Eldar
Contents
Armory
Weapon Qualities
- Universal Rule - Disciples Of Vaul - Eldar-made wargear, armor and weapons are never of Poor Craftsmanship.
- Accurate - Accurate weapons grant an additional bonus of +10 to the firer’s Ballistic Skill when used with an Aim Action, in addition to the bonus granted from Aiming. When firing a single shot from a single Basic Weapon with the Accurate Quality benefiting from the Aim action, the attack gains an extra 1d10 Damage for every two Degrees of Success to a maximum of two extra 1d10. These extra d10s cannot generate Righteous Fury.
- Balanced - Balanced weapons grant a +10 bonus to Parry Tests when using this weapon. Even if the wielder is using multiple Balanced weapons, he only gains the bonus once. When armed with two singled handed melee weapons with the Balanced Quality, the character reduces the penalties for Two-Weapon Fighting by 10 if he also possesses the Blade Dancer Talent.
- Blast(X) - When working out a hit from a Blast weapon, anyone within the weapon’s blast radius in meters (indicated by the number in parenthesis) is also hit. Unless specified otherwise, roll Damage once and apply it to each person affected by the blast.
- Concussive(X) - When target is struck by a Concussive weapon, must take a Toughness Test with a penalty equal to 10 times the number in parenthesis(X). For example a weapon with Concussive (2) would impose a –20 on Toughness Tests, and Concussive (0) would be a Test with no penalty. If he fails, target is stunned for 1 round per Degree of Failure. Additionally, if the target takes Damage greater than his Strength Bonus, the target is knocked Prone.
- Crippling(X) - When a target suffers at least one wound from this weapon they count as being “crippled” for the remainder of the encounter or until healed of all Damage. If a crippled character takes more than a Half Action on their turn, they suffer Rending Damage equal to the number in parenthesis(X). This Damage is not reduced by armor or Toughness.
- Devastating(X) - If the target is a Horde, a successful hit from this weapon reduces the Horde’s Magnitude by an additional amount equal to X.
- Fast - Defenders suffer a -10 penalty to Parry Tests against attacks made by this weapon
- Felling(X) - Unnatural Toughness Bonus by the number in parenthesis(X). Felling only reduces Unnatural Toughness, not the target’s base Toughness Bonus. The reduction occurs for calculating Damage only, and does not persist.
- Flame - If a target of a Flame attack is hit (even if he suffers no Damage), he must succeed on an Agility Test or be set on fire.
- Hallucinogenic(X) - When a creature takes a hit from a Hallucinogenic weapon it must make a Toughness Test with a penalty equal to 10 times the number in parenthesis(X) or suffer a temporary delusion(specified in the weapon's description). Respirators and sealed armor provide a +20 bonus to this Test. The effects last for 1 Round, plus 1 additional Round for every Degree of Failure.
- Haywire(X) - Haywire weapons make use of microwaves or electromagnetic radiation to destroy the inner workings of machines and tech. Everything within the field’s radius, indicated by the number in parenthesis, is affected: Haywire (3) would affect an area with a three meter radius. Roll 1d100 on Table: Haywire Field Effects (adding any modifiers from the weapon) to determine the strength of the effect. As the field slowly dissipates, the strength lessens one step in severity each round until it becomes Insignificant (i.e., a result of Major Disruption would become Minor Disruption the following round and then cease to have an effect the round after that). Additional Haywire attacks in the same area do not stack but instead create a new effect that will either be ignored if lower than the current effect or replace it if higher.
- Melta - This weapon doubles its Penetration when firing at Short Range.
- Power Field - Weapons with this Quality increase their Damage and Penetration. Such modifiers are already included in the weapon’s profile. When a character successfully uses this weapon to Parry an attack (or his own attack is parried) by a weapon without the Power Field, Natural Weapon, or Warp Weapon Quality (or Trait), he has a 75% chance of destroying his attacker’s weapon. In addition, such weapons inflict one additional hit when used to attack a Horde.
- Proven(X) - Weapons with this Quality treat any die roll for Damage lower than the Proven rating (as indicated by the number in parenthesis) as if it were the Proven rating instead. Thus, a Proven (3) weapon would treat any die roll of 1 or 2 as a 3 for the purposes of calculating Damage.
- Razor Sharp - If the wielder scores three or more Degrees of Success when rolling to hit with this weapon, double this weapon’s Pen when resolving the hit.
- Recharge - The weapon must spend the Round after firing building up a charge and cannot be fired — in effect the character can only fire the weapon every other Round.
- Reliable - Reliable weapons only Jam on an unmodified to hit roll of 00. Reliable weapons with the Spray Quality or which do not make to hit rolls never Jam.
- Spray - The wielder does not need to Test Ballistic Skill; he simply fires the weapon. All creatures in the weapon’s path, a cone-shaped area extending in a 30-degree arc from the firer out to the weapon’s range, must make an Agility Test or be struck by the attack and take Damage normally. Cover does not protect characters from attacks made by Spray weapons unless it completely conceals them. Because Spray weapons make no roll to hit, they are always considered to hit targets in the body, and will Jam if the firer rolls a 9 on any of his Damage dice (before adding any bonuses).
- Snare(X) - On a successful hit, the target must make an Agility Test with a penalty equal to 10 times the number in parenthesis (X) or be immobilized. For example, a weapon with Snare(1) would impose a –10 on Agility Tests. An immobilized target can attempt no other actions except to try to escape the bonds. He can attempt to burst the bonds (a Strength Test) or wriggle free (an Agility Test) in his Turn. Both tests are Full Actions. Both tests are made with the same penalty as the original test. The target is considered helpless until he escapes.
- Storm - This Quality doubles the number of hits inflicted on the target and the amount of ammunition expended. For example, when firing a weapon with the Storm Quality in fully automatic mode, each degree of success yields two additional hits (to a maximum of twice the weapon’s Full Automatic rate of fire). When dodging fire from weapons with this quality, one degree of success negates two hits.
- Tearing - These weapons roll one extra die for Damage, discarding the lowest die rolled.
- Toxic(X) - Anyone that takes Damage from a Toxic weapon, after reduction for armor and Toughness Bonus, must make a Toughness Test with a penalty equal to 10 times the number in parenthesis(X) or suffer an additional 1d10 points of Damage (of the same type as the weapon which inflicted the hit) not reduced by armor or Toughness. For example, a weapon with Toxic (4) would impose a –40 on Toughness Tests. Some weapons or creatures may carry additional effects with their toxins or inflict more Damage as indicated in their individual descriptions.
- Twin-linked - When firing a Twin-Linked weapon the wielder can choose to either gain a +10 to hit or an additional hit if they score at least one successful hit. Twin-Linked weapons expend twice their RoF in ammunition with each shot.
- Unstable - When an Unstable weapon scores a hit, roll 1d10. On a score of 1 it inflicts only half Damage, on a score of 2–9 it deals normal Damage, and on a score of 10 it inflicts twice the normal Damage.
- Warp Weapon - Warp weapons ignore Armour and the AP generated from cover. Force fields and Warded armor work normally against them.
The Storm Of Blades
----------------------------------------------------------------------------------------------------------------- Name Class Range RoF Dam Pen Clip Rld Wt Special ----------------------------------------------------------------------------------------------------------------- Shuriken Pistol Pistol 30 S/3/5 1d10+2[R] 4 40 2Full 1.2 Reliable, Razor Sharp Shuriken Catapult Basic 60 S/3/10 1d10+4[R] 6 100 2Full 2 Reliable, Razor Sharp Avenger Basic 80 S/3/10 1d10+4[R] 6 100 2Full 2.5 Reliable, Razor Sharp, Tearing Shuriken Cannon Heavy 110 -/-/10 2d10+6[R] 6 200 3Full 25 Reliable, Razor Sharp Shrieker Cannon Heavy 110 -/-/5 2d10+6[R] 6 200 3Full 25 Reliable, Toxic(4, Special)
- Avenger Shuriken Catapult is equipped with inbuilt rangefinder, and as such it ignores the normal penalties for long and extreme range, and may fire at targets up to five times the weapon’s listed range away, counting targets at such distances as being at Extreme Range. This requires that the shooter spends a Full Action to Aim.
- Shots from the Shrieker Cannon are considered to have the Toxic(4) quality, with the following change: if the Toughness Test is failed, the weapon deals 3d10 Explosive damage. It also incorporates a melee attachment which counts as an Eldar Power Sword, but without the Balanced quality or the associated bonus to Parry.
The Weaver Of Ruin
----------------------------------------------------------------------------------------------------------------- Name Class Range RoF Dam Pen Clip Rld Wt Special ----------------------------------------------------------------------------------------------------------------- Deathspinner Basic 40 S/-/- 4d10+5[R] 2 30 2Full 4 Tearing, Blast(2), Snare(1), Crippling(3) Spinneret Rifle Basic 60 S/-/- 3d10+5[R] 10 1 Half 4 Accurate, Tearing, Crippling(5), Special
- The Clip size and listed Reload time of Spinneret Rifle reflect the need to coil back the mono-filament wire between shots. Otherwise this weapon never runs out of ammunition.
The Deliverer Of Fate
----------------------------------------------------------------------------------------------------------------- Name Class Range RoF Dam Pen Clip Rld Wt Special ----------------------------------------------------------------------------------------------------------------- Eldar Missile Launcher Heavy 250 S/-/- --- --- 16 Full 28 --- Eldar Krak Missile --- --- --- 4d10+6[E] 10 --- --- 1.5 Blast(1), Proven(2) Eldar Plasma Missile --- --- --- 2d10+12[E] 12 --- --- 2 Blast(3), Proven(2), Special Eldar Haywire Missile --- --- --- 2d10+4[E] 6 --- --- 2.5 Blast(1), Haywire(3), Special Reaper Launcher Heavy 250 S/2/4 2d10+4[E] 6 24 2Full 22 Blast(1), Devastating(1) Tempest Launcher Heavy 200 S/2/4 2d10+6[E] 6 24 2Full 24 Blast(3), Devastating(2), Special
- Eldar Plasma Missiles continue to do their listed damage to the Blast area for and additional 1d5 Rounds after detonation. In addition, If a plasma missile attack on a vehicle scores 4 or more degrees of success, the Blast radius becomes centered on the vehicle rather than a stationary point.
- If a Haywire Missile explodes directly on a vehicle or a target with the Machine Trait, the target immediately suffers a critical hit as if the user had scored Righteous Fury, adding 1 to the critical hit result.
- Tempest Launcher fires cluster of small reaper missiles in a great arc. As long as there is at least five meters of open space above the target, this weapon ignores the effects of cover
The Fury Of The Stars
----------------------------------------------------------------------------------------------------------------- Name Class Range RoF Dam Pen Clip Rld Wt Special ----------------------------------------------------------------------------------------------------------------- Starcannon Heavy 150 S/2/- 2d10+10[E] 10 24 3Full 38 Blast(2), Proven(2) Fusion Pistol Pistol 12 S/-/- 2d10+6[E] 13 6 2Full 1.8 Reliable, Melta Fusion Gun Basic 20 S/-/- 2d10+6[E] 13 10 2Full 3 Reliable, Melta Firepike Basic 60 S/-/- 2d10+6[E] 13 20 4Full 6 Reliable, Accurate, Melta Guardian Flamer Basic 30 S/-/- 2d10+2[E] 3 20 Full 4 Flame, Spray Dragon's Breath Flamer Basic 35 S/-/- 2d10+4[E] 4 20 Full 4 Flame, Spray, Special
- Dragon's Breath Flamer utilizes a trio of rare, highly-compressed chemicals designed to ignite when mixed, forming liquid gouts of flame that arc outward in a deadly spray. This weapon imposes and additional -10 penalty to avoid being hit and -10 penalty to avoid being set on fire.
The Spear Of Light
----------------------------------------------------------------------------------------------------------------- Name Class Range RoF Dam Pen Clip Rld Wt Special ----------------------------------------------------------------------------------------------------------------- Brightlance Heavy 220 S/-/- 5d10+5[E] 13 12 2Full 32 Reliable, Proven(3), Felling(4), Tearing Pulse Laser Heavy 220 S/3/- 3d10+5[E] 10 24 2Full 30 Reliable, Felling(2), Tearing Scatter Laser Heavy 220 -/4/8 2d10+8[E] 6 80 2Full 28 Reliable Prism Rifle(Focused) Heavy 200 S/-/- 3d10+4[E] 6 18 3Full 24 Reliable, Recharge, Proven(3), Felling(4) Prism Rifle(Diffuse) Heavy 200 S/-/- 2d10+2[E] 4 18 3Full 24 Reliable, Recharge, Blast(3), Devastating(2) Prism Blaster Heavy 200 S/2/- 3d10+8[E] 8 26 2Full 26 Reliable, Proven(3), Felling(4) Ghostlight Heavy --- S/-/- --- 13 --- --- --- Blast(3), Devastating(2), Proven(3), Felling(4), Special Ranger Long Rifle Basic 200 S/-/- 1d10+3[E] 2 40 Full 2 Reliable, Accurate, Special Lasblaster Basic 120 S/3/6 1d10+4[E] 4 90 Full 3.5 Reliable Sunrifle Basic 90 S/4/8 1d10+6[E] 4 60 Full 4 Reliable, Storm Hawk's Talon Basic 100 S/3/10 2d10+2[E] 4 60 Full 4 Reliable Laser Lance Basic 10 S/-/- 1d10+6[E] 7 --- --- 8 Reliable, Proven(3), Felling(4), Special Star Lance Basic 10 S/-/- 1d10+9[E] 10 --- --- 8 Reliable, Proven(3), Felling(4), Special Mandiblaster Pistol 10 -/2/4 1d10+2[E] 2 --- --- 1 Twin-linked, Special Balelight Pistol 25 S/-/- 1d10+4[E] 6 1 --- 1.2 Spray, Tearing, Special
- Ghostlight is an attack made by combining the energies of multiple Prism weapons. It deals 3d10[E] points of damage +4 per Prism weapon engaged with Range of 210 meters plus 20 meters per Prism weapon engaged. If an Exarch with Prism Blaster is leading the attack, it's damage changes to 3d10+8[E] +4 per Prism weapon engaged. Linking a Prism weapon into Ghostlight requires a Delay Action.
- Ranger Long Rifle, in addition to usual effects of the Accurate weapon quality, increases it's Pen by 2 for every 2 degrees of success on Ballistic Skill Test to the maximum of Pen 10.
- Hawk's Talon incorporates a melee attachment which counts as an Eldar Power Sword, but without the Balanced quality or the associated bonus to Parry
- Laser Lance and the more powerful Star Lance can be used in melee, keeping their Dam and Pen values and counting as weapons with the Power Field weapon quality. When making a Charge Action with a Laser or Star Lance from the back of a beast or vehicle, the user adds additional damage equal to his Strength Bonus.
- Mandiblaster can fire as a Free Action no matter what other actions the user may be taking at the time(although Full Attack is the most common) or as a Reaction. As long as Mandiblaster is connected to user's armor and undamaged, it never runs out of ammunition and requires no reloading, although it can be fired only once per the user's turn.
- Balelight is essentially a one-use weapon as it requires at least a day to recharge after firing. In addition to taking damage, targets affected by Balelight must make Ordinary(+10) Toughness Test or be blinded for a number of rounds equal to their Degrees of Failure.
The Sundered Veil
----------------------------------------------------------------------------------------------------------------- Name Class Range RoF Dam Pen Clip Rld Wt Special ----------------------------------------------------------------------------------------------------------------- Wraithcannon Heavy 30 S/-/- 2d10[E] 0 --- --- 40 Concussive(4), Unstable, Warp Weapon, Special D-Cannon Heavy 50 S/-/- 2d10[E] 0 --- --- 60 Blast(5), Concussive(4), Recharge, Unstable, Warp Weapon, Special
- Wraithcannon and D-Cannon, in addition to dealing listed damage, applies the following effects. If 4-10 is rolled on the damage dice(prior to accounting for Unstable Weapon Quality), the target takes damage and is teleported a number of meters equal to the result in a random direction. If the target is teleported into the same space as another object, move the target into the closest available space. The target takes 1d5 additional damage, ignoring Armour or Toughness. If 19-20 is rolled, the target is destroyed outright, regardless of the number of wounds it possesses. When used against a vehicle, those weapons automatically generate Righteous Fury, adding 1 to the critical hit result.
The Touch Of Death
----------------------------------------------------------------------------------------------------------------- Name Class Dam Pen Wt Special ----------------------------------------------------------------------------------------------------------------- Eldar Power Sword One-Handed 1d10+4[E] 8 2 Balanced, Power Field, Special Powerblades Wrist-mounted 1d10+4[E] 8 3 Power Field, Special Mirrorswords One-Handed 1d10+5[E] 8 2 Balanced, Power Field, Special Executioner Two-Handed 2d10[E] 8 5 Balanced, Power Field, Special Triskele One-Handed 1d10+4[E] 6 1 Power Field, Thrown Witchblade One-Handed 1d10+5[E] + 2 Balanced, Power Field, Witchblade Singing Spear One-Handed 1d10+5[E] + 2.2 Power Field, Witchblade, Thrown Diresword One-Handed 1d10+3[E] 6 4 Balanced, Power Field, Special Scorpion Claw One-Handed 2d10[E] 9 10 Power Field, Tearing, Special Eldar Chainsword One-Handed 1d10+4[R] 3 3 Balanced, Tearing Chainsabres One-Handed 1d10+4[R] 3 3 Balanced, Tearing, Special Biting Blade Two-Handed 1d10+6[R] 3 7 Tearing, Special Harlequin's Kiss Wrist-mounted 1d10+8[R] 10 1 Tearing, Special
- Eldar Power Sword adds +10 to the Parry Tests, which with Balanced weapon quality brings the total bonus to +20.
- Powerblades, when used as a pair, inflict an additional point of damage per degree of success on the Weapons Skill Test
- Mirrorswords, when used as a pair by a character with an Agility bonus of 5 or more, reduce any penalties for dual wielding melee weapons by 10, to a maximum of +0. Their balance and design make them ideal for defense 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.
- Executioner doubles the user's Strength Bonus for the purposes of calculating Damage.
- Triskele can be thrown with a range of 4xSB. When throwing the Triskele, users can attempt to use Swift and Lightning Attack Actions, by substituting their Ballistic Skill for their Weapon Skill and taking an additional -10 penalty to the Tests. Hits can be allocated to multiple targets, provided they are no further than 2 meters away from each other. These attacks can be Parried or Dodged as normal. If such an attack is Parried(but not Dodged), the Triskele returns to the user, and all further attacks are lost for the round.
- A Witchblade counts as a power sword with the additional effect of tripling the user’s Strength Bonus. Also, a Witchblade’s Penetration is equal to the user’s Psy Rating, provided the user is an Eldar psyker. In the hands of a non-Eldar it is simply an unusual power weapon.
- A Singing Spear is a Witchblade in spear form and provides similar benefits. In addition, it can be thrown with a range of four times the user's Psy Rating. It automatically returns to his hand at the beginning of his next turn. Alternatively, it can be called back as a Reaction.
- When the Diresword deals damage to an opponent, that opponent must make a Challenging (+0) Willpower Test or take an additional 2d10 wounds, ignoring armor or Toughness. This weapon is always Best Quality, granting a +10 bonus to the wielder Weapon Skill and +1 damage (already included in the weapon’s profile).
- Scorpion Claw doubles the user's Strength Bonus for the purposes of calculating Damage. It also features an inbuilt Shuriken Catapult, and can be used as both in the same turn.
- Chainsabres are paired with gauntlets housing shuriken pistols. This counts as a single weapon, using the Shuriken Pistol profile with the Twin-Linked weapon quality, that can fire as a Free Action no matter what other actions the user may be taking at the time.
- Biting Blade adds 2 to it's Pen and Dam for every two degrees of success when rolling to hit.
- Harlequin's Kiss does not add the user's Strength Bonus when calculating damage.
Grenades
- Eldar Plasma Grenades
--------------------------------------------------------- Dam Pen Wt Special --------------------------------------------------------- 1d10+12[E] 8 1 Blast(3), Proven(2), Special ---------------------------------------------------------
These grenades continue to do their listed damage to the Blast area for and additional 1d5 Rounds after detonation
- Eldar Haywire Grenades
--------------------------------------------------------- Dam Pen Wt Special --------------------------------------------------------- --- --- 1 Haywire(3), Special ---------------------------------------------------------
If a Haywire Grenade explodes directly on a vehicle or a target with the Machine Trait, the target immediately suffers a critical hit as if the user had scored Righteous Fury, adding 1 to the critical hit result.
- Creidann Grenades
--------------------------------------------------------- Dam Pen Wt Special --------------------------------------------------------- --- --- 1 Blast(5), Hallucinogen(4), Special ---------------------------------------------------------
Roll vs. Willpower instead of Toughness, due to psychoactive nature of the effect, sealed armor and respirators do not protect against it, though any means of resisting psychic powers provide their usual bonuses. Programmed hallucinations make the victim treat any Harlequin(or anyone using a holo-suit for that matter) as having Fear Rating 3.
- Eldar Melta Bombs
--------------------------------------------------------- Dam Pen Wt Special --------------------------------------------------------- 5d10[E] 13 3 Blast(2), Flame ---------------------------------------------------------
- Swooping Hawk Grenade Pack
--------------------------------------------------------- Range RoF Dam Pen Wt Special --------------------------------------------------------- 12 -/4/- 2d10[E] 3 1 Blast(2), Special ---------------------------------------------------------
Note that the Range value is irrelevant if this weapon is used while airborne to attack targets directly below the user. In such a case this weapon also ignores the benefits of Cover
Armor
All Eldar armor, with the exception of Ranger Armor and Mesh Weave Garments/Armor, is Vac-Sealed and allows the wearer to survive in vacuum (or other environments with a hostile atmosphere) for 6 hours without suffering adverse affects. After that time, they run out of oxygen and suffocate. Also the wearer never counts the weight of worn armor towards his maximum load.
Exarch Armor is a version of Aspect Armor and, as a general rule, provides 1 AP more than normal versions. Additional qualities described in individual entries if relevant.
------------------------------------------------------------------------------------------------------------------------------------------- Name Covers AP Wt Special ------------------------------------------------------------------------------------------------------------------------------------------- Guardian Impact Armor All 5 4 Special Mesh Weave Garments Arms, Body, Legs 3 1 --- Rune Armor All 6 8 Special Mesh Weave Armor Arms, Legs / Body 5/6 3 --- Ranger Mesh Weave Armor All 4 2 Special Howling Banshee Aspect Armor All 6 6 Incorporates Banshee Mask Striking Scorpion Aspect Armor All 7 10 +10 to Str, incorporates Mandiblaster, Special Swooping Hawk Aspect Armor All 5 4 Incorporates Hawk Wings, +10 on Operate(Aeronautica) Fire Dragon Aspect Armor All 6 6 Special Shining Spear Aspect Armor All 7 10 +10 to Str Warp Spider Aspect Armor All 6 6 Incorporates Warp Jump Generator, Special Dark Reaper Aspect Armor All 6 6 Special Dire Avenger Aspect Armor All 6 6 ---
- Guardian Impact Armor counts it's AP as 2 higher against Impact damage and indirect hits from Blasts dealing Explosive damage
- A suit of Rune Armor ignores all weapon Penetration. This means that when making attacks against an Eldar Psyker in rune armor all weapons are consider to have a Pen of 0 rather than their normal Pen. A suit of rune armor worn by anyone other than an Eldar Psyker loses this special property
- Ranger Mesh Weave Armor provides the wearer with +20 bonus on Concealment tests and renders the wearer invisible to Dark Sight and Prey-sense. If the wearer remains stationary, he counts as being at Extreme Range, when being targeted by a ranged attack.
- Scorpion Aspect Armor provides the wearer with +20 bonus on Concealment tests and renders the wearer invisible to Dark Sight and Prey-sense. If the wearer remains stationary, he counts as being at Extreme Range, when being targeted by a ranged attack. Exarch Armor provides the user with +20 Str bonus instead of +10.
- Exarch Swooping Hawk Armor comes with Swooping Hawk Grenade Pack, allowing the wearer to use this weapon as a Free Action, no matter what other actions the user may be taking at the time.
- Fire Dragon Aspect Armor counts it's AP as 3 higher against heat-based attacks and renders the wearer immune to being set on fire. Exarch Armor comes with a backpack ammo supply for either a Fusuon Gun, Firepike or Dragon's Breath Flamer changing the Clip value of those weapons to 80(for Fusion Gun and Firepike) and 60(Dragon's Breath Flamer) respectively.
- Warp Spider Aspect Armor comes with backpack ammo supply exclusively for the use with Deathspinner, changing the Clip value of this weapon to 100. Exarch Armor keeps it's AP value against weapons with Warp Weapon quality and psychic attacks dealing direct damage, and eliminates all risks of using Warp Jump Generator.
- Dark Reaper Aspect Armor confers the Auto-stabilized Trait to the users and comes with in-built targeter, imposing -10 penalty on attempts made to Evade the wearer's ranged attacks and providing the wearer with +10 bonus on Ballistic Skill Tests. Exarch Armor allows the wearer and Dark Reaper Aspect Warriors under his command to benefit from Ganging-Up rules when they are using ranged attacks.
Wargear
- Ghosthelm - While wearing the helm, if an Eldar Psyker is ever affected by results on the Psychic Phenomena Table or the Perils of the Warp table he can make a Challenging (+0) Willpower Test to be personally unaffected. The effects of the result rolled on the table still occur and may affect others or the environment as normal.
- Spirit Stones - Once per combat an Eldar Psyker may use his Spirit Stones to manifest(and sustain if appropriate) one of his Psychic Powers as a Free Action, thus allowing him to manifest two Powers in the same turn. This functions as a normal power in all other respects.
- Runes Of Warding - All enemy(this usually means non-Eldar) psykers within 20 meter range from the user must add an additional +10 to all rolls they make on both the Psychic Phenomena Table and the Perils of the Warp Table. If the user is an Eldar Psyker, he can boost the range of this effect to 20 meters multiplied by his Psy Rating.
- Runes Of Witnessing - If an Eldar Psyker wearing this item is ever forced to roll on either Psychic Phenomena or Perils Of The Warp Tables, he may subtract 10 from any rolls on those tables.
- Shimmershield - The Shimmershield works in the same manner as a Power Field. The field is projected over a circular area with a five meter radius, and provides its field save to everyone within it. Shimmershield has a Protection Rating of 35 and does not overload.
- Forceshield - Forceshield is a Power Field with a Protection Rating of 75 which does not overload
- Shadowfield - Shadowfield is a Power Field with a Protection Rating of 50 which overloads on a roll of 01-10. It also provides the user with +10 bonus on Stealth Tests in poorly lit areas.
- Eldar Jump Pack - A user must have the Operate (Aeronautica) Skill to use a jump pack. The jump pack allows a safe descent from any height along with an unlimited series of short jumps of up to double the user's Base Movement, avoiding any ground obstacles and landing at the end of each Round’s movement. Alternatively, the pack can be used to duplicate the Flyer (14) trait for up to a minute at a time.
- Flip-belt - Flip-belt provides the user with +20 bonus on Acrobatics Tests and Athletic Tests made to run. If the user is trained in Operate(Surface) Skill, it also allows him to re-roll failed Dodge Tests, double his base move or to gain Hoverer(6) Trait.
- Holo-suit - Enemies attacking the user suffer a -20 to their BS and WS to hit the user if he moved this turn. When the user is stationary, it provides him with +30 bonus on Stealth Tests. In addition, when stationary, user counts as being at Extreme range when targeted by ranged attacks
- Grav-platform - An Eldar Heavy Weapon can be mounted onto the Grav-platform. Grav-platform is directed via control box from as far as 10 meters away. The operator of the Grav-platform can fire the weapon mounted onto the Grav-platofrm, using his own Ballistic Skill and counts as possessing the Auto-Stabilized Trait. Aiming and firing the weapon mounted onto the Grav-platform is a Half-Action for the operator. Grav-platform is an average-sized target with 15 AP. Any damage suffered by the grav-platform disables it, rendering it immobile. Grav-platform moves on it's own, programmed to stay within 10 meters of the operator.
Aspect Temples Wargear
- Banshee Mask - The user must possess the Disturbing Voice, Baleful Dirge or War Cry Talent to use Banshee Mask. The Mask amplifies these Talents, effectively doubling their range and effects, thus +10 bonus on Intimidate from Disturbing Voice becomes +20, Fear(1) from War Cry becomes Fear(2) and so on. Victims lacking any sort of auditory protection receive a -10 penalty on Tests made to resist the effects of those Talents. In addition, any creature subjected to the effects of those Talents amplified by Banshee Mask for longer than 10 rounds(and every 10 rounds after that) must Test Willpower - failure indicates that they suffer one level of Fatigue, while failure by five or more degrees also inflicts 1d5 Insanity Points. There are a number of Eldar-specific Talents modifying the use of this piece of wargear.
- Swooping Hawk Wings - The user must possess Operate(Aeronautica) Skill to use the Swooping Hawk Wings. While in use the Wings confer the Flyer(14) Trait to the user and the user is never required to dedicate a Move Action to maintain flight. Swooping Hawk Wings allow the user to attempt a Challenging(+0) Operate(Aeronautica) Skill Tests during any of his Movement Actions(Half, Full, Charge, Run) - on a success and for every additional degree of success he imposes a –10 penalty on all Tests made to attack him that turn, though the user himself suffers the same penalty on his Ballistic Skill(but not Weapon Skill) Tests during that turn. In addition, whenever the users makes a Charge Attack Action to attack the target from above, he may attempt a Difficult(-10) Operate(Aeronautica) Skill Test - success indicates that he may add +1d10 to the damage of his first melee attack for every Altitude Level he descends during a charge, thus Charging ground-based target from High Altitude would grant him +2d10 bonus damage, while charging a target at Low Altitude from High Altitude will only grant +1d10. If the user ever fails an Operate(Aeronautica) Skill Test while using Swooping Hawk Wings by two or more degrees, the gravitic winds generated by his Wings fail him, and he starts to fall. Same occurs if the user is stunned, immobilized or otherwise rendered unable to operate the Wings. If at Hovering Altitude, the users suffers Falling Damage as if he fell 5 meters. If at Low Altitude instead, he suffers Falling Damage as if he fell 15 meters and if at High Altitude he suffers Falling Damage as if he fell 25 or more meters. Exact Falling Damage and Skill Tests difficulty are at the GM’s discretion and can be modified according to particular world's gravity, force of wind and other circumstances. There are a number of Eldar-specific Talents modifying the use of this piece of wargear.
- Warp Jump Generator - The user must possess Navigate(Warp) Skill to use Warp Jump Generator. Warp Jump Generator allows the user to make a special Free Action to move for 4d10 meters in a specified direction - the user will always emerge on solid footing and in a suitable empty space. A successful Hard(-20) Navigate(Warp) Skill Test allows the user to modify the result of this roll by 1 meter plus an additional 1 meter for every one degree of success to increase or decrease the distance traveled. This movement can be attempted only once per the user's turn. If three of the four dice come up with the same number (e.g. three threes), then the user does not re-emerge for 1d5 Rounds and gains 1 Corruption point and 1d5 insanity points from exposure to baleful energies. If all four dice come up as the same number, then the user does not re-emerge at all, his body and soul devoured by those ever waiting on the other side. In addition, when targeted by an attack of which the user is aware, he may, as a Reaction, attempt to warp out of the way. The user teleports 3d10 meters away in a random direction - the user will always emerge on solid footing and in a suitable empty space. Again, if all three dice come up with the same number, then the user does not re-emerge for 1d5 Rounds and gains 1 Corruption point and 1d5 Insanity points. A successful Difficult(-10) Navigate(Warp) Skill Test allows the user to specify the direction traveled. The user can instead attempt a Very Hard(-30) Navigate(Warp) Skill Test to not only specify the direction by to also modify the distance traveled by 1 meter plus and additional 1 meter for every one degree of success on this Test. There are a number of Eldar-specific Talents modifying the use of this piece of wargear.
Vehicles
Universal Vehicle Rules
- Impossible Maneuvers: Eldar vehicles operating as Flyers must move only half their Tactical Speed each turn and can combine Immelmann Turn(more appropriately called Saim-Hann Turn by the Eldar) with other Maneuvers. In addition, for every 5 AU the Eldar flyer moves, it may turn up to 90 degrees instead of just 45.
- Dance of War: Any Eldar vehicle can interrupt it's Maneuver Action at any point to perform an Attack Action. Once the Attack Action is resolved, it must complete the remainder of it's Maneuver Action.
Eldar Jetbike
Type: Skimmer Size: Hulking Tactical Speed: 30 m. Cruising Speed: 300 kmph. Maneuverability: +25 Structural Integrity: 10 Armor: Front 14, Sides 12, Rear 12 Crew: Driver Carrying Capacity: Personal gear only Weapons: Driver-operated Twin-linked Shuriken Catapults (Facing: Front) or Driver-operated Shuriken Cannon (Facing: Front)
- Special Rules:
-Blinding Speed: Enemies attacking the vehicle do not benefit from a bonus to BS and WS they would otherwise receive for attacking a Hulking target. -Eldar Vehicle Upgrades: Jetbikes can be upgraded with Vectored Engines, Star Engines, Holo-field and Spirit Stones -Exposed: Enemies may target the crew and passengers of the vehicle by using a Called Shot Attack Action. If someone makes a Full Automatic Attack Action against the jetbike, every third hit is resolved against the rider (or passengers, if any) instead of the jetbike. -Turbo-boost: The Driver may opt to double their Jetbikes' Tactical Speed with a Difficult(-10) Operate(Surface) Test for one turn, though this would forbid the use of weapons mounted on the vehicle for that turn. All Operate(Surface) Tests made during that turn are one step harder and the vehicle reduces it's Maneuverability by -5 for that turn.
Vyper
Type: Skimmer Size: Hulking Tactical Speed: 30 m. Cruising Speed: 300 kmph Maneuverability: +22 Structural Integrity: 18 Armor: Front 16, Sides 16, Rear 14 Crew: Driver, Gunner Carrying Capacity: Personal gear only Weapons: Driver-operated Twin-linked Shuriken Catapults (Facing: Front) and one of the following: Gunner-operated Eldar Missile Launcher (Facing: All) Gunner-operated Shuriken Cannon (Facing: All) Gunner-operated Scatterlaser (Facing: All) Gunner-operated Brightlance (Facing: All) Gunner-operated Starcannon (Facing: All)
- Special Rules:
-Blinding Speed: Enemies attacking the vehicle do not benefit from a bonus to BS and WS they would otherwise receive for attacking a Hulking target. -Eldar Vehicle Upgrades: Vypers can be upgraded with Vectored Engines, Star-Engines, Holo-field and Spirit Stones -Open-topped: Enemies may target the Gunner(but not the Driver) by using a Called Shot Action.
Venom
Type: Skimmer Size: Hulking Tactical Speed: 30 m. Cruising Speed: 275 kmph Maneuverability: +20 Structural Integrity: 18 Armor: Front 16, Sides 16, Rear 10 Crew: Driver Carrying Capacity: 5 passengers Weapons: Driver-operated Twin-linked Shuriken Catapults (Facing: Front) and one of the following(these may be manned by one of the passengers) Shuriken Cannon (Facing: Front, Sides) Eldar Missile Launcher (Facing: Front, Sides) Scatter Laser (Facing: Front, Sides) Starcannon (Facing: Front, Sides)
- Special Rules:
-Blinding Speed: Enemies attacking the vehicle do not benefit from a bonus to BS and WS they would otherwise receive for attacking a Hulking target. -Eldar Vehicle Upgrades: Venoms can be upgraded with Vectored Engines, Star Engines, Holo-field and Spirit Stones -Open-topped: Enemies may target the passengers(but not the Driver) by using a Called Shot Action.
War Walker
Type: Walker Size: Hulking Tactical Speed: 12 m. Cruising Speed: 60 kmph. Maneuverability: +15 Structural Integrity: 18 Armor: Front 16, Sides 16, Rear 16 Crew: Driver Carrying Capacity: Personal gear only Weapons: Choose any two weapons from the following list (all driver-operated) Eldar Missile Launcher (Facing: Front) Shuriken Cannon (Facing: Front) Scatterlaser (Facing: Front) Brightlance (Facing: Front) Starcannon (Facing: Front)
- Special Rules:
-Eldar Vehicle Upgrades: War Walker can be upgraded with Spirit Stones -Linked Targeting: Driver may fire both weapon systems fitted onto a War Walker as a single Action, provided that they fire at the same target. -Open-topped: Enemies may target the crew and passengers of the vehicle by using a Called Shot Attack Action -Scout: Any tests to detect the War Walker other than by natural sight and hearing (auspexes, scanners, auto-senses, prey-sense etc.) suffer a -20 penalty.
Wasp Assault Walker
Type: Walker Size: Hulking Tactical Speed: 12 m. Cruising Speed: 60 kmph. Maneuverability: +15 Structural Integrity: 18 Armor: Front 18, Sides 18, Rear 16 Crew: Driver Carrying Capacity: Personal gear only Weapons: Choose any two weapons from the following list (all driver-operated) Eldar Missile Launcher (Facing: Front) Shuriken Cannon (Facing: Front) Scatterlaser (Facing: Front) Pulse Laser (Facing: Front) Brightlance (Facing: Front) Starcannon (Facing: Front)
- Special Rules:
-Eldar Vehicle Upgrades: Wasps can be upgraded with Vectored Engines and Spirit Stones -Wasp Jump Jets: Wasp Jump Jets allow for a safe, guided fall from any height any number of short jumps. The Driver may opt to double Wasp's Tactical Speed with Difficult(-10) Operate(Surface) Test for one turn and travel in any direction without regard for obstacles. For all other purposes, the vehicle counts as having taken the appropriate Maneuver Action. Depending on the circumstances and environment the combination of sudden burst of speed and the dust and debris kicked up in the Wasp's wake may impose a penalty(from -10 to -30 as appropriate and determined by GM) on Ballistic Skill Tests to fire at the vehicle in this turn. Alternatively, Wasp can operate as a Skimmer, changing it's Tactical Speed to 24, for up to one minute; this would disallow other uses of Wasp Jump Jets for that period. -Linked Targeting: Driver may fire both weapon systems fitted onto a Wasp as a single Action, provided that they fire at the same target.
Hornet
Type: Skimmer Size: Hulking Tactical Speed: 30 m. Cruising Speed: 300 kmph. Maneuverability: +35 Structural Integrity: 18 Armor: Front 22, Sides 22, Rear 12 Crew: Driver Carrying Capacity: Personal gear only Weapons: Choose any two weapons from the following list (all driver-operated) Eldar Missile Launcher (Facing: Front) Shuriken Cannon (Facing: Front) Scatterlaser (Facing: Front) Brightlance (Facing: Front) Starcannon (Facing: Front) Pulse Laser (Facing: Front)
- Special Rules:
-Star Engines: Technology comprising the Star Engines vehicle upgrade is an integral part of Hornet's propulsion system. The Hornet can operate as a Flyer for short amounts of time(usually no more than two to three hours), changing it's Tactical Speed to 30 AU and it's Cruising Speed to 3000 kmph. -Turbo-boost: Due to Star Engines incorporated in it's design, Hornet can use Turbo-boost when operating as a Skimmer. -Aerial Assault: Hornet can still fire all of it's weapons when using Turbo-boost. -Eldar Vehicle Upgrades: Hornets can be upgraded with Vectored Engines, Holo-field and Spirit Stones. -Linked Targeting: Driver may fire both weapon systems fitted onto a Hornet as a single Action, provided that they fire at the same target. -Scout: Any tests to detect the Hornet other than by natural sight and hearing (auspexes, scanners, auto-senses, prey-sense etc.) suffer a -20 penalty.
Falcon
Type: Skimmer Size: Enormous Tactical Speed: 15 m Cruising Speed: 120 kmph Maneuverability: +20 Structural Integrity: 25 Armor: Front 24, Sides 24, Rear 20 Crew: Driver, Gunner Carrying Capacity: 10 passengers or equivalent cargo Weapons: Driver-operated Twin-linked Shuriken Catapults (Facing: Front) or Driver-operated Shuriken Cannon (Facing: Front) Gunner-operated Pulse Laser (Facing: All) and one of the following Gunner-operated Eldar Missile Launcher (Facing: All) Gunner-operated Shuriken Cannon (Facing: All) Gunner-operated Scatterlaser (Facing: All) Gunner-operated Brightlance (Facing: All) Gunner-operated Starcannon (Facing: All)
- Special Rules:
-Eldar Vehicle Upgrades: Falcons can be upgraded with Vectored Engines, Star-Engines, Holo-field and Spirit Stones -Linked Targeting: Gunner may fire both weapon systems fitted onto a Falcon turret as a single Action, provided that they fire at the same target.
Eldar Vehicle Upgrades
-Holo-Field: The vehicle is surrounded by a shimmering holo-field which distorts it's shape. Enemies attacking the vehicle suffer an additional -20
penalty to their BS and WS if the vehicle moved that turn. If a vehicle is stationary it ignores penalties on Stealth tests imposed by
it's size and receives an additional +20 bonus on such tests and it counts as being at Extreme range when targeted by ranged attacks.
-Spirit Stones: Whenever the vehicle crew becomes Stunned or is rendred unable to operate the vehicle for any other reason, the gestalt
conciousness residing in the Spirit Stones is able to take control of the vehicle, usually to guide it to safety. Treat the vehicle "operating
itself" as having an Agility Score of 50 and and possessing the appropriate Operate Skill on the Known(+0) Level. In addition, any vehicle crewman can,
as a Free Action, direct one weapon system to fire "by itself" using the Spirit Stones' Ballistic Skill of 40; this attack does not benefit from any
Talents or other abilities the crewman might possess. If the conciousness residing in Spirit Stones takes control of the vehicle it can fire only one
weapon per turn and does not possess any Talents or abilities.
-Star Engines: The vehicle has a number of secondary engines that can be used to boost it to breakneck speeds. This has varying effects depending
on the size and construction of the vehicle.
--Jetbikes can triple their Tactical Speed instead of doubling it when using Turbo-boost. If the Driver fails the Test to activate Turbo-boost
by 3 or more degrees, he loses control of the vehicle and it crashes.
--Vypers and Venoms gain the Turbo-boost special rule
--Falcons upgraded with Star Engines can operate as Flyers (changing their Tactical Speed to 15 AU and their Cruising Speed to 1200 kmph).
-Vectored Engines: The vehicle can turn it's engines to almost any angle, allowing the crew to circumvent disaster when damaged. Whenever the vehicle
crashes whilst operating as a Skimmer or Flyer, regardless of altitude, it instead starts a guided descent and counts as immobilized upon touching
the ground. Vectored Engines confer vastly superior handling to the a vehicle, and as such it's operator never suffers penalties to his Operate Skills
associated with the Size of vehicle in question. In addition, the vehicle adds +5 to it's Maneuverability rating.
Eldar Characters BETA
Generating Characteristics
----------------- WS = 25+2d10 BS = 25+2d10 Str = 25+2d10 T = 20+2d10 Ag = 30+2d10 Int = 25+2d10 Per = 30+2d10 WP = 25+2d10 Fel = 25+2d10 -----------------
Skills, Talents and Traits
- Starting Skills: Acrobatics[Ag], Awareness[Per], Common Lore(Any two)[Int], Dodge[Ag], Linguistics(Eldar)[Int], Psyniscience[Per], Scholastic Lore(Legend)[Int], Tech-Use[Int], Trade(Any one)[Int]
- Starting Talents: Ambidextrous, Heightened Senses(All), Sprint
- Starting Traits: Fleet*, Psyker*, Unnatural Agility(3)
-Fleet: Gain +2 Initiative, +10 on Athletics Tests made to run -Psyker: In case of an Eldar represents latent psychic ability, allowing to purchase Psy Rating advances and use Psyniscience, nothing more.
Exp. Worth: 2200 exp[Starting Skills and Talents] + 1000 exp[rough estimate Starting Traits]
Archetypes
Warrior
- Characteristic Bonus: +3 BS and +3 WS
- Starting Skills: Athletics[Str], Athletics(+10)[Str], Command[Fel], Common Lore(War)[Ag], Dodge(+10)[Ag] or Parry[WS], Navigation(Surface)[Int], Operate(Ground)[Ag]
- Starting Talents: Catfall, Eldar Weapon Training, Quick Draw, Rapid Reload, Double Team or Hipshooting, Hard Target or Swift Attack, Bladewind* or Two-Weapon Wielder(Melee, Ballistic)
-Bladewind: When firing any Shuriken weapon on full or semi-auto the character may score one additional Degree of Success (provided the Test is successful) if he remains stationary while firing.
- Starting Gear: Guardian Impact Armor, Lasblaster or Shuriken Catapult or Guardian Flamer or Fusion Gun or Shuriken Pistol and Eldar Chainsword or Shuriken Cannon/Eldar Missile Launcher with Grav-Suspension Upgrade, Eldar Jump Pack plus 3 Plasma Grenades and 3 Haywire Grenades or Grav-platfrom with either Shuriken Cannon, Brightlance, Starcannon or Eldar Missile Launcher.
- Special Ability: Eldar Warriors may use Tactical Advance as a Half-Action.
Seer
- Characteristic Bonus: +5 WP
- Starting Skills: Command[Fel], Command(+10)[Fel], Logic[Int], Psyniscience(+10)[Per], Forbidden Lore(Psykers, Warp)[Int], Trade(Seer)[Int]
- Starting Talents: Eldar Weapon Training, Jaded, Psy Rating 3, Psychic Power(Precognition, Personal Augury), Up to 500 xp worth of Psychic Powers chosen from the Eldar, Divination, Telepathy, or Telekinesis Disciplines, Foresight or Warp Sense, Air Of Authority or Combat Sense, Infused Knowledge or Spiritseer*
-Spiritseer: Spiritseers guide the spirits of the dead. As long as Spiritseer is in line of sight, Wrathguards and Wraithlords need not test for Wraithsight. This Talent also opens access to specialized Psychic Powers.
- Starting Gear: Mesh Weave Armor and Spirit Stones or Rune Armor, Singing Spear or Shuriken Pistol and Witchblade, Runes of Warding or Runes of Witnessing, Runes Of Seeing, Psy-Focus
- Special Ability: Seers are Eldar Psykers. When determining the Seer's Psychic Strength he counts as Bound. Seers can use various wraithbone runes in conjunction with Trade(Seer) Skill to guide, advise and guard the Eldar.
Outcast
- Characteristic Bonus: +3 T and +3 Per
- Starting Skills: Awareness(+10)[Per], Common Lore(Any two)[Int], Commerce[Fel], Deceive[Fel], Dodge(+10)[Ag], Linguistics(Any two)[Int], Medicae[Int], Navigation(Surface)[Int], Navigation(Stellar)[Int] or Navigation(warp)[Int], Stealth[Ag], Stealth(+10)[Ag], Survival[Per] or Operate(Voidship)[Int]
- Starting Talents: Catfall, Deadeye Shot and Marksman or Hotshot Pilot, Eldar Weapon Training, Jaded, Lightning Reflexes or Resistance(Cold, Heat), Pathfinder* or Peer(Any one) and Polyglot
-Pathfinder: Pathfinders can re-roll failed Navigation Skill Tests, and get a bonus degree of success on such Tests.
- Starting Gear: Ranger Mesh Weave Armor or Guardian Impact Armor, Ranger Long Rifle or Shuriken Catapult or Lasblaster, Eldar Power Sword and Shuriken Pistol or Fusion Pistol and Eldar Chainsword, 3 Haywire Grenades or 1 Eldar Meltabomb, Eldar Jump Pack or Webway Gate.
- Special Ability: Outcasts do not suffer a -20 penalty when attempting to interact with alien technology, nor the -20 penalty when using Lore Skills pertaining to alien cultures.
Artisan
- Characteristic Bonus: +5 Int
- Starting Skills: Common Lore(Tech)[Int], Logic[Int], Scholastic Lore(Any two)[Int], Tech-use(+10)[Int], Trade(Bonesinger)[Int], Trade(Any one)[Int]
- Starting Talents: Technical Knock, Meditation, Total Recall, Armor-Monger or Weapon-Tech
- Starting Gear: Mesh Weave Garments, Shuriken Pistol with any two upgrades or Fusion Pistol, Eldar Chainsword, Shimmershield, Grav-platform with either Shuriken Cannon, Brightlance, Starcannon or Eldar Missile Launcher, 3 Haywire Grenades, Wraithbone seed, Bone Flute, Spirit Stone(Faint)
- Special Ability: Artisan can perform the Bonesong, granting Regeneration(5) Trait to any wraithbone construct or creature. Eldar vehicles under the influence of the Bonesong restore 5 points of lost Structural Integrity per minute.
The Walking Dead
Wraithguard
------------------------------------- WS BS S T Ag Int Per WP Fel ------------------------------------- 40* 45* 50 60 30 ** ** ** ** ------------------------------------- *See Wraithsight **Use the residing spirit's stats Movement: 4/8/12/-- Wounds: 22 Armor: Wraithbone carapace(All 6) Traits: Auto-stabilized, Deadly Natural Weapons, From Beyond, Size(Hulking), Undying, Unnatural Strength(4), Unnatural Toughness(4), Wraithsight Weapons: Wraithcannon, Fist(1d10+9[I]; Pen 0)
- Wraithsight - If there is a friendly Spiritseer within line of sight of the Wraithguard then it may act normally. If, however, there is no Spiritseer to direct the Wraithguard then it must make a Challenging (+0) Perception Test. On a success, it may act normally. Otherwise, it will wander off in a random direction at its normal move, and takes no other actions until the next Round, when it may attempt another Perception Test. Additionally, in the presence of a friendly Spiritseer, the spirit residing within may use his own WS and BS(provided that his scores are higher); otherwise it will use WS and BS of the wraithbone creature serving as it's body, unless it can pass Difficult(-10) Willpower Test.
Wraithlord
------------------------------------- WS BS S T Ag Int Per WP Fel ------------------------------------- 40* 45* 80 70 40 ** ** ** ** ------------------------------------- *See Wraithsight **Use the residing spirit's stats Movement: 9/18/27/54 Wounds: 30 Armor: Wraithbone carapace(all 14) Traits: Auto-stabilised, Deadly Natural Weapons, Fear(2), From Beyond, Size(Enormous), Undying, Unnatural Strength(6), Unnatural Toughness(6), Unnatural Agility(3), Wraithsight Weapons: Two Wraithlord power fists(2d10+28[E]; Pen 6; Power Field, Tearing) and a Shuriken Catapult and a Flamer, or two Shuriken Catapults, or two Flamers any one or two from the following (if duplicate weapons are chosen then they count as single Twin-linked weapon) Starcannon, Brightlance, Scatterlaser, Shuriken Cannon, Eldar Missile Launcher and Wraithblade (1d10+23[E]; Pen 8; Power Field, Balanced, Special)
- Wraithblade - A wraithblade has a sentience of it's own and guides the wielder's blows. It allows the Wraithlord to re-roll failed rolls to hit in close combat.
Wraithseer
------------------------------------- WS BS S T Ag Int Per WP Fel ------------------------------------- ** ** 80 70 40 ** ** ** ** ------------------------------------- **Use the residing spirit's stats Movement: 9/18/27/54 Wounds: 30 Armor: Wraithbone carapace(all 14), Wraithshield(Protection Rating 55, does not overload) Traits: Auto-stabilized, Deadly Natural Weapons, Fear(2), From Beyond, Size(Enormous), Undying, Unnatural Strength(6), Unnatural Toughness(6), Unnatural Agility(3), Psyker, Greater Spiritseer Weapons: Wraithspear (1d10+47[E]; Pen +; Power Field, Witchblade) And one of the following Starcannon, Brightlance, Scatterlaser, Shuriken Cannon, Eldar Missile Launcher or D-Cannon
- Greater Spiritseer - A Wraithseer can guide the spirits of the dead. He keeps his Psy Rating and any and all Psychic Powers he had when he was alive. In addition, when resolving Ranged Attacks, wraithguards and wraithlords in 2 x Wraithseer's PR range in meters, can treat their targets as one range increment closer.
Eldar Psychic Powers
Warlock Powers
- Conceal
Value: 200 exp Prerequisite: Warlock Action: Half-Action Focus Power: Challenging(+0) Willpower Test Range: 5 meters per Psy Rating Sustained: Yes, Free Action Subtype: Concentration Effect: Psyker and a number of allies equal to his Psy Rating(or one allied Horde) in range gain +30 bonus on Stealth Tests and count as being at Extreme Range when targeted by ranged attacks. This effect fools the eyes as easily as targeting equipment. Stealth tests made by targets of this power are opposed by Psyniscience instead of Awareness. Farseer: Farseer can affect a number of allies equal to twice his Psy Rating, and the affected are completely invisible unless the observer succeeds on Arduous(-40) Psyniscience Test.
- Destructor
Value: 300 exp Prerequisite: Warlock Action: Half-Action Focus Power: Challenging(+0) Willpower Test Range: Varies Sustained: No Subtype: Attack, Concentration Effect: Destructor is a Psychic Bolt which can be used in two ways: -Roiling Destructor: is a Psychic Blast, treated as an attack from a weapon with Spray Quality, with a Range of 5 meters per Psy Rating, that deals 1d10 +Psy Rating Energy Damage with Pen 8 and Shocking Quality -Focused Destructor: is a Psychic Barrage with a range of 20 meters per Psy Rating that deals 2d10 +Psy Rating Energy Damage with Pen 8 and Shocking and Felling(2) Qualities Farseer: When used by a Farseer, Roiling Destructor changes it's Range to 10 meters per Psy Rating, deals 2d10 +2 per Psy Rating Energy Damage and gains Warp Weapon Quality. Focused Destructor becomes Psychic Storm with Range of 30 meters per Psy Rating that deals 3d10 +2 per Psy Rating Energy Damage and gains Warp Weapon Quality.
- Embolden
Value: 200 exp Prerequisite: Warlock, Nerves of Steel, Resistance(Fear) Action: Half-Action Focus Power: Challenging(+0) Willpower Test Range: 5 meters per Psy Rating Sustained: Yes, Free Action Subtype: Concentration Effect: This is an advanced version of Inspire Telepathy Psychic Power. Psyker and a number of allies equal to his Psy Rating(or one allied Horde) may may immediately overcome the effects of pinning. While this power remains in effect, the affected are also immune to further Pinning attacks against them, gain +20 bonus to all Willpower Tests to resist the effects of Fear, and can ignore ignore the effects of Fear(1) and Fear(2) Traits. Allies affected by this power lose its benefits as soon as they move out of range. Farseer: Farseer can affect a number of allies equal to twice his Psy Rating, and the affected allies can ignore Stunning and Fatigue, and gain the Fearless Talent.
- Enhance
Value: 300 exp Prerequisite: Warlock, Psy Rating 4 Action: Half-Action Focus Power: Hard(-20) Willpower Test Range: 5 meters per Psy Rating Sustained: Yes, Free Action Subtype: Concentration Effect: Psyker and a number if allies equal to his Psy Rating(or one allied Horde) gain +2 to Initiative and +20 to their Weapon Skill and Ballistic Skill. Allies affected by this power lose its benefits as soon as they move out of range. Farseer: Farseer can affect a number of allies equal to twice his Psy Rating and the effect of this power changes as follows: Farseer and affected allies gain a bonus to Initiative and Unnatural Weapon Skill and Unnatural Ballistic Skill traits, all at values equal to half his Psy Rating.
Farseer Powers
- Doom
Value: 500 exp Prerequisite: Farseer, Psy Rating 5, Preternatural Awareness Action: Half-Action Focus Power: Very Hard(-30) Opposed Psyniscience Test Range: 20 meters per Psy Rating Sustained: Yes, Half-Action Subtype: Attack, Concentration Effect: The Farseer nominates a single creature within range, who may resist this power with a Willpower Test (the opposing Test for the Focus Power Test). If the target wins, the power has no further effects. If the target fails, then all attacks directed against the target and any additional enemies within a number of meters equal to the Farseer’s psy rating gain a bonus amount of Damage and Penetration equal to the Farseer’s Psy Rating. In addition, the damage of attacks directed against affected targets can be re-rolled.
- Guide
Value: 600 exp Prerequisite: Farseer, Psy Rating 5, Precognitive Strike Action: Half-Action Focus Power: Hard(-20) Psyniscience Test Range: 20 meters per Psy Rating Sustained: Yes, Half-Action Subtype: Concentration Effect: The Farseer and a number of allies equal to twice his Psy Rating can re-roll failed Weapon Skill and Ballistic Skill Tests and gain a bonus number of Degrees of Success (if the test is successful) equal to Farseer's Psy Rating on such tests.
- Fortune
Value: 600 exp Prerequisite: Farseer, Psy Rating 5, Precognitive Dodge Action: Half-Action Focus Power: Hard(-20) Psyniscience Test Range: 20 meters per Psy Rating Sustained: Yes, Half-Action Subtype: Concentration Effect: The Farseer and a number of allies equal to twice his Psy Rating can re-roll failed Dodge and Parry Tests and gain a bonus number of Degrees of Success (if the test is successful) equal to Farseer's Psy Rating on such tests.
- Mind War
Value: 800 exp Prerequisite: Farseer, Psy Rating 6, Psychic Scream Action: Full Action Focus Power: Very Hard(-30) Opposed Willpower Test Range: 10 meters per Psy Rating Sustained: Yes, Full Action Subtype: Attack, Concentration Effect: The Farseer nominates a single creature within range, who may resist this power with a Willpower Test (the opposing Test for the Focus Power Test). When this Power is manifested and at the beginning of each round when this power is sustained, both the target and Farseers must make Opposed Willpower Tests (identical to the first one). If the target wins the power has no effect this round. If the target fails they will suffer 1d10 points of Explosive damage plus an additional 1d10 damage for each degree with which the Farseer defeated them. This damage ignores armor and is reduced by Willpower Bonus rather than Toughness Bonus. Critical effects from Mind War damage are always applied to the head, often with spectacularly gory results. For as long as this Power is sustained, it's target counts as Pinned. While sustaining this Power, the Farseer may not use Reaction or manifest other Powers, except with the help of Spirit Stones; this Power itself can't be manifested through the Spirit Stones.
- Eldritch Storm
Value: 1000 exp Prerequisite: Farseer, Psy Rating 7 Action: Full Action Focus Power: Very Hard(-30) Willpower Test Range: 15 meters per Psy Rating Sustained: No Subtype: Attack, Concentration Effect: Farseers nominates a single point within range - this is the origin point of this power, which is a Psychic Blast with a radius equal to 5 meters per Psy Rating, that deals 1d10 Energy Damage times the Farseer's Psy Rating with Concussive(4) and Warp Weapon qualities. Creatures in the blast radius must also test Toughness or be thrown their Degrees of Failure in meters in a random direction, where they fall prone. Vehicles are dragged 1d10 meters towards the closest edge of the blast, and their facing is randomly changed. Up to GM, flying bodies and debris may present additional hazard. If Psychic Phenomena occur as a result of this Power, in addition to normal effect, the Farseer's concentration breaks and the Storm pulses 5 meters per Psy Rating beyond it's determined blast radius, possibly engulfing Farseer and his allies.
Void Dreamer Powers
- Withering Radiance
Value: 300 exp Prerequisite: Void Dreamer Action: Half-Action Focus Power: Hard(-20) Willpower Test Range: 5 meters per Psy Rating Sustained: No Subtype: Attack, Concentration Effect: The Withering Radiance is a Psychic Blast with a radius equal to the power's Psy Rating. Instead of dealing damage, this power forces a Difficult(-10) Toughness Test on it's targets. Failure indicates that affected enemies gain a number of levels of Fatigue equal to Psyker's Psy Rating, while failure by four or more degrees also inflict permanent 1d10 Damage to their Strength, Toughness and Agility Characteristics. This power can decrease said characteristics below 01 - if this happens, the victim dies as if of old age. If used against a vehicle, that vehicles suffers a roll on Critical Hit Table as if the user had scored Righteous Fury; also note that this power affects the crew. Farseer: When used by a Farseer, both range and blast radius of this Power are doubled and characteristics Damage it can inflict increases to 1d10 plus Farseer's Psy Rating.
- Spiritshield
Value: 400 exp Prerequisite: Void Dreamer Action: Half-Action Focus Power: Challenging(+0) Willpower Test Range: 5 meters per Psy Rating Sustained: Yes, Half-Action Subtype: Concentration Effect: The Psyker and a number of allies equal to his Psy Rating(or one allied Horde) are surrounded by an effect similar to Power Field with a Protection Rating equal to the Psyker's Psy Rating times 5, which protects only against Psychic Powers with an Attack Subtype. In addition any Daemon wishing to attack those protected by this Power or enter into this Power's range, must first win an Opposed Willpower Test with the Psyker. Farseer: When this Power is used by a Farseer any Daemon(or any other creature with Warp Instability Trait) must test for Warp Instability each turn it remains in this Power's range and upon first entering it. It receives a -10 penalty on this test per degree of success the Farseer scored on Focus Power Test.
- Soul Scry
Value: 500 exp Prerequisite: Void Dreamer, Personal Augury Action: Half-Action Focus Power: Hard(-20) Psyniscience Test Range: 5 meters per Psy Rating Sustained: Yes, Free Action Subtype: Concentration Effect: While this power is in effect, the Psyker and a number of allies equal to his Psy Rating(or one allied Horde) gain a number of re-rolls equal to the Psyker's Psy Rating. These re-rolls can be used on any Tests except Focus Power Tests. Re-rolls gained from this Power do not stack with similar Powers, Talents etc. Once an individual uses up his allotment of re-rolls, he is excluded from the effects of this Power and can not be targeted by it again for the duration of current encounter Farseer: When this power is used by a Farseer, it also grants a bonus number of Degrees of Success on any test(provided it was successful) with which a re-roll was used equal to half the Farseer's Psy Rating.
Spirit Seer Powers
- Foreboding
Value: 300 exp Prerequisite: Spiritseer Action: Half-Action Focus Power: Challenging(+0) Willpower Test Range: 5 meters per Psy Rating Sustained: Yes, Free Action Subtype: Concentration Effect: A number of wraithbone constructs equal to the Psyker's Psy Rating(including himself if he is a Wraithseer) gain Fear(1) Trait or increase it's rating by one if they already possess it. The Foreboding is an unnatural effect, and therefore bonuses against Fear an onlooker might possess due to specific expiriences in the past, such as the Jaded Talent, or being a Heretic, are useless against it. Farseer: When this Power is used by a Farseer, everyone who can see the affected wraithbone constructs must immediately test Willpower with a penalty of -10 per Degree of Success the Farseer scored on his Focus Power Test. If this test is failed, they must roll on the Shock Table.
- Enliven
Value: 400 exp Prerequisite: Spiritseer Action: Half-Action Focus Power: Challenging(+0) Willpower Test Range: 5 meters per Psy Rating Sustained: Yes, Half-Action Subtype: Concentration Effect: A number of wraithbone constructs equal to the Psyker's Psy Rating(including himself if he is a Wraithseer) gain the Fleet Trait, Unnatural Agility(3) Trait, may perform the Run Movement Action and gain the use of the Sprint Talent. If used on a Wraithlord, it increases it's Unnatural Agility to 4 and gains the use of Preternatural Speed Talent. No wraithbone construct can be affected by this power longer than it's Toughness Bonus in rounds per encounter. Farseer: When used by a Farseer, this power grants the Unnatural Agility Trait at value equal to Farseer's Psy Rating.
- Deliverance
Value: 400 exp Prerequisite: Spiritseer Action: Half-Action Focus Power: Challenging(+0) Willpower Test Range: 5 meters per Psy Rating Sustained: Yes, Half-Action Subtype: Concentration Effect: A number of wraithbone constructs equal to the Psyker's Psy Rating(including himself if he is a Wraithseer) halve all received Critical Damage and increase their Unnatural Toughness rating by a number equal to the Degrees of Success scored by the Psyker on his Focus Power Test. Attacks capable of ignoring the Toughness Bonus from Daemonic Trait are also capable of ignoring the Toughness Bonus gained from this Power. No wraithbone construct can be affected by this power longer than it's Toughness Bonus(modified) in rounds per encounter Farseer: When this Power is used by a Farseer, the affected can ignore the effects of Critical Damage save for those that will remove limbs or destroy them outright. As soon as the effects of this power dissipate, effects of all received but ignored Critical Damage apply.