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 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- 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 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 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 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, 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 , 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 . When activated, the weapon then uses high-energy pulses to shave off a mono-molecular “shuriken” from the solid ammunition core and fling it down the barrel at hyper velocities, cutting down all in its path.

Warp Based Weaponry Perhaps the most feared of all Eldar weaponry, these weapons manipulate reality itself, tearing holes in the materium and flinging foes into the madness and horror of the warp. Known as distort cannons, commonly called D-Cannons, and used primarily as support weapons (and by the silent and terrible Wraithguard), these devices represent some of the most advanced weapons used by the Eldar, and are the most horrifying to behold in action.

Eldar Armour Wraithbone is also used to craft the armour of the Eldar, from the light psycho-plastic suits worn by the Guardians to the heavier yet still flexible plate version the Aspect Warriors wear in combat. Like their weapons, each suit of armour is fitted for its user, and responds to their psychic signature. Lightweight and allowing unrivalled freedom of movement, it reacts to attacks by hardening before a blow lands, then becoming flexible once more. Eldar do not just make use of personal armour; they also use a variety of sophisticated fields and cloaking devices on their persons, vehicles, and even their starships, ranging from energy barriers and repulsion auras to holographic mirages and distortion effects.

10 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 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.

Crow Spirits and Twilight Sword Corsairs The corsairs of the Expanse are Eldar which have chosen to turn away from the Paths embraced by their Craftworld kin and ply the void in tight- knit clans aboard graceful ships of solar sail and wraithbone. Considered pirates by the Imperium and usually seen as indistinguishable from other kinds of Eldar, Corsairs, while not common by any stretch, are the most frequently encountered Eldar within the Expanse. 12 Aspect Warriors

DARK REAPER The Dark Reapers are ensconced in the heaviest The warriors of the Dark Reaper temple are armour available to Eldar warriors. The thick plates among the most feared and mysterious known to the and reinforced strapping of their psycho-sensitive Imperium. Personifying the aspects of their alien armour is adorned with weapon stabilisers and god as destroyer and harvester of souls, they are the graceful limb supports. Those warriors in the long arm of death incarnate, reaching forth from any Expanse wear gleaming black armour with bone distance to claim its victims. The Dark Reapers accents; their helmets bear a signature skull motif, specialise in delivering a shower of precisely- adorned with wide sensor wings to either side that argeted death across the battlefields of the galaxy, house an array of targeting and tracking equipment. often before their enemy knows it is under attack. Warriors of this temple carry the large Reaper When the Eldar march to war, the Dark Reapers Launcher into battle. It fires a fusillade of armour- hold back behind the advancing lines, ready to lend iercing missiles with such a withering number of fire support across a wide front. Any concentration shells that an entire area can be saturated with a of enemy infantry or light vehicles can then be single salvo. Though smaller than the bulky Imperial broken up and pummelled into submission from afar shells, each Reaper missile round can pierce all but and prepared for the inevitable assault of the Eldar the strongest armour. advance. The power of the Dark Reapers is such It is not entirely implausible that any number of that only the most heavily-armoured foes are even spectacular attacks occurring across the Expanse remotely safe. Many a Rogue Trader has been may have been the work of Dark Reapers. Lord brought to ruin when a trusted retinue or expensive Veldire of House DeFrane, a Rogue Trader of dark mercenary unit has descended into an alien reputation, was in the process of completing landscape seeking xenos artefacts and treasures, admittedly hostile negotiations with trapped Eldar only to be battered to pieces under the torrent of fire dignitaries when his entire force was devastated by unleashed by a team of Dark Reapers. Often when long-range cascading fire from a nearby tower. There Eldar dignitaries appear to conduct negotiations, an were few survivors, and the attacking marksmen unseen Dark Reaper is watching over the disappeared without a trace. proceedings to ensure the safety of their charges.

13 Fire Dragon No Eldar Aspect Warriors revel more in destruction than those who serve the temple of the Fire Dragons. Taking as their totem the fierce, 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 and heavy installations. Wielding their terribly effective fusion guns, these elite warriors make a mockery of the heaviest 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 , 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 in such a way that the 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 in sensitive situations and in circumstances where the beauty of these primarily female warriors can pose a useful tactical distraction. Most traders dismiss tales of the Howling Banshees acting as assassins to eliminate key personnel or security assets as pure speculation and unsubstantiated gossip, designed to thwart profitable business ventures.

15 Shadow Spectre “Honestly! Being spooked by a few unknown xenos skulking around near the dig site! That hill is hundreds of metres away, and at that range, a few infantry can hardly pose a threat to -” -Final words of Alek Lir, Excavator Engine Driver

In recent decades in the Expanse, tales have spread of spectral forces that bring destruction down upon even the most well prepared party, especially along the Rifts of Hecaton. Accounts have circulated of established Rogue Traders and their retinues destroyed by half-seen, floating figures garbed in pale robes. Imperial xenographers have now begun to connect these reports with the whispered tales of the Shadow Spectres, perhaps the least well-documented of the Eldar Aspect Warriors. There are no substantiated sighting of these xenos warriors in the Expanse, and all reports seem more the result of poor quality amasec than reputable accounts. They tell of ethereal figures, floating gently in midair, that appear out of nowhere to unleash devastating firepower and then disappear again, leaving only burning wreckage behind. All tales agree that the more xenos present, the more deadly their impact, and few armours are proof against their wrath. Scholars can only speculate regarding these warriors’ armour and weapons, but much can be guessed from what the Imperium knows of Eldar capabilities in general. It can be assumed that the Shadow Spectres don light psycho-sensitive armour for battle, given the reports of their manoeuvrability and airborne movements. Most tales in the Expanse have them in soft grey or faded , with pale streamers and tattered robes that trail behind them as they drift upon the wind. Their weapon appears to be a laser rifle variant of the crystalline cannons found on their heavy grav-tanks, called a Prism Rifle. These smaller weapons share many traits with the Eldar Lasblaster, with the additional ability to somehow link together for more power and range; this may explain the wildly varying reports of the weapon’s efficacy in combat reports. Shadow Spectres also appear to employ a form of mobility via xenos jet packs, given the reports of sustained flight. Many xenos scholars hold that these aspect warriors represent the righteous vengeance of the unquiet dead. It is possible these warriors are used in other roles than battlefield terror weapons, but as of yet there are none who have lived to speak of them.

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 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

Autarch as advisors to a Farseer on the rare Compared to humans, the Eldar are incredibly occasions when these highest of Eldar leaders appear long-lived. In the ancient past, this xenos race among humans. When Eldar parties venture off on learned the dangers of unfettered indulgence, much their own, often seeming to pursue knowledge or to their loss, and so their society is now rigidly artefacts of ancient providence, an Autarch often structured around the concept of the Paths of Life. leads these small teams on particularly important Over the course of their long lives, Eldar choose missions. Sometimes an Autarch ventures forth on many different Paths, not moving onto another until his own in search of information or historical data to they have mastered their current choice. The Paths further their military studies. most familiar to Imperial scholars are the Paths of The armour and weapons of the Autarchs are the Warrior and the Paths of the Seer. second to none among xenos warriors already Following the Paths of the Warrior, an Eldar famous for wielding some of the most lethal choose one Warrior Aspect of their war god, Kaela equipment known to the Imperium. Protected from Mensha Khaine, and pursue it to total mastery. Most head to toe in intricately-decorated psychosensitive of these warriors then put aside their armour and bone plate glittering with multi-coloured gems of weapons and pursue a new Path, completely dazzling quality, the Autarch is also warded by the unrelated to warfare and violence. Rarely, an Aspect most advanced personal forceshields to be found in Warrior becomes lost on the Path, forever trapped the Expanse. The colour of this elaborate armour within the pursuit of martial superiority; these varies from one individual to the next, perhaps to warriors become the dreaded Exarchs, the leaders denote rank, personal history, or various possible and high priests of the Warrior Temples. allegiances. The training and status of the individual Even rarer, however, are those Eldar that do not so armed and armoured is among the best and become lost along the Warrior Path, but rather highest, as they are masters of almost every Eldar develop a deep fascination with all elements of weapon or piece of wargear available. warfare and conflict. Often these Eldar master one Autarchs are thought to be rare in the Koronus Warrior Path only to leap to a different Warrior Path, Expanse, with confirmed sightings only within the mastering that as well. Frequently they master many last few decades. They seem to be guiding some sort different Paths, becoming utter experts in the Eldar of concerted effort, often investigating events or arts of war. They develop a passion for wider phenomenon or exploring various regions. Other tactical studies and elaborate strategic planning. times they attempt to negotiate or forcibly acquire Specialists and scholars in all forms of warfare and the return or access to various artefacts of ancient conflict, these Eldar attain the highest military rank xenos origin. Xenographers agree the Autarchs for any of the Craftworld warriors: the Autarch. appear to have become more aggressive, acting On the battlefield these beings are the supreme openly to dissuade human exploration in certain commanders of the Eldar warhosts. An Autarch systems even as they delve deeper themselves. oversees every battle from its initial planning stages to the final, killing blow. Despite maintaining a wider view of events, the Autarch is still a fearsome warrior in his own right. Because of their background on the Path of the Warrior across many different temples, the Autarch is familiar with a dizzying array of weapons and wargear, and can easily adapt to whatever roles the current battle requires. In recent experience within the Koronus Expanse, Autarchs have often served as the lead negotiators when Eldar consent to address humans directly. In larger parties led by the vaunted Eldar psychic leadership, these consummate warriors have been seen acting

20 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

Wraithguard The Wraithcannon uses unknown xenos Rarely seen by humans, the Wraithguard are technology to fire unstable matter, opening a small thought to be very uncommon to the Expanse. Tales warp rift at the target in a wide variety of effects. from distant battlefields, though, talk of these These can range from messy implosions to a sudden animated hulking constructs forming implacable and complete disappearance as the foe is dragged waves, moving inexorably across blasted into the warp forever. No armour has ever been landscapes, ignoring all but the most potent attacks found to be effective against this weapon, and only and bearing terrifying weapons capable of its relatively short range and long recycle time offer obliterating any man-made substance. any hope at all to forces arrayed against the Xenographers believe the Wraithguard are Wraithguard. Its power source is unknown; all that almost never utilised except in times of desperate can be determined is that once removed from its war. It is known that the Eldar look upon their bearer, the weapon becomes nothing more than deployment with sadness and regret. However, the interesting but useless xenos sculpture. most rapacious Rogue Trader would have to think In the Koronus Expanse, Wraithguard have been twice about crossing any Eldar who is guarded by sighted acting as silent bodyguards for the most these tireless sentinels and their gruesome weapons. important Eldar psykers. When these dignitaries Constructed from the same psychoplastic, bone- deign to meet with humans, they are often flanked like material as the larger Wraithlords, Wraithguard by two Wraithguard standing eerily in the share the same basic design, down to the beautiful background. Few confirmed records exist of gems scattered across the armour. Although not as Wraithguard being used in actual combat, though powerful or implacable as a Wraithlord, the fear this could be due to a lack of survivors in the case inspired by these lesser cousins is no less severe due of such encounters. Despite this, enough rumours to their unique weapon, the Wraithcannon. abound of the efficacy of their weaponry and their fearsome abilities to firmly establish their reputation.

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:

Eldar embark upon many paths during their Path of the Healer lifetimes, but some have a predilection for certain The Path of the Healer is pursued by those Eldar skills and abilities, or simply happened to be on that who find spiritual satisfaction in bringing living path before embracing the way of the Outcast. things back to full wellness. Eldar healers include However they came upon it, the Eldar possess all physicians, surgeons, and what humans might certain affinities based on the paths they have been consider biomedical researchers. Outcasts who are exposed to. Begin the character creation process by drawn to this path may re-roll one failed Medicae selecting one of the following Path abilities for the check per session. outcast to reflect these skills. Path of the Mariner Path of the Artisan Those Eldar who embark upon the Path of the Those Eldar who are driven to create works of great Mariner serve as the crewmen and officers of their skill, and includes many sub-specializations home Craftworld's fleet of starships. Those who including the Path of the Poet, Path of the Musician, seek this Path often wish to see the sights of the Path of the Painter, and so on. Outcasts with galaxy and also seek inner peace after a period in experience in this path may re-roll one test per which they have felt lost. Outcasts drawn to this session relating to the craft they have chosen. path may re-roll one test per session relating to Voidships, be it Commanding, Maintenance, Path of Awakening Piloting, Navigation, or Combat. The Path of Awakening is a path upon which the Eldar learn how to closely analyze their Path of the Scholar surroundings and environments. Those who have Eldar Scholars are those Eldar who find fulfillment mastered this path can notice things that would only in mastering academic knowledge and then seem insignificant or impossible to see, even to a passing this knowledge along to other Eldar who are normal Eldar. Outcasts who are drawn to this Path traveling this path or who wish to benefit from may re-roll a perception based check once per understanding the discipline. Outcasts drawn to this session. path may re-roll a Lore test once per session. Path of Command Path of the Seer The Path of Command is for those Eldar with a This path is the longest, most complex, most passion for military command and the desire to treacherous, and least trodden of all the Eldar paths. develop complex military strategy. It's members This path has exposed the Outcast to the enhanced tread this path to better command large forces of psychic potential of the Eldar race. The Outcast may Eldar Troops. Outcasts who are drawn to this path re-roll one test per session pertaining to the warp or may re-roll one Interaction test per session, provided psychic abilities. it pertains to commanding troops or crew. Path of Service Path of Dreaming In this path Eldar give themselves over to direct The Path of the Dreamer is a meditative path service of others, performing the personal services undertaken by many Eldar in which they learn to that allow their species to thrive, including farmers, control and direct their dreams. Those who clothiers, cooks, manual laborers, and more. embark upon these dreamwalks can disappear into Outcasts familiar with this path may re-roll one test them for days at a time. Many who are drawn to this per session relating to the trade of their choice. path to this path develop the connection to the warp that leads to the abilities of the Void Dreamer. Outcasts who are drawn to this path may re-roll one willpower based test once per session due to the peace of mind with which they find themselves.

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.

Starting Wounds: Eldar Outcast Characters roll 1d5+1 and add twice their starting toughness bonus to determine their starting number of wounds. Starting Fate Points: Eldar Outcast characters begin play with 2 Fate Points

Eldar Outcasts begin play with the following Skills, Talents, Traits, and Gear: Fear and Insanity: Starting Skills: Acrobatics, Awareness, Deceive, Unlike most Xeno races, the Eldar can not only Dodge, Common Lore (Eldar), Forbidden Lore be driven mad by the horrors of an unforgiving (Xenos), Silent Move, Speak Language (Eldar), universe, but can also slowly fall to the corrupting Speak Language (Low Gothic) influence of Slaanesh. Starting Talents: Catfall, Dark Soul, Heightened Eldar gain Insanity and Corruption points as all Senses (Sight, Sound), Jaded, Leap Up, Melee normal Explorers do, and may bring the watchful Weapon Training (Primitive), Melee Weapon eyes of the chaos gods down upon them if they gain Training (Universal), Nerves of , Outcast a sufficient quantity. Weapon Training, Sprint Starting Traits: Non Imperial, Speak Not Unto the The Path of the Outcast Advances: Alien, Unnatural Agility (x2) Explorers who choose The Path of the Outcast Starting Gear: Shuriken Pistol, Shuriken Catapult may spend experience as they advance on the tables or Ranger Long Rifle, Best Craftsmanship Mono- presented below, and gain ranks as normal explorers Sword or Common Craftsmanship Eldar do, detailed in the Rogue Trader Core Rulebook. Chainsword, Eldar Void Armor, Spirit Stone

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

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

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

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

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

Those who travelled the Path of the Warrior prior to embarking upon the Path of the Seer often become Warlocks. These individuals learn to focus their psychic abilities into weapons that they may wield alongside more traditional armaments. Their combined training enables them to become powerful defenders and leaders for their Craftworld.

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.

Starting Wounds: Eldar Seer Characters roll 1d5+1 and add twice their starting toughness bonus to determine their starting number of wounds. Starting Fate Points: Eldar Seer characters begin play with 2 Fate Points

Eldar Seers begin play with the following Skills, Talents, Traits, and Gear: Fear and Insanity: Starting Skills: Awareness, Dodge, Forbidden Lore Unlike most Xeno races, the Eldar can not only (Psykers), Forbidden Lore (Warp), Forbidden Lore be driven mad by the horrors of an unforgiving (Webway), Psyniscience, Speak Language (Eldar), universe, but can also slowly fall to the corrupting Speak Language (Low Gothic) influence of Slaanesh. Starting Talents: Catfall, Heightened Senses Eldar gain Insanity and Corruption points as all (Sound, Sight) Melee Weapon Training (Primitive), normal Explorers do, and may bring the watchful Melee Weapon Training (Universal), Nerves of eyes of the chaos gods down upon them if they gain Steel, Outcast Weapon Training, Psychic Discipline a sufficient quantity. (Telepathy, Telekinesis, or Divination, Psy Rating 2, Sprint The Path of the Seer Advances: Starting Traits: Eldritch Mastery, Non Imperial, Explorers who choose The Path of the Seer Speak Not Unto the Alien, Unnatural Agility (x2) may spend experience as they advance on the tables Starting Gear: Shuriken Pistol, Shuriken Catapult, presented below, and gain ranks as normal explorers Best Craftsmanship Mono-Sword or Common do, detailed in the Rogue Trader Core Rulebook. Craftsmanship Eldar Chainsword, Eldar Void Armor, Spirit Stone

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 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 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.

Xenofilament Grenade Eldar Deathspinner The exotic filament grenade carries compressed A weapon favoured by Eldar Aspect Cults, the segments of monomolecular wire that expand into a Deathspinner fires a shroud of monofilament thread cloud of deadly razor-sharp filaments on detonation, in a deadly gossamer shroud. Able to fire more slicing through flesh and bone. quickly and lethally than any Imperial version, they can also entangle small groups, as its wide arc is Exotic Ranged Weaponry: capable of blanketing several foes with a single shot.

Avenger Shuriken Catapult Eldar Lasblaster The Avenger Shuriken Catapult is the standard The Eldar are masters of laser weapons, and use a weapon of the Dire Avenger Aspect Warriors. variety of elegant and lethal light-based devices. Compared to normal shuriken catapult the Avenger Their Lasblasters can release a fury of laser strikes at has an extended barrel, power feeds and inbuilt medium ranges, easily outperforming even the most rangefinders, resulting in greater range and advanced Imperial las weapons. Eldar take particular accuracy. pride in their ability to use these powerful laser devices, signifying to all their control over light itself.

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- or anti-infantry, and all but eliminate the need to reload.

Swooping Hawk Grenade Pack Diresword A pack utilized by the Swooping Hawk aspect A type of Eldar Power Weapon wielded by Exarchs warriors that can hold a wide variety of Grenades of the Dire Avengers Aspect Shrine. The weapon is which can be dropped on on foes from on high. unique, by way of that a potent Eldar spirit is Special: This small pack can be used to make one contained within the blade itself in the form of a free attack per turn on any target flown over as part Spirit Stone. When a blow is struck with the blade, of the user’s regular move, counting as being at the spirit will attempt to destroy the enemy's inner Long Range. mind, killing them instantly. Special: Targets dealt damage by this weapon must Exotic Melee Weapons pass a Challenging (+0) Willpower Test or suffer an additional 2d10 wounds ignoring Toughness or Harlequin's Kiss Armor (wielder's choice). This weapon ignores the Among the deadliest of all Eldar weapons, the effects of enemy power fields. harlequin’s kiss resembles a long tube attached to the back of the forearm. The rear of the tube is filled Agonizer with highly compressed coiled loops of One of the favoured melee weapons of the vicious monomolecular wire, nearly a hundred metres Eldar pirates is the Agonizer, a deliberately cruel worth. When the weapon’s spiked tip strikes the device often worn as a gauntlet or used as a whip. It target, the wire is released and instantly bursts acts similarly to a shock weapon, but the energy through even the smallest puncture to fill the inflicted on the enemy can bleed through armour interior of a body or vehicle. In seconds flesh is easily, causing even more intense pain and physical turned into liquid as the wire races through the trauma. Even the mightiest of warriors can be enclosed space and then retracts back into the brought low when in the grip of such a weapon. device for its next use. Most victims are dead before knowing they were even struck. Eldar Powersword There is perhaps nothing so dangerous as a skilled swordsman wielding one of these deadly blades. Impossibly slender yet strong, shimmering with field energies, and studded with mysterious glowing gems, an Eldar Powersword is a premier status symbols for any explorer. It is unheard of for these xenos to sell such a weapon and they reclaim them by force, adding even more of delightfully forbidden air to ownership. An Eldar Powersword adds +10 to any Parry attempts made by the bearer (with Balanced, this becomes +20 total).

49 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 always for a matched pair.

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.

Eldar Rune Armor The armour of a Farseer is etched with arcane runes of protection and provides innate defences to psychic wearers. Whenever an attack strikes the wearer, he may make a Focus Power Test (Willpower) with a –30 Penalty as a Free Action. If he succeeds, reduce the Damage that would be dealt by the attack by an amount equal to his Psy Rating plus the Degrees of Success he scored on the Focus Power Test. If his Focus Power Test roll is lower than his effective Psy Rating, the attack is simply negated entirely instead.

Eldar Void Armor This elegant Eldar armour functions as both battlefield protection and a sealed environment. Thanks to its superior Eldar construction, the signature “wings” that sprout from its back to grant added stability but weigh shockingly little, and improve the balance of the wearer during both atmospheric and void flight. This armour is considered a sealed environment so long as a character wears all of it and also provides a long- range vox, an auspex, and grants the Dark Sight Trait. The armour’s integrated void impellers grant the wearer the Flyer (12) Trait in zero gravity. Further, thanks to the wings and inbuilt micro- thrusters, anyone wearing this armour benefits from improved manoeuvrability and gains a +10 bonus to all Pilot (Personal) Tests.

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

Eldar Void Dreamer Discipline Soul Scry Along with their numerous Divination powers, Focus Power Time: Full Action the Eldar Void Dreamers have a handful of special Focus Power Test: Psyniscience techniques unique to them. Range: 5m x Psy Rating Sustained: Yes Empyrean Hunter With this power, the Void Dreamer looks into the Focus Power Time: Full Action immediate future, teasing apart the tangled strands Focus Power Test: Psyniscience of fate and happenstance and taking the measure of Range: 5 VU x Psy Rating his companions’ courage and dedication. In doing Sustained: Yes so, he sees what will and will not work to inspire or The connection that a Void Dreamer shares with drive them and uses the information accordingly. the Immaterium is such that he can track other This power makes the psyker a powerful and vessels through realspace or the Warp the same way prescient advisor. a bloodtracker trails his prey. As long as the psyker sustains this Technique, he As long as the psyker sustains this Technique, he and a number of allies equal to his Psy Rating within can follow another vessel using the Tracking Skill range gain a +5 bonus to Interaction Tests, with an (page 88 of the Rogue Trader Core Rulebook). He additional +5 bonus to these Tests per Degree of can follow a ship’s trail as old as a number of Success he scores on the Focus Power Test. months equal to his Perception Bonus, plus one month per Degree of Success that he scores on his Spirit Shield Focus Power Test. Focus Power Time: Half Action Focus Power Test: Willpower Shearing Light Range: 5m x Psy Rating Radius Focus Power Time: Half Action Sustained: Yes Focus Power: Willpower The Spirit Shield technique allows the Void Range: Self Dreamer to use his unique powers to protect himself and his allies against the depredations of enemy Sustained: Yes psykers and Daemons. The psyker focuses on his desire to break Upon activation, the power creates a powerful through his enemies’ defences and rips a crimson disruptive aura centred on the psyker. As long as the shaft of energy from the Immaterium. This weapon psyker sustains this power, each ally within range slices through unnatural protection granted by the may use the Void Dreamer’s Willpower Warp as easily as through mortal flesh, allowing the Void Dreamer to combat the monsters lurking in the Characteristic instead of his own for Opposed Willpower Tests and Tests to resist Fear and Pinning. aether. If the psyker succeeds on the Focus Power Test, he calls a weapon with the following profile into being: Carmine Lance of Khaine (Melee; 1d10+X E, Pen X; Tearing) or (Thrown; X x 10 metres; 1d10 + X E; Pen X; Tearing), where X equals the psyker’s Psy Rating when he calls it forth. This weapon ignores bonuses to Armour or Toughness and other defences granted by psychic abilities or the Daemonic Trait. Only the psyker may wield this weapon and it vanishes moments after he stops sustaining the Technique or after it strikes (or misses) when thrown.

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 focused both on disrupting their opponents and on fellows, aiding them as they endeavour to fulfil their defending their fellows. In concert with their dreaded duties. In this way, the psyker instils an unshakeable 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 them, and by any who hear the tales of these swift and and great victories. With this effect, the xenos become 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

“Too often, the meddling of humanity uncovers things it A Sundered People should not know, your kind’s base thoughts unclouded by For around ten thousand years, the Eldar have regret and driven only by reckless ambition. I think the been a scattered and divided species, surviving universe would thank me if I killed you now, before you within myriad Craftworlds, Corsair fleets, Exodite can do any greater harm.” colonies and in other places besides. As time has –Caedovir Oriosrith of Iliasanae’s Weeping passed, each of these groups have found their own identities and become different from the others, and The Eldar are amongst the oldest remaining while a common racial heritage is shared by all, species in the galaxy, with some suggesting that disagreements and differing goals can cause further they may have existed for millions of years before division between the different kindreds and factions Mankind built its fi rst stone tools. It is thought that, of the Eldar. at one point, the Eldar ruled an empire of such size This is not only the case on a galactic scale, but and might that it would dwarf the Imperium of Man. on a more local one as well. Within the Koronus However, for reasons none but the Eldar themselves Expanse, there are at least four distinct groups of know, it collapsed, leaving the Eldar scattered Eldar, in addition to those who cannot be identifi ed across the galaxy, a pale refl ection of their former as belonging to any one of those groups. These four might. For all they have lost, however, the Eldar are groups are the Eldar of Craftworld Kaelor, their still powerful, possessing sophisticated technology pirate kin the Twilight Sword Corsairs, the savage and powerful psykers reputed to be able to tell the and mysterious Children of Thorns, and the future with uncanny accuracy, and graced with an enigmatic Crow Spirits. While these factions seldom ageless talent for warfare and voidfaring that makes come to blows—or at least, such “kinstrife,” as the them deadly in spite of their depleted numbers. Eldar call this form of internecine warfare, is seldom Within the Calixis Sector the Eldar have observed—they appear to have very different goals historically been a rare sight, with artefacts scattered and motivations, making cooperation just as across the region capable of projecting psychic unlikely. beacons that warn others away. Many have wondered if the Eldar consider the place cursed, and Craftworld Kaelor why such an ancient and powerful species would be Distant and isolated even by the standards of the reluctant to travel there. Nonetheless, the Eldar do Craftworlds, Kaelor lingers on the edge of the pass through Calixis at times, but seem to frequent galaxy, passing through the Calixis Sector only once the Expanse more. Several distinct factions seem to in a millennium. As that time draws near once again, call the Koronus Expanse their home. For the most Kaelor sends warriors out into the Koronus Expanse, part, they choose not to involve themselves in local for its Farseers have seen something approaching, matters, seldom dealing with humanity save where something wreathed in shadows that their sight it is absolutely necessary, and even then only for cannot penetrate, which promises only doom for brief periods, often with bloodshed rather than with those that cross its path. negotiations. Already, several of its outposts and a number of Yet, in spite of their typically isolationist the Maiden Worlds under its protection have attitude, the Eldar within the Koronus Expanse are suffered sudden and catastrophic losses, leaving getting bolder and sightings of their craft are them utterly devoid of inhabitants and deathly silent becoming more frequent. It is whispered that so save for the psychic echoes of something in great long-lived a species cannot act without great pain. In the last few decades, sightings of Eldar forethought, and that the Eldar do not do things wearing Kaelor’s crimson and orange livery within without a reason, even if that reason may not be the Koronus Expanse have increased dramatically, understood by man. Something is drawing them to particularly within the Heathen Stars region. the Expanse against their better judgement and the advice of their forebears, and few would be foolhardy enough to say that their presence heralds something good.

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.

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

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 —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 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 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.

Conventional Warp Travel: Eldar Warp Plotters may also utilize traditional Warp Travel similar to the Imperium of Man. In these instances, utilize the standard method of Traversing the Warp presented in the Rogue Trader Core Rulebook, utilizing either Navigation (Warp) in the case of conventional Warp travel or Navigation (Webway) in the case of entering a breached Webway (GM Discretion).

72 Constructing Eldar Starships

Eldar Starships are constructed much in the Holo Field: same way as Imperial Starships, with some This component replaces the Void Shield differences to the rules. Begin by selecting a Hull component on Imperial ships, and grants some of the from the Eldar Hull Types, and note whether or not ship abilities described on page 71, namely it is a Craftworld hull or not, as that will apply Holographic Cloaking and Eldar Defensive bonuses mentioned on page 71. After this is done, Doctrine. The Holo Field's Space and Power proceed with selecting Essential Components, Requirements are included on page 79. checking below to make sure what parts and effects are available. Eldar Bridge: Eldar bridges function much the same as Essential Components: Imperial ones, and and as such provide the same Essential Components are required for a starship to bonuses. Utilize Imperial Bridge Components with function. A ship must have one (no more) the same statistics, benefits, and restrictions Component from each of the following categories, presented in the Rogue Trader Core Rulebook and lest the ship lose some vital function. Without a life other supplements. sustainer, for instance, the vessel is nothing more than a cold and empty tomb, while a ship would be Eldar Life Sustainer: blind and deaf without an auger array. Eldar Life Sustainers fill a vital role, providing a ship with clean air and water. Eldar Life Sustainers Solar Sails: function with the same statistics, benefits and Note: This component replaces Plasma Drives restrictions as Life Sustainers in the Rogue Trader The Eldar disdain the use of brutish plasma Core Rulebook and other supplements. drives, and instead soar across the void powered by the light of stars, caught in vast solar sails that Eldar Crew Quarters: extend from the ship like wings. This both powers Even the lowliest crew require bunks and mess- the ship and provides propulsion. A solar sail allows halls to live in, and on Eldar ships this is no an Eldar ship to move, and provides it with power. different. Eldar Crew Quarters have the same In addition, it provides some of the benefits statistics, benefits, and restrictions in the Rogue mentioned on page 71. Statistics regarding power Trader Core Rulebook and other supplements. are included on page 79. Eldar Sensor Array: Warp Plotter: The starship’s eyes, allowing it to ‘see’ space far This mysterious component allows Eldar Vessels beyond the range of normal eyesight. Eldar Sensor to traverse the immateriam. For statistics, it Arrays function with the same benefits, statistics, functions identically to the Imperial Warp Drive, but and restrictions as Auger Arrays in the Rogue Trader also allows travel in the Webway. Utilize Warp Core Rulebook and other supplements. Drive Statistics in the Rogue Trader Core Rulebook and other supplements with the same benefits and Essential Component Notes: restrictions, but note that any bonuses to Navigation While mechanically the same, the appearence of (Warp) also apply to Navigation (Webway). these various ship components is wildy divergent from those of the Imperium of Man. Components Runecaster: may not be given to Imperial vessels unless already This component provides protection to the ship the rules already exist in a Xenotech ship section. as it traverses the immaterium. For statistics utilize Those not proficient with Wraithbone suffer a Imperial Gellar Field Statistics in the Rogue Trader -20 to all tests when attempting to work with the Core Rulebook and other supplements with the technology. (Eldar are considered to be proficient) same benefits and restrictions, but the protection extends to the Webway. Any Supplemental Component Notes bonuses to Navigation (Warp) also apply to Eldar ships may purchase Eldar equivalent Navigation (Webway). of any Imperial Supplemental Component, provided there would logically be one. 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

Arconite Class Frigate Hull: Frigate Dimensions: 1.4km long, 0.2km abeam Hull: Frigate Mass: 4 Megatonnes Dimensions: 1.5km long, 0.3km abeam Crew: Mass: 4 Megatonnes Accel: 9.5 Gravities Max Sustainable Crew: This tiny vessel is built around the Pulsar Lance that Accel: 9.5 Gravities Max Sustainable runs the length of its spine. Little more than a flying gun, A patrol ship designed to patrol the edges of space, the Hemlock uses its great speed to get as close as preventing any incursions into Eldar territory. possible to its target before unleashing a ripping hail of lance fire.

Speed: 15 Manoeuvre: +40 Speed: 14 Manoeuvre:+45 Detection: +20 Hull Integrity: 18 Detection: +25 Hull Integrity: 20 Armor: 12 Turret Rating: 0 Armor: 14 Turret Rating: 1 Space: 30 Ship Points: 40 Space: 30 Ship Points: 40 Weapon Capacity: Prow 1 Weapon Capacity: Prow 2 Skeleton Crew: The Hemlock’s crew is tiny, even for an ------Eldar ship. While it’s sufficient to operate the ship in Hellbore Class Frigate combat, that’s about it. Thus, the Hemlock automatically fails opposed Tests in boarding actions with 1d5+1 Hull: Frigate degrees of failure. Dimensions: 1.8km long, 0.3km abeam ------Mass: 5 Megatonnes Nightshade Class Destroyer Crew: Accel: 9.5 Gravities Max Sustainable Hull: Frigate Gaining infamy as “the most heavily armed frigate in Dimensions: 1.3km long, 0.3km abeam the Gothic Sector” during the devastating Gothic War, Mass: 5 Megatonnes Hellebores are designed to sow confusion among a Crew: target fleet through a swift dispersal of torpedoes. It then Accel: 9.5 Gravities Max Sustainable follows up with a barrage of battery and pulsar fire. Larger than the Hemlock, the Nightshade-class destroyer is designed to close, deploy torpedoes, and flee, much like its Imperial counterpart, the Cobra destroyer. Usually deployed in squadrons of three or four, Nightshade- class vessels make rapid attack runs on their target, firing torpedoes as they close Speed: 14 Manoeuvre:+42 and then Detection: +25 Hull Integrity: 25 covering their Armor: 14 Turret Rating: 1 retreat with a Space: 30 Ship Points: 40 barrage from their Weapon Capacity: Prow 2, Keel 1 macroweapons. Speed: 14 Manoeuvre:+45 Detection: +24 Hull Integrity: 20 Armor: 14 Turret Rating: 1 Space: 30 Ship Points: 40 Weapon Capacity: Prow 1, Keel 1 75 Corsair Light Cruiser Ship Hulls Corsair Cruiser Ship Hulls

Aurora Class Light Cruiser Eclipse Class Cruiser

Hull: Light Cruiser Hull: Cruiser Dimensions: 3.4km long, 0.4km abeam Dimensions: 4.7km long, 1.4km abeam Mass: 12 Megatonnes Mass: 18 Megatonnes Crew: Crew: Accel: 9 Gravities Max Sustainable Accel: 8 Gravities Max Sustainable The Aurora-class Light Cruiser is fairly typical of The Eclipse class is one of the most feared Corsair Eldar Corsair ship design. It is fast, very manoeuvrable, voidships as it combines heavy firepower with multiple and possesses a significant level of firepower. Curiously, squadrons of attack craft. A single Eclipse carrier can its solar sails are mounted not only dorsally but to port eviscerate a convoy of civilian and military vessels. and starboard as well, mimicking the configuration of the larger Eldar cruisers and . These ships seem to be popular amongst Corsair fleets.

Speed: 9 Manoeuvre: +22 Speed: 14 Manoeuvre:+43 Detection: +25 Hull Integrity: 60 Detection: +20 Hull Integrity: 48 Armor: 15 Turret Rating: 1 Armor: 15 Turret Rating: 1 Space: 55 Ship Points: 60 Space: 45 Ship Points: 55 Weapon Capacity: Prow 2, Keel 2 Weapon Capacity: Prow 2, Keel 1 ------Shadow Class Cruiser Solaris Class Light Cruiser Hull: Cruiser Hull: Light Cruiser Dimensions: 4.7km long, 1.4km abeam Dimensions: 3.8km long, 0.4km abeam Mass: 16 Megatonnes Mass: 13 Megatonnes Crew: Crew: Accel: 8 Gravities Max Sustainable Accel: 9.5 Gravities Max Sustainable The Shadow class combines tremendous speed, Similar to the Aurora Class Light Cruiser, so too is the manoeuvrability, and offensive firepower into a single, Solaris designed to be fast, manoeuvrable, and posess a highly-effective package. The bane of Imperial shipping large amount of firepower. It is one of the more in the Koronus Sector, Shadow-class cruisers normally common starships founnd among Corsair fleets. form the centre of a Corsair strike fleet.

Speed: 14 Manoeuvre: +45 Speed: 9 Manoeuvre: +26 Detection: +20 Hull Integrity: 50 Detection: +20 Hull Integrity: 60 Armor: 15 Turret Rating: 1 Armor: 15 Turret Rating: 1 Space: 40 Ship Points: 55 Space: 55 Ship Points: 60 Weapon Capacity: Prow 3 Weapon Capacity: Prow 3, Keel 1

76 Craftworld Hulls

Craftworld Ships An Eldar Craftworld is a sight never to be forgotten. The size of a small planet (or even larger), they drift serenely through deep space, travelling paths known only to the Eldar Farseers.Made from wraithbone, the same material used to create Eldar armour, vehicles, and starships, Craftworlds are all the Eldar have left to remind them of their past glories. Craftworlds are usually well guarded by large battlefleets. Normally, these fleets remain close to their respective worlds, as there are space-borne threats enough to worry about. But, there come times when the Eldar fleets will amass in force and venture forth to do battle. Normally, such campaigns are made in defence of a Maiden 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 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

Shadowhunter Class Escort

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 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

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

Supplemental Components As mentioned earlier in the chapter, Eldar may purchase any Imperial Supplemental Component, pending GM approval. There are certain Supplemental Components, however, that need clarification, namely Eldar weaponry.

Macrocannons The Eldar have long perfected plasma technology, and do not arm their vessels with crude projectile cannons. Their ‘macrobatteries’ are made up of multiple turrets of immense clusters of starcannons, capable of punching through armour with intense plasma beams. Eldar only utilize the Starcannon Cluster Macrobattery on their ships.

Lances Eldar only utilize the Pulsar Lance weapon.

Landing Bay and Tubes Eldar may use any Imperial Equivalent

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

A Bonesinger serves as a psychic engineer and Blank During Column his or2 her time on the Path of Shaping, craftsman for the Eldar. The Bonesingers are the the Bonesinger is tasked with the construction and builders and maintainers of all Eldar weapons, tools maintenance of Eldar structures, weapons and and even the Craftworlds themselves. These machinery. They do this through the psychic powerful xenos psykers are gifted in the arts of manipulation of Wraithbone, summoning this construction using the solidified power of the Warp. material into being from the raw energy of the Warp, They use their telepathic ability to summon or then shaping and moulding it into various items, psychically generate the solidified substance of the with the typical Eldar concern that the item be Immaterium the Eldar call Wraithbone, which they aesthetically pleasing as well as functional. While construct into buildings or tools and use to repair Wraithbone is capable of naturally repairing itself the Eldar's vehicles, weapons and armour. Like all over time, the process can be greatly enhanced by of their kind, the Bonesingers are following one of the psychic abilities of a Bonesinger. Bonesingers of the many Paths of the Eldar that determines their the Il-Kaithe Craftworld are said to be the most current focus and purpose in life. The Bonesinger's skilled of the Eldar Bonesingers, able to practice Path, the Path of Shaping, is closely related to both their art even in the heat of battle. the Path of the Artisan and the Path of the Seer.

82 Bonesinger Requirements and Progression

New Talent: Wraithbone Calling New Talent: Wraithbone Manipulation This talent allows the Bonesinger to call forth This talent allows the Bonesinger to manipulate Wraithbone from the Warp, then shape it into the the very fabric of Wrathbone to repair it almost as various arms and armaments utilized by the Eldar. quickly as it is destroyed. Once per combat as a free An appropriate Trade skill test is still required, and action, the Bonesinger may make a Challenging (+0) the appropriate amount of time must be taken as per Tech-Use Test to focus on the Wraithbone and the crafting rules. partially restore damage. On a success, they successfully restore 2x their Intelligence Bonus in Hull Points to the vehicle or 1x their Intelligence bonus to the Structural Integrity of the Starship that was focused on, +1 for every degree of success.

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 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].

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