Eldar Armor 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. 51 Armor Stats and Availability are located on page 54. Eldar Aspect Armor The armour worn by elite Aspect Warriors and Autarchs is even more advanced than the usual Eldar armour. These gem-studded, psycho-sensitive suits are perfectly fitted for each wearer, with protection designed to match the 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. 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 micro- thrusters, anyone wearing this armour benefits from improved manoeuvrability and gains a +10 bonus to all Pilot (Personal) Tests.
Eldar Gear 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 52 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 Flip- belts are at least Good Craftsmanship.
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. Gear Rarity, Weight, and Availability All these relevant statistics can be found on page 54. 53 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. 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 Craftworld Eldar 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 have no effect besides providing this psychic assurance to the wearer. Farseers 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.
54 Eldar Armory Statistics
Chapter 5: Eldar Psychic Powers 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. 55 This chapter contains the descriptions of the various psychich 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.
Eldar Farseer Discipline Battle Fate 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. 56 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 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.
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. 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. 57 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. 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.
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. 58 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.
Eldar Void Dreamer Discipline 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. 59 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.
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. 60
Eldar Warlock Discipline 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. 61 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. 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.
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. 62 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.
Chapter 6: Eldar Presence in the Expanse 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. 63 “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.
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. 64 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.
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 evergreater 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. 65 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.
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 66 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. 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.
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. 67 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 well- hought out suggestion as to the Crow Spirit’s base of operations comes from the Imperial Navy squadrons assigned to guard Port Wander.
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. 68 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. 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.
Chapter 7: Eldar Starships (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. 69 “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 shape, generally possessing rounded, almost oval hulls, and an “organic” look
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. 70 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.
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. 71 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).
72 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).
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. 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. 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. 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. 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. 73 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. Essential Components: Essential Components are required for a starship to function. A ship must have one (no more) Component from each of the following categories, lest the ship lose some vital function. Without a life sustainer, for instance, the vessel is nothing more than a cold and empty tomb, while a ship would be blind and deaf without an auger array. Solar Sails: Note: This component replaces Plasma Drives The Eldar disdain the use of brutish plasma drives, and instead soar across the void powered by the light of stars, caught in vast solar sails that extend from the ship like wings. This both powers the ship and provides propulsion. A solar sail allows an Eldar ship to move, and provides it with power. In addition, it provides some of the benefits mentioned on page 71. Statistics regarding power are included on page 79. Warp Plotter: This mysterious component allows Eldar Vessels to traverse the immateriam. For statistics, it functions identically to the Imperial Warp Drive, but also allows travel in the Webway. Utilize Warp Drive Statistics in the Rogue Trader Core Rulebook and other supplements with the same benefits and restrictions, but note that any bonuses to Navigation (Warp) also apply to Navigation (Webway). Runecaster: This component provides protection to the ship as it traverses the immaterium. For statistics utilize Imperial Gellar Field Statistics in the Rogue Trader Core Rulebook and other supplements with the same benefits and restrictions, but the protection extends to the Webway. Any bonuses to Navigation (Warp) also apply to Navigation (Webway).
Starship Hulls 74 Starship Variety Eldar Starship are constructed with two different needs in mind. Corsair Ships are designed with trade and exploration as their primary purpose, and tend to rely on speed and agility. Craftworld Ships are designed with the defense of one of the last remaining ships of a people, and can bring to bear an incredible amount of firepower. Regardless of intent, both varieties of ship hull origin are incredibly agile, capable of running circles around Imperial vessels and often doing so. Craftworld Ships gain additional bonuses as dictated on page 71. Corsair Ships The typical Eldar Corsair vessel is the size of an Imperial light cruiser and as well armed. Equipped with Pulsar Lances and holofield-protected torpedoes, one such ship can easily shred the average 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.
Corsair Ship Hulls Hemlock Class Destroyer Hull: Frigate Dimensions: 1.4km long, 0.2km abeam Mass: 4 Megatonnes Crew: Accel: 9.5 Gravities Max Sustainable This tiny vessel is built around the Pulsar Lance that runs the length of its spine. Little more than a flying gun, the Hemlock uses its great speed to get as close as possible to its target before unleashing a ripping hail of lance fire. Speed: 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: Accel: 9.5 Gravities Max Sustainable Larger than the Hemlock, the Nightshade-class destroyer is designed to close, deploy torpedoes, and flee, much like its Imperial counterpart, the Cobra destroyer. Usually deployed in squadrons of three or four, Nightshadeclass vessels make rapid attack runs on their target, firing torpedoes as they close and then covering their retreat with a barrage from their macroweapons. Speed: 14 Manoeuvre:+45 Detection: +24 Hull Integrity: 20 Armor: 14 Turret Rating: 1 Space: 30 Ship Points: 40 Weapon Capacity: Prow 1, Keel 1 75 Corsair Frigate Class Ship Hulls Arconite Class Frigate Hull: Frigate Dimensions: 1.5km long, 0.3km abeam Mass: 4 Megatonnes Crew: 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: 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
Corsair Cruiser Ship Hulls Eclipse Class Cruiser Hull: Cruiser Dimensions: 4.7km long, 1.4km abeam Mass: 18 Megatonnes Crew: 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: 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: Accel: 8 Gravities Max Sustainable The Shadow class combines tremendous speed, manoeuvrability, and offensive firepower into a single, highly-effective package. The bane of Imperial shipping in the Koronus Sector, Shadow-class cruisers normally form the centre of a Corsair strike fleet. Speed: 9 Manoeuvre: +26 Detection: +20 Hull Integrity: 60 Armor: 15 Turret Rating: 1 Space: 55 Ship Points: 60 Weapon Capacity: Prow 3, Keel 1 76 Corsair Light Cruiser Ship Hulls Aurora Class Light Cruiser Hull: Light Cruiser Dimensions: 3.4km long, 0.4km abeam Mass: 12 Megatonnes Crew: 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. 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: 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
Craftworld Hulls 77 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 71.
Craftworld Ship 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: 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. Speed: 8 Manoeuvre: +20 Detection: +18 Hull Integrity: 60 Armor: 18 Turret Rating: 1 Space: 55 Ship Points: 60 Weapon Capacity: Prow 3, Keel 2 78 Craftworld Raider Ship Hulls Shadowhunter Class Escort Hull: Raider Dimensions: .8km long, 0.15km abeam Mass: 3 Megatonnes Crew: 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 --------------------------------------------------------------- Craftworld Light Cruiser Hulls Wraithship Class Light Cruiser Hull: Light Cruiser Dimensions: 3km long, 0.4km abeam Mass: 12 Megatonnes Crew: 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.
Eldar Starship Components 79 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 only utilize the Pulsar Lance weapon. Landing Bay and Torpedo Tubes Eldar may use any Imperial Equivalent
Chapter 8: Alternate Career Ranks 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 80 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.
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. 81 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.
Bonesinger Blank Column 2 82 A Bonesinger serves as a psychic engineer and craftsman for the Eldar. The Bonesingers are the builders and maintainers of all Eldar weapons, tools and even the Craftworlds themselves. These powerful xenos psykers are gifted in the arts of construction using the solidified power of the Warp. They use their telepathic ability to summon or psychically generate the solidified substance of the Immaterium the Eldar call Wraithbone, which they construct into buildings or tools and use to repair the Eldar's vehicles, weapons and armour. Like all of their kind, the Bonesingers are following one of the many Paths of the Eldar that determines their current focus and purpose in life. The Bonesinger's Path, the Path of Shaping, is closely related to both the Path of the Artisan and the Path of the Seer. 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.
Bonesinger Requirements and Progression 83 New Talent: Wraithbone Calling This talent allows the Bonesinger to call forth Wraithbone from the Warp, then shape it into the various arms and armaments utilized by the Eldar. An appropriate Trade skill test is still required, and the appropriate amount of time must be taken as per the crafting rules. New Talent: Wraithbone Manipulation This talent allows the Bonesinger to manipulate the very fabric of Wrathbone to repair it almost as quickly as it is destroyed. Once per combat as a free action, the Bonesinger may make a Challenging (+0) Tech-Use Test to focus on the Wraithbone and partially restore damage. On a success, they successfully restore 2x their Intelligence Bonus in Hull Points to the vehicle or 1x their Intelligence bonus to the Structural Integrity of the Starship that was focused on, +1 for every degree of success.
Corsair Prince 84 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. 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 Eldar 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. 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. 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.
Corsair Prince Requirements and Progression 85
Harlequin 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. 86 "All theatres are theatres of war. War must, need be theatrical." —Farseer Ro-fhessi of Craftworld Ulthwe, describing a Harlequin performance A Harlequin, known in the Eldar Lexicon as a Rillietann, is a member of a very distinct sub-group of the Eldar race that belongs to none of the existing Eldar sub-races, including the Craftworld Eldar, the Exodites or the Dark Eldar. They are the keepers of the Black Library and serve the enigmatic Eldar deity called the Laughing God. They are welcomed by all of the other Eldar factions, including the Dark Eldar of Commorragh and the Webway, and are known for their brightly coloured clothing, incredible agility (even for an Eldar), and use of unusually powerful weapons. Harlequins always organise themselves into groups they call Troupes, which are led by a Troupe Master. The Harlequins are an ancient faction of the Eldar, and the most enigmatic members of that mysterious alien race. They roam the Webway, fighting Chaos and its influence. Their sole purpose is to seek out Chaos and destroy its power wherever they can, and Chaos and its minions are their most hated enemies. Harlequins must pass a trial known only as "The Ritual" upon initiation into a Harlequin band. This ritual binds them to the Laughing God (the only Eldar God to have survived as an independent entity in the Warp), which is said to free them from the fear normal Eldar have of Slaanesh, the Chaos God of pleasure, stealing their souls away for an eternity of hellish torture in the Immaterium. This is why they need not wear a Waystone when they travel in the Webway, and do not have to endure the tiring soul-draining that other Eldar endure when in the Webway for prolonged periods of time. The Harlequin lifestyle is very like the life of a roaming mime or troubadour of the medieval times. They wander the Webway and occasionally appear at Eldar settlements: on a Craftworld, on Commorragh, an Exodite Maiden World, or even a human world in the Imperium of Man.
Harlequin Requirements and Progression 87
A Note from the Author 88 And so this is the complete version of the Eldar Character guide as of 7-28-14 (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. 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].