the rules already exist in a Xenotech ship section. Those not proficient with Wraithbone suffer a -20 to all tests when attempting to work with the technology. (Eldar are considered to be proficient) Supplemental Component Notes Eldar ships may purchase Eldar equivalent of any Imperial Supplemental Component, provided there would logically be one.

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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 80. 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 transport—not 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 ship’s 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.

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Corsair Ship Hulls Hemlock Class Destroyer

Corsair Frigate Class Ship Hulls

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.

Arconite Class Frigate Hull: Frigate Dimensions: 1.5km long, 0.3km abeam Mass: 4 Megatonnes Crew:Gm Discretion Accel: 9.5 Gravities Max Sustainable A patrol ship designed to patrol the edges of space, preventing any incursions into Eldar territory.

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 Hemlock’s crew is tiny, even for an Eldar ship. While it’s sufficient to operate the ship in combat, that’s 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, Nightshade-class 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

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Corsair Cruiser Ship Hulls

Corsair Light Cruiser Ship Hulls Aurora Class Light Cruiser

Eclipse Class Cruiser

Hull: Light Cruiser Dimensions: 3.4km long, 0.4km abeam Mass: 12 Megatonnes Crew: GM Discretion Accel: 9 Gravities Max Sustainable The Aurora-class Light Cruiser is fairly typical of Eldar Corsair ship design. It is fast, very manoeuvrable, and possesses a significant level of firepower. Curiously, its solar sails are mounted not only dorsally but to port and starboard as well, mimicking the configuration of the larger Eldar cruisers and battlecruisers. These ships seem to be popular amongst Corsair fleets.

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

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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 World —planets 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 it’s 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 80.

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Craftworld Ship Hulls

Craftworld Raider Ship Hulls Shadowhunter Class Escort

Hull: Raider Dimensions: .8km long, 0.15km abeam Mass: 3 Megatonnes Crew: GM Discretion Accel: 10 Gravities Max Sustainable (Minimum) These tiny vessels are among the smallest encountered in Eldar fleets. Almost always found in small packs, they’re primarily used for close defence of Craftworlds and rarely (if ever) venture far out into deep space. Incredibly agile, even for an Eldar ship, Shadowhunters are capable of engaging enemy fighter craft directly (usually with their starcannons) and often engage in rapid strafing actions against larger capital ships. When defending their Craftworld, the Shadowhunters act as the last line of defence, swarming over anything that manages to get past the other, larger, Eldar ships and pursuing their quarry down almost to the surface of the Craftworld itself.

Speed: 15 Manoeuvre: +50 Detection: +20 Hull Integrity: 15 Armor: 14 Turret Rating: 0 Space: 25 Ship Points: 35 Weapon Capacity: Prow 1 Limited Resources: Shadowhunters are designed to operate in close proximity to their Craftworld with limited crews and normally only stock about a month’s worth of supplies. In addition, Shadowhunters may not initiate boarding actions or Hit and Run Attacks. Small and Agile: Due to their small size and phenomenal manoeuvrability, Shadowhunters are capable of attacking and destroying torpedoes and attack craft. A Shadowhunter ignores penalties for firing on such targets. --------------------------------------------------------------Craftworld Light Cruiser Hulls

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” doesn’t 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— they’re among the largest in the Eldar fleet, and by the use of the name “dragon” as part of the ship’s 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 ship’s 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 Dragons—armed 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.

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, it’s said Wraithships don’t so much as dive to the attack as they swoop like a bird of prey.

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

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Eldar Starship Components Essential Ship Components As mentioned at the beginning of the chapter, Eldar have a number of different Essential Components to their ships. Functionally they work in much the same way, Solar Sails provide power to their components instead of the clunky Imperial Plasma Drives, however Holo Fields, replacing Void Shields, instead apply a penalty to any attempting to attack the ship. Included in the table to the right are the power and space statistics of the new essential components, where needed. Descriptions of the various items can be found earlier in the chapter. Supplemental Components As mentioned earlier in the chapter, Eldar may purchase any Imperial Supplemental Component, pending GM approval. There are certain

Supplemental Components, however, that need clarification, namely Eldar weaponry. Macrocannons The Eldar have long perfected plasma technology, and do not arm their vessels with crude projectile cannons. Their ‘macrobatteries’ are made up of multiple turrets of immense clusters of starcannons, capable of punching through armour with intense plasma beams. Eldar only utilize the Starcannon Cluster Macrobattery on their ships. Lances Eldar use the Pulsar Lances on most Corsair ships and Phantom Lances on Craftworld ships. Landing Bay and Torpedo Tubes Eldar may use any Imperial Equivalent

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Chapter 8: Alternate Career Ranks Source Disclaimer: Lore in this section varies, see specific Alternate Ranks for sources.

Alternate Career Ranks represent diversions and differing branches to a character’s basic Career Path. These might be the result of exposure to new cultures or agencies in the Expanse, hidden secrets a character chooses to reveal to his fellow Explorers, or the result of specialised training or equipment a character has gained in his travels. Note that these Alternate Career Ranks do not fundamentally change a character’s nature; if a character is following the Arch-militant Career Path, then his path stays focused on martial abilities and conflict. Rather, they signify a character’s experiences moving along a side path, learning new abilities and gaining new experiences along the way. Alternate Career Ranks can let a player differentiate and personalise his character, especially in situations where several players have chosen the same Career. Based on the new directions a player wishes his Explorer to follow, he might find his character evolving in ways the player had not initially anticipated when creating him. Alternate Career Ranks also allow a character to become even more firmly rooted into the settings of Rogue Trader, the Calixis Sector and the Koronus Expanse. Each of these paths offer Explorers new and exciting ways to interact with the rest of their surroundings. Taking an Alternate Career Rank Alternate Career Ranks might look very appealing, and not just because they represent something that diverges from the standard Career Path. With access to new powers, Skills, and Talents, a character can stand out from others and, ideally, better aid his fellow Explorers. However, some Alternate Career Ranks can complicate the campaign at large, and players should always ask for the GM’s permission before having their Explorers take on Alternate Career Ranks. Each Alternate Career Rank has several Prerequisites that an Explorer must meet before selecting it. Many of these Prerequisites are Talents, Skills, or Characteristic thresholds, and an Explorer must fulfil all of the listed Prerequisites for an Alternate Career Rank before selecting it. In addition, some Alternate Career Ranks are only available to Explorers from certain Careers. Other Alternate Career Ranks have various restrictions in this regard.

Lastly, each Alternate Career Rank has a set of Ranks at which it can be selected. Typically, this is a minimum Rank within a Career Path that the Alternate Career Rank can replace (such as Rank 3 or higher). If an Explorer meets all the above requirements for an Alternate Career Rank, he can select it in place of one of his normal Career Path’s Ranks when he earns enough xp to access that Rank. The Explorer replaces the Rank he would have taken with the Alternate Career Rank. The Explorer exchanges the Alternate Career Rank’s Advance Table for the usual Rank he would be able to make purchases from as part of his Career. At this point, the Explorer has access to the new Advances and may spend xp to purchase these Talents, Traits, and Skills. Some of the Alternate Career Ranks also have special Traits or other abilities that the Explorer gains immediately upon selecting the Alternate Career Rank. Once the Explorer has earned enough xp points to reach the next Rank in his Career, he returns to the next Rank in his original Career Path. While any new Alternate Career Rank is filled with new opportunities, there are some drawbacks to diverging off of the standard path. This new focus might deny an Explorer access to other Skills and Talents, or force the Explorer to pay more experience for them. A player could even find his character’s maximum ability with certain Skills reaching its upper limit earlier than he had planned. This is a potential price for taking a more generalised character in a more specific and specialised direction. As all of this can complicate the normal character progression system, Alternate Career Ranks are recommended for more experienced players. Keep in mind also that regardless of how many new options an Explorer gains, an Explorer’s Rank is still governed by the total amount of xp he has earned over the course of his development. Elite Advances from Missed Career Ranks Choosing an Alternate Career Rank means a character has diverged from the generalised regular path of his career for a more specialised one. While this means access to new and often unique abilities during his tenure, it can often mean missing out on the opportunities afforded in the regular development of his character. The Explorer can purchase these “missed” Skills and Talents

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with the GM’s approval as Elite Advances in the missed Rank at a cost set by the Game Master. A recommended base cost for these Advances is twice the original cost (so a 200 xp Skill would cost 400 xp, while a 500 xp Talent would cost an impressive 1,000 xp). The GM can modify this amount up or down as he sees fit, keeping in mind that Alternate Career Ranks present opportunities to characters they normally would not have, and there should be a trade-off for this opportunity.

Career Progression Advancing to a character’s 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.

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Corsair Prince Source Disclaimer: Lore in this sections is fan written but based on the Corsair Prince information on warhammer40k.wikia.com and in the Rogue Trader Roleplaying Game. Section includes direct excepts from these sources.

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.

There are many Corsair Princes who have risen to their position by raiding, pillaging, and stealing. They tend to be ruthless individuals who care little for those not under their command, and sometimes not even those. There are some who retain an air of nobility about their task, and utilize an appropriate level of force (by contrast), and allow survivors to surrender or flee. Not all Corsairs turn to the path of Piracy, and serve a more pragmatic purpose. Fostering trade between groups of wayward Eldar and even between themselves and the Imperium of Man, these Corsairs bring the lifeblood of supplies to their steadily declining homewords, though they are never truly trusted by the Craftworld defenders.

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Corsair Prince Requirements and Progression

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Harlequin Source Disclaimer: Lore in this section is taken from warhammer40k.wikia.com.

"All theatres are theatres of war. War must, needs be theatrical." —Farseer Ro-fhessi of Craftworld Ulthwe, describing a Harlequin performance

They perform frenetic, acrobatic dances for the spectators there which are called Masques. Their artistic works portray the Fall, the legendary decline that destroyed the Eldar empire, the birth of the Chaos God Slaanesh, and many other tales from the long history and ancient mythology of the Eldar people.

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.

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Isha's Chosen Isha's Whispers

Source Disclaimer: This Alternate Rank is purely fan written, but is based off of lore regarding a surviving Eldar Goddess and is designed to provide Eldar with the option to become medical specialists. Lore includes official and fan written components which are clearly identified below. Who is Isha? Source Disclaimer: Lore in this section is taken from wh40k.lexicanum.com and is referenced from Warhammer 40,000 Compilation and Codex: Chaos Daemons 4th Edition.

Source Disclaimer: Lore from this point forward is purely fan written, feel free to use or disregard it as needed.

A god of the Eldar, Isha was associated with healing, fertility and the harvest. She is the mother of the Eldar race and it was she who inspired the creation of Asuryan's barrier between the mortals and their gods, weeping over the destruction that Khaine was causing. It is also said that the spirit stones are made out of her tears. The spirit stones allowed the gods and mortals to communicate with each other. One of these stones was given to Isha and the rest to the Eldar. When Asuryan learned that his order had been violated he gave Isha and her lover, Kurnous, to Khaine to do with as he wished. Khaine tortured the two of them in a burning pit until Vaul, the only Eldar god who was moved to, struck a bargain with the war god to create one hundred swords for him in exchange for their release. Vaul failed in his task but tricked Khaine and when Khaine found out it sparked off a war between him and Vaul. Millennia later, the Fall of the Eldar took place and all the Eldar gods except Khaine and Cegorach were believed destroyed by Slaanesh. However, there is a single Craftworld which tells the tale of Isha surviving her fate, being claimed by Slaanesh as his. She cried out for help and was heard by Nurgle who entered into a long war with his newest peer. Nurgle emerged victorious and took Isha as his companion. A goddess of rejuvenation and a god of decay seemed an odd pairing, but Nurgle adores her like no other. However, Nurgle shows his adoration as only a Chaos God can, keeping her trapped in a cage in the Garden of Nurgle, in the corner of a room where he keeps the cauldron in which he creates all of his plagues. Being a goddess of healing, Isha can cure herself of any of Nurgle's diseases. Nurgle takes advantage of this by force-feeding her his latest creation and sees how long it takes the goddess to overcome its effects. If he is pleased, he releases it upon some unsuspecting world, if not, he starts over, working at his cauldron until he has something new to give to his "companion." Whilst he is busy working though, Isha takes advantage of his distraction to instruct mortals on how to rid themselves of Nurgle's poxes.

Though captive in the Garden of Nurgle, there are some who say Isha's gifts can still be heard by the Eldar people. Legend tells that those who listen often find themselves lost upon the path of Isha's Chosen, where they learn impeccable mastery of medicine and chemistry. Their skills are an incredible boon to any Corsair Prince or Craftworld that they travel with. Regardless of what the legends and those who believe them might say, thus far there exists no clear indicator if it is merely natural skill or the hand of Isha at work. No matter the exact reason, they remain highly sought after by many in the Expanse.

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Isha's Blessing Prerequisites: Isha's Sight Once they have refined their skill, Eldar who become truly skilled at the medical arts can restore to health even those who have suffered the most grevious of injuries. This talent allows the Eldar to restore a number of wounds equal to twice their Intelligence Bonus on a successful Medicae test. If the Eldar has the Unnatural Intelligence (x2) or greater trait, instead they increase their Unnatural Multiplier by one, but only for the purpose of restoring wounds on a successful Medicae test.

Isha's Favor Prerequisites: Isha's Sight, Isha's Blessing The treating of those who are stricken ill by diseases are uncountable and from all walks of life, and has given them a familiarity with other species. This talent removes all penalties for treating a character not of their race. Isha's Sight Prerequisites: Isha's Chosen There are those Eldar who are incredibly gifted at understanding biological systems and their interactions. This talent allows a character to count all patients they are treating as lightly wounded.

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Wraithguard Source Disclaimer: Lore in this section is taken from wh40k.lexicanum.com and is referenced from Codex: Eldar 3rd, 4th, and 6th Edition.

The Wraithguard are Eldar warriors whose spirits are saved from death itself and arise once more to wage war for their kin. These warriors are saved through the guidance of a Seer who removes the fallen warrior's Spirit Stone from the Infinity Circuit in order to place it into a psychoplastic body made of Wraithbone. Through the act, the robotic body is empowered with a living intellect that guides its artificial nature. This is done only in the times of emergency or when there is a lack of warriors. This is because the act of placing an Eldar essence into such a construct is considered abhorrent among their race, akin to necromancy, but none can deny the resulting warrior that emerges from the combination that adds to their arsenal against their enemies. However, the Wraithguard suffer from a phenomenon known as "Wraithsight" which alters their perception of the world from that of mortals,

and causes them to react more slowly to changes on the battlefield. As a result, they are often led by spiritseers, Eldar psykers who specialize in guiding and summoning the souls of the dead. The Wraithguard are also fearless in battle due to the nature of their bodies and undead souls. The most feared and wrathful of the Wraithguards are known as Wraithblades, specializing in close-quarters combat. Becoming a Wraithguard

Source Disclaimer: This is a fan written rules clarification.

Taking the Wraithguard Alternate Rank has several differences from other Alternate Ranks. You must first meet the requirements as normal, but then apply the Characteristic Adjustments and gain the Starting Traits/Talents noted in the table. Special: This Alternate Rank may be taken at Character Creation with the GM's permission. If you are permitted to do so, you being play with 0 Fate Points but may otherwise advance according to the Wraithguard rules.

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Wraithlord Source Disclaimer: Lore in this section is taken from wh40k.lexicanum.com and is referenced from Codex: Eldar 2nd and 4th Edition and Fulgrim.

Wraithlords (also known as Iron Knights, Wraith-Giants and Eldar Dreadnoughts)are giant Wraith-constructs made of wraithbone and inhabited by the souls of dead Eldar heroes. Towering far above their still-living brethren, the Wraithlord is a force to be reckoned with. Only the most capable warriors of the Craftworlds are encased inside them. They can be armed with a myriad of weapons, including close combat, short ranged and long ranged weaponry with the ability to smash most enemies in combat. The creation of a Wraithlord involves empowering an Eldar Spirit Stone with the proper soul of an Eldar, plucked from the Infinity Circuit. The soul is then placed into the forehead of a Wraithlord chassis. Should the Wraithlord fall in battle, the Spirit Stone will be recovered and either be placed onto another Wraith construct, or be returned to the Infinity Circuit. Despite the fact that the Wraithlord exists in the real world, the spirit

which controls it is never able to be as alert as those still alive, inhabiting a dimension both in the 'real' world and the warp at the same time. This phenomenon is known as 'Wraithsight', and can affect the Wraithlord in battle by making them slower to act and occasionally stopping them from acting at all. As a result, a Spiritseer must remain in close proximity to Wraith constructs in order to guide their actions. Becoming a Wraithlord

Source Disclaimer: This is a fan written rules clarificaiton.

Taking the Wraithlord Alternate Rank has several differences from other Alternate Ranks. You must first meet the requirements as normal, but then apply the Characteristic Adjustments and gain the Starting Traits/Talents noted in the table, which replace certain existing Traits/Talents where noted. This Alternate Rank is designed as a progression of the Wraithguard Alternate Rank, representing the character becoming used to a Wraithbone body and being entrusted with a more devastating one. Feel free to alter the justification to make it fit as needed.

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New Wraithguard and Wraithlord Traits Source Disclaimer: Traits in this section are taken from or based on information from Rogue Trader: The Koronus Bestiary and Deathwatch: Rites of Battle.

Ancient Memories Wraithguards and Wraithlords are controlled by those Eldar that inhabit the soulstones affixed to their bodies. Unfortunately, their ability to focus is somewhat erratic, and as a result their knowledge can slip away into the wilds of the infinity circuit. At the beginning of each Endeavour, roll an Intelligence Test, on a success there is no change in the Wraithguard or Wraithlord's knowledge. On a failure the character suffers a -5 to all Fellowship and Intelligence based skills per degree of failure as their minds begin to wander. A Spiritseer utilizing the Translating the Material Psychic Power temporarily removes this Trait. Improved Natural Weapons (Fists) The Wraithguard are incredibly deadly with their new frames and can hit much harder than their living fellows. Wraithguards gain the Natural Weapons Trait (see page 366 of the Rogue Trader Core Rulebook), but remove the Primitive Quality from their weapons and treat them as having a profile of 1d10+SB Impact Damage with a Pen of 3.

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Shoulder Mounting (Left/Right) This trait reflects the mountings formed on the shoulders of Wraithlords. These mountings can hold a Pistol or Basic weapon (traditionally of Eldar Make) and are treated as an MIU Weapon Interface Cybernetic (See page 151 of the Rogue Trader Core Rulebook). This talent may be taken twice, once for each shoulder. Weapon Mounting (Left Forearm/Right Forearm) This trait reflects the mountings formed on the forearms of the Wraithlords. These mountings can hold a Pistol or Basic Weapon (traditionally of Eldar make) that can be used as normal when mounted. These mounted weapons do not interfere with any melee wielded in the hands. This Trait has two separate iterations, reflecting the mounting on each forearm of the Wraithlord. Mounted weapons can be used as though they were being wielded in the hands but do not grant additional attacks. Wraithbone (X) Wraithguards and Wraithlords are composed entirely of Wraithbone and animated by the will of the spirit stones attatched to them. This trait bestows the Machine Trait (X) Trait, where X is the amount of armour granted by the trait.

New Wraithguard and Wraithlord Traits Wraithbone War Engine When an Eldar's soulstone is affixed to a Wraithguard frame, they are permanently changed and no longer an Eldar in the traditional sense. As such, characters with the Wraithbone War Engine trait gain the following benefits and disadvantages. ● Wraithguards may only purchase advances from the Wraithguard and (if they choose to become one later) Wraithlord Advancement Tables. ● Wraithguard and Wraithlords have a tenuous connection to the material plane. As such, Wraithguard and Wraithlords begin play with the Ancient Memories Trait (See page 101). ● Wraithguards and Wraithlords are not affected by Blood Loss or Fatigue ● Seers who choose this Alternate Rank lose access to their Psychic Abilities and any skills directly relating to them (Ex: Psyniscience, Invocation), though they keep any knowledge that they might have of such things (Ex: Forbidden Lore (Psykers, Warp). ● Wraithguards and Wraithlords are unable to speak and must communicate via a Spiritseer, writing, or gesticulation. ● Wraithguard have hands clumsier than that of Eldar, and suffer a -20 penalty to all tasks that require fine manual dexterity. Wraithlords are even more clumsy and cannot complete tasks that require fine manual dexterity at all. ● Wraithguard and Wraithlords can only be healed by means of the Tech-Use skill (if being repaired by an Outcast affixing new plates) or Psyniscience (if being treated by a Bonesinger). This functions for all intents and purposes as the Medicae skill for recovering lost wounds and repairing critical damage. ● Wraithgaurd suffer a -15 penalty on all tests when attempting the following skills: Climb, Concealment, Shadowing, Silent Move, Wrangling. Wraithlords increase this penalty to a -30. ● Wraithguard suffer a -15 penalty on the following skills: Acrobatics, Contortionist, Sleight of Hand, and Swim. Wraithlords cannot use these skills at all and automatically fail them should they try. The GM is the final arbiter and may decide that any number of other applicable skills are also not suited for a Wraithguard or Wraithlord and will suffer penalties or automatically fail respectively.

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Wraithsight Wraithguard and Wraithlords are vessels animated by the soulstones of long-dead Eldar warriors and can sometimes lose their focus in the mortal realm if left unattended. If there is a Spiritseer manifesting the Translating the Material Power then it may act normally. If the vessel is alone, however, then it must make a Challenging (+0) Perception Test. If successful it may act normally. Otherwise, it moves off in a random direction (see page 248 of the Rogue Trader Core Rulebook) at its normal Move (i.e., not running), and takes no other actions until the next Round when it may attempt another Perception Test.

New Wraithguard and Wraithlord Weapons Bright Lance Class: Exotic (Heavy), Range: 120m, RoF: S/-/-, Damage: 4d10+10 E, Pen: 13, Clip: 35, Rld: 2 Full, Special: -, Wt: 27, Availability: Near Unique

Starcannon Class: Exotic (Heavy), Range: 120m, RoF: S/3/-, Damage: 1d10+6 E, Pen: 12, Clip: 90, Rld: 2 Full, Special: -, Wt: 20, Availability: Near Unique

The Bright Lance is one of the most powerful heavy weapons in the arsenal of the Eldar and is an equivalent of the Imperial Lascannon in utility and power. The Bright Lance is a far more efficient weapon than its cruder, human-made counterpart, in part due to its use of psychically-grown crystals to serve as a lasing matrix. It also possesses greater accuracy than a Lascannon and can penetrate any form of armour that is less than a certain thickness.

The Starcannon is the most common form of Eldar Plasma Weapon, and makes use of a small nuclear fusion reaction to superheat a stream of matter into its plasma state. The Starcannon is a rapid-fire weapon and its potent blasts are able to pierce all but the heaviest types of armour worn by infantry. It is also hauntingly accurate due to its use of a sophisticated electromagnetic pulse to guide its lethal blasts to enemy targets. The Eldar Starcannon is far superior to its Imperial counterparts as the core of the Eldar Plasma Weapon is protected by a sophisticated series of electromagnetic containment fields to ensure the weapon will never overheat in the hands of its wielder, despite producing the incandescent heat of a sun. However, a Starcannon is too large to be carried by infantry and is only mounted on Eldar vehicles, such as Wave Serpents, Falcons, and War Walkers, or fire support platforms which commonly accompany Guardian squads. Despite this limitation, the Starcannon is favoured by many Eldar commanders due to its sheer destructive power.

Source Disclaimer: warhammer40k.wikia.com, reference from Codex: Eldar 3rd, 4th, and 6th Edition

Source Disclaimer: warhammer40k.wikia.com, referenced from Codex: Eldar 3rd and 4th Edition

Scatter Laser Class: Exotic (Heavy), Range: 100m, RoF: -/-/12, Damage: 1d10+7E, Pen: 2, Clip: 120, Rld: 2 Full, Special: -, Wt: 17, Availability: Near Unique Source Disclaimer: Warhammer 40k.wikia.com, referenced from Codex: Eldar 2nd and 3rd Edition

The Scatter Laser is a mountable laser weapon that can be added to Eldar Wraithlords, War Walkers, Falcons, Wave Serpents and Vypers. The Scatter Laser can also be used as a support weapon for Guardian Squads whilst mounted to a Grav Platform. The weapon itself has six seperate laser chambers which allow it to fire in bursts or all six chambers at once, at either the same target or a multitude of different ones. It, like most Eldar weapons, has an Imperial counterpart, this being the Multi-Laser.

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Wraithcannon Class: Exotic (Basic), Range: 50m, RoF: S/-/-, Damage: See Entry, Pen: See Entry, Clip: -, Rld: -, Special: Reliable, See Entry, Availability: Near Unique

Wraithsword Class: Exotic (Melee), Range: -, RoF: -, Damage: 2d10+6 E, Pen: 10, Clip: -, Rld: -, Special: Power Field, Balanced, Wt: 14, Availability: Unique

An Eldar Wraithcannon is basically a smaller, more portable version of the D-Cannon. It is used by the Eldar Wraithguard to great effect as a strong, armour-piercing weapon since no amount of armour can protect a foe from this dimension-warping attack. It functions by opening a small rift into the Warp into which the enemy is sucked. When a target is hit by a Wraithcannon, roll 2d10. This is the amount of Damage the Wraithcannon inflicts, ignoring Armour and Toughness. In addition, if the Damage result is 1920, the target is destroyed outright, regardless of the number of wounds it possesses (Fate Points may be burned as normal). If the Damage result is 2-10, the target takes Damage and is teleported a number of metres equal to the result in a random direction (see page 248 of the Rogue Trader Core Rulebook). If the target is teleported into the same space as another object, move the target into the closest available space; the target then takes 1d5 additional Damage, ignoring Armour or Toughness. As long as the Wraithguard is active, the weapon never runs out of power. If removed from the user, it falls silent forever.

A Wraithsword is a huge close combat weapon used only by the massive war machines known as Eldar Wraithlords. A Wraithsword is a massive Wraithlord-sized Power Sword in which the hilt is studded with Spirit Stones that amplify the Wraithlord's already impressive abilities in close combat. This is because the Eldar spirits embedded within the gems form a sentience unto themselves that assists the Wraithlord by compensating for the construct's vision-obscuring Wraithsight. Thus, a Wraithlord is able to cleave apart multiple enemies with alarming grace and skill with each swing of its Wraithsword. A Wraithlord wielding a Wraithsword treats the Perception Test for Wraithsight as a Routine (+20) Test instead of a Challenging (+0) Test.

Source Disclaimer: warhammer40k.wikia.com, referenced from Codex: Eldar 4th Edition

Source Disclaimer: warhammer40k.wikia.com, referenced from Codex: Eldar 5th Edition and Rogue Trader: The Koronus Bestiary

Wraithlord Fist Class: Exotic (Melee), Range: -, RoF: -, Damage: 2d10+2 E, Pen: 10, Clip: -, Rld: -, Special: Power Field, Wt: 10, Availability: Extremely Rare Source Disclaimer: This is a fan written description/ability. Feel free to alter it as needed. A massive melee weapon that enhances the already devastating natural attacks of the Wraithlords frame, the Wraithlord Fist is a weapon that many forces in the galaxy have viewed as their last sight in the material realm.

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Chapter 9: Ascendant Eldar This section of the guide is meant to provide additional ranks for the Rogue Trader system, bringing it's Experience Totals up to equal those presented in the Dark Heresy: Ascension Rules Supplement and the Deathwatch Core Rulebook. This supplement provides three new Ranks for each Career Path presented in the Rogue Trader Core Rulebook. These ranks follow the normal rules for Rank progression as detailed in the Rogue Trader Core Rulebook. They may also be replaced by Alternate Ranks as detailed in Into the Storm and other Rogue Trader Supplements. There are also several new talents and abilities available as characters progress into this level of expertise and ability, which are all detailed in the New Talents section. These talents are all based off existing talents present in other lines, and inherent abilities presented at the end of the Career Paths section of the Rogue Trader Core Rulebook. The intent is to provide special abilities to every character at this power level, but not to cause power levels to become too divergent. The three new Expanded Ranks utilize the following experience levels:

These Expanded Ranks function identically to the ranks described in the Rogue Trader Core Rulebook, and function in exactly the same manner. Upgrades are purchased from the given rank or a previous one until the requisite amount of experience has been spent to reach the next rank. Also provided are two Additional Characteristic Advances. These Additional Characteristic Advances each provide an additional +5 to attributes, and are purchased in the same fashion as regular characteristics as detailed in the Rogue Trader Core Rulebook. These new ranks may, at the player's option, be swapped out for alternate ranks provided in Into the Storm and other Rogue Trader Supplements, following the standard rules for Alternate Ranks. Remember to check the New Talents section for clarification of any talents that are not presented in the Rogue Trader Core Rulebook, and apply the benefits described to the character. Below you'll find expanded career paths for the ones presented earlier in the guide, placed at the end of the guide in case Legends of the Expanse mechanics are not being used. I hope you enjoy the expanded character creation rules now in the Eldar Character Guide!

Rank 9: 35,000-39,999 Rank 10: 40,000-44,999 Rank 11: 45,000-49,999

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The Path of the Outcast Expanded Career Path

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The Path of the Seer Expanded Career Path

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New Talents Common Lore Mastery Prerequisitres: Common Lore (Any) +20 (x3) The Explorer has experienced much of the universe and is now able to recall countless facts about it. The Explorer now treats all Common Lore skills as though they are at a level of Trained (+20).

Additional Reaction (X) Prerequisites: Eldar, Additional Reaction (X-1) The Eldar has perfected their skill in avoiding dangers to complete the goal of removing a target. The Assassin gains an additional reaction per round equal to the number in parentheses. This reaction is in addition to the standard reaction per round, Step Aside, and Wall of Steel and can be used to either Parry or Dodge. Armour Monger Prerequisites: Intelligence 35, Psyniscience or TechUse, Forbidden Lore (Warp) or Trade (Armourer) The finest armours and most powerful shields are all products of the followers of the machine god, based on the fabled and ancient designs of man’s glorious past. With years of training, the Explorer can learn to enhance these protections, or use them in their optimum fashion. The Explorer increases the Armour Points of any armour he wears by 2 on all locations it would normally cover as long as he has at least an hour each day to bless and prepare the armour. This bonus applies only to armour worn by the Explorer. Blade Dancer Prerequisites: Weapon Skill 40, Two Weapon Wielder (Melee) The character has mastered the difficult ability to wield a blade or other melee weapon in either hand, making expert simultaneous attacks as they weave a deadly pattern of steel. When armed with two single-handed melee weapons with the Balanced Quality, the character reduces the penalties for Two-Weapon Fighting by 10 (so –20 would drop to –10). If taken with the Ambidextrous Talent, this drops the penalty to +0. Cold Hearted Prerequisites: None Either chemical and surgical treatments or sheer will has rendered the character immune to most mundane temptations. Seduction attempts against him automatically fail and Charm Tests increase their Difficulty by one level. Taking this Talent causes one Insanity Point. If the Explorer possesses the Chem Geld talent, they instead gain the benefits of the difficulty increase to any skill with the Interaction descriptor, not just charm.

Death Dealer Prerequisites: Weapon Skill 45, Ballistic Skill 45 The Explorer can place his hits where they inflict maximum harm, such as gaps or joints in armour. When the character’s attack in that combat type inflicts Critical damage, he adds his unmodified Perception bonus to the damage result. Deflect Shot Prerequisites: Agility 50 The character’s weapons move with such speed that they can deflect thrown weapons and shots fired from primitive weapons. When the character is armed with a readied melee weapon, they add their Weapon Skill Bonus to their Armour Points on all locations (even unarmoured locations) when calculating Damage from hits from ranged weapons with the Primitive Special Quality or Thrown weapons. This bonus armor does not apply to Blast weapons. Deny the Witch Prerequisites: Willpower 35 The Explorer draws on his faith and mental fortitude to act as his shield against those tainted by the Warp. The character may use his Willpower characteristic when making an Evasion Reaction against ranged or melee attacks against him made with psychic powers. When successfully evading an attack with an area of effect, the character does not move but instead is simply unaffected by the psychic power. Eye of Vengeance Prerequisites: Ballistic Skill 50 The character can focus their intent on where it is likely to do most damage to their enemy and then strike them down with a single shot. Before making a ranged Standard Attack Action, the character may spend a Fate Point. If he does so, his attack deals +X Damage and gains +X Pen, where X equals the number of Degrees of Success scored on the attack roll.

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New Talents Forbidden Lore Mastery Prerequisites: Forbidden Lore (Any) +20 (x3) The Explorer's knowlege of things mysterious and arcane is respected by their peers and they have made cross-discipline connections concerning them. The Eldar now treats all Forbidden Lore skills as though they are Trained (+20). Hammer Blow Prerequisites: Crushing Blow The character strikes a single blow with such focus and force that it breaks armour and pulps flesh as it strikes. When the character uses an All Out Attack manoeuvre to make a single melee attack, they may add half their Strength Bonus to the weapon’s Armour Penetration. The attack also counts as having the Concussive Special Quality to represent the shocking force of the blow’s impact. Interaction Mastery Prerequisites: Any Interaction Skill +20 (x3) The Explorer's social acumen is legendary, and their ability to move others with their words has gathered attention across the galaxy.l The Explorer gains a +10 bonus on all Interaction Skill Tests. Investigation Mastery Prerequisites: Any Investigation Skill +20 (x3) The Explorer has become meticulous in their investigation and can uncover even the most minute details of things once they set their mind to it. The Explorer gains a +10 bonus to all Investigation skill checks. Killing Strike Prerequisites: Weapon Skill 50 Certain Explorers are amongst the deadliest warriors in the galaxy, and they have learned how best to place their blows for maximum effect. When taking the All-Out Attack action, an Explorer may spend a Fate Point (before rolling the dice) to make his melee attacks for that round impossible to parry or dodge.

Mastery Prerequisites: Any Skill +20 The character has become a consummate master of a single Skill and can perform feats with it that would baffle lesser men. The character may spend a Fate Point to automatically pass a Skill Test with his chosen Skill (which must be at +20), provided the final modifier to his Skill Test is 0 or better. In addition to simply passing the Test, the character will pass it by a number of Degrees of Success equal to it's associated Characteristic Bonus. This Talent may be taken more than once, each time for a different Skill. Meditative Frenzy Prerequisites: Frenzy, Battle Rage, Willpower 45 So practiced is the character in the art of fury and destruction that is has become a natural state for them. The character no longer suffers a -20 to Ballistic Skills and Willpower Tests. So focused is their fury that they are able to act more freely under it's influence, and as such are no longer required to move closer to their target or utilize the All-Out Attack action. Miraculous Survival Prerequisites: n/a The Explorer is not merely protected by their faith in the Emperor, it is clear to all that He has plans for them and they will not die until He ordains it. When the Explorer burns a Fate Point to avoid death, they stands up (or climbs their way out of the rubble, etc.) at the beginning of their next action completely unharmed in any way. They have full wounds, no fatigue and are cured of any critical effects that they had sustained, even if the damage was incurred before the event that would have caused their death. Movement Mastery Prerequisites: Movement Skill (Any) +20 (x3) The Explorer has impeccable control over their body, and is able to move in ways that many in the galaxy only dream of. The Explorr gains a +10 bonus to all Movement skills.

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New Talents Never Die Prerequisites: Toughness 50, Willpower 50 The character’s will or devotion to the Emperor can sustain him when his mortal body fails him. The character can spend one Fate Point to ignore the effects of injury, Fatigue, and Stunning for a single combat. This Talent does not prevent the Damage, but allows the character to temporarily ignore its effects for the duration of the combat. Death still affects him normally. Peerless Marksmanship Prerequisites: Deadeye Shot, Marksman, Sharpshooter, Ballistic Skill 40, Perception 40 The character has perfected the art of leading and adjusting for atmospheric conditions so frequently that it has become second nature. So great is the character's skill with firearms that they may now utilize the Called Shot special action as a half action. Preturnatural Speed Prerequisites: Weapon Skill 40, Agility 50 The character is a swift moving bringer of death, a living, bloody scythe before whom foes die like corn before the reaper. The character may use Swift Attack and Lighting Attack as a Half Action rather than a Full Action. In addition, the character may use the Swift Attack and Lightning Attack Talents during a Charge. Psychic Discipline Mastery (Eldar) Prerequisite: Eldar, Eldar Psychic Discipline So powerful and in-tune with the immaterium has the Eldar grown that they have learned to truly master the psychic disciplines of their people. This talent allows the Eldar to select an additional Eldar Psychic Discipline (normally not allowed) and take powers from it with the Eldar Psychic Power talent as normal. Scholastic Lore Mastery Prerequisites: Scholastic Lore (Any) +20 (x3) The Explorer has spent an incredible amount of time studying the various scholastic pursuits of the galaxy. The Explorer now treats all Scholastic Lore skills as though they are Trained (+20).

Sidearm Prerequisites: Weapon Skill 40, Ballistic Skill 40, Two Weapon Wielder (Ballistic, Melee) Many Rogue Traders among the stars of the Koronus Expanse favour fighting with both blade and pistol. When armed with a pistol in one hand and melee weapon in the other (both of which the character could normally use single-handed), the character reduces the penalty for Two-Weapon Fighting by 10 (so –20 would drop to –10). If taken with the Ambidextrous Talent, this drops the penalty to 0. Speed Reading Prerequisites: Literacy, Total Recall Through years of practice the character has developed the ability read text at an astonishing rate. The character may make a Challenging (+0) Literacy Test to read text at the rate of 20 pages per minute, plus an additional 5 pages per minute per degree of success. The character automatically passes any Total Recall Tests required of him to recall the information within the book. Stalwart Defense Prerequisites: Weapon Skill 50, Fearless The Explorer stands immovable and indomitable, as if he were made of rock and iron against which foes break like water against a cliff. The Explorer may spend a Fate Point as a Full Action to adopt a Stalwart Defense. While adopting this condition, the Explorer may not move and may not Dodge. He may make a Parry reaction against all successful strikes against him, and all Damage he suffers is reduced by –2. Furthermore, the character’s enemies gain no benefits for outnumbering the Explorer in close combat. These effects last until the Explorer chooses to end his Stalwart Defense or until he is rendered incapable of fighting. Storm of Iron Prerequisites: Ballistic Skill 45 When facing massed enemies on the battlefield, the character lays down a storm of firepower that even the most foolhardy cannot push through. When the character deals Damage to a target with a semi-auto burst or a full-auto burst, the character may allocate hisextra hits to any other target within five metres, instead of the usual two metres.

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New Talents Touched by Infinity (X) Prerequisites: Eldar Eldar who spend their days alongside the Infinity Circuits of their ships begin to subconciously develop connections to the wisdom and skills of thoe inside. The Eldar gains a number of Fate Points that can be spent per normal Fate Point rules, but not burnt.

Street Fighting Prerequisites: Weapon Skill 30 The character is adept in close and dirty fighting, favouring small weapons or even his bare hands to take down his foes. When armed with a knife (powered, chain or otherwise), similar small weapon, or simply armed with his bare hands, he adds half his Weapon Skill Bonus to any Critical Damage he inflicts. Target Selection Prerequisites: Ballistic Skill 50 The character’s dread gaze marks out his chosen victim and not even the riotous confusion of close combat interferes. The character may shoot into melee with no penalty. If he aims beforehand, he can avoid any chance of hitting friendly targets. The Path Perfected Prerequisties: Embracing the Path The Outcast has truly embraced their path, and their mastery shows in their actions whenever they attempt any skill pertaining to it. Outcasts with this Talent are able to use this with ALL paths they have access to (through Traversing the Paths). The Outcast may now use the re-roll abilty granted by their select Path of Ages Past twice per session. The Embracing the Path talent may now also be used Twice per session. Thunder Charge Prerequisites: Strength 50 The Explorer charges into combat using his armoured body as an additional weapon. Driven by his armour and the Explorer’s enhanced muscle, the impact of such a charge is like being struck by a thunderbolt. When the Explorer makes a Charge Action, first make an unarmed attack against every opponent he is charging. This represents slamming into the enemy with the character’s armoured bulk. This attack automatically also has the potential to knock the opponent down in the same way as if the Explorer had used the Knock Down Action. Once this attack has been resolved, the Explorer may make his normal Charge Attack as normal.

Unpowered Weapon Mastery Prerequisites: Melee Weapon Training (Universal) The Explorer has learned the art of deflecting power weapons on the field of battle in such a fashion as to preserve non powered ones meeting them by swatting them aside and catching hilt and haft instead of the power field directly. Explorers with this talent ignore the chance that power weapons have to destroy non-powered weapons when parrying or being parried. Warp Lock Prerequisites: Willpower 50, Psy Rating, Strong Minded The character has learned to swiftly cut himself off from the Warp to protect himself from harm. Once per game session, the character may ignore a Psychic Phenomenon result he has rolled (including a result that would indicate rolling on the Perils of the Warp Table) completely negating its effects. Such rapid dislocation from the Warp, through, is stressful and traumatic to the character’s mind and they will suffer 1d5 Energy Damage to the Head location (not reduced by Armour or Toughness) as a result, and may not make any Focus Power Tests or sustain other Psychic Powers until the beginning of his next Turn. Weapon Tech Prerequisites: Tech-Use +10, Intelligence 40 The character has developed an extensive understanding of advanced technological weapons and their functions, opening them up and learning what makes them tick, hum, or click. Once per combat, the character can enhance his weapon, increasing its firepower and deadliness. For one Round per combat encounter, a weapon personally wielded by the character from the Las, Melta, Plasma, Power, or Exotic category increases its Damage and Penetration by an amount equal to his Intelligence Bonus.

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New Talents Webway Navigation Mastery Prerequisites: Forbidden Lore (Webway) +20, Navigate (Webway) +20 The Eldar has perfected their understanding of the navigation of the Webway and how best to enter and exit it's confines. Whenever they attempt any of the steps presented in the Navigating the Webway section, they add +20 to the difficulty of the roll. This does not apply if they attempt to use traditional Warp travel but does apply in the event of entering a breached webway.

Whirlwind of Death Prerequisites: Weapon Skill 40 When facing massed opponents in combat, the character becomes a whirlwind of death, moving, hacking, gutting, and beheading with ceaseless fury. When attacking more than one foe in close combat, the character may make one melee attack for each foe he is facing, up to a maximum equal to his Weapon Skill Bonus. Each additional attack beyond the first counts as a Free Action, but cannot be combined with any other Talents or abilities which would grant extra attacks or hits (i.e. Lightning Attack, Furious Charge, etc.). The character may choose in which order he attacks his opponents.

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A Note from the Author And so this is the complete version of the Eldar Character guide as of 6-22-17 (in US date notation). This project was a blast to work on, and I'd like to thank Fantasy Flight Games for their continuing work the Warhammer 40,000 Roleplay system, providing an incredible amount of lore and examples to go on, and wish them good luck and success in their production of quality books for their lines. I'd also like to extend a huge thanks to all the fans who created artwork that has been used in this Character Guide. I did not think to save sources to include credits, so if your artwork is here or if you happen to be an enterprising sort who decided to find the image sources, just let me know and I will create a 'Credits' page with a link to the source with name of the artist and piece title. An additional huge thanks goes out to the team that created LibreOffice, the freeware software on which this guide was created. Couldn't have done it without your excellent programs! Special thanks to all those on the Rogue Trader Forums at FFG for helping find balance issues, confusing rulings, and editing issues, in particular aleandro01 and Utherix. It's been a huge help! Hopefully this guide is a fairly well balanced addition to the current lineup of Rogue Trader Xenos races, and if nothing else a helpful lore guide to the Eldar that live in the Koronus Expanse. Thanks for showing interest in the work, and if there's any typos or suggestions that people may have for the guide in terms of Alternate Ranks, additional weapons, or balance concerns, feel free to email me at [email protected], or visit http://www.lodgeblackmangames.jigsy.com.

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