Warhammer 40K Ynnari Jumpchain

Download as pdf or txt
Download as pdf or txt
You are on page 1of 44

Warhammer 40,000:

The Ynnari Eldar


Jump by Aehriman

The first thing one must learn about the Aeldari is that they are a race of fragments,
broken and scattered across the galaxy. In culture, geography and technology, the
disparate elements of the Aeldari vary wildly. Even within a single sub-race (the
so-called kindreds of the Asuryani, Exodites, Drukhari and the mysterious
Harlequins) there is great diversity of tradition and attitude.
—Inquisitor Czevak Teachings of the Unholy

Perfidious Eldar! These aliens had the stars in their grasp and now are left to sift the
dust of their once fabulous realm. For all their intellect and mysticism they could not
contain the beast within them, nor tame the wild monsters of the Shadow. Why
should we pay them any heed?
-Inquisitor Grünwald, Ordo Xenos

"The Reborn are the only hope left to our people. They seek to unite the Aeldari
entire – to bring together not only the Craftworlds, but every scattered shard of our
race, be they Outcast, Exodite, or soul-hungry Drukhari. With the Whispering God's
net gathering us together away from the sight of evil, we shall be reforged. We shall
be a people that look forwards in hope, not backwards in despair. Follow them, cast
aside your waystone and the crippling fear it represents, and we shall soar on the
winds of fate once more."
— Lathriel, High Farseer of Biel-Tan
Once, when humans were first experimenting with slings and
spears, the Aeldari ruled the galaxy. It is no exaggeration to say that
stars were born and died at their command. Yet, all was not well.
Having long since freed themselves of the need for any form of
labor, the space-elves turned to endless hedonism. Though some
saw the peril, they were heeded not and as some fell away or fled
the coming cataclysm, the sadistic debauchery of the Aeldari
brought forth new life, a hermaphrodite god of pleasure and pain,
Slaanesh, the Prince of Pleasure, She Who Thirsts.

In this terrible genesis, the throne worlds of the Aeldari were


swallowed by the Warp, forming the rift now called the Eye of
Terror. The Aeldari gods who dwelt within the Warp were slain, all
but three who were respectively shattered into a thousand pieces,
imprisoned, and driven into hiding. Warp storms enveloped the
galaxy for centuries, and each Eldar soul was by default damned to
the care of their one remaining extant god, to scream in agony and
bliss forever upon death. The small splinters of the Eldar that
remained knew themselves to be a dying race.

Yet hope, that precious bird that nests in the soul, endured. In
prophecies whispered after the Fall, it was foretold that the Eldar
would die and each soul saved from She Who Thirsts would fuse
into a new god, Ynnead, god of the dead who would strike down the
false god Slaanesh and avenge them all in the Rhana Dandra, the
end of days.

Eldrad Ulthan, the foremost Farseer of the Asuryani Eldar, had for
some centuries sensed souls in the Infinity Circuits of the
Craftworlds starting to blend together and felt the slow heartbeat of
a nascent god. In hope of birthing Ynnead without the total
destruction of their race, Eldrad attempted a ritual on the moon
Coheris to awaken the Whispering God early. While the ritual failed
to wake the Whispering God, as the ritual ended a gladiator in the
dark city of Commoragh, Yvraine, rose from the dead and the
visions she experienced led her to name herself the chosen of
Ynnead. In a path marked with blood and ruin she left the city,
broke the craftworld of Biel-Tan and brought to life Yncarne, the
Avatar of Ynnead. Now Yvraine seeks to unite the scattered
remnants of the Aeldari and recover the lost artifacts needed to
raise Ynnead. Those who follow her and form the cult of Ynnead call
themselve the Ynnari or the Reborn and include individuals from all
major Aeldari groups.

Are the Ynnari the start of the Eldar’s rebirth or are they a fool’s
hope dragging the last of their race down with glittering promises?
Opinions differ, but you will have the chance to find out. For ten
years you shall join their number and gain 1,000 choice points (cp)
to carve out a place for yourself.

ORIGINS
All are Reborn. Yet the past still clings in subtle ways.

Asuryani - Craftworld Eldar. Your kin fled the Fall in ships,


swearing themselves to an ascetic life of iron discipline to keep She
Who Thirsts’ influence at bay. While still retaining as much
technology of the old empire as possible.

Drukhari - Dark Eldar. You and your ancestors never gave up


the depravity that led to the loss of empire, you just learned how to
hide from She Who Thirsts. Which meant torturing a gratuitous
number of slaves to death. Funny how not many people seem to like
you after that.

Eadar - Exodites. The first group to nope out, and become Space
Amish. Only with dinosaur-riders and high-tech weaponry they
trade with their kin for. Actually hunt or farm for their dinner, and
tend to be pragmatic and forward-thinking compared to their kin.

Rillietann - called Harlequins in the common tongue. You are a


devotee of the last living and free Eldar God, the trickster, the
Laughing God Cegorach, who is eager to welcome his little brother.
Until recently, you fought Chaos, wandered in a troupe preserving
Eldar culture, and whatever else it is murderous clown-ninjas do.
ALLEGIANCE
Soulbound - Those sworn to the Visarch, Yvraine’s champion and
mentor. The Soulbound are more pragmatic in general, focused on
reclaiming territory and building up the Aeldari, they are wary of
entanglement with aliens.

Bladehost - Those sworn to Yvraine as their warlord. Tend more


towards the mystical side of things, regarding reclaiming relics,
particularly the Croneswords as all-important. Strangely, more
willing to work with/for the Imperium than their Soulbound
brethren.

PERKS
Eldar Physiology (free all) The Aeldari may appear human, or as
they’d prefer, the mon-keigh look Aeldari, but they are not the
same. Their senses are far sharper, their brains more capable,
complex and so very much quicker to process information and
make decisions, their emotions more vivid and powerful. Only the
most heavily augmented of humans, the Primarchs and some
Assassins, can hope to match the inhuman speed, reflexes, grace
and precision of the Eldar. Finally, with the exception of the
Drukhari who shunned and stunted their gifts deliberately over a
vast period of time, each and every Eldar is a strong psyker by
human standards. If you wish to be a Drukhari psyker, you can, but
beware they have long been hunted by their own.

Blessing of Ynnead (free all) All the Reborn can draw strength from
soulstones, and commune with the spirits within, gaining their
insight and drawing on their skills in battle. Moreover, their souls
are bound to the god of death and so they do not need soulstones to
prevent their souls from being consumed by She Who Thirsts. Yours
may be bound to your Benefactor or even yourself. In any case, any
attempt to steal or alter your soul will fail as it’s already spoken for.

Artist’s Calling (-100 cp) The Eldar have always produced great
works of art, even the twisted works of the Dark Eldar. You
exemplify this trait with the creative instinct to be the greatest
artist in the history of your people, and not in just one field, no. You
can make paintings that capture a person better than holo, write
symphonies to drive Khorne Berserkers to weeping and design
lovely yet practical architecture. Should you perish, or move on
from this place, know you will leave behind a lovelier galaxy and an
artistic legacy unmatched by anyone.

Webway Ambush (-100 cp) With the spirits of the dead guiding
their every step, the Reborn can navigate the Webway with ease.
You have an unfailing sense of direction that functions even in
hyperdimensional mazes, M.C. Escher drawings and dream realms
where emotion and symbolism matter more than distance or
direction. You can navigate even the most confusing of
environments with ease.

Artefacts of Death (-200 cp) The Reborn seek relics of the lost
empire, gathering them together to ensure their victory. You are
very good at finding such lost relics or powerful items, sensing
them at short range and instinctively uncovering clues otherwise.

Back From the Brink (-200 cp) Those infused with the power of
death are truly difficult to slay. Once in a battle, when you would
have died, the God of Death rejects you and heals your wounds. This
ability takes eight days to recharge.

Ancient Aeldari (-500 cp) It is whispered that the Aeldari are not
what they once were in a more literal way than just their fallen
civilization. Hard as it may be to imagine a more perfect being than
an elf, it is said that in the War in Heaven, they were luminous
beings who could recover in moments from wounds that would slay
any Eldar today, that the days of their lives were counted not in
millennia but eons and they could bring themselves back from the
dead through sheer force of will. Their psychic might was beyond
human measuring, eclipsed only by the mon-keighs Emperor and
literal gods, and instead of an Aeldari sacrifice to waken an Avatar,
they could transform in a crisis and then return to themselves.

It may be the favor of Ynnead, a random mutation, or destiny, but


as the Eldar hope for rebirth, you have been reborn as one of these
Ancient Aeldari, and can become an Avatar of Ynnead for one day a
year.

This perk serves as an enhancer of others. Where a perk may make


you skilled, even great, taken with this makes them legendary. Or
roughly doubles if you need a ballpark estimate.

Reclaim the Galaxy (-50 cp, free Soulbound) It is your destiny to


take back what was once lost. You are highly skilled in the taking
and holding of specific objectives, and possess a boundless
willpower.

A Taste For Death (-50 cp, free Soulbound) When one of the Reborn
sees a foe breath their last, they are filled with a renewed sense of
purpose. The deaths of your enemies harden your will, and can
substitute for food, drink or rest.

Fear of the Grave (-100 cp, discount Soulbound) Ynnead knows


neither mercy nor fear - the same cannot be said of the god’s foes.
You have the ability to be frankly terrifying, and many a foe will
choose flight over confronting you.

The Great Enemy (-100 cp, discount Soulbound) All Aeldari reserve
a ferocious loathing for Slaanesh and its followers. Each Jump, you
may designate one “Great Enemy” and find all harm you do to them
is doubled.

Lord of Rebirth (-200 cp, discount Soulbound) Some Ynnari have


mastered the cycle of death and rebirth. Your wounds heal in mere
minutes, mortal wounds may take an hour or two.

United in Death (-200 cp, discount Soulbound) When the Ynnari act
as one, their blows fall like rain, the storm of blades in the name of
the God of Death. You work with incredible teamwork and
coordination, and quickly and easily integrate new individuals and
tactics into your host.
Favored of Ynnead (-300 cp, discount Soulbound) The spirits of the
dead seek you out, swirl about, and with a gale-force wind speed
you to seek the lives of your foes. You can fly short distances, and
run with immense speed, faster than many vehicles, but are visibly
surrounded by ghosts when you do so.

Master of Death (-400 cp, discount Soulbound) The champions of


Ynnead have great expertise in severing the cord that binds body
and soul. Your skills in personal combat are among the greatest this
war-torn galaxy has ever seen. To you, Astartes chapter masters are
clumsy children waving broomsticks around, Ork Warbosses
drunken brawlers who can barely see or stand.
- Ancient Aeldari There is nothing in this universe you cannot
kill, even the Gods themselves, should they be foolish enough
to manifest before you. Mortals, immortals, literal gods of
war, all fall before your blade.

Strength From Death (-50 cp, free Bladehost) To the Ynnari, the
life forces released by the recently dead are invigorating in the
extreme, the souls of the fallen spurring a burst of activity.
Whenever someone dies nearby, you gain a burst of speed and
strength by drawing on the final embers of their life force. This
fades after a few hours.

Whispering Spirits (-50 cp, free Bladehost) The Ynnari are


surrounded by the spirits of the fallen, whose sibilant whispers can
distract and unnerve nearby foes. You may toggle this effect on or
off.

Acolyte of Ynnead (-100 cp, discount Bladehost) Your psychic


powers are enhanced by the energies of death. Much like Strength
from Death or Taste for Death, but applying specifically to your
mental powers.

Exalted of Ynnead (-100 cp, discount Bladehost) The hope brought


by Ynnead calls out to the greatest champions of the Eldar. You are
most skilled in recruiting strong fighters, and recognizing the
potential in those overlooked by others.

Reborn Together (-200 cp, discount Bladehost) The goal of the


Ynnari is to save every member of the Aeldari race, whatever their
previous allegiance. You have a gift for bringing disparate groups
under one banner, and once they’ve fought a battle or two together,
old divisions are all but forgotten.

Revenant Discipline (-200 cp, discount Bladehost) The unique


psychic powers of the Ynnari are yours to command! Your eyes
blaze with the Gaze of Ynnead, sucking away at the very lives of your
targets. You can drive foes to madness with Storm of Whispers, or
weaken, even kill with Unbind Soul. Your allies can be roused to
super-aeldari feats with Ancestor’s Grace, shelter under the Shield of
Ynnead, or be raised from the dead by a Word of the Phoenix.

Souls of the Strongest (-300 cp, discount Bladehost) There are


souls and then there are souls. Those souls in the galaxy that burn
strong and bright can be harnessed to great effect by Ynnead’s
followers. When you slay a champion of the enemy, your entire
army can benefit from all your death and soul related boosts. More,
you can assimilate the skills of your greatest enemy, turning their
strengths into yours.

Warden of Souls (-400 cp, discount Bladehost) You are the keeper
of many souls. Your mastery over deathly energies is almost
unparalleled. You gain roughly double the benefit from any ability
fuelled by death, and double the strength of any powers that might
be called necromancy or soul magic, and your study of them is rapid
and intuitive.
- Ancient Aeldari the Eldar have long known of three realms, the
world of light and matter, the shadow of the immaterium, and
the twilight in between. As you have learned to walk between
life and death, you gained a mastery over liminal spaces like
the Webway, able to open gateways without the aid of
technology. Your senses of life and death allow you to feel
large concentrations of either.

Origin Perks

Reborn Craftworld Eldar Perks


Ask not the Eldar a question, for they will give you three answers, all of
which are true and terrifying to know. -Inquisitor Cvezak
Aspect Warrior (-100 cp, first free Asuryani) For millennia, the
warriors of the Asuryani have donned masks, distancing
themselves from the act of violence by assuming the identity of
aspects of Khaine. You have walked the Path of the Warrior, and
have the appropriate training and gear from your Aspect Shrine.
- A second purchase, discounted for Asuryani, and you have
been an Exarch, the elite of the elite, a trainer and squad
leader, and have a soulstone linking you to the exarchs who
have gone before. Also enhanced weaponry.
- A third purchase, likewise discounted, to become a Phoenix
Lord, the leader of a Shrine and possessing the soulstone and
wargear of its founder. You retain your own identity.

Children of the Stars (-100 cp, free Asuryani) Naturally, you


wouldn’t be space elves without being inhumanly perfect and
beautiful. You are particularly eye-catching even amongst the other
Eldar.

Deadly Misdirection (-100 cp, free Asuryani) With the Aeldari,


nothing is as it seems. What appears to be a victory can soon
transform into a defeat. You are incredibly skilled at hiding your
true intentions, feigning retreat to lure foes out of position or
providing distractions.

Balanced (-200 cp, discount Asuryani) Day and night, the Shadow
and the universe of Light, the dragon and the phoenix. Much of
Eldar philosophy involves the unity of apparent opposites, even
more so the Asuryani, who seek to preserve the very best of the
Aeldari. You are secure in yourself, poised between creation and
destruction and a master of both, unable to be harmed or corrupted
by any powers you may possess.

Dedicate of the Path (-200 cp, discount Asuryani) To prevent


themselves from falling further, the Asuryani developed the paths.
You have the focus and determination needed to devote yourself to
a craft or ideal, forsaking all distractions, until you have mastered it
to a superhuman degree.

Warlock Discipline (-200 cp, discount Asuryani) Having walked


both the path of the warrior and that of the seer, you have learned
to use your race’s psychic powers effectively in combat. You can
Conceal your allies in a shadow or fog, Enhance their speed and
agility, or Embolden them to push on through weariness, pain and
fear. You may direct your formidable powers against the enemy in a
Destructor blast or Mind War. Alternatively, you can Augment a
friendly psyker to boost their range and power, or form a giant
ghostly Executioner to fight foes too large for you to engage
normally.

Honeyed Words (-300 cp, discount Asuryani) How many disasters


could have been averted over the centuries, if people would only
heed a Farseer’s warnings? But no, just because they’re
consistently manipulative and treacherous, no one ever listens
when they’re actually trying to help! No longer. When you speak the
truth, as you understand it, people believe you. Oh, they may think
you misled, mistaken or mad, but they will not doubt that you
believe what you told them, especially why you’re doing certain
things.

Sifting Through The Dust (-300 cp, discount Asuryani) More than
any of their peers, the Asuryani have tried to preserve and scavenge
the technology of their old empire, even raiding Crone Worlds in
search of soulstones and other relics. You are extremely skilled and
fortunate in unearthing ancient secrets, but your best skill by far is
divining the proper function and use of mysterious artefacts. Even a
brief examination gives you a vague idea, an hour, mastery of a
strange technology and its operating principles.

Bonesinger (-400 cp, discount Asuryani) Ancient Aeldari


civilization was based on a capability most of the diaspora have
lost, manifesting Warp energy as wraithbone, a psycho-plastic that
is incredibly durable, a conductor of Warp energy yet also protects
nearby things from corruption. Most Asuryani can make simple
tools or trinkets given time, nothing big or complex. You can
produce buildings and tanks in moments, starships given several
hours.

Walker of Many Paths (-400 cp, discount Asuryani) Only when you
have soared through the morning sky on wings of fire can you
understand the Hawk. Only when you have fallen screaming upon
those who know they are already dead can you understand the
Banshee. Only when you have annihilated those who would oppose
you can you truly understand the power of the Dragon. And only
one who has travelled but ultimately turned away from each of
these paths can understand the Autarch. You have walked the Path
of the Leader, spent time with each Aspect to understand Khaine
more fully. You can synergize your different skills well, and know
how to use specialists to their best effect.

Farseer (-600 cp, discount Asuryani) The burden placed upon the
Asuryani’s greatest psykers, to tear knowledge from the skeins of
fate, and steer the Craftworlds from disaster. You have learned to
cast your mind along the branching paths of the future, to calculate
which fates are the most probable or desirable, and how to bring
them about or avert them. Nor are your powers merely those of a
passive observer, you can create an eldritch storm or even freeze a
target in time.
- Ancient Aeldari Your skills as a seer outstrip even Eldrad’s. It is
often said that hope is but ignorance, and knowledge only
allows one to see their doom, the puppet-strings all dance
along. This may be true for others, but never you. There is a
path that leads to joy and victory, a way to win in any
circumstances, and no matter how dark things seem, you can
always find that path.

Reborn Dark Eldar Perks


Pray they don’t take you alive.

Everspiral (-100 cp, free Drukhari) Towards the end, the Aeldari
Empire was locked into a race to the bottom of depravity and the
blackest depths of immorality, and for the Dark Eldar, the race
never ended. You can’t survive in Commoragh without a strong
stomach and a willingness to embrace evil, so have the ability to
switch those pesky qualms off.

Sadist (-100 cp, free Drukhari) The pain of others is as food to the
Dark Eldar, and having lived off it all your life has made you a
connoisseur. You know how to inflict pain, physical, spiritual and
mental, how to milk someone for all the pain they could possibly
produce, making a death that lasts years or scars that will pain
them for the rest of their days.

Vampiric Thirst (-100 cp, free Drukhari) The Drukhari have learned
to retain their souls and extend their lives by feasting on the pain of
others. Such a skill serves little purpose to the Reborn who are
beyond Her grasp, but life-extension, that does still work. By
inflicting pain you can hold age at bay, perhaps indefinitely.

Fire And Fade (-200 cp, discount Drukhari) All Eldar use
hit-and-run tactics to maximize their traditional advantages in
mobility and firepower, and minimize their disadvantages in
armor. Doubly so the Drukhari, for each moment they exist outside
the shelter of the Webway the Thirst grows. You cut your teeth in
lightning realspace raids, and have mastered the tactics that work
best for raids.

Kabalite Warrior (-200 cp, discount Drukhari) The Dark Eldar prize
martial prowess far more than their kin. Partially for the ability to
take the captives and slaves that keep Drukhari civilization going,
but martial skill and pride are seen as virtues in their own right.
Your body has been shaped to be far stronger than other Eldar, and
you have learned well how to fight.

Trueborn (-200 cp, discount Drukhari) Those few Dark Eldar who
are born through natural processes are favored over and look down
on the majority grown in an artificial womb. Others sense that you
are special, elite and more capable than others of your kind.

Mon-Keigh Sex Daemons (-300 cp, discount Drukhari) You have


studied for mortal generations under the Wych Cults or the Incubus
Shrines, mastering a fairly unique combat style that makes you
practically death itself to ordinary Kabal warriors, with the Wych
Succubus focused on speed and agility, the Incubus on pure
swordsmanship. Can be taken twice to gain the benefits of each.

Mandrake (-300 cp, discount Drukhari) Mutants (we think) warped


(we think) by living on the edges of Commoragh. Your dark skin
vanishes in the shadows, granting effective invisibility. You have
power over darkness, including the ability to travel through
shadows, and can conjure a cold fire that burns souls as well as
flesh. No Mandrake has yet joined the Ynnari, but we suppose
someone had to be first.

Treachery (-400 cp, discount Drukhari) To say the Dark Eldar are
treacherous is to imply the universe is a little large. Neither comes
close to encapsulating the sheer scale of reality. The children of
Commorragh scheme ceaselessly to usurp their betters and defend
their position from their lessers, so only the strongest and most
cunning can rise to leadership. In this, your skills are worthy of an
Archon. You have learned to craft exquisite plots against those who
seem to hold an iron grip, and keep your minions cowed, even loyal
in their own twisted fashion, that you need not fear being betrayed
in your turn.

Turnabout (-400 cp, discount Drukhari) Any weapon your prey


wields can be turned against them, given sufficient application of
wits. The strongest armor and most impregnable strongholds can
only lead your rivals to complacency. How sweet, to kill them where
they imagined themselves safe! In this, as in all things, you find the
hidden downsides to your enemies strengths, the ways they might
be exploited as weaknesses.

Haemonculus (-600 cp, discount Drukhari) Without question, the


very finest surgeons and flesh-shapers in the galaxy are all found
in Commoragh. Shame they use their skills mostly to torture,
mutilate and mutate people into living nightmares, or invent new
and agonizing ways of killing people, but that’s the Drukhari for
you. Most central to the skill set is the ability to revive anyone who
hadn’t suffered True Death, large-scale destruction of brain matter
or some of the more exotic transmutations allowed by Drukhari
technology.
- Ancient Aeldari Your skills as a Haemonculus exceed those of
Urien Rakarth. The science of making pocket dimensions, or
magical seeming curses, is nothing to you. Your skills in
medicine are so advanced, it’s nearly impossible for you to
find something you can’t easily fix.

Reborn Exodite Perks


All has happened before, all will happen again. Suffering is unending, battle
eternal.

Purest of the Eldar (-100 cp, discount Eadar) You are descended
from those who turned away from decadence and depravity, fled
their society to start anew, a purer, simpler life. Chaos and other
forms of corruption can take no root in you, nor twist you from who
you are.
Just Say No (-100 cp, discount Eadar) Poison, especially drugs and
alcohol, have no power over you. Can be toggled off if you want to
defile the temple of your perfect elven body.

Primal Connection Antibody (-100 cp, discount Eadar) A world is a


living thing, and a Maiden world knows when it is invaded,
infected, violated. You can sense corruption, pollution and other
unnatural things harmful to the planet you stand on.

Improvised Materials (-200 cp, discount Eadar) Wraithbone is one


of the strongest, most versatile substances in the universe. It is
almost unthinkable that anything could be a reasonable substitute,
much less crude things like wood, bone or hides. Yet the stats don’t
lie, your leather is comparable to the armor of your peers. When you
need to make do with natural materials, they stand up as well as the
thing they’re replacing.

Survivor (-200 cp, discount Eadar) You have to be tough to make it


in the real worlds, away from the fancy technologies that provide
food for other Eldar. You can survive and thrive in virtually every
environment and biome.

Traceless (-200 cp, discount Eadar) The Rangers outcast from the
craftworlds have often sought, and been welcomed by, their Exodite
cousins for their skills. You have learned to move through the
wilderness with admirable stealth, track beasts or beings thousands
of miles. Most impressively, your psychic gifts have turned to
aiding your stealth, muffling unwanted noises, masking your scent
and sweeping away your footprints and spoor.

Friend To Nature (-300 cp, discount Eadar) You are a harmonious


part of nature, and both animals and nature spirits automatically
trust, respect and defer to you to an extent. Until and unless you
prove unworthy of their faith in you.

Dragonknight (-300 cp, discount Eadar) The finest warriors of the


Maiden Worlds fight astride great dragons, what the mon-keigh
call dinosaurs. You have an incredible rapport with all such beasts,
easily able to capture and tame them, to ride with ease and fight
alongside each other with incredible coordination. Under your
tutelage, dragons become far more than they were, capable and
dangerous to a supernatural degree.
Existing Elsewhere (-400 cp, discount Eadar) You have mastered
one of the signature abilities of a Visionary, to send your spirit out
far away to scout and spy. Further, you can manifest a temporary
body for your spirit, though it will be similar in substance to those
of a daemon. Great for surprise attacks.

Worldsinger (-400 cp, discount Eadar) Wraithbone is rare and


precious in the Maiden Worlds. The Exodites often get by with base
metal and stone, wood and bone and hides. Yet they have learned to
encourage and shape plants with their songs, to create a mighty oak
in minutes, or a hut formed from cleverly joined shrubs. Their fields
are lush and green, and their forests likewise. You have mastered
this art as few have.

Baron (-600 cp, discount Eadar) You are the lord of a territory, or
perhaps their immediate family. To rule the famously independent
and free-spirited Exodites you need two things in vast amounts,
raw charisma, and actual competence in both battlefield command
and peacetime administration. You know more than enough tactics
and strategy to get by, make people actually want to serve under
you, and can manage your subordinates, their problems and
grievances, earning their lifelong loyalty. You can play to a crowd,
or comfort a single person in their hour of need with equal skill.
- Ancient Aeldari A good leader can command. A great leader can
train their subordinates so well that everything runs smoothly
in their absence. You train others incredibly quickly, they work
together well. You can even lend out perks to those in your
charge.

Reborn Harlequin Perks


Death and Fate have taken the stage.

Lore Master (-100 cp, free Rillietann) You know all the songs, plays
and stories the Harlequins have preserved of the lost Aeldari
civilization, and all the ones they’ve worked on since.

Lighting-Fast Reactions (-100 cp, free Rillietann) The Aeldari have


always possessed preternatural reflexes. Yours are exceptional even
by their elevated standards, and it is rare to find a foe that can even
touch you in melee combat, in which you are skilled even before we
get into the Harlequins’ signature weaponry.

War Dancer (-100 cp, free Rillietann) The Eldar are incredibly agile
and graceful to begin with, when one seriously studies dance, it
leads to something truly extraordinary. You can run through a hail
of automatic weapons fire in relative safety, almost able to quite
literally dance between the bullets, your steps and strikes alike are a
blur to your foes. Your speed and agility turn battle into dance.

Bit Players (-200 cp, discount Rillietann) Often it is the way that
when Harlequins appear in a story they have conversations in
which they seem to critique the book they’re in, but keep it
ambiguous. In the thousand thousand stories unfolding all around
you each day, you can tell who are the main players in events, and
who is there as literary window-dressing.

Company (-200 cp, discount Rillietann) When the players of a


troupe assemble, they form a psychic link to dance even the dance
of war in perfect synch, to coordinate as the fingers of a single
hand. You can form such a bond with people, even those you have
only just met.

Timeless Glories (-200 cp, discount Rillietann) The Harlequins


unite the various kindred of the Eldar through their shared history.
Their dances of ancient glories of the Aeldari inspire all who see
them to become something more. You are one such inspiring figure,
rallying others to aspire to mythic greatness.

Play the Part (-300 cp, discount Rillietann) To play in a troupe is to


submerge yourself in the identity of gods, heroes, villains and
more. Besides having an innate talent for theater, you find when
you cast yourself in a particular role, the hero, the mentor, the
mysterious helper or clever servant, the universe itself seems to aid
you along, becoming more and more trope-steered the closer you
cleave to your chosen part in events.

Secret Paths (-300 cp, discount Rillietann) In wandering the


galaxy, the Rillietann have learned the best path is not always the
shortest or straightest. When you need to get somewhere unseen,
your senses bloom as possible paths reveal themselves, ranked by
risk of discovery.
Solitaire (-400 cp, discount Rillietann) The rarest of creatures, an
Eldar blank who cannot touch the Warp, have no psychic abilities
and suppress such abilities for a radius around them. Such warriors
fight alone, save for the greatest of efforts, and are the only ones
who can play the role of She Who Thirsts in the Harlequins’ plays.
For the duration of the Jump, you cannot use any psychic powers.

Shadowseer (-400 cp, discount Rillietann) Facts are few, but truths
are many when dealing with Harlequins, none more so than their
psykers. You are skilled in the creation of psychic illusions,
misdirecting others, sowing terror and confusion. You may dull and
muffle senses with a Fog of Dreams, edit your allies from the foe’s
memories, hidden by the Veil of Tears. More directly, a Mirror of the
Mind traps a single enemy’s consciousness in a twisted mirrormaze
for subjective hours to months, while singing a Peal of Discord can
shatter bone and melt brains. You can conjure Shards of Light,
illusory blades that do real harm, while a Dance of Shadows
enhances dark and light and send them whirling about until your
enemies stand in abyssal darkness with occasional flashes like
lightning, more disorienting than helpful.

Luck of the Laughing God (-600 cp, discount Rillietann) Those who
are lucky are said to be blessed by the Harlequin’s patron, but your
luck is just unbelievable. Misfortune avoids you, you could gamble
with a Lord of Change and Orikan the Diviner and still come out on
top. If there is the least chance for you to succeed or your enemies
to fail, they will.
- Ancient Aeldari Your fortune reaches beyond yourself, to touch
your allies and your plans. You and your allies are also
immune to all forms of foresight save those that would benefit
you.

KINDRED
Friends of Old (-100 cp) Import up to eight Companions as Eldar,
with 800 cp to provide for their choice of perks and items, and a
background of their choosing. Companions cannot take
companions themselves, nor drawbacks to gain further points.

Yvraine (-100 cp) A dancer from Biel-Tan, became a warlock, and a


warrior, before becoming a pirate captain and winding up in an
arena in Commoragh where she challenged Lelith Hesperax, lost,
and then was killed and reborn at the hands of a priestess of
Morag-Hei as the herald of Ynnead. She fled the Dark City to
Biel-Tan to raise the Yncarne, then revived Guilliman to lead the
Imperium. Yvraine is a powerful psyker, a polymath, and an
especially graceful and skilled fighter.

The Visarch (-100 cp) Born Laarian, a Dire Avenger Exarch who
quit his temple and the craftworld to follow Yvraine, such was his
love for her and admiration for her martial skill, he became an
Incubus to watch over her. When she became the Herald, he became
the Sword of Ynnead and left his name behind. The Visarch is an
especially deadly warrior famed for his ability to switch up his
fighting styles by drawing on the many soulstones incorporated
into his armor.

Eldrad Ulthran (-100 cp) An elderly Farseer of Ulthwe, probably the


first person most people think of when Farseers come up. Is an
absolutely amazing prophet and fighting mage, but is also a… jerk.

Yriel (-100 cp) An Asuryani Autarch turned one of the most


successful space pirates in the galaxy. An amazing commander,
both canny and inspiring, and wielder of one of the Croneswords.

Lelith Hesperax (-100 cp) The foremost of the Wych gladiators of


Commoragh. A thousand rumors swirl about what dark pacts of
combat drugs she must use, the truth is she was simply born a
prodigy of fighting and killing, who gets bored at less than
ten-to-one. Lelith cares not for the politics and pleasures of the
Drukhari kabals, and rarely speaks, for combat is her sole passion.
Though she can prove quite sadistic to those who disappoint her by
offering no challenge.

Althenian Armourlost (-100 cp) A Fire Dragon Exarch from


Lyanden, who lived seven lives before becoming the
longest-serving Wraithlord in Aeldari history. Big guy loves his
fusion guns.
Sylandri Veilwalker (-100 cp) A shadowseer of the Harlequins’
Masque of the Veiled Path troupe. Fond of secrecy and illusions, an
incredible friend to have, but also incredibly annoying with her
refusal to ever explain herself, deal with the cleanup, or do shared
chores.

Lathriel & Melinel (-200 cp) Twin brother and sister from fallen
Biel-Tan. Melinel is a gifted Autarch, having walked all the paths of
the warrior, his sister Lathriel is a capable Farseer. Come as a
package deal.

High Inquisitor Bronislaw Czevak (-100 cp) A radical, most


effective Inquisitor of the Ordo Xenos, Czevak is over four hundred
years old, first recruited for his sharp mind and instincts, he struck
up an unlikely friendship with Farseer Iqbraseil of Craftworld
Lyanden and was one of the few outsiders honored to see a
Harlequin troupe re-enact the fall of the Aeldari Empire. Betrayed
by his own Inquisition on a salvage mission to a crashed
Craftworld, he spent thirty years in the Black Library as a prisoner
and student of the Harlequins. Has a burning hatred for Chaos and
especially his nemesis Ahriman of the Thousand Sons.

Isha (-400 cp) The Aeldari mother goddess of healing, fertility and
life, taken captive during the Fall and held a prisoner of Nurgle ever
since. You freed her, but beware because Papa Nurgle and all his
forces desperately want her back. On the plus side she has a mastery
of biomancy that is literally peerless.

Cegorach (-400 cp) Mysterious and sinister trickster god of the


Aeldari pantheon, self-appointed humbler of the proud. Cegorach is
the patron of the Harlequins and one of three or four master
puppeteers behind most everything wrong with the galaxy. He’s all
too happy to explore the multiverse, but don’t expect him to pay
any more than lip service to any rules or restrictions you try to
impose. You should also expect a lot of short-sheeting, pizzas
ordered in your name and such, and be grateful if he keeps to small
petty mischief.

Kaela Mensha Khaine (-400 cp) Aeldari god of war and murder,
whose hands eternally drip with the blood of Eldanesh. During the
Fall, Khaine fled and was shattered into a thousand pieces, but you
managed to unite them. Ashamed of his cowardice, the murder god
pledges to assist you for a time. But seriously, powerful as he is,
he’s a violent jerk, why are you taking him?

Some Rando (-50 cp) It’s a very big galaxy, full of fascinating
people. Even, if you can believe it, some who aren’t Eldar. Feel free
to take anyone who consents to come on your adventures.

RELICS
Aeldari Aesthetic (free) No one can deny, the space elves have style.
Their works are sleek, ornate while remaining functional. Whether
the bright colors of the Craftworlds or the spiky black look of the
Dark City, you can make your Warehouse and any Items appear to
fit right in at will.

Shuriken/Splinter Weapons (free) You own a pistol and rifle of the


basic weapon types used by the Aeldari. You can mix-and-match,
have a longarm of one and a sidearm of the other, self-repairing
with limitless ammunition.
Asuryani shuriken weapons shave off a monomolecular slice of
plasti-crystal, launched at great speed by a magnetic repulsor to
create a storm of hypersonic blades, usually at a rate of about a
hundred rounds a second.
The Drukhari instead favor crystallized poisons that their own
repulsor weapons shatter, launching tens of thousands of toxic
splinters in a spray of agonizing death.

Soulstone(s) (free/-50/-100/-150 cp) For almost fifteen thousand


years, the Asuryani have worn these special gemstones at all times
to trap their souls upon death, that they may be returned to the
Infinity Circuits of their Craftworlds. The Ynnari have no fear of
death and carry soulstones for a different reason, to commune with
the spirits within, for strength and guidance. The Visarch in
particular is infamous for his ability to draw on the combat skills
and styles of the half-dozen warriors whose soulstones he wears.
Your first soulstone is free, a constant companion, further ones are
50 cp apiece.
For 100 cp, you get the soulstone of an Exarch, Incubus or similar
great warrior with many centuries of combat experience to draw
on, for 150 cp a Farseer (or Spiritseer, Shadowseer, etc) who can
still use their powers with your blessing.

Webway Seeds (-200 cp) A bag of twenty-six wraithbone seeds,


replenished monthly. When planted, they grow overnight into a
webway gate large enough for people to pass through. The visible
growth is just a fraction of the true expansion into the twilight
between the Materium and Immaterium, linking up with the
existing Webway. If you do not define an area, it will continue to
expand to a scale to move vehicles, armies and starships. In future
Jumps, you can use this to build your own Webway network. After
the Spark, your Webway can connect to all prior versions.

Relics of Death

Mirrorgaze (-50 cp) This war-helm is covered in a mosaic of


shards from the famous Crystal Mirror. Anyone attempting to
charge or sight on the wearer is momentarily blinded by the
flashing lights.

Song of Ynnead (-50 cp) A blessed shuriken pistol. When it claims a


life, a roar of triumph is heard, and the allies of the slain suffer
terrible hallucinations of vengeful spirits. As ever, you may import
another firearm to gain this capability.

Corag-Hai’s Locket (-50 cp) A soulsteel charm that was left behind
when the priestess of Morai-Heg present for Yvraine’s rebirth was
burned to ash. This amulet lets the user commune with soulstones
and draw strength from death like a Ynnari, healing the user, and
slightly enhances those abilities where they are present.

Soulsnare (-50 cp) A rune-inscribed orb, filled with a gossamer


portion of Ynnead’s own net. When cast, it bursts forth on impact,
severing souls from bodies and slicing great armor to tiny pieces.
Making this a literal holy hand grenade. Replaced daily.
The Hungering Blade (-100 cp) A sword with a limitless hunger for
Eldar and other lives, to birth Ynnead and slay Slaanesh already.
The smallest nick becomes a necrosis that slays in seconds and
turns the slain to dust. You may import another weapon to gain this
quality.

The Lost Shroud (-200 cp) Woven from the ectoplasm that wisped
from the broken and corrupted Infinity Circuit of Biel-tan, possibly
corrupted itself. Still this cloak is strong with the power of Ynnead.
Who wears it shall find that any harm or injury they suffer is halved
in severity, but any medicine or healing effects is likewise half as
effective..

Cronesword of Morai-Heg (-400 cp) The Eldar’s crone goddess


Morai-Heg once tricked Bloody-Handed Khaine into severing her
hand, so she could drink her own blood for the wisdom within. Her
finger bones were carved into five swords, the most prized and
sought after relics of the Ynnari, for it is written that in the right
hands the blades grant dominion over life and death, and Yvraine
believes collecting all five will allow them to at last bring Ynnead to
life.

Four have been recovered so far, the last is lost or in Slaanesh’s


most secure palace, accounts differ. You may wield that lost blade
or a mere duplicate. Of those known; Kha-Vir, sword of sorrows,
turns those slain to ash. Asu-var, sword of silent screams, saps the
life force from it’s victims and has an aura of silence that can be
toggled at will. Vilith-Zar, sword of souls, is forged of souls and can
both shapeshift into any appropriate melee weapon, and deals dire
wounds. The Spear of Twilight is very similar, it has that same
shapeshifting quality, can resurrect its wielder and slay a Hive
Tyrant with a single blow, but also saps the life-force of the
wielder.

Of course, a Jumper paying points should expect better. Your


Cronesword can do all of the above, except harm you. You may
import a weapon to gain these characteristics.
Reborn Craftworld Relics

Aspect Warrior Gear (-50 cp, first free Asuryani) You have the
arms, armor and equipment expected of the Aspect Warriors of a
particular shrine. A second purchase can be used to gain the
wargear of a different shrine, or upgrade to an Exarch’s gear. A
third to grant the wargear of a Phoenix Lord. Note that you
automatically gain the appropriate gear with a purchase of the
Aspect Warrior perk, but you may wish to mix-and-match, or even
purchase the gear as a non-Asuryani.

Kurnous’ Bow (-50 cp, free Asuryani) Named for the bow of the
Aeldari hunting god, from which arrows sought targets’ weakest
points. This shuriken pistol does just that, finding chinks in armor
and sensitive openings in tough hide. You may import another
firearm to gain this quality.

Jetbike (-100 cp, discount Asuryani, free Shining Spear) An aircraft


seating one or two, fast enough to be a suicidal ride for anyone
without Eldar reflexes, and armed with twin shuriken catapults.

Runes (-100 cp, discount and first free Asuryani) Special talismans
worn by Warlocks and Farseers, runes shape psychic energy into
certain forms, effectively granting a specific psychic power that
awaits only a trickle of energy to be used.
- Runes of Channeling slowly heal allies over time.
- Runes of Deception cloak a friendly squad from detection.
- Runes of Evasion make you much harder to hit.
- Runes of Fleetness boost your speed, nerf attacks while active.
- Runes of Fortune protect allies, reducing any damage to them.
- Runes of Reaping drain a foe’s psychic energy when you strike.
- Runes of the Harlequin confuse the enemy.
- Runes of the Spider immobilize whole squads.
- Runes of the Warp teleportation made easy.
- Runes of Vigor draw warp power, revitalizing your energies.
- Runes of War boost your strength and reflexes.
- Runes of Warding sense and interfere with enemy psykers.
- Runes of Witnessing increase psychic sensitivity to threats.
- Runes of Wrath strike enemies twice, a psycho blow following
each physical one.
Witchblade (-100/200 cp, discount Asuryani) No, not the fancy
glove, that’s only in comic books. This psychically attuned sword
serves as a focus of your psychic powers, enhancing your physical
might and letting you cleave tanks in two and split Terminator
armor with ease.

For those who prefer long-arms, an extra hundred cp (also


discounted for Asuryani) will upgrade the weapon to a Singing
Spear, putting the blade on a stick for better reach. It makes a
wonderfully balanced throwing weapon, and will always return to
the wielder’s hand.

In either case, you can import an existing melee weapon to gain


these qualities.

Eye of Wrath (-200 cp, discount Asuryani) A unique weapon taking


the form of a single eye lens, when activated anyone in the user’s
gaze is enveloped in a tempest of lightning.

Phoenix Gem (-200 cp, discount Asuryani) When Asuryan was laid
low by the C’Tan, the mother goddess Isha drew the heat of a
hundred suns into a single gemstone to revive the king of the gods.
This gem is but a small fragment of that one, yet it retains the
power to revive the recently slain.

Eyes of Kurnous (-200 cp, discount Asuryani) Crystals said to be


the eyes of the hunter god Kurnous, turned to crystal, pulled from
his skull and dashed by a horrific Slaanesh who objected to being
seen in their horrific totality. These shards sharpen the senses,
allowing one to see further, hear more, and revealing that which
would otherwise be invisible.

Rune Armor (-300 cp, discount Asuryani) The very best personal
armor the Eldar can craft, wraithbone literally grown around the
wearer as a second skin, covered in runes to provide excellent
protection from physical or psychic attack.

Shimmershield (-300 cp, discount Asuryani) A personal force field


that renders the user invulnerable to any harm, but can only be
active for a few seconds before needing five minutes to recharge.
Psytronome of Lyanden (-400 cp, discount Asuryani) A pendant
used by Craftworld Lyanden in only the direst of need. When
activated, vibrations can be felt across the battlefield and even in
the Warp as Wraithbone is grown in moments with incredible
strength and durability. However, the fire that burns twice as hot
burns half as long, and though great walls and fortifications can be
raised in moments, creations of the Psytronome crumble into dust
after a few hours.

Shiftshroud of Alanssair (-400 cp, discount Asuryani) A cloak that


shifts the wearer slightly out of phase with their plane of existence,
rendering them totally invisible. Once one of a dozen such artifacts
that Craftworld Altalioc learned to make from a forgotten alien race
far older than even they, today only one remains.

Runestones of Jarankyor (-600 cp, discount Asuryani) Special


psychestones used by one of the greatest Farseers of past millennia.
These enhance the clarity of precognition so much that anyone can
see visions of the future in the stones, and a Farseer can parse an
order of magnitude more futures, faster than ever.

Relic of Khaine (-800 cp, discount Asuryani) In the Fall, even


resilient Kaela Mensha (Bloody-Handed) Khaine reached his
endurance’s limit and fled, shattering into a thousand pieces as he
crossed the barrier into the material universe. These pieces were
collected by the Eldar, nurtured in the heart of each Craftworld’s
Infinity Circuit. Each year, a Young King is selected who in times of
war or crisis enters the relic’s chamber. Minutes or hours later, a
scream is heard and the Avatar of Khaine emerges. Once a year, you
or an ally can merge with this relic, a devotional statue, and for just
one day experience the awesome power of the towering God of War
and Murder. Afterwards, you’ll be just fine provided you lose less
than the Avatar in other factions’ books.
Reborn Dark Eldar Relics
"We are the lords of despair, masters of terror. Dread and agony are our
meat and wine, and they are plentiful indeed!"

The Parasite’s Kiss (-50 cp, free Drukhari) Said to be the finest
splinter pistol ever built, it wraps each crystal in psycho-vampiric
circuitry, creating a link between target, weapon and shooter. As
the victim gasps out their pain and growing weakness, youth and
vigor are restored to the shooter. You may import another firearm
to gain this quality.

Razorflail (-50 cp, free Drukhari) A sword which turns into a bladed
whip and back again at the flip of a switch. Can import any other
bladed or whiplike weapon to gain this quality.

Combat Drugs (-100 cp, discount and first free Drukhari) It is


known to all the scattered fragments of the Aeldari that
Commoragh is where you get the good stuff. Because once you’ve
started plumbing the depths of depravity, what’s it to you if you
tear someone’s throat out with your teeth while hopped up on bath
salts? Each purchase grants you a small steady supply and the tools
and materials to make more.
- Adrenalight for when you’re bored with adrenaline, have some
super-adrenaline.
- Grave Lotus gives you super-strength, but makes you go
berserk.
- Hypex makes you much faster with lightning reflexes.
- Painbringer massively ups your pain tolerance and resilience.
Numbs you to any sensation but pain.
- Serpentin massively ups your dexterity and skill, even purely
intellectual ones. Can make you crave that clarity all the time.
- Splintermind greatly increases sensitivity to pain, keeps you
from getting acclimated to torture. Used on both slaves and by
the Dark Eldar themselves, sado-masochists who fear
boredom far more than agony.

Agonizer (-100 cp, discount Drukhari) A whip with a power field to


slice through armor, and neural fibres that allow it to directly
stimulate nerves, causing terrible agony. Can deliver absurdly
painful blows or keep a single enemy incapacitated.
Hexrifle (-100 cp, discount Drukhari) A sniper rifle with rounds
containing samples of the Glass Plague, which transmutes organic
matter into blackened glass in moments, is airborne and can also be
spread instantly with a single touch. The plague was developed by a
sculptor famed for capturing the agony and horror of his subjects
and nearly destroyed Commoragh before it was contained, so
naturally they had to weaponize it.

Skyboard (-100 cp, discount Drukhari) Much prized by the Dark


Eldar for the freedom they represent, these aircraft are incredibly
nimble and responsive, and can be set to automatically hug the
ground and follow its contours.

Clonefield (-200 cp, discount Drukhari) A specialized device that


projects dozens of holographic duplicates, all moving in perfect
synchronicity with you. Few foes have the perception, or the time,
to pick out the real threat among all the false ones.

Husk Blade (-200 cp, discount Drukhari) A sword that


near-instantly draws all moisture from the victim, who is turned
into dust. You may import another weapon to gain these qualities.

Crucible of Malediction (-200 cp, discount Drukhari) A different


kind of soul-trap, containing the spirit of a Farseer kept in
constant, unimaginable agony. When the box is opened, the psychic
screams cripple any psyker or sensitive within a wide radius.

Dark Lance (-300 cp, discount Drukhari) An anti-armor weapon, in


some ways similar to an Imperial lascannon, the Dark Lance fires
an energy the Drukhari call ‘darklight’ sourced it is believed from
black holes and Warp storms, that reacts explosively to ordinary
matter, turning the strongest armor to rapidly-expanding plasma.

Omni-Dimensional Whistle (-300 cp, discount Drukhari) Used by


Drukhari Beastmasters, this whistle resonates through the Warp,
summoning Warp Beasts, shifting hounds that attack the enemies
of whoever called them.

Djin Blade (-400 cp, discount Drukhari) A sword made of an


unknown alloy with a mirror sheen. In it, people see their idealized
selves reflected, with power, wealth, wisdom and beauty. All who
see it fall under the blades’ spell, covet it, will kill to claim it. As
they guard their prize, it whispers to them at night, and though
they fight with the strength and skill of many men, it also drains
their essence. On the day the sword is done feasting, they will watch
in horror as their reflection turns to the Djin’s true face, right
before their heart is turned to ash and their soul shredded. As you
pay points, you shall be immune to the draining effect and instead
fight with the accumulated skill and potence of its former wielders.
Be assured though you may lose the sword for a time, it always
finds its way back eventually.

Shattershard (-400 cp, discount Drukhari) A hand mirror that


connects to those it reflects by eldritch technology. When broken,
every object and person captured by the mirror likewise shatters
into pieces. Replaced daily, does not stack.

Goblet of Spite (-600 cp, discount Drukhari) A sacred artefact of


the Wych Cults of Commorragh, this chalice creates an aura effect
of hatred and frenzy, allowing your warriors to fight with the
savage fury of berserkers, and your enemies to tear each other limb
from limb gripped by the same madness.

Fireheart (-800 cp, discount Drukhari) A weapon to destroy a


world, stoking its molten heart until the dried crust flakes away.
Admittedly, until very recently this was rarely used as it required a
psyker to activate and the Drukhari had few.

Reborn Exodite Relics


If a foe takes a single step upon our sacred soil, they will not take another.

Blast Pistol (-50 cp, free Eadar) An ancient weapon, disdained by


the Eldar of Commoragh and the Craftworlds in favor of the more
rapid-fire shuriken or crueller splinter version, this is nevertheless
a powerful projectile weapon and far more reliable.

Webber (-50 cp, free Eadar) A pistol firing balls of compressed silk
wire from the giant spiders common to Maiden Worlds. On impact,
the webbing explodes in all directions, trapping entire squads if
aimed carefully. You may import another firearm to gain this
quality.

Haywire Grenades (-100 cp, discount Eadar) Others may sneer at


your ‘primitive’ and ‘quaint’ ways. But who will be laughing after
your EMP grenades turn their fancy vehicles and sophisticated
thinking machines into massive paperweights, hmm? Six Haywire
grenades, replenished weekly.

Laser Lance (-100 cp, discount Eadar) A powerful, but short ranged
laser inside of a lance, a tool for herding dragons, and the preferred
weapon of dragonknights. You can shoot and stab with ease.

Soulblade (-100 cp, discount Eadar) Ancient close combat weapons


channeling the power of the world spirits, Soulblades cleave easily
through any armor. You may import another weapon to gain this
effect.

Psychic Carbine (-200 cp, discount Eadar) A smaller version of the


psychic lance used to capture dragons for training. This weapon
fires a psychic pulse through a special resonance crystal, driving all
aggressive thoughts and feelings from the targets for several
minutes. Sadly doesn’t work on the strongest wills, or Necrons. The
weapon behaves like a flamethrower, short range, wide cone of
effect.

Raptor (-200 cp, discount Eadar) A fierce and wild dragon mount,
swift as a wolf and considerably smarter, but large and strong
enough to bear a rider many leagues. Raptors are often used as
scouts.

Salamanders (-200 cp, discount Eadar) A trio of smaller dragons,


what the mon-keigh scholars would call utahraptors, or misname
as velociraptors if they watched this one film series. Loyal hunting
hounds and protectors.
Pterosaur (-300 cp, discount Eadar) A flying dragon mount, to let
you conquer the very skies! Very friendly to you, and fearsome to
your foes.
World Shrine (-300 cp, discount Eadar) One of several shrines the
Exodites use to commune with the world spirit, can take the form of
a menhir or just a small altar. This has two benefits in that all
realms (material, Warp and Webway) meet, and that all prayers
here are heard. These benefits carry to future Jumps, possibly with
some adaptation to local cosmology.

Megadon (-400 cp, discount Eadar) A massive dragon capable of


shrugging off all small-arms and weapons not meant to destroy
armored vehicles. This covers a wide range of dragons, so it is left
to you if your loyal mount shall be a three-horn, long neck or the
dread Mega-Raptor.

Spirit Stone (-400 cp, discount Eadar) Used by Exodite Visionaries,


these stones assist in multitasking, letting a psyker use twice as
many different powers at one time.

Exo-Suit (-600 cp, discount Eadar) The armor used by Exodite


Barons to herd dragons and joust for honor, as well as to combat
outsiders. This wraithbone monstrosity is tough as a Dreadnought,
taller and swifter than a Wraithlord, with a mounting for a lance
one one arm and either a plasma cannon or thermal lance (more
powerful melta weapon) on the other.

Maiden World (-800 cp, discount Eadar) A garden planet, to those


who are welcome, long ago terraformed brilliantly by the Eldar,
including a series of menhirs, stone circles and shrines joining the
spirits of the dead into a world spirit. To intruders, this place is
deadlier than Catachan as all life turns hostile.
Reborn Harlequin Relics
Like the ninety-nine blades of Vaul, strike true!

Flip-Belt (-50 cp, free Rillietann) A belt anti-gravity generator that


allows Harlequins to leap and cavort as if in low gravity, run on
walls or flip rapidly at the waist.

Star Bola (-50 cp, free Rillietann) Three plasma charges linked by a
mesh cord and activated by spinning them fast enough. A quick
throw and they wrap around the target, and then explode with the
fury of a star. The downside being they’re only replaced daily, and
can only be used once. Can be purchased multiple times.

Holo-Suit (-100 cp, discount Rillietann) Motley bright colored


clowns seems an odd choice for camouflage, but arcane technology
helps mute the colors and break up outlines, rendering a still or
slow-moving Harlequin nearly invisible. When in motion, you flash
brightly, shatter into dozens of people or motes of light, and
otherwise become incredibly difficult to track or target.

Crescendo (-100 cp, discount Rillietann) A shuriken pistol gifted to


a troupe master by a mysterious wanderer of the Webway who may
or may not have been the Laughing God. Anyways, when the trigger
is held down time goes a little funny, the user skips ahead a
moment, their motion is accelerated, and this naturally allows a
truly ludicrous rate of fire. You may import another firearm to gain
this quality.

Hallucinogen Grenades (-100 cp, discount Rillietann) An old


favorite of Harlequins, the gas in these grenades is colorless,
odorless, lasts a short time only, and completely incapacitates its
victims with paranoia, delusions and hallucinations. You gain six
which replenish daily.

Harlequin’s Kiss (-200 cp, discount Rillietann) A gauntlet punch


dagger, which contains tightly wound monofilament razor-wire.
Once the spike has punched through whatever inconvenient armor
is in the way, the wire explodes out flaying the insides into bloody
ribbons. This works just as well on Terminators, or tanks.
Harlequin’s Embrace (-200 cp, discount Rillietann) Kind of the
opposite of the Kiss, this wrist-mounted pistol releases a cloud of
monofilament wire a moment before the user closes to melee
range, then snaps it tight in an instant, turning anything within
into confetti. It lacks the armor penetration of the Kiss, but can
affect multiple targets and still works fine against normal power
armor.

Harlequin’s Caress (-200 cp, discount Rillietann) An elbow-length


glove that allows the hand and arm to selectively phase. In case you
ever wanted to reach inside a tank to mess with the engine or crew,
or bypass a person’s armor to pull out their heart and show it to
them.

Chained Tome (-300 cp, discount Rillietann) In a place of honor in


the Black Library stands a chained book containing all the Laughing
God’s greatest tricks and cons. Only when the Ynnari and the
Maelstrom formed did the chains fall away to reveal to the
Harlequins Cegorach’s greatest prank in progress since the Fall: to
manipulate Slaanesh, the doom of the Aeldari, into becoming their
savior instead. The many lessons of Cegorach’s tales continue to
inspire and instruct, if you have an ear for their lessons.

Mask of Fear (-300 cp, discount Rillietann) A shifting mask that


appears as whatever a person most fears or their greatest shame,
whatever it takes to make them flinch or hesitate. The mask also
renders the wearer fearless.

Shadowstone (-400 cp, discount Rillietann) What appears to be an


opalescent soulstone is, in fact, an oracular device. Peering within
the murky depths reveals the greatest secrets and fears of those
around you, which Shadowseers have long used for insight and to
craft their illusions all the more effectively.

Veil of Tears (-400 cp, discount Rillietann) A cloak woven with


thousands of tiny gemstones, sinkstones which absorb energy
thermal, electrical, kinetic or other. This lets you tank even heavy
artillery, but after absorbing a hit it needs a couple minutes to
disperse the energy before it can shield you once more.

The Laughing God’s Eye (-600 cp, discount Rillietann) A


wraithbone pendant, covered in runes and said to be the watchful
Eye of Cegorach, the charm protects you and others nearby from
Warpcraft, like being a Blank with none of the downsides.

The Black Library (-800 cp, discount Rillietann) Hidden within the
Webway, the Harlequins maintain the Black Library, the ultimate
repository on everything the Eldar know, and could steal, regarding
Chaos, the Warp, and their own history and lore. It is very nearly an
infinite library, and now you get a copy that updates with the
historic, scientific and supernatural lore of each setting you visit. If
two copies of a given text exist, there’s excellent odds you own one.

DRAWBACKS
Nothing Is True (+0 cp) Everything is canon, nothing is true. There
are many and conflicting interpretations of this troubled era in
Aeldari and human history. Perhaps you’d like to chill with the
Reasonable Marines, fight the twisted remnants of the Dornian
Heresy or see if love can truly bloom on the battlefield. In plainer
speech, this is the fanfic toggle to let you figure out what elements
to keep or discard.

Tales of the Dark Millenium (+0 cp) Have you been here before?
Many have tried to twist time and save this wretched place from
itself. Perhaps you succeeded, or will succeed? You may keep the
consequences of any and all previous Warhammer 40,000 Jumps.
Who knows, but you may even meet your past self?

Early Start (+0 cp) Strange to find a Ynnari before Ynnead even
stirred, but the galaxy holds many strange sights, time travel
included. You may start at any time after the Fall of the Eldar and
the birth of Slaanesh.
Bound to the Path (+0 cp) Perhaps it was chance that brought you
here, many come from the roll of the die, more likely it was fate
which the ignorant name as luck. Seize control of your destiny and
when you leave this place for good, go either elsewhere in this
galaxy or to the lost world of Warhammer Fantasy.

Eternal (+100 cp) Lucius the Eternal of the Emperor’s Children,


beloved chaos champion of Slaanesh and perhaps the greatest
human swordsman to ever live, has set his sights on you as a
worthy foe. Beware, for whoever slays Lucius, if they feel the
slightest pleasure or satisfaction in the act, will become Lucius,
slowly transforming and losing their individuality as the champion
is reborn in their flesh.

Haunted (+100 cp) It is an ancient superstition that the soul of a


murdered Aeldari takes the form of a hawk to haunt and identify
their killer. Most Eldar would swear not to believe in such
nonsense, but it will still give them pause to see this hawk that is
always circling above you, or perched nearby, that sometimes pecks
or rakes you when you’re distracted. Nothing you do can get rid of
this bird, only buy you a few hours freedom. Now isn’t that
peculiar?

Hybrid (+100 cp) Yes, it turns out Aeldari and the mon-keigh can
reproduce. Your native Eldar abilities are just a little less, but others
will look down on you for your status as a mistake and stain on the
species.

Ignorant Child (+100 cp) Normally your Jump memories would fill
you in on the language, manners and all the social niceties involved
in navigating the extremely complex societies of the Aeldari. Well,
now you get the basics of language, but nothing else. Hope you
don’t mortally offend anyone bumbling around like a hapless
mon-keigh.

Long Have Been The Years (+100 cp) By default, your stay in this
galaxy is a decade long, practically a weekend trip as the Aeldari
measure time. Each time you purchase this, your Jump’s duration is
increased by an order of magnitude, and then halved. So first your
stay becomes fifty years, then two-hundred and fifty, then one
thousand two hundred and seventy five, and so on and so forth.
This may be purchased five times, though in extreme cases you
might wish to pursue radical life-extension.

No More Lies (+100 cp) You are a mute, unable to manage a single
spoken word. Writing and sign language, or even just
pantomiming,are fine, but most people do not know handsigns and
lack the time or inclination to learn.

Too Much (+100 cp) You have the enhanced senses of an Aeldari,
but your human mind never quite managed to compensate. Things
are regularly painfully loud, blindingly bright and so on.

Selective Empathy (+100/200 cp) Eldrad once saved ten thousand


Eldar at the cost of many millions of human lives, by causing the
wars for Armageddon. This is accepted to be a good exchange by
most Eldar. Like them, you have trouble seeing people outside your
in-group as, well, people deserving of respect. For 100 cp, this
applies to non-Eldar, at 200, those outside your origin.

Actual Child (+200 cp) You start as an early adolescent, and must
grow into the abilities you purchased in the perks section over time,
as the items find their way to you. The first year or two you will be
virtually helpless, unless you have powers from previous Jumps.
Have fun.

Artemis the Hunter (+200 cp) A particularly sharp and fanatical


Deathwatch captain, one who already ruined one ritual to raise
Ynnead, is gunning for you hard. No, the truce doesn’t matter in the
least, he and his forces already definitively answered the question
of whether he’d let the Eldar have an inch to spite Chaos.

Arrogant (+200 cp) Eldrad or Yvraine might call you arrogant, but
really, you’re just acknowledging the obvious truth. What were all
these points and your awesome build for, if not to make you the
greatest space elf there ever was? Are you not, automatically, the
smartest, best informed, most capable person in any situation you
find yourself in? And what would they know about it anyways?
Clearly you can’t be arrogant, because that would be a flaw.

Doomrider (+200 cp) A Daemon Prince of Slaanesh, who discarded


humanity to ride forever through the materium and the Warp, his
love of speed second only to the thrill of dealing death. You have
become known to Doomrider and whenever summoned he will
pursue you to the exclusion of all other targets or goals.

Fallen Phoenix (+200 cp) The most notorious traitor in Asuryani


history is coming for you. Arhra, founder of both the Striking
Scorpions and the Drukhari Incubus Shrines. Now, Craftworld and
Dark Eldar have very different versions of the specifics, but at some
point he let an army of daemons into the first Maiden World the
Asuryani tried to settle. Some say he died, some say he may be the
greatest Incubus champion today. By this drawback, he is definitely
alive, and coming for you, He is smart, ruthless, one of the best
melee fighters in the galaxy and embodies his shrine’s virtues of
stealth and striking from ambush. Be way, Jumper, for the Scorpion
rarely needs to sting twice.

Doom of Malan’tai (+300 cp) Roughly two centuries before the


founding of the Ynnari, the Craftworld Malan’tai was attacked by a
single wounded Tyranid bio-ship with a unique Zoanthrope. A
psychic creature that drained the psychic energy and life-force of
the defenders and the Infinity Circuit, eventually becoming a
lightning-hurling, indestructible engine of death. Afterwards, this
creature was never seen again, until now. The Doom of Malan’tai
stalks the stars in search of your unique energies.

Jumper Solo (+300 cp) You forgo any ability to purchase a Warhost,
or any of the points used for such. Effectively giving you points for
not having an army at your back.

Masque of Slaanesh (+300 cp) Once the favorite dancer of the


Prince of Pleasure, the daemonette known as the Masque happened
to catch the boss in a bad mood one day and was cursed to dance in
and out of the Warp forevermore, her face taking on the likeness of
characters. Whoever sees her is compelled to join the dance and
quite literally dance themselves to death unless she makes a
misstep, something that happened only once when a Solitaire
intervened. Now the Masque stalks you to make of your death the
greatest art ever seen.

Start Running (+300 cp) No time to get your bearings now, you
start at the fall of Biel-Tan, the birth of Yncarne, smack in the
middle of the most chaotic, most crucial battle the Ynnari have ever
fought. Best of luck.
Bringers of Death (+400 cp) Where the Ynnari go, chaos and
bloodshed follow. Not least because the forces of Chaos are incited
by their existence to rise against them. You will spend your entire
stay here flitting from one battle to the next crisis with hardly a
chance for rest until all the enemies of the Eldar are slain, or your
time here is up.

Heartslayer (+400 cp) We sing the fall of the Craftworld called


Kher-ys. Though the Webway gate was sealed powerfully against
intrusion, with a key held only by a mighty Autarch, still were its
children tempted to roam. So it came to pass that this Keeper of
Secrets, a mighty daemon of Slaanesh, did seduce the Autarch’s
daughter into letting him in, into stealing the key and opening the
path for Chaos to enter. So did Heartslayer possess the still-soulless
body of the Avatar of Khaine and strike down the Asuryani with the
strength of their own idol. Now Heartslayer, full of cunning and
vast physical might, protected from most of the banes and wards
against his kind, sets his gaze upon you.

Laughter of Gods (+400 cp) Did you really believe you could change
things, Jumper? Better men than you have tried, and their corpses
now generally serve as decorations or psychic lighthouses. You have
the most atrocious luck, but it scales to your deeds. Try and settle
down in some obscure corner, and you will face constant irritation.
Actual grand endeavors are guaranteed to fail, catastrophically, and
make everything worse for everyone, forever. But what are you
going to do, never try anything important?

Dark Muse (+500 cp) Not everyone is thrilled with the emergence of
the Ynnari and their message of hope and unity. Absdrubael Vect, in
particular, started by ordering a massive bounty placed on Yvraine
for damaging his city with her fiery rebirth. Later, he slew many
Drukhari who joined the Ynnari, and declared himself a Dark Muse,
a mythic figure. Vect has identified you as a key player in the
Ynnari’s success and devoted himself to your destruction. Just as
with Yvraine, there is a massive price on your head, dead or alive.
Word to the wise, don’t let them take you alive.

Dinner Bell (+500 cp) It seems your psychic presence feels almost
exactly like the beacons created by a mature Genestealer Cult.
Tyranid Hive Fleets home in on your location expecting a bountiful
feast of biomass. Best you keep moving.

Song of Oblivion (+600 cp) Ancient powers and foes stir, even as
new ones enter the fray. Szarekh, the Silent King has returned and
formed a new Triarch to unite and rule the Necrons. The ancient
enemy sees you as their greatest threat, and will bend their every
eldritch science and considerable power to your end.

Thirsty (+600 cp) It’s all well and good to have confidence in
yourself, but be cautious, for the Whispering God is not yet born
and you, perhaps alone among your sect, are not protected from
Slaanesh’s curse. In fact, you seem unusually susceptible to Chaos
and its corruption in general. Beware, for one wrong move could set
you up for an irrevocable fall…

Outsider (+700 cp) You can use no powers, bring in no items, which
are not native to this troubled galaxy. Your only resources shall be
your purchases here, and your own wits and abilities. Well, those
and a Body Mod, naturally. And if you visited this troubled galaxy
before, but what are the odds of that?

Rhana Dandra (+700 cp) Truly, these are the end of days. The light
of the Aeldari is guttering out, and the Reborn provide the only
hope for your people. You will remain in this galaxy until matters
are resolved, one way or another, no matter how long it takes. If the
Aeldari all perish, you will chain-fail. If they rise to glory, you move
on. Your fate is now tied to the children of the stars, I pray they live
up to your faith in them.

WARBAND
Have 100 Army Points (AP) to build a warband with. You may convert
unused cp to AP at a 4:1 ration. I.e. get 25 AP for every 100 cp invested.

Basic Infantry (-1 AP) A squad of a dozen basic Eldar infantry.


Asuryani Guardians are civilian militias that defend the
Craftworlds. Eadar Fusiliers are feudal levies armed with lasblasters
barely more advanced than the Imperial model, but with better
range and accuracy, while Warriors are hunters and full-time
warriors who fight in melee. Drukhari Kabalite Warriors are chosen
from the general populace from those skilled in fighting, made
raiders supplied with basic arms and armor in exchange for service.
Hekatarii Wyches are gladiators and skilled melee fighters.

Wrack (-1 AP) Twisted servants, bodyguards and assistants of the


Haemonculi. Cyborgs shaped by the greatest flesh-crafters with
vastly enhanced strength and durability, and weapons that double
as tools of torment. Electrocorrosive whips, scissorhands,
ossefactors that make bones rapidly twist and grow, and the like.
This one serves as a medic and torturer.

Ranger Squad (-2 AP) Five Asuryani who chose the Path of the
Exile, banishment from the craftworlds and their strict society,
they have become excellent scouts and snipers armed with long-las
weapons.

Raptor Squad (-2 AP) Four Eadar mounted on raptors, used for
scouting and ambush tactics, armed with lasers and blast carbines.

Scourge Squad (-2 AP) Five Drukhari who had the Haemonculi
hollow their bones, implant adrenaline dispensers and graft
functional wings to turn them into airborne fighters armed with a
variety of splinter and heavy weapons.

Aspect Warriors (-4 AP) A squad of ten elite, or at least full-time,


Asuryani warriors from a single shrine. Details in Notes, but each
shrine devotes themselves to becoming hypercompetent at a single
battlefield role, symbolically donning a mask to renounce their
identity and become an aspect of Kaela Mensha Khaine. The squad
is led by an Exarch, an elite of the Shrine who has found they cannot
leave the Path of the Warrior.
Dragonknights (-4 AP) Ten knights. Tenants on a Baron’s land like
anyone else, their service earns them the right to administer their
own lands. In battle, they ride common dragons using grenades,
laser lances and blast carbines, sometimes plasma.

Flying Trio (-4 AP) Three aerial troopers. Kabal Hellions ride
skyboards while sowing terror and death. Craftworld Windrunners
ride jetbikes with lances. Pterosaur Dragonknights ride the rare
flying dragons into battle.

Incubus Squad (-4 AP) The greatest warriors of the Drukhari,


Incubi devote themselves entirely to the art of killing with their
oversized power swords and halberds called klaives. Often used as
enforcers and bodyguards in the Dark City, a number have pledged
themselves to the Ynnari.

Raider (-4 AP) A Drukhari transport for ten warriors, an open


topped sail barge that is incredibly fast, but very vulnerable even to
infantry and small arms, armed with a dark lance or disintegrator
cannon. Alternatively, you can purchase a Reaper, which sacrifices
troop transport capacity for a Storm Vortex Projector, which
manifests a vast storm of crackling energy at the point of aim.

Scout Walker Squadron (-5 AP) Three scout walkers, as used by the
Exodites and Asuryani. Rapid scouts with a heavy weapon or two
apiece. Slower than the fliers, but with far more firepower.

Wave Serpent (-5 AP) A hovercraft that may well be the best
armored personnel carrier in the galaxy. Not only is it much faster
than their equivalents among other races, it projects a forcefield
bow ahead that makes it impervious to small arms and a very
effective ram. Nearby Wave Serpents can link up and reinforce each
others’ shields. Armed with a turret with twin-linked weapons,
plus two chin-mounted shuriken catapults, Wave Serpents can
carry a dozen warriors or half that in Wraithguard.
Dragoons (-6 AP) Six of the most elite Dragonknights, used as
heavy cavalry to smash the enemy lines with their shocklances.
Even at range, they are deadly with their armor-penetrating plasma
carbines.

Megadon (-6 AP) Massive, stocky herbivores of unusual


intelligence. Can support three riders in a howdah and a single
heavy weapon, either a starcannon, scatter laser or bright lance.

Support Battery (-6 AP) A single heavy weapon, such as the


Megadon above may carry, mounted on a small anti-gravity
platform.

Warlock Circle (-6 AP) Six psykers who learned first the way of the
warrior, Warlocks are skilled in direct, destructive uses of their
powers and armed with witchblades.

Wraithguard Squad (-6 AP) Essentially robots of wraithbone,


operated by the souls of the deceased placed into soulstones. Here
are five of them, led by a spiritseer. Wraithguard are usually armed
with vortex weapons, which banish the target to the warp, or the
dreaded D-Scythe which severs souls from bodies at short range.
Wraithguard are phenomenally tough, but notably less reactive
than most Eldar.

Wraithlord (-6 AP) A towering wraithbone war-construct, which


can be operated only by the soul of a great champion. Like the
Wraithguard, but much bigger. Usually armed with power fists and
either a flamer or shuriken catapults, can be fitted with laser or
plasma weapons.

Air Support (-8 AP) A supersonic fighter/bomber to provide air


supremacy or rain death upon your foes. Can be a Razorwing
jetfighter or Voidraven bomber, heavy with the cruel missiles of the
Drukhari that cause dismemberment or horrifying death. The
Asuryani have far more options, with the standard and versatile
Nightwing fighter, the impossibly swift, laser-armed Nightshade
interceptor, the Phoenix ground-attack fighter with its many
plasma missiles. Finally, the terrifying Hemlock Wraithfighter can
be flown only by a Spiritseer bolstered by souls in the plane’s
miniature Infinity Circuit, preceded by a wave of horror, armed
with D-Scythes that leave only corpses in their wake.
Seer (-8/10 AP) A dedicated psyker. Perhaps an Asuryani Farseer or
Spiritseer, or an Exodite Visionary, or Harlequin Shadowseer, either
way they rank among the most powerful and skilled psykers in the
galaxy. Farseers use precognition to protect themselves and allies,
or unleash chaotic storms of energy. Spiritseers are experts in
leading and supporting Wraithguard and Wraithlords. Visionaries
have the most raw power, communing with the World Spirits to
heal, astrally project and manifest false bodies like daemons do,
and shape the forces of nature. Shadowseers use illusion and
manipulation to disorient and turn their foes against each other.

For an extra 2 AP, your Seer comes with a jetbike or flying mount,
becoming a Skyrunner Seer.

Leader (-8/10 AP) An Autarch, Troupe Master, Baron or Archon,


this is a skilled and experienced battle leader to command the army
in your absence. Or just handle the missions you give them if you
don’t feel like doing much personal leading. Each has their
strengths, an Autarch knows how to use the incredibly specialized
Aspect Warriors to best effect, the Drukhari Archon leads a kabal
and so is accustomed to treachery and cunning stratagems. A
Troupe Master can be a heroic and powerful figure leading from the
front, an obsessive genius with small details, or every bit the snake
the Archon is. Exodite Barons lead by feudal decree and will form a
close personal bond with their command, besides being a
formidable fighter in their exo-suit.

For an extra 2 AP, your Leader comes with a jetbike or flying mount,
giving them battlefield mobility.

Falcon Tank (-10 AP) A hover-tank with speed and altitude


performance that outdoes many other races’ dedicated aircraft,
and many variants. The basic Falcon can mount two heavy weapons
and carry six troops. The Fire Prism sacrifices troop transport for a
mighty laser that can massacre any armored vehicles it gets line of
sight on, the Firestorm has many scatter-lasers for anti-aircraft
fire, the Warp Hunter has a D-Cannon that opens a Warp Rift, and
the Nightspinner is an artillery platform dispensing flesh and
armor-shredding monowire over a vast area.
Vampire Gunship (-12 AP) The preferred way of getting around
when a Webway gate is unavailable. The Vampire is an orbital
drop-ship with Titan-grade holo-fields, a nose scatter laser and
twin-linked pulse lasers that come in two variants. The Vampire
Raider is a transport that can carry thirty infantry or half that
number in Wraithguard. The Vampire Hunter is a dedicated gunship
that upgrades the pulse lasers to pulsars and carries a large number
of plasma Phoenix Missiles.

Engine of Vaul (-16 AP) Named for the Eldar smith god, these super
heavy tanks are powerful engines of destruction. The Scorpion has
twin pulsars that can menace Titans and cleave lesser tanks in two.
The Cobra uses forbidden D-Cannon to open massive Warp rifts.
The doubly-forbidden Void Spinner rains a huge amount of
mono-wire and microscopic wraithbone parasites to unmake life
over a wide area, breaking everything down to the molecular level.
The Deathstalker has a most powerful Prism cannon and can
combine it’s fire with others of its class. Meanwhile the Storm
Serpent carries a Webway Gate to spill forth seemingly endless
numbers of troops.

Titan (-20 AP) Massive warstriders, for some reason called mecha
by some mon-keigh. Piloted by twins and triplets, with the
assistance of spirits of dead Aeldari within the wraithbone core,
these are far more graceful than the lumbering Titans of other
races, with a great deal of firepower. Revenants are scouts,
Phantoms are the standard battle Titans armed with pulsars or
starcannon, and Warlocks contain the spirits of seers, guiding the
steersmen with their insight into the future and defending against
daemons and psychic assault.

ENDING
A final choice awaits you, as all drawbacks fall away.

Remain: Hail, savior of the Aeldari. Take your rightful place.

Return: Sooner or later, the heart always yearns for home.

Advance: One Path has ended, another begins.


Notes:

Aspects of Khaine: Asuryani elite infantry (or pilots!) yes, yes, or


pilots. Each submerges their identity in one facet of the war god
Khaine, becoming a highly effective, if perhaps overspecialized
warrior.
Crimson Hunters - Khaine as air supremacy, fighter pilots.
Dark Reapers - Khaine the Destroyer, use missile launchers or
shuriken cannon.
Dire Avengers - Khaine as noble yet merciless warrior. Basically the
elite version of regular infantry with only slightly better armor and
weapons.
Fire Dragons - representing dragons, uses fusion guns and melta
bombs to burn through armor, killing tanks and destroying
hardpoints, but suffers from short range.
Howling Banshees - melee fighters with masks generating a
paralyzing scream.
Shadow Spectres - Tank-hunters with jetpacks, combining
mobility, deception and the incredible firepower of pooling all their
laser weapons together.
Shining Spears - representing Khaine’s spear that always kills in a
single thrust or throw, jetbike cavalry with laser lances.
Striking Scorpions - Khaine as vicious ambush predator, melee
fighters who lie in wait to fall upon the foe and butcher them with
pistol, chainsword or short-ranged lasers built into their helmets.
Swooping Hawks - Khaine the Avenger, using a jetpack and
lasblaster to bring swift punishment to their enemies.
Warp Spiders - Khaine as aggressive defender, uses a teleporter to
ambush enemies.

Jump by Aehriman, special thanks to DonChief, Plyen and Daemonflayer.

You might also like