Difference between revisions of "Eldar"

From Game Logs
Jump to: navigation, search
(The Spear Of Light)
m (The Sundered Veil)
Line 199: Line 199:
 
  Wraithcannon            Heavy    30        S/-/-    2d10[E]      0      ---      ---    40      Concussive(4), Unstable, Warp Weapon, 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,  
+
  D-Cannon                Heavy    50        S/-/-    2d10[E]      0      ---      ---    60      Blast(5), Concussive(4), Recharge, Unstable, Warp Weapon, Special
                                                                                                  Warp Weapon, Special
 
 
</pre>  
 
</pre>  
  
*'''Wraithcannon''' and '''D-Cannon''', in addition to dealing listed damage, applies the following effects. If 3-10 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.
+
*'''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 ===
 
=== The Touch Of Death ===

Revision as of 06:18, 19 March 2012


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[R]    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 general rule, provides 1 AP more than normal versions. Additional qualities described in individual entries if relevant.

-------------------------------------------------------------------------------------------------------------------------------------------
Name/Pattern                    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)
         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; Mounted; Range 220; RoF S/3/-; Dam 3d10+5[E]; Pen 10; Clip 24; Reload 2Full; Reliable, Tearing)
  • 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; Mounted; Range 220; RoF S/3/-; Dam 3d10+5[E]; Pen 10; Clip 24; Reload 2Full; Reliable, Tearing)
         
         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.