Rogue Trader - Eldars
Rogue Trader - Eldars
Character
Guide
The Path of the
Outcast
Table of Contents
Chapter 1: An Ancient and Powerful Race 3 Chapter 6: Eldar Presence in the Expanse 63
An Ancient History 4 Craftworld Kelor 63
Eldar Physiology 5 Survivors of Strike 64
Eldar Clans and Craftworlds 6 Methods of War 64
Dead Gods 7 The Children of the Thorns 65
Paths of the Eldar 7 The Twlight Swords 65
Spirit Stones 8 The Crow Spirits 67
The Webway 8 Chapter 7: Eldar Starships 69
Eldar Technology 9 Eldar Vessel Special Rules 71
Chapter 2: Eldar Warriors 11 Eldar Weapon Special Rules 72
Guardians 12 Traversing the Webway 72
Corsairs 12 Creating Eldar Starships 73
Dark Reaper 13 Eldar Starship Hulls 74
Fire Dragon 14 Corsair Ship Hulls 75
Howling Banshee 15 Craftworld Ship Hulls 77
Shadow Spectre 16 Eldar Starship Components 79
Striking Scorpion 17 Chapter 8: Alternate Career Ranks 80
Swooping Hawk 17 Bonesinger 82
Warp Spider 19 Corsair Prince 84
Autarch 20 Harlequin 86
Wraithguard 22
Wraithlord 23 A Note from the Author 88
Chapter 3: Eldar Explorers 24
Paths of Ages Past 25
The Path of the Outcast 27
The Path of the Seer 34
New Skills 41
New Talents 42
New Traits 45
Chapter 4: Eldar Armory 46
Weapons 46
Armor 51
Gear 52
Armory Tables 54
Chapter 5: Eldar Psychic Powers 55
Farseer 56
Void Dreamer 59
Warlock 61
2
Chapter 1: An Ancient and Powerful Race
The Eldar are an ancient and enigmatic species Clans such as the Crow Spirits and the Twilight
which dominated the galaxy millions of years Swords are a plague upon Imperial shipping, their
before the rise of the Imperium. Hugely vessels practically impossible to track and difficult
technologically advanced and knowledgeable in to detect before they strike. Occasionally,
the secrets of the universe, the Eldar once Explorers may even be able to make deals with the
controlled or traversed much of the domain Eldar, in those rare instances where humans have
humans now claim. These times are past, however, something the Eldar require, or where the
and even by the time humanity’s star was rising combined might of humans and Eldar are the only
the Eldar had already begun to fade into the hope of facing a greater threat. Quite apart from
darkness of history, their civilisation crippled and rousing the interest (and subsequent bloody
decaying from a doom now millennia old. Today retribution) of the Inquisition, such pacts are
the Eldar are few in number, hidden away in almost always short lived, ending either in violence
distant, secret parts of the galaxy, sailing the void and betrayal, or the abrupt and mysterious
in their great world-ships or reduced to raiders and disappearance of the Eldar, gone as swiftly as they
pirates. Their civilisation has fragmented and has arrived.
largely become nomadic, its once-great clans and
peoples travelling in vast armadas of ships and
aboard mighty Craftworlds, gargantuan vessels the
size of cities or larger in space. The Eldar race has
also fragmented over the centuries, with some
choosing to wander far from their kin or turn their
backs on their past while others cling to the
teachings of their ancestors and try vainly to keep
their civilisation alive. Whatever teachings they
follow, all Eldar retain the technologically
sophisticated weapons and ships of their
forebearers and, even though their numbers are but
a tiny fraction of mankind’s, they remain a
significant force within the galaxy and a constant
threat to the Imperium and its worlds.
Within the Koronus Expanse, like many of the
fringes of Imperial space, the presence of the Eldar
is a very real threat to the Imperium, and though
they do not often openly make war upon mankind,
woe to the Rogue Trader who chooses to oppose
them or meddle in their alien designs. Legends and
rumours have it that many of the worlds in the
Expanse were once controlled by the Eldar, and
still hide ruins and secrets which the ancient race
guards jealously from outside interference. Thus
an Explorer may not know he has angered the
Eldar by simply setting foot on a remote world
until an Eldar vessel emerges from the darkness
to destroy him. More likely, though, Explorers
face the Eldar in the void, where they make for
deadly raiders and pirates.
3
An Ancient History
Once the worlds and peoples of the Eldar As it grew in power so did the Eldar’s madness;
were numerous, their fleets vast and swift, and their each a vile reflection of the other, each feeding off
warriors feared by all those who opposed them. For the other’s twisted heart. For long years the Eldar
countless centuries the galaxy belonged to the Eldar, turned upon themselves, sinking to sickening depths;
all other races pale shadows next to their might and torturing and killing their own kind, eating their own
power. Graceful cities of slender towers and dead, and mutilating their once-great civilisation,
glittering white colonnades could be found from one until finally the warp god they had created emerged
end of the galaxy to the other, and Eldar worlds into full consciousness and power. The Chaos God
epitomised culture, knowledge, and the peak of Slaanesh was born.
civilisation. The Eldar themselves were an In its moment of birth, Slaanesh, the
enlightened people, who pursued art, language, and embodiment of all the Eldar’s darkest whims and
learning as much as they mastered the ways of war wanton cruelty, let out a howl across the void, a
and conquest. For millions of years their people psychic scream heard by every living Eldar, tearing a
prospered, and they were the greatest of the galaxy’s hole in the fabric of reality itself. In the blink of an
races; unopposed and unchallenged in their eye the heart of the Eldar civilisation was ripped out,
supremacy. its worlds plunged into the warp and all but a
Like so many great societies their fall was slow handful of its people killed instantly as the new-born
in its coming, but all the worse for the heights they god tore their souls from their flesh. Only those far
had achieved. The Eldar mind is a complex and from the epicentre survived, those who had fled to
tangled labyrinth of emotion and thought, and Eldar the edges of the galaxy and cut themselves off from
are far more susceptible to the highs and lows of their decadent kin. The Eldar were not alone in the
extreme emotions. Such was the case with the great damage dealt by Slaanesh, and countless humans,
Eldar civilisation, and as their power grew so too Orks, and other races also suffered, though it was the
did their hunger for new experiences and new end of the Eldar as a galactic power and the
sensations. Over long centuries, this began a slow beginning of their decline; never again would their
rot in the heart of the Eldar empire, as more and civilisation command the stars, nor would they be
more Eldar turned to a path of decadence and more than scattered nomads, the remains of a broken
emotional excess, indulging in their every whim and peoples, brought down by their own pride and
giving themselves over their basest desires. Cults hubris.
sprang up devoted to hedonistic pleasures and
debased rituals, the side effect of a culture that no Eldar Language
longer needed to concern itself with common labour The language of the Eldar is an ancient and
or the need for personal wealth. Even as the alien complex dialect built upon and refined over millions
empire prospered, its success fuelled this dark heart of years. Compared to the crude blunt sounds of
of indulgence and depravity, the pastimes of the idle High or Low Gothic, its words flow from one to the
populace becoming increasingly at odds with the next, each sentence a complete idea as much as a
ancient ideals of their ancestors upon which their collection of letters or numbers. Humans can imitate
civilisation was built; and so the cults gained greater Eldar speech to a certain degree, with sufficient
power and began to overtake Eldar society training, but compared to a native speaker they are
altogether. slow and halting at best. This is largely because the
It was at some point during this long unrecorded Eldar language is not words alone, but also
slide into decadence that a dark power deep within accompanied by a detailed set of poses and gestures.
the warp took notice of the Eldar, a psychic echo of The way an Eldar stands, the cast of his features or
their own excessive culture and the depths to how he moves his hands can all change the meaning
which it had sunk in the pursuit of increasingly of words, sometimes dramatically.
powerful emotions and sensations. Though it
had no name at first, it was given life by the
Eldar themselves and their increasingly
depraved actions.
4
Further complicating matters is that each Eldar Their dark liquid eyes are also markedly different
word or symbol is as much a concept as it is a name from human eyes, deep and full of ancient secrets,
for something. Thus while the Eldar word for rock assuring any man who looks too long into them just
might mean rock, it might also be used to convey how alien the Eldar really are, and that, despite some
permanence or stability, or in a different context passing physical resemblance, they are nothing like
lack of life or thought. To a human, words gain humanity. Part of these differences liewithin the
meaning from their context and the words around physical nature of the Eldar and their long natural
them, while to an Eldar the words themselves life span, which far exceeds that of even the most
already possess infinite meaning, manipulated by a long-lived human, even taking into account the
crooked finger or slight inflection when speaking. many ways in which man might try and prolong his
existence and cheat death. Paradoxically, though the
Eldar Physiology Eldar have exceptional longevity, their metabolism
Physiologically, Eldar appear much like humans, is far faster than that of a human, their hearts beat
though they are usually taller, more slender of limb, more quickly, pumping their blood around their body
and always more graceful in the way they move. in a rapid crimson torrent. It is speculated that this
Their faces are also longer, with sharp, pointed increased blood flow improves their reaction speed
features, tapered ears, and almond-shaped eyes that and brain function, allowing them to act and react
give them an ethereal, otherworldly cast. far more quickly than humans can.
5
Eldar Clans and Craftworlds In contrast to the heavy-handed tactics of the
Within the Koronus Expanse there are several Imperium, the Eldar do not crush their foes in a
different Eldar clans and at least one documented vulgar display of might, at least not right away.
Craftworld. Among the corsairs are counted the Instead, the Eldar often manipulate others to do their
Crow Spirits and the Twilight Swords, large roving fighting, or tempt, trick, and fool Explorers into
fleets of Eldar vessels which have been known to avoiding worlds they wish to protect. Should a
plunder the void from Winterscale’s Realm all the captain and his crew persist in countering the Eldar’s
way to the Accursed Demesne. There are also many agenda, they often find themselves targeted by the
minor corsairs, some consisting of but a single Guardians and Aspect Warriors of the Craftworld
wraithbone ship or single extended Eldar family— itself. More than one Rogue Trader has discovered
like the Dark Lament, an ancient cruiser captained too late that he has become the target of a
by the mysterious Sydra Voidwalker, which has Craftworld’s wrath when he mistakenly thought he
haunted the Heathen Worlds for countless years. was dealing only with scattered tribes and cowardly
Only the most learned Explorers can discern the pirates.
difference between clans, or the relationships Eldar within the Expanse are seldom
between them—and just like the fluid nature of encountered near the Maw or Footfall, and it is
Eldar emotions, the web of alliances between almost unheard of for their ships to actually traverse
corsairs can change more quickly than humans can the unstable passage between the Calixis Sector and
follow. the Koronus Expanse. This is doubtless because of
Corsairs are also the most likely of the Eldar their access and understanding of the Webway,
groupings to make deals with human traders and which allows them to travel great distances without
void-farers, given their familiarity with the Expanse risking transition into the warp. Travellers that delve
and their limited resources. It is not unknown for deeper into the Expanse are far more likely to
clans to make use of humans (and other races) to encounter Eldar, and rumours place the location of
complete their goals, whether it is a simple act of Craftworld Kaelor somewhere out beyond the
piracy or something more complex involving the Heathen Worlds, following a vast circuit which takes
worlds once controlled by their race. In either case, it along the edges of the halo zones and into places
an Explorer would do well not to trust the clans too few Explorers are brave enough to tread. Like most
far, as deals with the Eldar have a way of turning Craftworlds, though, it remains secluded from the
and a greedy captain may well get more than he Eldar’s dealings with other races and far from risk of
bargained for. direct attack, its inhabitants instead using the
Of more concern to the Imperium, and with a Webway to reach any region they desire and protect
greater presence than the clans, are the Craftworlds. those worlds of interest to its Farseers.
These cities of the void have the resources and Clans like the Crow Spirits and the Twilight
power to conquer worlds should they see fit, and Swords are believed to have bases throughout the
arguably have the most effect on the galaxy as their Expanse, pirate havens where the Eldar can repair
Farseers work quietly behind the scenes to their vessels and horde their wealth. Though they are
manipulate the course of galactic events. Within the considered a fantasy by many, there are those who
Expanse, the Eldar of Craftworld Kaelor sometimes swear they have seen such places, sometimes built
make their presence known, protecting the ruins of around the hidden remains of Webway portals in the
their civilisation and furthering the unknowable deep asteroid fields of the Accused Demise or even
goals of their race. An Explorer plundering the lost under the noses of other aliens like the Orks of the
worlds of the Expanse is likely to cross paths with Undred-Undred Teef. More than once, Imperial
the Craftworld sooner or later should he lay claim to forces have launched endeavours with the aid of
worlds where Eldar ruins can be found. Rogue Traders to find these bases and destroy them,
These Eldar are quite different to the corsairs though to date no one has found definite proof of
and even to their dark kin, and function more their existence, and even their general location
like the Eldar of old, protecting their remains largely a mystery.
interests much as the Imperium
jealously guards its worlds.
6
Dead Gods Paths of the Eldar
Once the Eldar had many gods; each was an The Eldar mind can be a fractious thing, given to
aspect of their rich and diverse civilisation, and an extremes and excessive indulgences. In part, this
expression of the differing aspects of the Eldar was the root of the Eldar’s doom and the seed that
themselves. Among their numbers were counted gave birth to the cults and the destruction of their
Asuryan, the Phoenix King and lord of the Eldar empire. To harness this part of Eldar nature and use
gods; Vaul, the Smith and Creator; Isha of the it for more productive means, the inhabitants of
Harvest; Lileath, the Maiden of Dreams and Craftworlds choose to focus their attentions and
Fortune; and Morai-Heg, the Wise Crone. All of energies into specific areas, mastering a craft or
these were lost when the Eldar civilisation was vocation rather than let themselves be seduced by
destroyed, lost to the warp and to the memory and new sensations or distractions. These areas are
minds of countless Eldar. Only two have survived known to the Eldar as Paths, each a specialised role
into the present day: The Laughing God Cegorach, which an Eldar devotes his abilities to and masters
worshiped by the enigmatic Harlequins, and Kaela over the course of decades or even centuries of
Mensha Khaine, the Eldar god of war. It is said that training and practise. These Paths can vary greatly
when Slaanesh arose, Khaine was strong enough to within the society of the Craftworld, and
survive the battle, but in the process was rent into a encompasses all manner of trades and skills as well
thousand pieces and scattered across the void, where as all the arts of war. The Eldar Aspect Warriors are
he eventually came to rest in the heart of each of the built around the Paths, and an Eldar that chooses to
Craftworlds. These fragments are what give the become an Aspect Warrior, such as a Howling
Avatars their life and in this way the god lives on. Banshee or Striking Scorpion, does so at the expense
of everything else, until they have complete
understanding of their chosen means of combat.
7
Spirit Stones In the Expanse there is a shadowy facet of the Cold
The Paths are not the only practise born out of Trade which deals in such artefacts, and certain
the death of the Eldar empire, and not the only traders in Footfall pay high prices for a waystone
means the Eldar have of protecting themselves— with the spirit of an Eldar inside. These curios are
from both their own natures and the hunger of the usually smuggled back into the Imperium to adorn
Chaos god they unleashed. When an Eldar dies, his the mantle of some decadent noble lord or lady, but
soul, like that of a human’s, is cast off into the warp. the power a waystone holds can be used for darker
While a human soul retains nothing of its living purposes. For a Rogue Trader, dealing in spirit
consciousness, an Eldar’s mind is stronger both in stones is a dangerous game, and can draw the violent
will and psychic power and remains aware of its attention of both the Inquisition and the Eldar (who
terrible fate. Thus death, and being lost to the warp take a very dim view of those who would defile their
and the inevitable attentions of Slaanesh, is the most dead), not to mention the inherent risks of dealing
terrible end an Eldar can imagine. To avert this fate with the kinds of twisted individuals who would use
all Eldar wear a polished gemstone on their breast the stones for dark magic and warp sorcery. Just a
known as a waystone, which has been psychically few stones can bring immense profit, though, and
attuned to them in particular. When an Eldar dies, the lure of easy Thrones is often too much to ignore.
his or her spirit is then trapped in the waystone and
carried back to its Craftworld where it becomes part The Webway
of the wraithbone structure itself. Eldar Craftworlds can only travel slowly through
The suspended souls of a Craftworld are known the void and are incapable of the warp travel used by
as the Infinity Circuit and are one of the most the Imperium, and while Eldar vessels can and do
closely guarded secrets of the race. Together the make use of warp voyages they prefer not to, as it is
souls of the Infinity Circuit merge and mix over dangerous, unpredictable, and still relatively slow.
centuries as they exist in an eternal limbo accessible Instead, the Eldar use a far more sophisticated and
only by the most skilled and high-ranking of the mysterious method of travel across the stars and
Craftworld’s Warlocks and Farseers. Though it is far between worlds known as the Webway. Created long
from an ideal existence, it is still preferable to the ago based on the teachings of the fabled Old Ones, it
fate which awaits them in the warp—an eternity as is a network of gates which link worlds, sectors, and
playthings in the hands of hungry daemons and stars from one end of the galaxy to another. Each
vengeful gods. The Craftworld Eldar are not the Craftworld has its own gate, and therefore access to
only Eldar to use waystones, and both Corsairs and the network, which it uses to send men, materials,
Exodites also use them as a means of protection and even ships to far-flung destinations. The
from the warp after death. Webway also allows the Eldar incredible strategic
As can be imagined, the Eldar go to great freedom when fighting
lengths to recover a waystone lost to them, so that
the soul within can be properly saved from The Koronus Web
extinction or worse. Many a Rogue Trader The Expanse is littered with Eldar ruins waiting
unknowingly transporting “harmless xenos gems” to be plundered, from small and unnoticed temples
has found his ship left as ruined metal as Eldar to worlds where entire cities lie hidden by jungles,
raiders seek out any rumours of such items with ice, or seas. In many cases, these ruins and worlds
unrelenting prosecution. are difficult to reach or lie off the established warp
routes. Instead, they are tied together by the
Ghosts of the Expanse Webway, a system of gates which once connected
Eldar endeavour to see every waystone taken the entire Eldar empire together from one end of the
from a fallen member of their race returned to galaxy to the other. Rumour places Webway portals
their Craftworld and interred in the wraithbone in almost every region of the Expanse, from
vaults beneath its surface. In reality many are Winterscale’s Realm right out to the Halo Stars.
lost, either because there are no living Eldar Some Rogue Traders have even tried to map the
to collect them or because they are stolen by “Koronus Web” as humans know it, however more
greedy aliens or foes looking for trophies explorers disappear down its twisting paths than
or profit. return to tell the tale.
8
Regardless, the location of a functioning Webway Launchers and Projectiles
portal is an extraordinarily valuable piece of Eldar missile launchers use the same ancient
information, especially if it leads to a place which principles as human weapons, though they differ in
has yet to be exploited by the Imperium. Needless to both size and design, and are almost universally
say, the Eldar are very protective of the Webway and lighter and easier to wield. They also use far more
its secrets, and aggressively deal with any who try advanced projectiles, missiles with massive
and use it to plunder their worlds. destructive force at a fraction the size of anything
humanity can produce. Such is the difference in
Eldar Technology scale that Elder missile launchers rarely need to
Unlike the crude and primitive mechanisms of reload in battle, since their pods bristle with scores
the Imperium or the brutish and basic artefacts of of ordnance.
lesser alien races, the Eldar have refined their
technology to an almost perfect level. Using Laser Weaponry
psychotropic engineering, nearly all Eldar weapons, As with missile and plasma technology, Eldar
armour, ships, and even cities are crafted from long ago mastered the use of light as a weapon and
living plastics that respond to the user and are created some of the most advanced and effective
psychically attuned to the Eldar themselves. Crafted laser weapons known to the galaxy. From simple
largely from a substance known as wraithbone, pistols and guns to rapid repeating cannons, laser
Eldar technology is usually as beautiful as it is weapons make up a significant proportion of the
deadly, with smooth lines, ergonomic grips and Eldar arsenal. One of the things which makes these
sights, and lightweight design which puts the bulky weapons so effective is the perfection with which
and crude tech of humanity to shame. Eldar the Eldar craft their laser-focusing crystals, each one
weapons and armour are more grown than masterfully grown and polished to a flawless finish.
manufactured, often at the hands of skilled
Bonesingers, the architects of the Eldar cities and Monofilament Webs
masters of shaping the wraithbone. Each one is Many Eldar weapons, like the Shadow Weaver
crafted for a specific owner and made with his or cannon, fire clouds of monofilament fibres. These
her body in mind. An Eldar’s weapons or an Eldar’s terrible weapons enmesh the target in a tangle of
suit of armour are never as effective in the hands of almost-invisible wires which literally cut them to
a human as the Eldar it was created for, the pieces, either where they stand or as they try to
imprinted psychic purpose lost to the blunt mind of escape. Smaller weapons like the Harlequin’s Kiss
mankind. use similar principles, relying on coils of
Ostensibly, the weapons of the Eldar mirror monofilament wire to cut their foes to bloody ruin.
many of the effects of Imperial weapons, casting
bolts of plasma or sending out rays of burning
concentrated light. These are but cosmetic
similarities, however—Eldar weapons are
considerably more advanced in nature, and
considerably more deadly.
Close-Combat Weapons
Eldar make use of many kinds of close-combat
weapons, from mono-edged chain blades to
flickering, energy-wreathed swords and spears. Far
more advanced than their human counterparts,
each of these weapons is perfectly balanced and
keen edged, reducing the user’s reliance on
raw strength and allowing unparalleled
displays of finesse and skill at arms.
9
Plasma Weaponry Aspect Armour
Unlike the extremely hazardous plasma The armour worn by elite Aspect Warriors and
weapons used by Imperial troops, the plasma Autarchs is even more advanced than the usual Eldar
weapons of the Eldar are both sophisticated and safe armour. These gem-studded, psycho-sensitive suits
to use. Long ago the Eldar mastered the use of are perfectly fitted for each wearer, with protection
plasma technology, and this is no more evident than designed to match the user’s combat mode. Aspect
in their Star Cannons and similar weapons, which Armour will vary with the Eldar wearing it.
capture the fury of burning plasma in complex
containment fields while never risking overheating
or explosion.
Shuriken Weaponry
Ranging in size from pistols and rifles up to
vehicle mounted cannons and support weapons,
shuriken catapults and casters work using the same
basic principle. Each has a clip of solid core
ammunition. When activated, the weapon then uses
high-energy pulses to shave off a mono-molecular
“shuriken” from the solid ammunition core and
fling it down the barrel at hyper velocities, cutting
down all in its path.
Eldar Armour
Wraithbone is also used to craft the armour of
the Eldar, from the light psycho-plastic suits worn
by the Guardians to the heavier yet still flexible
plate version the Aspect Warriors wear in combat.
Like their weapons, each suit of armour is fitted for
its user, and responds to their psychic signature.
Lightweight and allowing unrivalled freedom of
movement, it reacts to attacks by hardening before a
blow lands, then becoming flexible once more.
Eldar do not just make use of personal armour; they
also use a variety of sophisticated fields and
cloaking devices on their persons, vehicles, and
even their starships, ranging from energy barriers
and repulsion auras to holographic mirages and
distortion effects.
10
Chapter 2: Eldar Warriors
“Pitiless aliens all. Don’t be fooled by their graceful though they are not especially more resilient to
movements or soft voices; they might look a bit like us injury, their speed coupled with their skill means
but they are every bit as dangerous as an Ork and will they often avoid harm by giving their foes only a
kill you just as quick should it suit their purposes.”
fraction of a second to react before they make their
–Void Master Jaden Hoyt, Winterscale’s Lament own attack, be it a well-aimed shot from a Shuriken
Catapult or a swift stroke from a mono-bladed
At heart, every Eldar is a warrior. Throughout chainsword.
their long lives an Eldar treads many paths, most An Eldar’s mind also works faster than that of a
devoting themselves to one of the Aspects for a time human’s and this, in conjunction with their natural
and learning the arts of war much as they study their speed and grace, also allows them to work flawlessly
ancient lore or master the crafts and skills of their when in combat groups, keeping avenues of fire
ancestors. In this manner all Eldar are warriors, each open for their companions and providing
one gifted with a knack for battle learnt through interlocking arcs of covering fire while at the same
long years of practice and the benefits of a lifespan time outflanking and surrounding their foes before
far greater than that of a human. In fact, where a they are aware of the danger. Many Imperial Guard
human only masters a single vocation, be it soldier, squads have been overcome by Eldar warriors in this
farmer, or scribe, an Eldar masters many and often way, the agile aliens taking the initative from the
to a degree which far exceeds a human’s crude more sluggish human troops, sometimes even before
ability. Combined with advanced technology and the the humans are aware they have been engaged. This
support of specialised troops in the form of the manner of warfare is also central to the Eldar’s
Aspect Warriors, Eldar warriors are an able and mentality, for they shun the kind of attrition attacks,
resilient foe with a methodical approach to war and blunt, bloody assaults so common to humanity
focused on cunning and guile as much as brute and many of the aggressive xenos of the Expanse.
strength. For the Eldar, each warrior is a valued individual,
While Eldar appear similar to humans in their precious to their Craftworld or clan and not simply a
physiology, they are superior in many ways, not tally on a regimental roster to be expended like
counting their extended life spans and the additional ammunition against the foe.
experience it affords them. Eldar are typically
quicker and more coordinated than humans, and
11
Craftworld Kaelor Guardians Any who travel beyond Footfall or systems
Eldar Guardians make up the bulk of the armies clustered around the mouth of the Maw run the risk
of Craftworld Kaelor and consist of citizens from of encountering either Crow Spirits or Twilight
every strata of its society. At some time or another Swords, clans known to ply the void throughout the
almost all Eldar serve as a Guardian and don armour Koronus Expanse. While they are often tarred with
and take up arms for their people. For some, this the same brush as human pirates or their own
may be a brief time in their lives (of course, brief sadistic dark kin the Dark Eldar (a detail lost on
for an Eldar may still cover many decades) before most void-farers), the Eldar Corsairs of the Expanse
they move on to other Paths, either equally martial do seem to possess a greater degree of honour and
(such as in the service of one of the Aspect Warrior purpose than would seem necessary for simple
Paths) or more focused on the crafts and culture of piracy. Though this is a distinction mostly irrelevant
their race. Unlike the common conscripts of to the crews of the ships which fall prey to them, it is
humanity, Eldar Guardians come to their calling one that certain captains and Rogue Traders
already armed with a wealth of knowledge of war especially have taken advantage of, making deals
and combat, which they then hone for many more with Corsairs or even enlisting their aid against
years, focusing on the task as only the mind of an greater foes.
Eldar can. This means that every Guardian is an It is also a mistake to think of Eldar Corsairs as
expert at his or her role within their squad and outcasts or pariahs from the Craftworld kin; they
capable of taking on other tasks should the need seem equally as invested in their race’s survival, and
arise. Eldar also possess more independence and just as interested in the pillaging of Eldar ruins or
initiative than human warriors, and while a human events which would adversely affect any of their
soldier has his individuality beaten out of him, the people, whether they are part of their Corsair clan or
Eldar embrace their uniqueness and accept that the not. This all contributes to make the motives of
false ranks so loved by humanity are but titles which Eldar Corsairs mysterious at best, and while they
do not especially empower or elevate the man or might seem to be simple pirates, plundering alien
woman who bears them. and Imperial shipping alike, there are usually deeper
The Eldar of Kaelor choose to become motives at work. For all the seeming randomness of
Guardians for their Craftworld because of a desire Corsair raids, they are usually following a well-laid
to protect their people, not because a far-off plan with far-reaching consequences.
monarch or unseen authority has commanded it so.
Where the forces of Craftworld Kaelor are found,
their Guardians are never far off, and for an
Explorer the presence of these Guardians is often
the first sign of the Craftworld’s involvement,
representing a mobilisation of its populace to war. In
this way, the Eldar Guardians are much the same
across the galaxy as they are within the Expanse and
represent the few remaining people of a dying race
defending their species by turning to the ways of
war.
12
Aspect Warriors
13
Fire Dragon
No Eldar Aspect Warriors revel more in
destruction than those who serve the temple of the
Fire Dragons. Taking as their totem the fierce, fire-
Breathing creatures of Eldar legend, they epitomise
the brutal, wanton destruction of war. When called
to arms their goal is the total annihilation of their
foes to the exclusion of all else.
In battle, the Fire Dragons are tasked primarily
with targeting enemy tanks and heavy installations.
Wielding their terribly effective fusion guns, these
elite warriors make a mockery of the heaviest
vehicle armour and the most wellprepared
fortifications. When these weapons are turned upon
regular infantry, the results are even more horrific.
While these warriors excel as demolition
experts, they may also be called in should a
transaction or negotiation turn bitter; few protective
armours, including the mighty Tactical Dreadnought
Armour of the Adeptus Astartes, can withstand the
concerted attention of the Fire Dragons.
Those Fire Dragons operating in the Expanse
wear mediumweight armour, made from the same
psycho-sensitive material used by other Aspect
Warriors. It is usually coloured in fiery hues of
muted reds and golds, then studded with rubies and
carnelians. Their dreaded fusion gun allows them to
bring this fire to their enemies, fuelled by the heat of
the very stars themselves. These weapons are
capable of reducing flesh and armour to molten slag
in moments, and only its relatively short range
mitigates its lethality in combat.
Fire Dragons are so skilled with their chosen
weapons that they are capable of using the Eldar
version of a melta-bomb at a distance. They are able
to throw these explosives in such a way that the
shaped charge is still effective, visiting focused
devastation upon the target from a relatively safe
distance.
Rumours abound of Rogue Traders who run
afoul of Eldar dignitaries finding themselves
stranded after the sudden and brilliant destruction of
their transportation. Baron Torvald Binder, a Rogue
Trader late of Faldon Kise in the Calixis Sector,
found out firsthand how treacherous the Eldar can
be when he arranged a meeting with a particularly
elusive Autarch on the desiccated ruins of
Jerazol. Binder left his Aquila lander in a
sheltered vale for the meeting, only to have
his negotiating position severely weakened
with its fiery destruction moments later.
14
Howling Banshee Recently, rumours have intensified though of tall,
The alluring and mysterious Eldar warriors of lithe figures half-glimpsed escaping from fresh
the Howling Banshee temples style themselves after atrocities across the Accursed Demesne. Strange
a fearful figure in Eldar legend, a terrifying shrieks have been reported echoing down the halls
harbinger of woe and death whose horrific shriek of understaffed research and observations stations
can separate body from soul. In battle, they embody across the region, and entire lines of investigation
the very essence of the swift and artistic fatal strike. have been halted as specialists scattered throughout
To witness a Howling Banshee in melee is to see the the Expanse have died mysterious and often bloody
personification of precision and efficiency in deadly deaths.
combat.
The Howling Banshees fight like a
choreographed team, gliding across contested
terrain and striking the opponent’s strongest
infantry, sowing confusion and disruption. With
their terrifying shrieks echoing across the devastated
landscape, often their mere appearance is enough to
cause an enemy commander to quit the battlefield.
The characteristic bodysuit armour of the
Howling Banshee temple is lighter than other
Aspect Warriors, allowing for more freedom of
movement but retaining the characteristic flexibility
and rigid defence when struck. Within the Expanse
these warriors are almost always clad in dull ivories
and subdued reds, reminiscent of bones and blood.
Unlike other temples, they are exclusively female.
The Howling Banshees carry a shuriken pistol
and the graceful Banshee power sword into battle,
but their emblematic wargear is the Banshee Mask
built into their helmets. This mask contains an array
of psychosonic amplifiers that intensifies their
distinctive battlecry into a devastating weapon.
Crushing waves of sound and psychic force hammer
the target, stunning and even causing horrifying
neural damage to their foes. The xenos then step in
for the kill; tavern tales in Port Wander speak of the
Howling Banshees dancing about downed
opponents, awaiting the perfect moment for the
elegant final blow.
In the Koronus Expanse, the only verified
sightings of the Howling Banshees have been in the
retinues of Eldar commanders. They are used
primarily as bodyguards in sensitive situations and
in circumstances where the beauty of these
primarily female warriors can pose a useful tactical
distraction. Most traders dismiss tales of the
Howling Banshees acting as assassins to eliminate
key personnel or security assets as pure
speculation and unsubstantiated gossip,
designed to thwart profitable business
ventures.
15
Shadow Spectre
“Honestly! Being spooked by a few unknown xenos
skulking around near the dig site! That hill is hundreds
of metres away, and at that range, a few infantry can
hardly pose a threat to -”
-Final words of Alek Lir, Excavator Engine Driver
16
Striking Scorpion Rumours have circulated for the last several
The Eldar of the Striking Scorpion Temple years of Striking Scorpions infiltrating various
epitomise stealth and force in warfare. Exemplifying installations, neutralising guards or outright
the strategies of clandestine activity and destroying colonies that have unknowingly incurred
overpowering strength in battle, these highly trained the Eldar’s wrath. On the fringes of the Expanse
close combat troops wield the dual weapons of force there are tales of mysterious armoured figures
and surprise in service to their mysterious guarding seemingly innocuous ruins or ancient battle
homeworlds. sites. Those who venture too close to learn more are
On the battlefield, Striking Scorpions often rarely heard from again. Further rumours even
infiltrate the enemy’s rear and strike targets essential accuse Striking Scorpions of eliminating various
to strategic operations. Attacking from the shadows, members of the Adeptus Mechanicus and other
they also target well-armoured enemy infantry, Imperial organisations during their travels through
bringing them down in a welter of blood, spinning the Expanse.
monomolecular disks, and roar of chainswords.
An Aspect Warrior is never seen without its
distinctive gear, always in colours and designs that
indicate the warrior’s temple, craftworld, and rank.
Striking Scorpions wear a heavy, plated suit of
psycho-sensitive armour that conforms to their
bodies’ fluid motions but turns rigid when struck.
Examples sighted in the Expanse have typically
been a muted green and gold, perhaps to aid with
stealth.
This uniformity extends to their weaponry as
well. Striking Scorpions almost exclusively wield
an Eldar Shuriken Pistol and Scorpion Chainsword,
the latter a deceptively fragile appearing blade that
issues a soft and menacing roar as it slices foes
apart. The signature weapon of every Striking
Scorpion, however, is the Mandiblaster. Located on
either side of the warrior’s helmet, these weapons
fire in tandem to launch a fusillade of needlelike
crystals in a rain of accelerating lasers, erupting in a
devastating plasma discharge. Activated through a
neural link within the armour, these weapons can
bring a foeman to his knees before combat is even
joined.
Most Aspect Warriors witnessed so far have
been in service to high-ranking Eldar officials
working for the Eldar Craftworlds rather than in full
scale combat. These officials, both the mysterious
Farseers and the more straightforward Autarchs, are
often accompanied by retinues of Eldar warriors to
serve them in their quests and dealings. There
have have been whispers, however, of these
warriors being put to more direct uses.
17
Swooping Hawk
Vengeance and retribution are constant themes
within Eldar legends, and the root philosophy
behind many Aspect Warrior temples. The temple of
the Swooping Hawks takes as its totem a creature of
great beauty and grace whose purpose within the
mythology is to swoop down upon oath-breakers
and traitors, and destroy them in a whirling display
of retaliatory justice.
Across countless battlefields, the Swooping
Hawks use their agility and speed to reconnoitre
ahead of the main Eldar advance, often striking at
the enemy’s weakest points far behind the
battlefront. Using their dreaded grenade packs and
the saturating fire of their lasblasters, these warriors
can threaten any enemy asset anywhere on the field.
The Swooping Hawk’s flight also allows him to
access areas other, less mobile, searchers would find
hard to reach. Oftentimes these xenos are seen
soaring around the cyclopean ruins of ancient xenos
civilisations, or delving deep into enormous craters
and fissures in the crusts of dead, desiccated worlds.
It is not known what these warriors are seeking, but
only the most intrepid explorers would dare to
investigate.
Aside from the impressive wings that sweep up
from their shoulders, each made up of thousands of
feather-like gravitic plates, the Swooping Hawks of
the Expanse are often identified by their usual light
armour of lacquered blues and turquoise, polished to
a rich lustre with accents of white or bone, though
other colours have appeared. Their primary weapon
is the Lasblaster, a refined and elegant energy rifle
far more efficient and powerful than the standard
Imperial lasgun. In addition, the Swooping Hawks
also carry small micro-grenade packs that can drop
devastating explosives down upon their targets in
mid-flight.
Though they lack the sheer power of some other
temples, the Swooping Hawks’ use of harassing
attack from above makes them terrible foes.
Explorers operating around the Accursed Demesne
whisper tales of the fate of archaeologist Haddracke
Cain. Cain and his band of servitors and
debtlabourers landed on the dead world of
Melbethe in search of xenos artefacts, but were
ambushed while deep within the Abyssal Maze.
Their path to safety became strewn with the
bodies of their fallen, riddled with las-burns
one by one as they fled. Cain’s body was
never found.
18
Warp Spider Warp Spiders in the Koronus Expanse have
One of the strangest tales of the Eldar typically been sighted amidst Eldar enclaves that
Craftworlds is of creatures living in the fabric of have recently appeared on unsettled planets, perhaps
each vessel’s infinity circuit, defending against as part of exploration expeditions. As with many
warp incursions as they travel through the Aspect Warriors, while tales of increasing activity
Empyrean. Referred to as Warp Spiders, these have multiplied, there are few concrete reports.
creatures are said to melt into the infinity circuit, Rumours of Rogue Traders isolated by the sudden
travelling throughout the ships and appearing and messy deaths of their entourages before
wherever they are needed. negotiations with the xenos, or of personnel in
The Warp Spider Aspect Warriors epitomise the various securely-locked observation stations across
doctrine of swift and aggressive defence personified the Expanse brutally murdered at their work stations,
by their totem creature. Much like the Warp Spiders are typical.
of their itinerant homes, these xenos exemplify
sudden and terrible attacks from unanticipated or
unknown quarters, counterattacking with silent,
vicious effectiveness.
In battle, the Warp Spiders use arcane
technology to circumvent enemy defences or
frontline formations to make precise, targeted
attacks at the most significant threats. With their
terrible weapons and silent materializations inside
the most secure areas, they cause confusion and
terror across a broad front of enemy advance,
attacking where the foe is most vulnerable and
disappearing before a counter strike can be
mounted.
Warp Spiders operating in the Expanse are
easily identified by their large suits of armour. Wide
shoulders house the specialised Warp Jump
Generator that allows them to make a mockery of
any readied defence. Their primary weapon is the
Death Spinner, which spools a ball of monofilament
wire into a temporary suspension field at the muzzle
of the weapon, then hurls the deadly snarl at its
target. Although relatively short-ranged, the effect of
these whispers of xenos razor-sharp wire is
horrifying as it slices through entangled flesh and
bone. The more the victim struggles to get free, the
more the filaments cut deeper until there is little to
recognise as the original target.
Their most unique wargear is their Warp Jump
Generator. This arcane technology allows the
warrior to make short, controlled warp jumps in a
much more precise and predictable manner than any
fielded by Imperial forces. There is still a deadly
element of risk involved in each jump, however;
there are reports of these warriors sometimes
teleporting into solid objects or even other
soldiers with spectacularly fatal results.
19
Aspect Commanders
20
Legendary Autarchs of the Koronus Expanse Most elusive and mysterious of all Autarchs,
Among the most infamous Autarchs operating in however, is Surinthiel Mihrendelas, the Collector.
the Expanse is Athanwe Illunivar, Scourge of From Port Wander to the Rifts of Hecaton, from the
Serator Prime. Terrible in his defence of the Eldar, Frozen Sisters to Aubray’s Anvil, Mihrendelas can
their ancient sites, and their artefacts, Illunivar has be found, tracking down rumours and legends of
brought many an inquisitive Rogue Trader to ruin. ancient xenos artefacts. Ruthless in the extreme, no
In recent history, Illunivar appears to have become a price is too high and no sacrifice too great in the
major guardian of sites and locations sacred to the pursuit of these artefacts.
Eldar, in particular throughout Winterscale’s Realm. Several Rogue Traders have been utterly ruined
Illunivar’s complete destruction of the Rogue through the acts of Mihrendelas, their only crime
Trader Pietro Ironarm’s flotilla in orbit around being in his way. Renowned Rogue Trader Bradfreid
Valcetti’s Salvation marked the intensifying of Eldar Craven was rendered all but destitute when he was
aggression in the region. Ironarm’s flotilla had stranded on Solace Encarmine, his ship destroyed in
followed years of research that indicated the hidden orbit when Mihrendelas created a new asteroid field
location of an ancient xenos crash site on Salvation. from the planet’s third moon in search of a legendary
Soon after the first survey craft had landed, artefact. No one knows if the xenos was successful
however, a wave of Eldar assault ships attacked, or not.
destroying all of the ships in orbit. The Rogue
Trader’s forces still on the ground were annihilated
by an overwhelming force of Aspect Warriors, led
by Illunivar himself, his Swooping Hawk Wings
allowing him to descend upon Ironarm as he fled
into the desert.
More insidiously dangerous is Autarch
Nyathuren Kithmenras, the Wandering Scholar.
Most often alone, she travels from planet to planet
compiling a collection of all knowledge concerning
ancient battles. All of her research revolves around
mankind’s earliest wars within the region, and she
has amassed vast amounts of knowledge from that
period, but she does not part with her wisdom
lightly. To beg for her assistance is often more
dangerous than to meet her in open combat. A
Rogue Trader desperate enough to brave the
Scholar’s wrath, however, may seek out Kith- enras
when all other options have been exhausted, but
most come to regret the decision.
After years of fruitless searching for any news
regarding his father’s lost fleet, Rogue Trader Josef
Sendaarin sought the guidance of Kith-menras.
Though she proved almost as elusive as the
information he originally hunted, Sendaarin finally
tracked down the Eldar war-sage on the battlefield
world of Zayth. None know the price she exacted
from this desperate scion of a once-noble family,
but he returned to Port Wander a broken man and
has not spoken of his father since.
21
The Dire Tides of War
22
Wraithlord
History abounds with tales of enormous statues
magically coming to life in defence of primeval
crypts or to avenge ancient wrongs. The image of
these towering constructs shuddering into animation
is ingrained in the human psyche, and explains the
visceral reaction most Explorers have when first
encountering the Wraithlords.
A graceful statue of Eldar manufacture, each
Wraithlord is encrusted in glittering gemstones and
scrolling alien glyphs. With a smooth, featureless
head sweeping back from broad, fragile-seeming
shoulders, the inhumanity of the gigantic statue is
immediately evident. Their armour is decorated by
arrays of gleaming precious stones, which Imperial
scholars believe both power and guide these
daunting constructs. A Wraithlord’s seemingly
delicate armour is nearly impossible to breach
without the heaviest of military-grade weapons, and
in battle they form mobile strong points,
spearheading assaults as they lead elite Eldar
warriors against their foes.
Sightings of Eldar Wraithlords in the Koronus
Expanse are exceedingly rare. In skirmishes with
security forces or indigenous feral enclaves, a
Wraithlord dominates the encounter, presenting an
almost unstoppable threat. Often local authorities Wraithlords are entirely constructed of a
have assumed these towering figures were mere psychoplastic, bone-like material. Those few
statuary, only to be proven horribly wrong as they specimens that have been seen in the Expanse are a
awakened with a fearsome array of weaponry and uniform bone colour, with ribbons or streamers of
deadly purpose. light blue hanging from various points. They do not
appear to be armed uniformly; various sightings
have reported shuriken weaponry, flamers, an array
of heavy weapons, and even massive swords wielded
with alarming grace and skill.
The vast majority of humans in the Expanse
have heard only the vaguest whispers about these
towering devices. Most information comes from
disabled Imperial Guard personnel who have left the
Imperium behind for a life beyond Port Wander.
These veterans tell soul-shivering tales of massive
figures visiting destruction all around them with
blasts of vile xenos power and sweeps of their huge
blades. It is said that even the mightiest warriors of
the Expanse should rethink their battleplans should
they find themselves facing such a foe.
23
Chapter 3: Eldar Explorers
Eldar who embark upon The Path of the Outcast 1. When building an Eldar Explorer, a player first
forsake the more rigid structures of traditional Eldar selects one of the Paths of Ages Past. These paths
society to roam the stars. Frequently they become reflect the exposure that the explorer has had to one
Corsairs or Rangers and traverse the stars, seeking of the many paths that Eldar Society has, or an
out ruins and recovering lost Eldar relics. Some innate gift with an area.
others become raiders, pillaing and stealing what 2. The player then selects generates the
they can from the other races of the galaxy. Others characteristics that define their Explorer's personal
sate their wanderlust and eventually return to their attributes, and selects which advancement path to
craftworld, returning to the paths that their society embark upon to finialize attributes, either The Path
offers. of the Outcast, or The Path of the Seer.
The rules included in this supplement allow 3. Finally, the player spends the 500 starting XP
players to create their own Eldar Explorers, and that all characters get, a process which is described
replace the usual rules for character creation in the on page 30 of the Rogue Trader Core Rulebook,
Rogue Trader Core Rulebook. A player can create which can be spent on the Advancement tables they
an Eldar Explorer follows the following selected which are detailed later in this chapter.
instructions:
24
Paths of Ages Past:
25
Path of Shaping Eldar and other intelligent species and as an
The path of Shaping is a specialisation of the Path ambassador to these beings for his Craftworld.
of the Artisan, closely linked to the Path of the Seer. Previous exposure to this path opens up the mind of
It is undertaken by those Eldar who become the Outcast to the various species of the galaxy and
Bonesingers, the skilled artisans who are part how to interact with them. Outcasts who are drawn
psyker, part artist, and part engineer. Bonesingers to this path may re-roll one Interaction test once per
train their innate psychic powers to create and mend session.
all of the constructs of Wraithbone used by the
Eldar. Outcasts drawn to this path may re-roll one Path of the Warrior
test per session pertaining to maintenance or The Path of the Warrior is trod by those Eldar who
construction of technology. seek to improve their martial prowess. This path
represents a calling to the war that rages in the
Path of the Thought Talker galaxy, and produces the specialized Aspect
A Thought Talker is an Eldar Telepath who is rained Warriors, should the Eldar keep to this path.
to function both as an interpreter beween Outcasts drawn to this path may re-roll one combat
related test once per session.
26
The Path of the Outcast
Eldar Outcasts are those rare members of the The Outcasts rarely divulge the hardships of
Eldar race who have left their home Craftworld to their lives or their constant mental struggle to
wander the galaxy when they find the rigid Eldar maintain themselves uncorrupted by the darker
lifestyle suffocating or because they have committed impulses of the Eldar nature without the aid of the
some unforgivable crime against their fellow Eldar. Eldar Paths.
Many Eldar Outcasts often take up daring lives as
pirates or raiders and thus are sometimes confused
with their Dark Eldar counterparts.
Sometimes the rigid constraints of the Eldar
Paths are intolerable even for an Eldar to bear; such
individuals leave their Craftworlds and willingly
become Outcasts. Many Eldar spend years or
decades as Outcasts before they return to the Eldar
Paths, though most do eventually feel the need to
return to Eldar society unless they have been
forcibly exiled from their former home. Outcasts
must bear the terrible burden of their heightened
Eldar consciousness and psychic abilities without
the mental protections offered by the Eldar Paths.
Only Eldar of remarkably strong characters can
survive for long as Outcasts. After years of
adventure and wandering, or sailing the seas of
space with the Eldar pirate fleets, most Eldar
eventually return to the sanctuary of the Eldar Paths
and the warm collective familarity of the
Craftworlds.
There are many kinds and degrees of Eldar
Outcasts. They can serve as Rangers, the scouts of
their Craftworlds, well-trained survivalists and
marksmen able to find the eye sockets and neck
joints of even the most heavily armoured enemy
troops with their Long Rifles. The most skilled of
the Eldar Rangers are known as Pathfinders. Others
choose to leave their Craftworlds and live
elsewhere, often wandering the galaxy and visiting
the worlds of Mankind or the Exodites. They are
not welcome aboard Craftworlds except briefly, for
their minds are dangerously unbounded and attract
predators from the psychic realms of the Warp.
Daemons or other Warp entities can home in on the
undisciplined and extremely powerful mind of an
Outcast and lodge in the psycho-supportive
environment of the Craftworld's Wraithbone core
and Infinity Circuit, threatening the very survival
of a Craftworld. Outcasts are also disruptive to
the highly structured societies of the Craftworlds
in another sense, for their presence can
distract the young and inexperienced from
the Eldar Paths through their romantic
tales of travel, plunder and freedom.
27
Eldar Corsairs are those Eldar Outcasts who As with other outcasts, some of these eventually
have deliberately chosen to make their living by Eldar return to the Paths, or may retain some ties to
raiding the commerce of the other star-faring their Craftworld of origin. However, the willful and
intelligent races of the Milky Way Galaxy, unaccountable actions of the Outcasts stand far apart
particularly the shipping of the Imperium of Man. from the carefully scryed and considered actions of
They are a constant threat to Imperial merchant the Craftworld Eldar, and for the most part the
shipping, though they lack the ability to face off Farseers show great reluctance for their own peoples
against a true Imperial Navy battlefleet of any real to mix with the wayward and dangerous Outcasts.
size. Outright alliance between fleets acting on the
Aware that it was the ineffable power of their will of a Craftworld’s Seers and the more volatile,
own whims and desires that brought about the self-serving Eldar Corsairs is relatively rare, but
downfall of their species and led to the birth of certainly not unknown. It usually only occurs when a
Slaanesh, the survivors of the Fall of the Eldar, the knowledgeable Corsair leader of great influence is
Eldar of the Craftworlds, have developed a way to present, able to both satisfy the measured desires of
control their own inner natures. Every Eldar chooses the Seers at the same time that he can prove his raw
for himself a discipline which he then makes it his might to the more aggressive Eldar pirates. Such
task to master. It may take many standard years to leaders, like the legendary Prince Yriel of Iyanden,
successfully accomplish this, perhaps more than a are rare, but the fleets they command are invariably
single human lifetime. Each discipline is called a very powerful and capable of giving even the most
Path, and each Path may necessitate further choices potent forces of the Imperial Navy substantial
and specialisations. For example, the Path of the opposition.
Warrior has many Aspects, and whilst all enable the Some Eldar Corsairs have been known to hire
Eldar to master the skills of combat, each Warrior themselves out as mercenary forces for various
Aspect brings with it its own special techniques and foolish and often very wealthy human factions
abilities. Other Eldar Paths include that of the within the Imperium. A fleet of Corsairs can prove to
Bonesinger, as the psycho-technicians of the be a powerful force on the battlefield for their
Craftworlds are called, who craft Wraithbone and patrons. But the fickleness of Eldar Corsairs is
other psycho-plastic materials to fashion the legendary and more than one group of these xenos
material artefacts of the Eldar civilisation. There are pirates has been known to suddenly change sides or
innumerable Paths, some of which are chosen only even turn on their human patrons after a battle is
rarely, but each offers its followers a complete way won to seize a greater share of the rewards. In these
of life during the time which they tread upon it. situations, the Corsairs' employers usually find their
Sometimes the rigid constraints of the Eldar own blood coating the Outcasts' potent blades.
Paths are intolerable even for an Eldar to bear; such Eldar Outcasts are extremely pragmatic realists
individuals leave their Craftworlds and become and are often very tough, sinister individuals. In their
known as Outcasts. Many Eldar spend years or manner and actions they are often complete
decades as Outcasts before they return to the Eldar opposites of the Craftworld Eldar. Those Outcasts
Paths. Outcasts must bear the terrible burden of who walk this path for too long may ultimately be
their heightened Eldar consciousness without the consumed by the Path of Damnation and so begin to
protection of the Eldar Paths. Set free within the be enslaved by the same lust for suffering and death
universe they are dangerously vulnerable. Only that corrupted both their Dark Eldar cousins and the
Eldar of especially strong character can survive for ancient Eldar pleasure cults that led to the Fall of
long as Outcasts. After years of adventure and Eldar civilisation more than 10,000 Terran years ago.
wandering, or sailing the seas of space aboard the
pirate fleets, most Eldar eventually return to the
sanctuary of the Eldar Paths. Eldar Pirates are
always followers of the Path of the Outcast –-
Eldar who have turned away from the Paths and
abandoned their Craftworld. These eldritch
wanderers live quite apart from the orderly,
disciplined Eldar of the Craftworlds, and
form ravenous bands of pirates,
corsairs and raiders.
28
The Path of the Outcast Characteristics
As with human characters, Eldar Outcasts also
have characteristics that their players generate at
character creation. Unlike human Explorers, Eldar
Outcasts have different base values for their
Characteristics, see below.
29
30
31
32
33
The Path of the Seer
A warrior may become as skilled with a blade as he These incredibly potent psykers often assume critical
wishes, but he is still subject to the fickle whim of his leadership roles among each Craftworld, but also are
destiny, and his doom. We who walk the Path of the compelled to act upon the visions that they discover
Seer take destiny into our own hands, and wield doom as they study the countless strands of fate.
as our blade.” Powerful and prescient, Farseers are Eldar who
–Spiritseer Baluithe of Craftworld Kaelor became trapped on the Path of the Seer. Responsible
for leading the slowly dwindling Eldar diaspora in
The Eldar of the Craftworlds live their lives in its twilight, Farseers typically guide their people as
rigid cycles of intense devotion to a particular field leaders of the massive Craftworlds that roam the
of study. Only with these strict controls in place can trackless void. They use their not insubstantial
these xenos hope to maintain a society that would psychic powers to peer into the future where they
not bow before the power of the Chaos God pluck apart the strands of time and possibility
Slaanesh. Each of these disciplines is referred to as through the casting of Runestones. By reading the
a path. Arguably the most challenging of these is the throw of these Wraithbone icons, the Farseers
Path of the Seer, which calls upon its followers to determine the best of all possible courses for their
develop their psychic abilities. Key to these abilities people. While the results of their divination are quite
for all Eldar is the nature of runic symbolism and accurate in the short-term, even the most powerful
their alien forms of divination. As their psychic Farseers have difficulty seeing into the distant
powers continue to develop, they are often haunted future.
by visions of the future and the horrible doom of While not as martially powerful as those Eldar
their race. who follow the Path of the Warrior, Farseers are as
Even within this path, there is further competent leading in wartime as they are during eras
stratification. Some Eldar may master one aspect of of peace. Their foresight and powers of precognition
the Path of the Seer, only to embark upon a different allow them to foretell an enemy’s actions and relay
path at a later point in their lives. Others might this information to their allies and subordinates.
never travel this path, choosing to focus their talents This, along with their prodigious psychic powers,
in a more mundane fashion. There are numerous makes them incredibly dangerous on the battlefield
specialisations within the Path of the Seer, but all of or the bridge of an Eldar cruiser.
those who walk it endanger their very souls for the
good of their people, pitting their wills against the
hungering doom that awaits all Eldar in the Sea of
Souls.
The Path of the Seer, also known as the Path of
the Witch, is the longest, most treacherous, most
complex, and rarest of all paths. Its members are the
psychic Seers. Of those who embark upon the path,
some of the most developed powers include the
Farseers, Void Dreamers, and Warlocks.
Eldar Farseer:
“Without mercy or moral feeling, the Farseer’s
consciousness stands upon the edge of spiritual
destruction.”
–Inquisitor Czevak
34
Void Dreamer
“The void roils with dreams, with half-forgotten
memories and long lost emotion. I must pierce through
this sea of eternal ephemerality with the swiftness and
precision of a spear. Every cast decides our fate: safety
or doom, oblivion or glory.”
–Diumraid the Shining, Corsair Void Dreamer
Warlock
“On this twisted, trying path, I have learned to see the
skeins of the future and walk towards the fate I choose.
And yet, now that I find my decisions are my own, I
discover that I have no choice. There is only one course.
I am a warrior, so let the battle be joined.”
–Unknown Warlock, shortly before his death
35
The Path of the Seer Characteristics
As with human characters, Eldar Seers also
have characteristics that their players generate at
character creation. Unlike human Explorers, Eldar
Seers have different base values for their
Characteristics, see below.
36
37
38
39
40
New Skills
Common Lore
(Advanced, Investigation)
Intelligence, Skill Group: Eldar
The Common Lore Skill allows the Explorer to
recall general information, procedures,
divisions, traditions, famed
individuals, and superstitions of a
particular world, group, organisation, or
race. The following assitional Skill Group
has been added to those available. The
manner in which this skill functions remains
unchanged.
Eldar: Knowledge of the social and political
structures of Eldar society. This also comes with an
understanding of Eldar nature and history.
Forbidden Lore
(Advanced, Investigation)
Intelligence, Skill Group: Webway
Forbidden Lore Skills represent knowledge
usually hidden, veiled or proscribed by an
organisation or society. The following additional
Skill Group has been added to those available. The
manner in which this skill functions is unchanged.
Webway: Knowledge of the secrets and hidden
nature of the labyrinth dimension of the Eldar,
typically known only to the mysterious Harlequins
of the Laughing God and to a select few extremely
learned Eldar.
Navigation
(Advanced, Exploration)
Intelligence, Skill Group: Webway
The Explorer uses the Navigation Skill to plot a
course between two points. The following
additional Skill Group has been added to those
available. The manner in which this Skill functions
is unchanged.
Webway: This Skill permits an Explorer to
determine the safest and quickest route to a location
using the myriad passages and pathways between
worlds known as the webway. As many routes
through the webway are blocked, sealed or simply
closely guarded secrets, and because the webway
itself does not connect to every world, there may
be many destinations that simply cannot be
reached in a single trip, if at all.
41
New Talents
Eldar Talents
Aspect Warriors are specialized soldiers that fill a
These talents may be selected whenever an “Eldar
niche depending on their training. Those that
Talent” talent appears on the Path of the Outcast
become lost on the Path of the Warrior become
advance table, provided that the Outcast meets all
Exarchs, leaders and high priests of the warrior
the prerequisites of the talent.
temples that train these Aspects. Becoming an
Exarch grants certain bonuses to the preferred
Ancient and Ruthless Command:
weaponry of the Aspect, detailed in the
Requirements: Eldar, Into the Jaws of Hell, Iron
Requirement. When an Exarch wields the preferred
Discipline, Air of Authority
weapon of their Aspect it is treated as two qualities
The Eldar are dwindling in number, and grow
higher than it actually is (Example: Common quality
fewer with each passing century. This has lead to a
would be Best quality in their hands), gains an
grim determination in those left behind and fills
additional +2 Damage, +2 Penetration, and the
them with an almost supernatural drive and courage,
Proven (4) Quality. This talent may only be taken
but in the eyes of their foes an otherworldly terror
once. These bonuses cannot be applied to Voidship
and ruthlessness. The Outcast gains the Fearless
weapons.
talent, and may spend a fate point to gain the From
Beyond trait until the end of the encounter and all
Cover and Displace:
the benefits it entails.
Requirements: Eldar, Rank 7, Acrobatics +20,
Tracking +20
Aspect Armor Mastery
Some outcasts are exceptional snipers and are
Pre-Requisites: Eldar
experts at hiding, displacing, and making use of
This talent reflects that the Explorer has not only
cover. The armor points of any cover the outcast
familiarized themselves with the use of Aspect
benefits from are doubled (for the outcast only). The
Armor, but has begun customizing it to their own
outcast can re-roll failed Agility Tests when moving
specifications. The Explorer may now add half their
through difficult terrain.
Rank (rounded down) to the Armor Points provided
by Aspect Armor.
Eldar Psychic Discipline
Requirements: Eldar, Psy Rating, The Path of the
Aspect Warrior Exarch:
Seer Career Path
Pre-Requisites: Varies (See Below):
Eldar Seers select one additional Psychic
Dark Reaper: Eldar, Rank 8, BS 55, 5 Ranged
Discipline at Character Creation that is drawn from
Talents, Exotic Weapon Training (Reaper Launcher)
the following list. The Seer may only ever possess
Fire Dragon: Eldar, Rank 8, BS 55, 5 Ranged
one instance of this talent, meaning it may never be
Talents, Exotic Weapon Training (Fusion Gun)
purchased by way of the Psychic Discipline Talent or
Howling Banshee: Eldar, Rank 8, WS 55, 5 Melee
Eldar Talent. After selecting this talent, the Seer
Talents, Exotic Weapon Training (Banshee Power
gains the ability to purchase Eldar Psychic Powers
Sword)
from the discipline they selected. The Seer may
Shadow Spectre: Eldar, Rank 8, BS 55, 5 Ranged
select either the Eldar Farseer, Eldar Warlock, or
Talents, Exotic Weapon Training (Prism Rifle)
Eldar Void Dreamer Disciplines, detailed in the
Striking Scorpion: Eldar, Rank 8, WS 55, 5 Melee
Psychic Powers section.
Talents, Exotic Weapon Training (Scorpion
Chainsword)
Exarch of Weapons:
Swooping Hawk: Eldar, Rank 8, BS 55, 5 Ranged
Requirement: Eldar, Any Seven Exotic Weapon
Talents, Exotic Weapon Training (Swooping Hawk
Proficiency (Eldar) Talents, Weapons of a Dying Age
Grenade Pack, Lasblaster)
Through practice, exposure, and dedication, the
Warp Spider: Eldar, Rank 8, BS 55, 5 Ranged
Outcast has mastered the wide variety present in the
Talents, Exotic Weapon Training (Death Spinner)
Eldar arsenal. The versatility offered by dedicated
Other: WS or BS 55, 5 Ranged or Melee
training makes the Outcast a force to be reckoned
Talents, Exotic Weapon Training (Weapon(s)
with on the battlefield. The Outcast is
of Aspect)
considered to be proficient with all
Exotic Eldar Weapons.
42
Embracing the Path: Secrets of the Seers
Requirement: Eldar, Traveling the Path, Purchased Requirements: Eldar, Psy Rating, The Path of the
10 Skill, Talent, or Characteristic Advances Seer Career Path
Relating to Path (Starting Skills and Talents do not Eldar possess an innate connection to the
count). substance known as Wraithbone, and those initiated
After keeping to a path for a prolonged period of in the path of the seer can interact with artefacts
time, a true understanding and comprehension of it sculpted from it in a way that strangers to these
becomes apparent to the Outcast. Benefits are mystic secrets cannot hope to understand. Those
gained depending on which “Path of Ages Past” was with the Secrets of the Seers Talent can access the
selected upon character creation. The Outcast may Witch-Edge quality of the weapons they wield,
automatically succeed on any test relating to their which lie dormant in the hands of untrained users.
Path once per session. In instances where Degrees
of Success matter, the Outcast is assumed to Swift and Silent:
succeed by the minimum number of Degrees needed Requirements: Eldar, Rank 7, Concealment +20,
to be successful. Shadowing +20, Silent Move +20
Spending years alone on strange worlds, walking
Leader of Outcasts: the Webway and shadowing the enemies of the Eldar
Requirements: Eldar, The Path of the Outcast certain outcasts learn to be ghosts; mere shadows
Career Path, Must be taken at character creation within shadows. The outcast may re-roll any failed
Through some circumstance or by their own concealment or silent move tests. In addition, the
volition and drive, the outcast has become outcast gains a bonus degree of success to any
incredibly adept at leading their fellows and successful Concealment or Silent Move Tests. The
surviving the dangers of the galaxy. The outcast outcast also never suffers penalties to Concealment
may purchase Fellowship characteristic advances at or Silent Move as a result of terrain, lighting, or
a cost of Simple for 100, Intermediate for 250, related factors.
Trained for 500, and Expert for 1000.
Traveling the Paths
Outcast Weapon Training: Prerequisite: Eldar, Purchased 5 Skill, Talent, or
Requirements: Eldar Characteristic Advances Relating to Path (Starting
The Outcast has familiarized themselves with the Skill and Talents do not count).
common weapons of their race found in the Beginning down a path is an incredibly difficult
Koronus Expanse. The outcast is proficient in using and time consuming process, but once the Outcast
Shuriken Pistol, Shuriken Catapult, Shuriken begins to embrace and devote themselves towards a
Cannon, Splinter Pistol, Splinter Rifle, and Ranger path, incredible things can occur. Benefits are
Long rifle, Eldar Plasma Grenade, Xenofilament gained depending on which “Path of Ages Past” was
Grenade, as well as Primitive and Melee Weapons selected upon character creation. The Outcast gains
from throughout the galaxy. the ability to choose either the original roll or the re-
roll when utilizing their “Path of Ages Past” Reroll.
Precision Fire:
Requirements: Eldar, Deadeye Shot, Hip Shooting, Traversing the Paths:
Crack Shot Prerequisite: Eldar.
With the dwindling numbers of Eldar in the Eldar are incredibly long lived, and embark upon
galaxy, accuracy and efficiency in shooting are many different paths in their life. Choose another
paramount. Long hours of practice, both Path from the “Paths of Ages Past” Section, you gain
intentional and impromptu, have lead to the that benefit in addition to the one selected at
Outcast possessing an almost preternatural Character Creation. This talent may be purchased a
accuracy. The outcast no longer suffers maximum of two times.
penalties from firing into melee.
43
Wanderer's Familiarity Weapons of a Dying Age
Requirements: Eldar, Psy Rating, The Path of the Requirements: Eldar, Any Three Exotic Weapon
Seer Career Path Proficiency (Eldar) Talents
Through hard won practice and exposure to the Variety and preparation help survive this war-
warp, the Explorer has become more resistant to the struck time, and the Outcast has begun to embrace
perilous eddies of the warp. Choose one result on this. The vast array of Eldar weaponry has become
the Psychic Phenomena chart on page 160 of the much less confusing through exposure and training.
Rogue Trader Core Rulebook (Other than Perils of The Outcast reduces the penalty for using Exotic
the Warp). When rolling for Psychic Phenomena, Eldar Weapons with which he is not proficient by
the Explorer may substitute his trademark result for half.
the effect rolled on the table, so long as he does not
roll Perils of the Warp
44
New Traits
45
Chapter 4: Eldar Armory
This chapter contains the statistics and special Shuriken Catapult
abilities of the Eldar weapons and equipment. More Shuriken catapults are the mainstay weapon for the
information on Eldar technology can be found on Eldar—this alien race’s basic citizen-warrior
Page 9-10. Their Combat statistics for the regular “Guardians” use these weapons. They are
Eldar weapons can be found on page 54, and those lightweight and can be easily fired on the move.
for Exotic Eldar Weapons on page 54. These weapons fire razor-sharp disks at high
velocity to shred a target into pieces.
Ranger Long Rifle
The Ranger Long Rifle is the favoured weapon of
Eldar Rangers and Pathfinders. These potent Eldar
weapons are hand-grown by Bonesingers with
specific attention paid to the eyesight and grip,
creating a weapon perfectly adapted to its user.
Shuriken Pistol
Shuriken weapons are graceful dealers of death that
use sophisticated gravity accelerators to hurl volleys
of miniature razor disks to literally slice their
victims apart in seconds. The enigmatic alien Eldar
Shuriken Cannon create these weapons, and many of their warriors
To the Shuriken Catapult as the Heavy Bolter is to carry a shuriken pistol as a sidearm.
the Boltgun, Shuriken Cannons are a common
support weapon amongst Eldar forces, variously
carried by an Eldar warrior, mounted on a floating
gun carriage or fitted to a vehicle. Extremely light
for their size, Shuriken Cannons are capable of
unleashing a deadly torrent of blades at speeds
sufficient to dismember or decapitate men or to
pierce the armoured hides of all but the toughest
vehicles. Because of the Eldar mastery of anti-grav Splinter Weapons
technology, some Shuriken Cannons are fitted with These cruel weapons used by Eldar pirates and
systems equivalent to the suspensors occasionally raiders are a fearsome sight to many a merchant
used on Imperial heavy weaponry. Weapons so vessel’s crew. The crystalline ammunition is broken
upgraded are Extremely Rare, and count their into tiny splinters in the firing process, emerging
operators as having the Auto-stabilised Trait—they from the weapon as a high-speed cloud of deadly
are always considered to be braced and the weapon projectiles. The crystals often contain virulent
may be fired on semi- or full-auto as a Half Action. toxins, such that even the tiniest cut can cause
This weapon may use any specialist shuriken festering wounds of intense pain. The weapons
ammunition. themselves carry a wide variety of cutting blades and
combat attachments, making them doubly useful in
closequarters fighting. Like all Eldar weaponry, they
are surprisingly lightweight and deceptively fragile
in appearances. In Melee combat, a Splinter Pistol
counts as a Mono-Knife; a Splinter Rifle counts as a
Mono-Spear.
46
Eldar Chainsword Dragon's Breath Flamer
A seldom-seen weapon, Eldar chainswords bear As elegant and deceptively fragile-looking as all
only a superficial resemblance to the roaring, heavy Eldar devices, the Dragon’s Breath is more
blades of humans or Orks. Almost silent, they sophisticated and efficient than bulkier Imperial
produce little more than a sibilant whisper as they flame weapons. It utilises a trio of rare, highly-
tear through flesh and bone. Swiftly-cycling rows of compressed chemicals designed to ignite when
mono-edged teeth cause considerable damage to any mixed, forming liquid gouts of flame that arc
creature in their path. outward in a deadly spray. The chemicals do not
need air for combustion, and the heavy spray adheres
to most surfaces, making extinguishing the flames
difficult. The Dragon’s Breath flamer must be used
in an atmosphere, but that atmosphere does not have
Eldar Plasma Grenade to be the standard oxygen-nitrogen mix.
The Eldar long ago refined the use of plasma in
weaponry, creating devices that are stable and safe Eldar Blaster
to use while still proving effective against the Some Eldar corsairs favour this small, pistol-like
enemy. Their plasma grenades are a case in point— weapon for devastating short range attacks against
where human-made plasma warheads rely on the armoured targets. It fires a stream of mysterious dark
unstable and destructive nature of uncontained energy, still under investigation by the Adeptus
plasma, Eldar plasma grenades unleash a precise Mechanicus and the Ordo Xenos. This energy is
pulse of heat and electromagnetic force that not only similar to laser emissions in some respects, but
burns, but also leaves foes disoriented. rather than punching holes through armor and flesh
it instead rips apart targets in explosive blasts—
leading to its common Imperial designation as a
“Blaster.” Such is the potency of this energy that
even the thickest armour can be compromised with
ease.
47
Eldar Sunrifle Spinneret Rifle
A more advanced version of the Lasblaster, a A rare and strange weapon, as lethal as it is bizarre,
Sunrifle sacrifices a longer range for even more the Spinneret Rifle shoots a single monofilament
firepower. Each discharge fires as many bolts of wire over a considerable distance until it pierces a
energy as a squad of Imperial guardsmen. target, at which point it coils tightly within flesh and
armour, causing considerable internal injury before
Eldar Firepike recoiling swiftly to re-enter the weapon. The
These potent weapons pre-date the Imperium, weapon’s unique method of slaughter requires
having been created by Eldar artisans. Operating extreme precision, making it difficult to use but
similarly to most melta weapons, firepikes project a utterly devastating in the right hands. A well-placed
lance of intense heat and radiation over a shot can shred a man’s heart or brain with startling
considerable distance, capable of melting flesh and efficiency, leaving nothing but ruined flesh behind
steel, carving through the toughest armour with the tiniest of punctures.
deadly precision. Rare even amongst the arsenals of
the Eldar, they are most often borne by the mightiest Mandiblasters
champions of their kind, relic weapons beyond An Eldar weapon system in the form of pods built
contemporary means to reproduce. into either side of the helmets of Striking Scorpions.
Known also as the Scorpion's Sting or the Sting of
the Scorpion, Mandiblasters are neurally activated
weapons which fire a hail of deadly metallic shards.
These shards, while capable of cutting and lacerating
flesh, are not particularly powerful alone; they act as
a conductor to a follow-up intense laser burst.
Eldar Fusion Gun Special: These may be used once per round as a
Similar to meltaguns in effect and purpose, the Free Action and count as a single attack. They may
fusion guns used by the Eldar are far more accurate also be used in Melee combat in the same manner as
and efficient, utilising technologies far more a Pistol weapon.
advanced than those of the Adeptus Mechanicus. In
the hands of a skilled warrior, a fusion gun can sear Prism Rifle
through the weak points of an armoured vehicle, An Eldar energy weapon and the primary weapon of
disabling or destroying it with almost surgical the Shadow Spectres Aspect Warriors. The Prism
precision and contemptuous ease. Rifle is an antiquated weapon, an artifact lost to
most of the remaining Eldar race. Using the same
technology as the far larger Prism Cannon, each rifle
is connected to a single targeting matrix, known as
the Ghostlight. Through it each rifle's energy pulse
converges into a single beam of bright light that can
tear apart tanks and larger targets with ease.
Hawk's Talon Special – Prism Rifle Ghostlight
Capable of unleashing a withering torrent of Multiple Shadow Spectres may use the sophisticated
powerful lasblasts, Hawk’s Talons are ancient and targeting matrices in their Prism Rifles, called
powerful precursors to the lasblasters used by a Ghostlights, to combine their weapons for one
variety of Eldar warriors. Reserved for the deadliest devastating attack. All Shadow Spectres must spend
combatants, these weapons are incredibly rare, and their turn joining their weapons into this unified
the Eldar will show no mercy to those they find mode; when the final Shadow Spectre’s initiative
bearing the relics of their kind. Many Hawk’s Talons turn arrives, it fires the Ghostlight aimed merged
mount a small powered blade in the stock or shot as it would make a normal shooting attack.
beneath the barrels, allowing the wielder to Each prism rifle involved in the attack increases the
strike down his foes as easily in melee as he Range of the attack by 30m and the Damage by
can at range. 1d5+3.
48
Reaper Launcher Banshee Power Sword
An Eldar weapon used by Dark Reapers, the Eldar A power sword utilized by the Howling Banshees
path devoted to providing long range fire support on Aspect Warriors.
the field of battle. It is a fast firing heavy weapon
which launches a barrage of armour-piercing Scorpion Chainsword
missiles to devastate the enemy, and utilizes Dark A deadly one-handed melee weapons whose vicious
Reaper Range Finder equipment which allows the blade is comprised of diamond-toothed edges that
user to "see" from the muzzle of the weapon itself. mangle and tear flesh. First amongst the ritual
While similar to the Missile Launchers used by weapons used by the Striking Scorpions Shrine,
Imperial forces, Eldar versions of this technology these distinctive chainswords bolster the strength of
utilize a number of complex chambered pods their users considerably.
containing a variety of ammunition types. These
pods allow the firer to perform a number of support
duties such as anti-tank or anti-infantry, and all but
eliminate the need to reload.
49
Eldar Biting Blade A creature that is actively attempting to hold on to
Reminiscent of the massive eviscerators used by the weapon must make a Very Hard (–30) Strength
zealots within the Imperium, Biting Blades are long- Test; if it succeeds, then it, too, is dragged back to
bladed, two-handed chainswords. However, where the psyker along with the Singing Spear.
eviscerators are heavy, noisy machines, Biting
Blades are slender and quiet, but no less deadly for Void Sabre
their relatively light weight. Wielded properly, the Supposedly cursed blades that many high-ranking
razorsharp teeth can tear through flesh and bone Eldar void pirates carry, these wraithbone swords are
with horrific speed, and a skilled warrior can cleave embedded with shards of strange crystal formations
a man in two without difficulty. found on certain worlds in the dark fringes of space.
Special: For every two degrees of success scored Many Craftworlders look upon the blades with a
when rolling to hit with a Biting Blade, the mixture of disdain and fear, but many amongst the
weapons’ deals 2 additional damage. ranks of the Eldar Corsairs carry them as badges of
honour.
Mirrorswords Special: If a character wielding a void sabre scores
Exquisitely balanced for dual-wielding, Righteous Fury when rolling for Damage caused by
Mirrorswords are extremely lightweight power this weapon, he adds +8 to the weapon’s Penetration
swords, capable of gliding through all but the for that attack.
toughest armour with ease. Wielded only by the
most nimble amongst a species renowned for their Witchblade
grace and speed, these blades become a deadly wall Witchblades are psychically attuned weapons that
of glittering steel. Eldar walking the Path of the Seer often carry to
Special: When wielded as a pair by a character with battle. These blades resonate with their users,
an Agility bonus of 5 or more, Mirrorswords reduce enhancing their strength to terrifying levels; Farseers
any penalties for dual wielding melee weapons by have been known to slash through the heaviest of
10, to a maximum of +0. power armour or cleave battle tanks clean in half
●Their balance and design make them ideal for
with devastating blows from these weapons.
defence as well as attack, adding an additional +10
bonus to parry, for a total of +20, so long as these
swords are wielded as a pair.
● An Acquisition test to obtain Mirrorswords is
Singing Spear
Singing spears are weapons that are related to the
witchblades wielded by Farseers and Warlocks that
take the form of a long spear, thus providing greater
striking range and penetrating power. They are also
known for their odd property of returning to the
user’s hands when called. This quality is particularly
useful for Farseers and Warlocks who hurl their
spears in battle, and often catches foes flat-footed.
Once per Round, as a Free Action, the weapon’s
user may recall it to himself from anywhere within a
number of metres equal to five times his Psy Rating,
at which point it flies back to him and comes to rest
gently in his hand (if he does not have a Psy Rating,
he simply cannot perform this action). The weapon
will automatically dislodge itself from any
objects or individuals in which it is
embedded.
50
Eldar Armor
Armor Stats and Availability are located on page 54. Ghosthelm
Covered in spidery, arcane runes, a ghosthelm is a
Eldar Aspect Armor potent and ancient device worn by Farseers to
The armour worn by elite Aspect Warriors and protect them from the dangers of the Warp. The
Autarchs is even more advanced than the usual wearer of a ghosthelm may make a Very Hard (–30)
Eldar armour. These gem-studded, psycho-sensitive Willpower Test to remain unaffected by the results
suits are perfectly fitted for each wearer, with of any roll on Table 6–3: Psychic Phenomena or
protection designed to match the user’s combat Table 6–4: Perils of the Warp (see pages 160–161
mode. of the Rogue Trader Core Rulebook. The effects of
the result rolled on the table still occur, and may
Eldar Raider Armor affect others or the environment.
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.
51
Eldar Gear
Banshee Mask Forceshield
When a Howling Banshee makes a Charge Action, Rather than relying on cumbersome (by their
she may choose to activate her mask as part of that standards) physical armour, many of the higher-
action. The object of the Howling Banshee’s charge anking Eldar leaders instead turn to field protective
must pass a Difficult (–10) Willpower Test or count devices. Forceshields are one such item, often worn
as Surprised (even if possessing the Rapid Reaction on the arm or belt. These provide protection on par
Talent) and suffer 1 wound for every two Degrees of with the more powerful Imperial fields, but without
Failure; targets with Resistance (Psychic the bulk or weight—indeed many resemble the
Techniques) may use this talent against the attack. ovoid jewels or other ornamentation.
Wounds received in this way ignore all armour Protection Rating: 75
except fully-enclosed helms with auto-senses. In
addition, while the Howling Banshee wears her Grav Platform
helmet, she gains the Disturbing Voice Talent. Commonly used by the Guardian forces of the
mysterious Craftworld Eldar to carry heavy
Eldar Medkit weaponry, grav-platforms seem to require no
A series of intricate Wraithbone instruments and obvious power source in order to maintain their
first aid supplies designed to aid those trained in the perpetual lift, and are quite capable of supporting
arts of healing. This grants a +20 to Medicae skill considerable weights without suffering any
tests for those trained in the skill. particular detriment.
While most commonly fitted with Eldar heavy
Eldar Medkit (Advanced) weapons, a few Rogue Traders have made a point of
A series of intricate Wraithbone instruments and retrofitting these devices to mount obviously human
first aid supplies. Produced by Bonesingers to aid weaponry. In any case, a heavy weapon mounted on
Eldar troops on the field, this This item grants a a grav-platform always counts as braced, even if the
+20 bonus to Medicae skill Tests and can be used platform moves.
even if user does not have the skill. Eldar grav-platforms are directed from a simple
and intuitive control box, allowing them to be
Eldar Scanner moved around fairly swiftly - a grav- platform can
These devices are used to detect energy emissions, move 6m as a single half action, taking no effort on
motion, and biological life signs. A character using the part of the operator. If an Eldar heavy weapon is
an auspex gains a +20 bonus to Awareness Tests and mounted on the platform, it can also be operated
may make a Tech-Use Test to spot things not from the control box, but the necessary
normally detectable to human senses alone, such as customisation to allow non-Eldar devices to work on
invisible gases, nearby bio-signs, or ambient the platform prevents this function in any other
radiation. The standard range for an auspex is 50m, situation.
though walls more than 50cm thick and certain Eldar grav-platforms are average- sized targets
shielding materials can block the scanner. with 15 AP. Any damage suffered by the grav-
platform disables it, rendering it immobile. There are
Flip Belt no mechanical benefits for different Craftsmanship
Anti-grav Flip-belts are used by the decadent Eldar levels in regard to this item. However, the better the
of the so-called Harlequin cult, in a sheer affront to Craftsmanship, the less it has been used and worn in
the laws of physics. They allow the user to partially the time it was last activated.
negate the effects of gravity; the impossibly
acrobatic movements allowed by the belt along with Runes of Warding
the wearer’s natural agility and skill make the Farseers often embellish their equipment with
taunting Harlequins extremely difficult targets to hit defensive runes that interfere with the psychic
despite their outlandish costumes and coloration. A powers of their foes, and thus protect the Farseer
flip-belt grants the Hover Trait (6) and +20 from harm. On the field of battle, these baleful runes
on all Agility-based Tests, and requires the cast their gaze upon the Farseer’s foes, cursing
Pilot (Personal) Skill to use. All Flip- these adversaries with ill fortune. Enemy
belts are at least Good Craftsmanship. psykers within the psyker’s Perception
52
Characteristic in metres add +10 to all rolls they Swooping Hawk Wings
make on both Table 6–3: Psychic Phenomena and These allow the Swooping Hawk to glide safely
Table 6–4: Perils of the Warp (see pages 160-161 down from any height and make an unlimited
of the Rogue Trader Core Rulebook). number of short jumps, doubling his Base
Movement in any direction and ignoring all
Runes of Witnessing intervening terrain and obstacles. The Swooping
Farseers carry countless trinkets, esoteric devices, Hawk must normally land at the end of his turn, but
and runes to assist in their divinations and panoply may use maximum power to gain the Flyer (12) Trait
of other rituals and powers. Runes of witnessing are for up to five minutes before the wings require a
designed to help lead the Farseer to the destinies he minute to recharge.
chooses, without becoming lost in the ineffable web Swooping Hawk Wings require the Pilot (Personal)
of fate. Once per Round, a character with Runes of Skill to use.
Witnessing may choose to reduce—or increase—the
result of a roll that he has made on either Table 6–3: Void Gear
Psychic Phenomena and Table 6–4: Perils of the An upgrade that can be applied to any Eldar armour,
Warp (see pages 160-161 of the Rogue Trader Core providing full life support as well as long-ranged
Rulebook) by a number equal to his Perception vox and auspex and the Dark Sight trait. This also
Bonus. grants the user Flyer (12) in zero gravity and a +10
bonus to pilot (Personal) tests.
Spectre Jetpack
A Jetpack utilized by the Shadow Spectre Aspect Warp Jump Generator
Warriors. This Jetpack confers the flyer (12) trait on This wargear allows the Warp Spider to make small,
the wearer, and requires the Pilot (Personal) skill to controlled jumps through the warp, disappearing
use, but otherwise functions the same as the Jump with a soft clap and reappearing many metres away
Pack in the Rogue Trader Core Rulebook with a rush of displaced air. The Warp Spider may
double its Base Movement and ignore intervening
Spirit Stones obstacles. In addition, he may choose to push the
Craftworld Eldar carry empty spirit stones to mechanisms of the generator to move a further 2d10
capture their spirits as their essence departs their metres with no penalty, but should the Warp Spider
bodies, snatching them from the thirsting maw of roll double ones, he must pass a Hard (–20)
Slaanesh. These empty spirit stones have no effect Willpower Test or disappear forever, claimed by the
besides providing this psychic assurance to the warp. Should he pass the Test, he may only take a
wearer. Half Action next turn as he staggers back into the
Farseers carry spirit stones that have taken on material universe.
the spirits of their powerful predecessors into battle, Warp Jump Generators require the Pilot (Personal)
so that they may call upon the psychic might of Skill to use.
those who came before them in battle. Because
spirit stones contain the essence of revered Gear Rarity, Weight, and Availability
ancestors and represent the only way for an Eldar All these relevant statistics can be found on page 54.
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.
53
Eldar Armory Statistics
54
Chapter 5: Eldar Psychic Powers
This chapter contains the descriptions of the Some of the powers listed have prerequisites, as
various psychich powers available once a player listed in their descriptions. After being purchased,
who has purchased the Eldar Psychic discipline the powers can be utilized like any normal psychic
talent. The Eldar Psychic Discipline talent can be power. For more information see the Psychic
purchased for one of the three disciplines, Farseer, Powers section of the Rogue Trader Core Rulebook.
Void Dreamer, and Warlock. A Seer may only ever have one of the Eldar
The powers may be purchased with the Eldar Psychic Disciplines, even if they come into the Eldar
Psychic Power talent, each costing 500 XP and are Psychic Discipline talent through other means, such
presented at several different ranks amongst The as by purchasing it earlier than rank 4 with one of
Path of the Seer Career Path. Some Eldar the Eldar Talents, as they are narrow areas of
Disciplines have fewer powers than others, which concentration that require devotion to master. If an
means that not all of the Eldar Psychic Talents can Explorer does wind up with two instances of the
be utilized. This is intentional, and reflects the talent, the second instance does not grant access to
greater breadth of skills that those Disciplines have. another discipline, and is effectively wasted
experience.
55
Eldar Farseer Discipline
Eldar Farseer Discipline Battle Fate
Some Eldar who travel the Path of the Seer Focus Power Time: Half Action
become trapped among its countless turns. As they Focus Power Test: Psyniscience
send their minds out to explore the tangled skein of Range: 2m x Psy Rating
fate and destiny, they become obsessed with its Sustained: Yes
nature. Their psyches compel them to constantly As a dying race, the Eldar often focus upon
take action so that they can ensure that time and psychic techniques that might effectively preserve
events shape the galaxy in ways that have been the lives of those who yet remain. However, these
preordained. These psykers wield their potent and Eldar established their dominance through their
highly trained abilities and lead their people in devastating psychic abilities, and those have not
endless quests to preserve their race. been lost. Just as a Farseer can glean the best path
for an Eldar to preserve his life, he may also
Fortune determine what path could be most destructive to the
Focus Power Time: Half Action enemy. With this knowledge in hand, the psyker may
Focus Power Test: Psyniscience be able to see to it that his forces can destroy their
Range: 2m x Psy Rating opponents before the Eldar sustain meaningful
Sustained: Yes losses, or decide that a sacrifice is necessary for the
As Farseers spend a substantial portion of their good of the Eldar.
lives focusing upon the strands of destiny, it is not The psyker activates this Technique with a Focus
uncommon for them to see visions of those that they Power Test. Allies within range come under the
know. Particularly stressful situations, often effects of Battle Fate. Each Degree of Success
including physical conflicts, can become focal increases the range of the Technique by an additional
points for fate. Different destinies can interweave 2 metres. All characters under the effect of Battle
leading to alternative outcomes, and a talented Fate receive a bonus of 10 + Psy Rating to Weapon
psychic may learn to twist and manipulate world Skill as long as the psyker sustains the Technique.
events so that the pattern takes on a different shape.
Farseers can manipulate these strands as they learn Force Of Asuryan
to predict the actions of their opponents. Learning Focus Power Time: Full Action
an opponent’s common strategies is nowhere near as Focus Power Test: Psyniscience
reliable as foreseeing the actions that he is most Range: 2m x Psy Rating
likely to take based on following the chains of Sustained: Yes
causality itself. With such knowledge in hand, the By carefully studying the skeins of fate as they
psyker can carefully prepare for a future that has not are linked to a group of individuals, the Farseer can
yet arrived, assuring that his people are capable of direct them so that they can study and react with
dealing with the mostly probable outcomes. seeming preternatural quickness to situations.
The psyker activates this Technique with a Because of their divinations, such actions become
Focus Power Test. All friendly characters within 5 the work of careful training and direction to events
metres x Psy Rating come under the effects of that have been foretold rather than the reactions of a
Fortune. Each Degree of Success raises the range of moment’s notice. In this way, the Farseer’s allies are
the Technique by an additional 2 metres. Any enemy better prepared for a conflict than any virtually other
that attempts to attack a character under the effects force.
of Fortune must reroll its first successful Weapon
Skill or Ballistic Skill Test each Round, using the
second result even if it is worse.
56
The psyker activates this Technique with a The Farseer selects a target and makes a Focus
Focus Power Test. All friendly characters (including Power Test to unleash a corona of crackling energy
the psyker himself ) within range come under the that strikes out with arcs of lightning. His Warp-
effects of Force of Asuryan. Every Degree of uelled anger can hurl his opponents in all directions
Success on the Focus Power Test increases the range as the energies of the Immaterium are transformed
of the Technique by an additional 2 metres. All into raw destructive power. The target and all living
characters affected by the Technique gain an beings within 2 metres x Psy Rating immediately
additional Half Action and an additional Reaction as suffer 3d10 + Psy Rating Energy Damage with a Pen
long as the psyker sustains the Technique. of 8. Each Degree of Success extends the radius of
the attack by 2 metres. Eldritch Storm is considered
Crystal Seer an area effect weapon for purposes of Dodging.
Focus Power Time: Full Action Anyone the Eldritch Storm strikes is knocked prone
Focus Power Test: Psyniscience by the furious blast
Range: Self
Sustained: No Phoenix Spirit
For a Farseer, linear time is an inconvenience, Focus Power Time: Full Action
but one that can often be overcome. Just as the Focus Power Test: Willpower
psyker may peer into the future to advise his forces, Range: 10m x Psy Rating
he may be able to call upon the services of those Sustained: No
who have come before. Within any given conflict, Farseers often commune with the spirits of their
the spirit of an ancestral Eldar may be available to Craftworld’s Infinity Circuit. The psyker can come
assist in any psychic conflict. At times, the Farseer to grips with notions of mortality and also to the
may have to call upon these ancient ones for understanding of how an Eldar’s soul might continue
assistance, but just as often their aid might appear to exist within its spirit stone. A Farseer can learn
without request. how to permit an Eldar to remain in control of his
The psyker makes a Focus Power Test to physical body for a few moments after his apparent
activate this Technique. On success, he may demise.
immediately use two Focus Power Tests to activate The Farseer selects an Eldar target that has died
Psychic Techniques other than Crystal Seer as Free recently and makes a Focus Power Test. The subject
Actions. For every two Degrees of Success on the may immediately Stand as a Free Action and then
Focus Power Test, the Farseer may make another take a full Turn. The target character is not healed,
Focus Power Test to use an additional Technique but may act without any penalties incurred by injury
other than Crystal Seer as a Free Action. These other that those associated with dismemberment. For
Techniques may not be used at a Psy Rating higher every two Degrees of Success on the Focus Power
than the one used for Crystal Seer and the psyker Test, the target character persists for another Round,
gains one level of Fatigue for each additional acting normally at the Farseer’s initiative. Once the
Technique that he activates this way. power ends, the target falls dead once more and
cannot be “revived” again by this power.
Eldritch Storm
Focus Power Time: Half Action Temporal Exile
Focus Power Test: Willpower Focus Power Time: Full Action
Range: 5m x Psy Rating Focus Power Test: Psyniscience
Sustained: No Range: 10m x Psy Rating
Even with their extensive planning and Sustained: No
understanding of destiny, there are times when a A Farseer’s abilities are focused tightly upon his
Farseer must unleash the raw potential of the Warp knack for manipulating the skeins of fate. One who
against his foes. On such occasions, the Farseer may becomes particularly adept at these techniques may
truly exhibit his race’s psychic potential as these directly influence how another’s strands are
exhibitions of raw energy can yield tremendous interwoven into the webwork of the galaxy. Using
destructive force. his psychic abilities, the Farseer may choose to
render a subject’s thread completely isolated, as
unweaving it from time itself.
57
Such isolation leaves the subject incapable of Doom
acting upon any other targets. Generally, Farseers Focus Power Time: Half Action
are reluctant to use this ability, as it may have Focus Power Test: Opposed Willpower
consequences upon the future. Even in those Range: 20m x Psy Rating
circumstances where they come to accept its Sustained: Yes
necessity, they may hesitate before applying it The psyker chooses a foe and, focusing his mind,
liberally. delves into the myriad threads of causality to find
The psyker selects a target and makes a Focus the ones in which blows strike true against this
Power Test. If the psyker succeeds, he cuts the target enemy no matter how robust its defences. Some of
free from the flow of causality and the target can the few who have survived being the target of this
take no Actions nor be affected by others for one technique describe feeling as if the psyker’s blows
Round. For every 2 Degrees of Success on the had landed before he even attacked and that his
Focus Power Test, the individual remains isolated strikes wove in and around their defences of their
for an additional Round. Upon returning to the own accord.
normal fabric of causality, the target must make a The psyker selects a target within range and
Challenging (+0) Willpower Test; if he fails, he makes a Focus Power Test. If he succeeds, as long as
gains 1d5 Insanity Points, his mind shaken by the the psyker sustains this power, all attacks made
paradoxical experience of being removed briefly against the target hit, regardless of the results of
from the tapestry of space and time. 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
Eldar Void Dreamer Discipline
59
Withering Radiance
Requirements: Shearing Light Psychic Power
Focus Power Time: Half Action
Focus Power: Willpower
Range: Self
Sustained: Yes
Drawing forth the very stuff of the Warp, the
Void Dreamer forms a deadly spear made of pure
amber energy. This spear is a deadly weapon when
hurled at a foe, but on top of its impossibly sharp
edge, it also withers those it strikes with the fury of
time itself, inflicting ravages of years in the instant
the strike lands.
If the psyker succeeds on the Focus Power Test,
he calls a weapon with the following profile into
being: Brilliant Withering Spear (Melee; 1d10 + X
E, Pen X; Balanced) or (Thrown; X x 10 metres;
1d10 + X E; Pen X; Accurate), where X equals the
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
Eldar Warlock Discipline
Most Warlocks learn the Embolden technique so that
When the Eldar must go to war, Warlocks wield their
they might share a portion of their courage with their
psychic powers among their brethren. Their abilities are
fellows, aiding them as they endeavour to fulfil their
focused both on disrupting their opponents and on
duties. In this way, the psyker instils an unshakeable
defending their fellows. In concert with their dreaded
sense of bravery and invulnerability upon his comrades,
psychically active Witchblades, Warlocks are respected
reaching into their minds with visions of mighty heroes
and feared by those few who survive fighting against
and great victories. With this effect, the xenos become
them, and by any who hear the tales of these swift and
far bolder in the ways that they undertake their
brutal conflicts.
responsibility of service.
With a Focus Power Test, the Warlock uses the power
Destructor
of the Warp to channel a portion of his courage into
Focus Power Time: Half Action
those who stand nearby. If he succeeds, as long as the
Focus Power Test: Willpower
Warlock sustains this power, all allies within 2 metres x
Range: 20m x Psy Rating
Psy Rating receive a 10 + Psy Rating bonus to their
Sustained: No
Willpower Characteristic. Every Degree of Success on
After spending years treading the Path of the
the Focus Power Test adds an additional +5 bonus to
Warrior, violence and anger often become the core of an
Willpower. Note that multiple instances of this
Eldar’s being. Upon switching to the Path of the Seer,
Technique are not cumulative.
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.
61
Conceal Executioner
Focus Power Time: Half Action Focus Power Time: Full Action
Focus Power Test: Psyniscience Focus Power Test: Willpower
Range: 2m x Psy Rating Range: 20m x Psy Rating
Sustained: Yes Sustained: Yes
The Conceal power allows a Warlock to guide his As part of their training, Warlocks learn the critical
forces in battle while minimising losses amongst the value that they hold as part of their Craftworld’s
troops he leads. Rather than actively assisting his defences, just as they are constantly reminded of the
fellows, he instead clouds the minds of on- looking immeasurable value of each Eldar life. The Executioner
opponents. Those who fall prey to the technique become technique serves as a way for a Warlock to engage
incapable of accurately identifying the location of the particularly potent opponents without endangering his
Warlock’s companions. This enables the Eldar forces to own life. In this way, a foe may be tested and possibly
move about the battlefield with relative impunity. even overcome without significant risk to a valuable
The Warlock makes a Focus Power Test. If he Eldar asset. It also allows the Warlock engage in a
succeeds, for as long as he sustains this power, the dramatic display of psychic power that may serve to both
Warlock and all allies within 2 metres x Psy Rating of inspire and reassure his fellows.
the psyker are affected by Conceal. Each Degree of When activating this ability, strands of incandescent
Success extends the range by an additional 1 metre. Any energy stream from the Warlock’s outstretched fingertips
character that attempts to attack a target affected by this and weave themselves into a monstrous glowing form
Technique suffers a penalty of 20 + Psy Rating to his near a foe. The form is a psychic projection of the
Weapon Skill or Ballistic Skill Test for that attack. Note Warlock, which immediately springs forward to attack
that multiple instances of this Technique are not the enemy in hand-to-hand combat. While the projection
cumulative. may be capable of destroying an opponent, the foe is
unable to physically injure the remote psyker.
Enhance The psyker activates this Technique by making a
Focus Power Time: Half Action Focus Power Test and choosing a point within range. If
Focus Power Test: Willpower he succeeds, he conjures a shadowy doppelganger into
Range: 2m x Psy Rating existence to fight at his side. The psychic creation has a
Sustained: Yes profile and equipment identical to that of the psyker,
When working in concert with more experienced except that it may not cast Executioner and the entire
warriors or when engaging lesser foes, a Warlock need construct simply dissipates if it suffers Critical Damage,
not focus his skills on bolstering the courage of his leaves the range of the power, or if the psyker ceases
allies. Instead, he has the luxury of using his psychic sustaining the power. The construct acts at the psyker’s
abilities to increase his comrades’ abilities, so that the initiative. Each Degree of Success on the Focus Power
Eldar’s enemies can be overcome more swiftly. With the Test grants the creation a +5 bonus to Weapon Skill. The
Warlock’s psychic guidance, even the least trained of psyker may only ever sustain one instance of this
warriors are capable of fighting like battle-hardened Technique at a time.
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.
62
Chapter 6: Eldar Presence in the Expanse
63
The most prominent leader of the Craftworld is Methods of War
Farseer Ela’Ashbel, an especially gifted and The Kaelor Craftworld warhost follows a
powerful psyker. Blinded at a young age during a doctrine of aggressive defence, preferring to strike
confrontation with Chaos Space Marines of the hard and fade away before the enemy can gain the
Word Bearers Legion, she sheds tears of blood when initiative. Kaelor possesses many shrines to the
she manifests her potent psychic abilities. Warp Spider Aspect Warriors. These Eldar wear a
Ela’Ashbel has a long history of manipulating heavily armoured suit containing a short-range warp
humans and using agents of the Imperium as her jump teleporter device. Warp Spiders follow a
cat’s-paws, often drawing them into conflicts that philosophy of war that perfectly matches Kaelor’s
inexorably lead along paths of fate she has foreseen approach, attacking and then vanishing in the blink
that lead towards the eventual benefit of Craftworld of an eye. The Kaelor warhost also contains a large
Kaelor. number of fast vehicles, including many grav-
Craftworld Kaelor seems to have an especially vehicles such as Falcons and Vypers. It is not
close tie to a band of Eldar Corsairs known as the unknown for Ela’Ashbel to lead her kin in battle,
Twilight Swords. These piratical Eldar primarily riding a custom Vyper where her psychic powers can
operate in the Koronus Expanse, occasionally have the greatest effect upon the enemy.
assisted by Kaelor Aspect Warriors or supported by Although the Kaelor warhost generally avoids
Kaelor Dragonships. What Kaelor gains from this engaging the enemy with their full force unless
relationship is an enigma, although some in the absolutely necessary, they are quite proactive and
Ordo Xenos conjecture that Ela’Ashbel has made a aggressive when following the visions and
pact with the Twilight Swords wherein the Corsairs prophecies of their Farseer, Ela’Ashbel. Under
serve in the role of a “stalking horse,” drawing out Ela’Ashbel’s guidance, Kaelor’s forces do not
potential enemies and scouting ahead for the forces generally seek out conflict against the Imperium,
of the Craftworld. The Farseer may, in fact, be using preferring to use deceit and guile to mislead such
the Corsairs for her own purposes, as she has been Imperial forces that they encounter. When forced
carefully directing their efforts in a search pattern into battle, however, the Kaelor warhost attacks
throughout the Expanse. Exactly what, or whom, without mercy.
she is searching for is so far unknown. Unlike some other Eldar Craftworlds, who may
see a host of equal threats in a hostile galaxy, Kaelor
Survivors of Strife regards the Chaos powers as the most dire. The
The Eldar of Craftworld Kaelor are more aware Farseers of Kaelor actively oppose the forces of
than most of the consequences of straying from the Chaos, and they often guide the dragonships and
Eldar path of discipline and control. Over three Aspect Warriors of their kin to skirmishes and
thousand years ago, the Craftworld was engulfed in assaults that serve to hinder the servants of the Dark
a divisive conflict amongst its own people. Many Gods.
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.
64
A Fateful Meeting The Twilight Swords
Millenia ago on the planet Tyrine, Ela’Ashbel The Twilight Swords Corsairs have always been
confronted the Chaos Space Marine Kor Phaeron, a a presence within the Koronus Expanse, for as long
Dark Apostle of the World Bearers Legion. This was as humans have explored there. Their distinctively-
to be a most fateful encounter, for neither the Eldar coloured livery has often been an uncertain omen for
Farseer or the ancient Chaos Marine emerged other travellers, as the Twilight Swords are known to
unscathed. Ela’Ashbel lost her physical sight, but be as often friend as foe, though one thing is always
gained a great insight into both her own abilities and certain—they never appear for peaceful reasons.
the Dark Gods who guide the Word Bearers in their Many Rogue Traders have found their fortunes
unholy crusade. Kor Phaeron, in contrast, was left bolstered or saved by the intervention of Twilight
with a deep and abiding hatred of the Eldar, a thirst Swords vessels at a crucial juncture, only to see the
for vengeance that still burns brightly within his Corsairs vanish as the battle is won, or to linger only
hearts centuries later. to pass on some cryptic message. At other times,
they have appeared to cripple or crush a Rogue
The Children of the Thorns Trader’s aspirations, taking to battle for only the
Perhaps unusually, the Eldar pirates known as briefest of times before disappearing from augurs
the Children of Thorns seem completely oblivious altogether.
to whatever it is that has the other Eldar factions so Many see them as being guided by some
concerned—oblivious, or entirely uncaring. This prophetic witch, for the Eldar are known to employ
faction seems to stand aloof from other Eldar, not such methods extensively, overseeing some grand
deigning to involve itself in their business. plan several millennia in the making. Others see
However, even they seem to be arriving in the their attacks and assistance as little more than the
Expanse with greater frequency in the last century— work of a spiteful and capricious mind, revelling in
or are simply becoming bolder in their attacks and the power to shape lives at a whim. The truth is both
raids. of these.
Vicious and sadistic even by the standards of At the leadership of Caeluthin Baharrudor and
their kind, the Children of Thorns are said to prize his predecessor, the Twilight Swords have struck as
stealth and surprise over all other strategies, and when they desire for no reason other than that
ensuring that attacks can rarely be defended against they desire it, driven by their moods and their
as fleets of lightning-fast black-hulled raiders inclination towards thrill-seeking. Yet, amidst this,
appear from nowhere bearing hosts of shrieking, many Twilight Swords are former citizens of Kaelor,
darkly graceful beings who seem to desire only to and still have some loyalty for their old home,
inflict bloodshed and pain. willing to accept the advice and the guidance of one
Few humans have faced the Children of Thorns of its Farseers from time to time. At Kaelor’s
and lived, but those lucky survivors report seeing direction, the Twilight Swords have halted the
tall, gaunt figures, enclosed fully in black armour advance of many human expeditions that would lead
covered in barbs and blades. They whimper about them to precious maiden worlds or hidden colonies.
the capricious maliciousness of their foe, how they The connections between the Twilight Swords
vanish as quickly as they appear, and how many of and Kaelor have become increasingly apparent as the
their victims seem to vanish with them. latter has become a greater presence in the Koronus
Disturbingly, the Children of Thorns appear to have Expanse, and Twilight Swords vessels have been
grown bolder in recent years, appearing more seen supporting Kaelor ground troops with ever-
frequently and hiring out their services to greater regularity. Amidst this, the Twilight Swords
unscrupulous humans, promising ruination to their have worked to retain their independence, striking
erstwhile ally’s enemies in exchange for... out at their own targets with greater frequency than
something. Nobody is entirely certain what it is that they have in the past.
the Children of Thorns accept in payment, for no Over the last few decades, the traditionally
man will admit to hiring them, but more than a gleeful nature of the Twilight Swords has taken a
few colonists have been redirected from their dark turn. They, like their brethren on Kaelor,
intended destinations, never to be seen have seen signs of something vast and terrible
again. coming, and desire to avert its arrival.
65
The shock of discovering so great a threat so close This viewpoint conflicts with the guidance of
at hand has shaken them from complacency, and Ela’Ashbel of Craftworld Kaelor, and is the cause of
now they look upon the Koronus Expanse to see contention as the two sides work together more
what is actually there, and shudder at the thought often. It is possible that the Farseer’s council may
that they could have missed so much. The rising tide moderate Caeluthin’s views—or that her preference
of Chaos, the gathering hordes of the Orks, and the to use humanity to further Eldar goals may have
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.
66
The Crow Spirits: Murderous Spectres In their long years fighting Eldar Corsairs, some
Alongside the Twilight Swords, the Crow Navy officers have encountered large Eldar void-
Spirits have been a constant presence in the stations. One of these “Haven-class spires” could
Koronus Expanse since before the Imperium first serve as a base for extended periods of time, and be
discovered it. However, where the Twilight Swords hidden in almost any star system or vast nebula.
have demonstrated at least some signs of As with both the forces of the Craftworld Kaelor
benevolence towards mankind, even if that and the Twilight Swords Corsairs, the Crow Spirits
benevolence is fickle, the Crow Spirits are nothing have become even more active in the last few
but hostile. decades, as if some part of their unknown plan was
Ever since humanity has ventured into the approaching a crucial point, or perhaps as if some
Koronus Expanse, the Crow Spirits have struck at event had spurred them to greater action. However,
them with unerring precision and a cold and many of their recent actions have been just as
calculating wrath that seems to possess no source perplexing as the pattern of their attacks. On a dozen
nor be directed at any individual. Not every human occasions within the last thirty years, Crow Spirits
to travel the Expanse is targeted—indeed, only a ships have been sighted in direct and vicious confl
minority suffer that misfortune—nor are those who ict with ships of other Eldar, most frequently those
voyage to worlds identified as having significance of the Children of Thorns, but occasionally those of
to the Eldar targeted consistently. Whatever guides the Twilight Swords or Kaelor as well. While such
their attacks and chooses their targets, it follows an violence between different factions of Eldar is not
unfathomable plan. unknown, the frequency and brutality of these battles
In particular, their priorities appear to be the is unsettling; what could drive the Eldar to turn on
Unbeholden Reaches and Accursed Demesne. It is their own kind so aggressively?
rare to encounter the ghostly-pale vessels of the Extensive divination, including several hundred
Crow Spirits beyond those regions, though what readings of the Emperor’s Tarot by Inquisitorial
signifi cance those places hold is unknown, seers and the Astropaths of paranoid Rogue Traders
particularly as they border the blighted anomaly have proved to be of little benefit. The majority
known as the Rifts of Hecaton. None could imagine simply produce no result whatsoever, while a few
that any creatures could keep something of predict what a handful of others have foreseen: an
significance close to such a dread place, yet the unholy green light, worlds stripped of inhabitants, a
Crow Spirits seem intent to drive mankind away great pale horror, a cataclysm given form and
from it. In addition, the Crow Spirits have been substance, and the screaming of the ghosts of those
sighted in Winterscale’s Realm, near Maleziel and slain long ago.
the Serpent’s Cradle, though they do not tarry in Worse still, something unspeakable plagues the
Winterscale’s Realm. Instead they pass through it as dreams of psykers across the Expanse, passing from
hurrying to another destination. memory upon waking but leaving the impression of
Where all the other Eldar within the Expanse some vast and dreadful presence moving slowly
have made some contact with humans besides overt through the void, leaving only silence and death in
aggression, the Crow Spirits remain a mystery, and its wake.
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 Amongst the Crows
their goals, so that they can more easily be defended The Eldar have long been a spacefaring race, and
against, but with little success. No signs exist of a many ancient traditions have built up over the ages.
base of operations anywhere near to the Rifts of The complex nature of Eldar culture, and the
Hecaton, and given so inexplicable an origin, none mingling and evolving of cultures since The Fall,
have ruled out that they may originate from means that no two fleets of Eldar vessels are
somewhere else. Interestingly, the most well- hought structured in quite the same way, and though there
out suggestion as to the Crow Spirit’s base of are common themes and shared elements, there are
operations comes from the Imperial Navy as many differences—particularly where groups
squadrons assigned to guard Port Wander. of Eldar are isolated from their kin.
67
Within the Crow Spirits, the following is true. Cold and utterly ruthless, Ilistaneth harbours a
At their head, leading each and every ship, is a profound loathing for all that is not Eldar and knows
Craftmaster, or Athkion as it is known within the joy only in the moment of triumph.
Crow Spirits’ traditions. As a spacefaring culture, Ilistaneth does not question the instructions
the role of a Craftmaster is not entirely dissimilar to given to him by his masters; his hatred for the
that of a Rogue Trader or pirate captain. Subservient enemies of his kind dwarfs any empathy he might
to the Craftmaster are several individuals of have for the plight of his targets. A master of many
significance. weapons and just as many poisons, Ilistaneth is a
The two chief advisors of a ship’s Craftmaster terrifying adversary to face, and as many foes have
are known as the Bloody Hand, or Kaelamen, a died to his blades with a look of dread upon their
deadly warrior and bodyguard—who advises in all face, as have perished at a great distance never
matters of warfare, and the Silent Hand, or knowing the cause of their demise.
Istaurmen, who is a skilled intelligence-gatherer, Ilistaneth possesses a vast and bewildering array
spy, and diplomat. Depending on the inclinations of of armaments and tools. The most astounding is a
their Craftmaster, either or both may also have skill Holo-Suit—normally worn by the mysterious Eldar
as assassins and saboteurs. warrior-troubadours known as Harlequins, gifted to
Alongside the Hands, are Voidspeakers, him by a troupe of Harlequins as a reward for
powerful psykers who communicate with other parts slaying a target whose fate interfered with their own.
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.
68
Chapter 7: Eldar Starships
“If we do not destroy one of your ships now and (although nowhere near the quasi-insectoid
then, you will forget who and what we are.” appearance of Tyranid vessels). Naval officers
– Corsair Captain Shibán Nyssyn to a foe. sighting Eldar voidships for the first time often
dismiss them as easy prey for Imperial
Possibly the oldest space-faring race in the macrobatteries and lances. Nothing, however, could
galaxy, the Eldar were travelling among the stars be further from the truth.
while mankind was still learning to walk upright. The Eldar are perhaps the most accomplished
Close to human in appearance, Eldar tend to be starfarers in the galaxy. Their ships are significantly
taller and slimmer than the average Imperial citizen, more advanced than those of the Imperium, and are
with sharply-angled features and distinctive pointed equipped with technologies far beyond the abilities
ears. They are best known for the sublime grace of of the Adeptus Mechanicus to understand, much less
their movements as well as possessing blindingly duplicate. The hull of an Eldar ship is made not from
fast reflexes. A tremendously long lived people, adamantium plating, but from a material called
with life-spans measured in centuries, the Eldar are “wraithbone.” Molded by Eldar craftsmen known as
also a slowly dwindling race. Their homeworld was Bonesingers, wraithbone is literally grown into what
lost long ago during the catastrophic collapse of the ever shape is needed, be it armour, weapons,
Eldar civilisation, and they are now scattered across buildings, or kilometres-long voidships. Durable,
the galaxy, mostly dwelling on planet-sized difficult to damage, and even capable to a certain
spaceships known as Craftworlds. degree of self-repair, wraithbone is psychically
active and on Eldar ships replaces the vox units and
Wraithbone Warships cogitators found on Imperial vessels. Wraithbone
Eldar starships, when compared to the massive also manifests innate psychic shielding, partially
cruisers of the Imperium, seem almost fragile. Their protecting the vessel (and its crew) against certain
ships lack the thick plating, heavy prows, and manifestations from the void.
bristling towers of Imperial Navy vessels, instead Instead of crude plasma drives, the Eldar use
sporting long masts which support the vessel’s sail- vast solar sails to collect the light of the stars. These
like solar collectors. Their ships also have a sleeker sails allow Eldar ships to move swiftly and securely,
shape, generally possessing rounded, almost oval and are one of the reasons behind their impressive
hulls, and an “organic” look and unparalleled manoeuvrability.
69
Small craft may only have a single solar sail, while The use of wraithgates and the webway allows the
larger craft may have two or three, giving the ships Eldar access to almost anywhere they choose, and is
the appearance of winged creatures. one of the major reasons the Eldar are able to make
Defensively, Eldar forego the use of void shields the most of their small numbers. By using a
and instead rely on their holofields for protection. A wraithgate in an otherwise empty section of space,
holofield confuses a ship’s targeting sensors by the Eldar can often assemble a fleet of strike craft
creating multiple “ghost ships” randomly across an undetected, and either flank or bypass an enemy’s
area of space. These ghosts mask the actual location defences. Once their raid is over, they can retreat the
of the Elder ship. While this means an Eldar ship way they came, vanishing silently into the void.
can be nigh-impossible to hit, their lack of void
shields renders them vulnerable to those shots that Eldar Weaponry
do find their target. While immensely sophisticated, Offensively, the Eldar utilise advanced laser and
even Eldar construction is not as durable as multi- plasma weaponry backed by highly sophisticated
metre thick adamantium armour layers and torpedoes. A common macrobattery weapon is the
thousands of redundant components and “starcannon,” consisting of clustered plasma
replacement crew. generators mounted in turrets. These starcannon are
far more powerful than the crew-served weapons of
The Webway the same name used by Eldar infantry and light
Possibly the greatest accomplishment of the vehicles. As accurate as they are deadly, starcannon
Eldar is their ability to travel the galaxy without can wreck horrific damage on enemy vessels with
entering the warp. Instead, they utilise the the preciseness of their fire. Once their starcannons
“webway,” a network of warp tunnels dating back to have battered down an enemy’s void shields, the
when the Eldar were the sole rulers of the galaxy. Eldar turn to their pulsar lances, which fire volleys
Capable of transporting anything from a single of intense laser bolts, each capable of ripping
Eldar on foot to an entire space-borne battle fleet, through a target starship.
the webway allows the Eldar to slip in and out of
Imperium space almost undetected. In addition, Phantom and Pulsar Lances
many webway tunnels have planet-side terminus Similar in design to human lances, the Phantom
points, allowing the Eldar to land almost anywhere Lance is used on smaller vessels as it requires less
they choose both quickly and safely. This also energy to power. In contrast, the Pulsar Lance fires a
means Eldar do not need to rely on the dubious burst of high-intensity laser bolts. The energy
mechanisms of a warp drive or Gellar Field. requirements for this weapon are tremendous, but a
For those worlds without webway access, the single Pulsar Lance can strike multiple devastating
Eldar utilise the nearest webway egress to come as blows.
close as possible, then move in at top speed. It is
this same network that allows Eldar Corsairs to Macroweaponry
strike without warning and then slip away almost The Eldar disdain using shells and crude
quickly as they came. Worse yet, the largest Eldar warheads on their starships, preferring elegant and
ships contain internal webway points (known as deadly laser and plasma-based macrocannons. These
“wraithgates”), which are used to open warp portals potent weapons are devastatingly accurate.
to planetary surfaces so the Eldar can swiftly deploy
ground forces while simultaneously providing Torpedoes
covering fire from orbit. Eldar torpedoes are equipped with holofields of
their own, to ensure they go undetected. In addition,
Hit and Run they contain highly sophisticated tracking and
Although possessing vastly superior technology targeting systems and are frighteningly effective at
to most other races, this is often not enough to make finding and hitting their targets.
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 ship-
to-ship conflicts.
70
Attack Craft Sailing On The Solar Winds: Ships equipped with
To complement their offensive weaponry, many Solar Sails subtract one from their Speed value if
Eldar vessels also carry various forms of attack they begin a Strategic Turn moving towards the
craft. These include Darkstar fighters, which often nearest sun, use listed speeds while flying away, and
serve as escorts for Eagle bombers. For atmospheric add one to their Speed value when moving at a
operations, the Eldar utilise Nightwing fighters and (roughly) right angle to it. However, these
Phoenix ground-attack craft. When the time comes modifications only apply within a solar system and
to transport troops, the Vampire raider is brought can be ignored if the vessel is in deep space.
into play, along with the heavily-armed Vampire Supreme Manoeuvrability: A ship with Solar Sails
Hunter. Eldar starfighters are among the most may interrupt its Manoeuvre Action at any point to
advanced in the galaxy; the Darkstar is easily able to perform a Shooting Action. Once the Shooting
outrun and outmanoeuvre anything fielded by the Action is resolved, it must complete the remainder
Imperial Navy. In addition, Eldar attack craft of its Manoeuvre Action. The limit of one Shooting
possess holofields, making them nearly impossible Action per turn still applies. In addition, all Eldar
to hit when they make their attack runs. When vessels can make turns of 90 degrees, regardless of
coupled with their armour-cracking sonic charges, hull size.
this makes the Eagle one of the most feared Holographic Cloaking: All attacks made against a
bombers in space. 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
Eldar Vessel Special Rules Test to hit the ship with lances, and a Pilot (Space
All Eldar ships are subject to the following Craft) + Manoeuvrability Test to ram the
special rules: Holofield equipped ship). Macrobatteries, due to
Master Starfarers: The Eldar are some of the most their massive broadsides capable of filling a large
skilled voidfarers in existence and their ships are area of space with ordinance, only suffer a –20 to
designed to make the most of their talents. Any hit. Ships also suffer a –30 to any attempts to use
Eldar aboard an Eldar vessel may re-roll any any Extended Actions against the a holofielded ship
Piloting Tests for Manoeuvre Actions. that involve Detection (such as Lock on Target and
Path of the Warrior: When a Craftworld Eldar Focused Augury).
vessel engages in a boarding action, it doesn’t send Eldar Defensive Doctrine: Eldar ships have no
mere ratings into the fray. Instead, well trained and Void Shields, and always have their Holofield active
well armed Eldar Aspect Warriors will lead the unless it is destroyed.
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).
71
Eldar Weapon Special Rules Traversing the Webway
The following rules apply to certain Eldar Eldar do not usually travel by way of the Warp,
weapons, reflecting their radical and alien nature: but by that of the Webway, a series of interconnected
Superior Accuracy (Any Eldar Macrobattery): gates located throughout the immaterium. The
Eldar gain a +10 to Ballistic Skill Tests made to fire Webway is a comparatively safer method of
any Eldar macrobattery. traversing the void, and lessens the chance of
Pulsed Fire (Pulsar Lance Only): The Eldar long incursions while en route.
ago mastered the technology of laser weapons, and To travel through the Webway, utilize the same
their lances are far superior to the crude lances used method detailed in the Rogue Trader Core Rulebook
by other races. When an Eldar pulsar lance scores a for traversing the warp, but utilize the Navigate
hit, roll to hit again, applying the same bonuses and (Webway) skill instead. Should the initial location
penalties. A pulsar lance can score up three total hits or entry into the Webway check fail, the rest of the
when fired. process continues utilizing the standard rolls and
Self-Guided Targeting (Eldar Torpedoes): All modifiers presented in the Rogue Trader Core
Eldar Torpedoes use the rules for Seeking Torpedoes Rulebook as the ship passes through a breached
(see page 9). section of Webway, and is subjected to standard rolls
Defensive Holofield (Eldar Torpedoes and Bombers): on the Perils of the Warp table.
Both Eldar torpedoes and anti-ship bombers have a Should the initial checks be successful, the
powerful holofield. The holofield negates any Turret process continues as detailed, but apply a +20 bonus
Rating bonuses the target ship would normally get to all rolls made on the Perils of the Warp table due
when attempting to shoot down in an incoming to the Webway's relatively safer nature. If utilizing
salvo or attack craft wave. 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.
72
Constructing Eldar Starships
73
Starship Hulls
Starship Variety
Eldar Starship are constructed with two different
needs in mind. Corsair Ships are designed with
trade and exploration as their primary purpose, and
tend to rely on speed and agility. Craftworld Ships
are designed with the defense of one of the last
remaining ships of a people, and can bring to bear
an incredible amount of firepower.
Regardless of intent, both varieties of ship hull
origin are incredibly agile, capable of running
circles around Imperial vessels and often doing so.
Craftworld Ships gain additional bonuses as
dictated on page 71.
Corsair Ships
The typical Eldar Corsair vessel is the size of an
Imperial light cruiser and as well armed. Equipped
with Pulsar Lances and holofield-protected
torpedoes, one such ship can easily shred the
average 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.
74
Corsair Ship Hulls
Corsair Frigate Class Ship Hulls Hemlock Class Destroyer
75
Corsair Light Cruiser Ship Hulls Corsair Cruiser Ship Hulls
76
Craftworld Hulls
Craftworld Ships
An Eldar Craftworld is a sight never to be
forgotten. The size of a small planet (or even larger),
they drift serenely through deep space, travelling
paths known only to the Eldar Farseers.Made from
wraithbone, the same material used to create Eldar
armour, vehicles, and starships, Craftworlds are all
the Eldar have left to remind them of their past
glories.
Craftworlds are usually well guarded by large
battlefleets. Normally, these fleets remain close to
their respective worlds, as there are space-borne
threats enough to worry about. But, there come
times when the Eldar fleets will amass in force and
venture forth to do battle. Normally, such campaigns
are made in defence of a Maiden 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.
77
Craftworld Ship Hulls
Craftworld Raider Ship Hulls
Hull: Raider
Dimensions: .8km long, 0.15km abeam
Mass: 3 Megatonnes
Crew:
Accel: 10 Gravities Max Sustainable (Minimum) Speed: 8 Manoeuvre: +24
These tiny vessels are among the smallest encountered Detection: +20 Hull Integrity: 55
in Eldar fleets. Almost always found in small packs, Armor: 18 Turret Rating: 1
they’re primarily used for close defence of Craftworlds Space: 45 Ship Points: 55
and rarely (if ever) venture far out into deep space. Weapon Capacity: Prow 2, Keel 1
Incredibly agile, even for an Eldar ship, Shadowhunters ------------------------------------------------------------------------
are capable of engaging enemy fighter craft directly
Craftworld Cruiser Ship Hulls
(usually with their starcannons) and often engage in
rapid strafing actions against larger capital ships. When
Dragonship Class Cruiser
defending their Craftworld, the Shadowhunters act as
the last line of defence, swarming over anything that
Hull: Cruiser
manages to get past the other, larger, Eldar ships and
Dimensions: 4.5-5.5km long, 0.4-.6km abeam
pursuing their quarry down almost to the surface of the
Mass: 16-20 Megatonnes
Craftworld itself.
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
Speed: 15 Manoeuvre: +50 they have virtually no crew and are instead piloted solely
Detection: +20 Hull Integrity: 15 by the ship’s Infinity Circuit, where Void Dragons are
Armor: 14 Turret Rating: 0 equipped for extended operations away from the
Space: 25 Ship Points: 35 craftworld. Craftworld Kaelor utilises the Night Dragons
Weapon Capacity: Prow 1 —designed to be hard to detect and possess highly-
--------------------------------------------------------------- advanced auger arrays, Nova Dragons—armed almost
Craftworld Light Cruiser Hulls exclusively with starcannon cluster batteries to serve as
close-in support during fleet actions, and Star Dragons—
Wraithship Class Light Cruiser which use massed pulsar lances to engage enemy vessels.
There may be other Dragons as well, with different
Hull: Light Cruiser weaponry and uses.
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 Speed: 8 Manoeuvre: +20
prey. Detection: +18 Hull Integrity: 60
Armor: 18 Turret Rating: 1
Space: 55 Ship Points: 60
Weapon Capacity: Prow 3, Keel 2
78
Eldar Starship Components
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.
79
Chapter 8: Alternate Career Ranks
Alternate Career Ranks represent diversions and Lastly, each Alternate Career Rank has a set of
differing branches to a character’s basic Career Ranks at which it can be selected. Typically, this is a
Path. These might be the result of exposure to new minimum Rank within a Career Path that the
cultures or agencies in the Expanse, hidden secrets a Alternate Career Rank can replace (such as Rank 3
character chooses to reveal to his fellow Explorers, or higher).
or the result of specialised training or equipment a If an Explorer meets all the above requirements
character has gained in his travels. Note that these for an Alternate Career Rank, he can select it in
Alternate Career Ranks do not fundamentally place of one of his normal Career Path’s Ranks when
change a character’s nature; if a character is he earns enough xp to access that Rank. The
following the Arch-militant Career Path, then his Explorer replaces the Rank he would have taken
path stays focused on martial abilities and conflict. with the Alternate Career Rank. The Explorer
Rather, they signify a character’s experiences exchanges the Alternate Career Rank’s Advance
moving along a side path, learning new abilities and Table for the usual Rank he would be able to make
gaining new experiences along the way. purchases from as part of his Career. At this point,
Alternate Career Ranks can let a player the Explorer has access to the new Advances and
differentiate and personalise his character, especially may spend xp to purchase these Talents, Traits, and
in situations where several players have chosen the Skills. Some of the Alternate Career Ranks also have
same Career. Based on the new directions a player special Traits or other abilities that the Explorer
wishes his Explorer to follow, he might find his gains immediately upon selecting the Alternate
character evolving in ways the player had not Career Rank. Once the Explorer has earned enough
initially anticipated when creating him. xp points to reach the next Rank in his Career, he
Alternate Career Ranks also allow a character to returns to the next Rank in his original Career Path.
become even more firmly rooted into the settings of While any new Alternate Career Rank is filled
Rogue Trader, the Calixis Sector and the Koronus with new opportunities, there are some drawbacks to
Expanse. Each of these paths offer Explorers new diverging off of the standard path. This new focus
and exciting ways to interact with the rest of their might deny an Explorer access to other Skills and
surroundings. Talents, or force the Explorer to pay more
experience for them. A player could even find his
Taking an Alternate Career Rank character’s maximum ability with certain Skills
Alternate Career Ranks might look very reaching its upper limit earlier than he had planned.
appealing, and not just because they represent This is a potential price for taking a more
something that diverges from the standard Career generalised character in a more specific and
Path. With access to new powers, Skills, and specialised direction.
Talents, a character can stand out from others and, As all of this can complicate the normal
ideally, better aid his fellow Explorers. However, character progression system, Alternate Career
some Alternate Career Ranks can complicate the Ranks are recommended for more experienced
campaign at large, and players should always ask for players. Keep in mind also that regardless of how
the GM’s permission before having their Explorers many new options an Explorer gains, an Explorer’s
take on Alternate Career Ranks. Rank is still governed by the total amount of xp he
Each Alternate Career Rank has several has earned over the course of his development.
Prerequisites that an Explorer must meet before
selecting it. Many of these Prerequisites are Talents, Elite Advances from Missed Career Ranks
Skills, or Characteristic thresholds, and an Explorer Choosing an Alternate Career Rank means a
must fulfil all of the listed Prerequisites for an character has diverged from the generalised regular
Alternate Career Rank before selecting it. path of his career for a more specialised one. While
In addition, some Alternate Career Ranks are only this means access to new and often unique abilities
available to Explorers from certain Careers. during his tenure, it can often mean missing out on
Other Alternate Career Ranks have various the opportunities afforded in the regular
restrictions in this regard. development of his character. The Explorer can
purchase these “missed” Skills and Talents
80
with the GM’s approval as Elite Advances in the Career Progression
missed Rank at a cost set by the Game Master. A Advancing to a character’s next Rank is done
recommended base cost for these Advances is twice normally once the character has accumulated and
the original cost (so a 200 xp Skill would cost 400 spent enough xp. The character might find in later
xp, while a 500 xp Talent would cost an impressive Ranks that the digression he took for his Alternate
1,000 xp). The GM can modify this amount up or Career Rank has left him bereft of certain Skills,
down as he sees fit, keeping in mind that Alternate ones needed as Prerequisites for some of the
Career Ranks present opportunities to characters Advances the character might wish to have. To
they normally would not have, and there should be a acquire them the player must obtain them as Elite
trade-off for this opportunity. Advances. Alternately, the player might find
developing the new Advances his character gained in
his Alternate Career Rank is a way to further
individualise a character and make up for the missed
opportunities of the path not taken.
81
Bonesinger
82
Bonesinger Requirements and Progression
83
Corsair Prince
Eldar Corsairs are those Eldar Outcasts who Not all Corsairs turn to the path of Piracy, and
have deliberately chosen to make their living by serve a more pragmatic purpose. Fostering trade
raiding the commerce of the other star-faring between groups of wayward Eldar and even between
intelligent races of the Milky Way Galaxy, themselves and the Imperium of Man, these Corsairs
particularly the shipping of the Imperium of Man. bring the lifeblood of supplies to their steadily
Some Eldar Corsairs have been known to hire declining homewords, though they are never truly
themselves out as mercenary forces for various trusted by the Craftworld defenders.
foolish and often very wealthy human factions An Eldar Corsair band is usually led by a
within the Imperium. A fleet of Corsairs can prove member of the Eldar nobility with the title of prince
to be a powerful force on the battlefield for their (or princess) who has chosen the Path of the Outcast.
patrons. But the fickleness of Eldar Corsairs is To a human these Eldar might seem aloof and
legendary and more than one group of these Eldar arrogant, but the remnants of the lost Eldar empire's
pirates has been known to suddenly change sides or ancient aristocracy are natural leaders, brilliant
even turn on their human patrons after a battle is tacticians and bold warriors in battle.
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.
84
Corsair Prince Requirements and Progression
85
Harlequin
"All theatres are theatres of war. War must, need They perform frenetic, acrobatic dances for the
be theatrical." spectators there which are called Masques. Their
artistic works portray the Fall, the legendary decline
—Farseer Ro-fhessi of Craftworld Ulthwe, that destroyed the Eldar empire, the birth of the
describing a Harlequin performance Chaos God Slaanesh, and many other tales from the
long history and ancient mythology of the Eldar
A Harlequin, known in the Eldar Lexicon as a people.
Rillietann, is a member of a very distinct sub-group
of the Eldar race that belongs to none of the existing
Eldar sub-races, including the Craftworld Eldar, the
Exodites or the Dark Eldar. They are the keepers of
the Black Library and serve the enigmatic Eldar
deity called the Laughing God. They are welcomed
by all of the other Eldar factions, including the Dark
Eldar of Commorragh and the Webway, and are
known for their brightly coloured clothing,
incredible agility (even for an Eldar), and use of
unusually powerful weapons. Harlequins always
organise themselves into groups they call Troupes,
which are led by a Troupe Master.
The Harlequins are an ancient faction of the
Eldar, and the most enigmatic members of that
mysterious alien race. They roam the Webway,
fighting Chaos and its influence. Their sole purpose
is to seek out Chaos and destroy its power wherever
they can, and Chaos and its minions are their most
hated enemies.
Harlequins must pass a trial known only as "The
Ritual" upon initiation into a Harlequin band. This
ritual binds them to the Laughing God (the only
Eldar God to have survived as an independent entity
in the Warp), which is said to free them from the
fear normal Eldar have of Slaanesh, the Chaos God
of pleasure, stealing their souls away for an eternity
of hellish torture in the Immaterium. This is why
they need not wear a Waystone when they travel in
the Webway, and do not have to endure the tiring
soul-draining that other Eldar endure when in the
Webway for prolonged periods of time.
The Harlequin lifestyle is very like the life of a
roaming mime or troubadour of the medieval times.
They wander the Webway and occasionally appear
at Eldar settlements: on a Craftworld, on
Commorragh, an Exodite Maiden World, or even a
human world in the Imperium of Man.
86
Harlequin Requirements and Progression
87
A Note from the Author
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].
88