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Eldar

Character
Guide
The Path of the
Outcast

Table of Contents
Chapter 1: An Ancient and Powerful Race
An Ancient History
Eldar Physiology
Eldar Clans and Craftworlds
Dead Gods
Paths of the Eldar
Spirit Stones
The Webway
Eldar Technology
Chapter 2: Eldar Warriors
Guardians
Corsairs
Dark Reaper
Fire Dragon
Howling Banshee
Shadow Spectre
Striking Scorpion
Swooping Hawk
Warp Spider
Autarch
Wraithguard
Wraithlord
Chapter 3: Eldar Explorers
Paths of Ages Past
The Path of the Outcast
The Path of the Seer
New Skills
New Talents
New Traits

Chapter 4: Eldar Armory


Weapons
Armor
Gear
Armory Tables
Chapter 5: Eldar Psychic Powers
Farseer
Void Dreamer
Warlock
Chapter 6: Eldar Presence in the Expanse
Craftworld Kelor
Survivors of Strike
Methods of War
The Children of the Thorns
The Twlight Swords
The Crow Spirits
Chapter 7: Eldar Starships
Eldar Vessel Special Rules
Eldar Weapon Special Rules
Traversing the Webway
Creating Eldar Starships
Eldar Starship Hulls
Corsair Ship Hulls
Craftworld Ship Hulls
Eldar Starship Components
Chapter 8: Alternate Career Ranks
Bonesinger
Corsair Prince
Harlequin
A Note from the Author

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Chapter 1: An Ancient and Powerful Race


Clans such as the Crow Spirits and the Twilight
Swords are a plague upon Imperial shipping, their
vessels practically impossible to track and difficult
to detect before they strike. Occasionally,
Explorers may even be able to make deals with the
Eldar, in those rare instances where humans have
something the Eldar require, or where the
combined might of humans and Eldar are the only
hope of facing a greater threat. Quite apart from
rousing the interest (and subsequent bloody
retribution) of the Inquisition, such pacts are
almost always short lived, ending either in violence
and betrayal, or the abrupt and mysterious
disappearance of the Eldar, gone as swiftly as they
arrived.

The Eldar are an ancient and enigmatic species


which dominated the galaxy millions of years
before the rise of the Imperium. Hugely
technologically advanced and knowledgeable in
the secrets of the universe, the Eldar once
controlled or traversed much of the domain
humans now claim. These times are past, however,
and even by the time humanitys star was rising
the Eldar had already begun to fade into the
darkness of history, their civilisation crippled and
decaying from a doom now millennia old. Today
the Eldar are few in number, hidden away in
distant, secret parts of the galaxy, sailing the void
in their great world-ships or reduced to raiders and
pirates. Their civilisation has fragmented and has
largely become nomadic, its once-great clans and
peoples travelling in vast armadas of ships and
aboard mighty Craftworlds, gargantuan vessels the
size of cities or larger in space. The Eldar race has
also fragmented over the centuries, with some
choosing to wander far from their kin or turn their
backs on their past while others cling to the
teachings of their ancestors and try vainly to keep
their civilisation alive. Whatever teachings they
follow, all Eldar retain the technologically
sophisticated weapons and ships of their
forebearers and, even though their numbers are but
a tiny fraction of mankinds, they remain a
significant force within the galaxy and a constant
threat to the Imperium and its worlds.
Within the Koronus Expanse, like many of the
fringes of Imperial space, the presence of the Eldar
is a very real threat to the Imperium, and though
they do not often openly make war upon mankind,
woe to the Rogue Trader who chooses to oppose
them or meddle in their alien designs. Legends and
rumours have it that many of the worlds in the
Expanse were once controlled by the Eldar, and
still hide ruins and secrets which the ancient race
guards jealously from outside interference. Thus
an Explorer may not know he has angered the
Eldar by simply setting foot on a remote world
until an Eldar vessel emerges from the darkness
to destroy him. More likely, though, Explorers
face the Eldar in the void, where they make for
deadly raiders and pirates.

An Ancient History
As it grew in power so did the Eldars madness;
each a vile reflection of the other, each feeding off
the others twisted heart. For long years the Eldar
turned upon themselves, sinking to sickening depths;
torturing and killing their own kind, eating their own
dead, and mutilating their once-great civilisation,
until finally the warp god they had created emerged
into full consciousness and power. The Chaos God
Slaanesh was born.
In its moment of birth, Slaanesh, the
embodiment of all the Eldars darkest whims and
wanton cruelty, let out a howl across the void, a
psychic scream heard by every living Eldar, tearing a
hole in the fabric of reality itself. In the blink of an
eye the heart of the Eldar civilisation was ripped out,
its worlds plunged into the warp and all but a
handful of its people killed instantly as the new-born
god tore their souls from their flesh. Only those far
from the epicentre survived, those who had fled to
the edges of the galaxy and cut themselves off from
their decadent kin. The Eldar were not alone in the
damage dealt by Slaanesh, and countless humans,
Orks, and other races also suffered, though it was the
end of the Eldar as a galactic power and the
beginning of their decline; never again would their
civilisation command the stars, nor would they be
more than scattered nomads, the remains of a broken
peoples, brought down by their own pride and
hubris.

Once the worlds and peoples of the Eldar


were numerous, their fleets vast and swift, and their
warriors feared by all those who opposed them. For
countless centuries the galaxy belonged to the Eldar,
all other races pale shadows next to their might and
power. Graceful cities of slender towers and
glittering white colonnades could be found from one
end of the galaxy to the other, and Eldar worlds
epitomised culture, knowledge, and the peak of
civilisation. The Eldar themselves were an
enlightened people, who pursued art, language, and
learning as much as they mastered the ways of war
and conquest. For millions of years their people
prospered, and they were the greatest of the galaxys
races; unopposed and unchallenged in their
supremacy.
Like so many great societies their fall was slow
in its coming, but all the worse for the heights they
had achieved. The Eldar mind is a complex and
tangled labyrinth of emotion and thought, and Eldar
are far more susceptible to the highs and lows of
extreme emotions. Such was the case with the great
Eldar civilisation, and as their power grew so too
did their hunger for new experiences and new
sensations. Over long centuries, this began a slow
rot in the heart of the Eldar empire, as more and
more Eldar turned to a path of decadence and
emotional excess, indulging in their every whim and
giving themselves over their basest desires. Cults
sprang up devoted to hedonistic pleasures and
debased rituals, the side effect of a culture that no
longer needed to concern itself with common labour
or the need for personal wealth. Even as the alien
empire prospered, its success fuelled this dark heart
of indulgence and depravity, the pastimes of the idle
populace becoming increasingly at odds with the
ancient ideals of their ancestors upon which their
civilisation was built; and so the cults gained greater
power and began to overtake Eldar society
altogether.
It was at some point during this long unrecorded
slide into decadence that a dark power deep within
the warp took notice of the Eldar, a psychic echo of
their own excessive culture and the depths to
which it had sunk in the pursuit of increasingly
powerful emotions and sensations. Though it
had no name at first, it was given life by the
Eldar themselves and their increasingly
depraved actions.

Eldar Language
The language of the Eldar is an ancient and
complex dialect built upon and refined over millions
of years. Compared to the crude blunt sounds of
High or Low Gothic, its words flow from one to the
next, each sentence a complete idea as much as a
collection of letters or numbers. Humans can imitate
Eldar speech to a certain degree, with sufficient
training, but compared to a native speaker they are
slow and halting at best. This is largely because the
Eldar language is not words alone, but also
accompanied by a detailed set of poses and gestures.
The way an Eldar stands, the cast of his features or
how he moves his hands can all change the meaning
of words, sometimes dramatically.

Their dark liquid eyes are also markedly different


from human eyes, deep and full of ancient secrets,
assuring any man who looks too long into them just
how alien the Eldar really are, and that, despite some
passing physical resemblance, they are nothing like
humanity. Part of these differences liewithin the
physical nature of the Eldar and their long natural
life span, which far exceeds that of even the most
long-lived human, even taking into account the
many ways in which man might try and prolong his
existence and cheat death. Paradoxically, though the
Eldar have exceptional longevity, their metabolism
is far faster than that of a human, their hearts beat
more quickly, pumping their blood around their body
in a rapid crimson torrent. It is speculated that this
increased blood flow improves their reaction speed
and brain function, allowing them to act and react
far more quickly than humans can.

Further complicating matters is that each Eldar


word or symbol is as much a concept as it is a name
for something. Thus while the Eldar word for rock
might mean rock, it might also be used to convey
permanence or stability, or in a different context
lack of life or thought. To a human, words gain
meaning from their context and the words around
them, while to an Eldar the words themselves
already possess infinite meaning, manipulated by a
crooked finger or slight inflection when speaking.
Eldar Physiology
Physiologically, Eldar appear much like humans,
though they are usually taller, more slender of limb,
and always more graceful in the way they move.
Their faces are also longer, with sharp, pointed
features, tapered ears, and almond-shaped eyes that
give them an ethereal, otherworldly cast.

In contrast to the heavy-handed tactics of the


Imperium, the Eldar do not crush their foes in a
vulgar display of might, at least not right away.
Instead, the Eldar often manipulate others to do their
fighting, or tempt, trick, and fool Explorers into
avoiding worlds they wish to protect. Should a
captain and his crew persist in countering the Eldars
agenda, they often find themselves targeted by the
Guardians and Aspect Warriors of the Craftworld
itself. More than one Rogue Trader has discovered
too late that he has become the target of a
Craftworlds wrath when he mistakenly thought he
was dealing only with scattered tribes and cowardly
pirates.
Eldar within the Expanse are seldom
encountered near the Maw or Footfall, and it is
almost unheard of for their ships to actually traverse
the unstable passage between the Calixis Sector and
the Koronus Expanse. This is doubtless because of
their access and understanding of the Webway,
which allows them to travel great distances without
risking transition into the warp. Travellers that delve
deeper into the Expanse are far more likely to
encounter Eldar, and rumours place the location of
Craftworld Kaelor somewhere out beyond the
Heathen Worlds, following a vast circuit which takes
it along the edges of the halo zones and into places
few Explorers are brave enough to tread. Like most
Craftworlds, though, it remains secluded from the
Eldars dealings with other races and far from risk of
direct attack, its inhabitants instead using the
Webway to reach any region they desire and protect
those worlds of interest to its Farseers.
Clans like the Crow Spirits and the Twilight
Swords are believed to have bases throughout the
Expanse, pirate havens where the Eldar can repair
their vessels and horde their wealth. Though they are
considered a fantasy by many, there are those who
swear they have seen such places, sometimes built
around the hidden remains of Webway portals in the
deep asteroid fields of the Accused Demise or even
under the noses of other aliens like the Orks of the
Undred-Undred Teef. More than once, Imperial
forces have launched endeavours with the aid of
Rogue Traders to find these bases and destroy them,
though to date no one has found definite proof of
their existence, and even their general location
remains largely a mystery.

Eldar Clans and Craftworlds


Within the Koronus Expanse there are several
different Eldar clans and at least one documented
Craftworld. Among the corsairs are counted the
Crow Spirits and the Twilight Swords, large roving
fleets of Eldar vessels which have been known to
plunder the void from Winterscales Realm all the
way to the Accursed Demesne. There are also many
minor corsairs, some consisting of but a single
wraithbone ship or single extended Eldar family
like the Dark Lament, an ancient cruiser captained
by the mysterious Sydra Voidwalker, which has
haunted the Heathen Worlds for countless years.
Only the most learned Explorers can discern the
difference between clans, or the relationships
between themand just like the fluid nature of
Eldar emotions, the web of alliances between
corsairs can change more quickly than humans can
follow.
Corsairs are also the most likely of the Eldar
groupings to make deals with human traders and
void-farers, given their familiarity with the Expanse
and their limited resources. It is not unknown for
clans to make use of humans (and other races) to
complete their goals, whether it is a simple act of
piracy or something more complex involving the
worlds once controlled by their race. In either case,
an Explorer would do well not to trust the clans too
far, as deals with the Eldar have a way of turning
and a greedy captain may well get more than he
bargained for.
Of more concern to the Imperium, and with a
greater presence than the clans, are the Craftworlds.
These cities of the void have the resources and
power to conquer worlds should they see fit, and
arguably have the most effect on the galaxy as their
Farseers work quietly behind the scenes to
manipulate the course of galactic events. Within the
Expanse, the Eldar of Craftworld Kaelor sometimes
make their presence known, protecting the ruins of
their civilisation and furthering the unknowable
goals of their race. An Explorer plundering the lost
worlds of the Expanse is likely to cross paths with
the Craftworld sooner or later should he lay claim to
worlds where Eldar ruins can be found.
These Eldar are quite different to the corsairs
and even to their dark kin, and function more
like the Eldar of old, protecting their
interests much as the Imperium
jealously guards its worlds.

Paths of the Eldar


The Eldar mind can be a fractious thing, given to
extremes and excessive indulgences. In part, this
was the root of the Eldars doom and the seed that
gave birth to the cults and the destruction of their
empire. To harness this part of Eldar nature and use
it for more productive means, the inhabitants of
Craftworlds choose to focus their attentions and
energies into specific areas, mastering a craft or
vocation rather than let themselves be seduced by
new sensations or distractions. These areas are
known to the Eldar as Paths, each a specialised role
which an Eldar devotes his abilities to and masters
over the course of decades or even centuries of
training and practise. These Paths can vary greatly
within the society of the Craftworld, and
encompasses all manner of trades and skills as well
as all the arts of war. The Eldar Aspect Warriors are
built around the Paths, and an Eldar that chooses to
become an Aspect Warrior, such as a Howling
Banshee or Striking Scorpion, does so at the expense
of everything else, until they have complete
understanding of their chosen means of combat.

Dead Gods
Once the Eldar had many gods; each was an
aspect of their rich and diverse civilisation, and an
expression of the differing aspects of the Eldar
themselves. Among their numbers were counted
Asuryan, the Phoenix King and lord of the Eldar
gods; Vaul, the Smith and Creator; Isha of the
Harvest; Lileath, the Maiden of Dreams and
Fortune; and Morai-Heg, the Wise Crone. All of
these were lost when the Eldar civilisation was
destroyed, lost to the warp and to the memory and
minds of countless Eldar. Only two have survived
into the present day: The Laughing God Cegorach,
worshiped by the enigmatic Harlequins, and Kaela
Mensha Khaine, the Eldar god of war. It is said that
when Slaanesh arose, Khaine was strong enough to
survive the battle, but in the process was rent into a
thousand pieces and scattered across the void, where
he eventually came to rest in the heart of each of the
Craftworlds. These fragments are what give the
Avatars their life and in this way the god lives on.

In the Expanse there is a shadowy facet of the Cold


Trade which deals in such artefacts, and certain
traders in Footfall pay high prices for a waystone
with the spirit of an Eldar inside. These curios are
usually smuggled back into the Imperium to adorn
the mantle of some decadent noble lord or lady, but
the power a waystone holds can be used for darker
purposes. For a Rogue Trader, dealing in spirit
stones is a dangerous game, and can draw the violent
attention of both the Inquisition and the Eldar (who
take a very dim view of those who would defile their
dead), not to mention the inherent risks of dealing
with the kinds of twisted individuals who would use
the stones for dark magic and warp sorcery. Just a
few stones can bring immense profit, though, and
the lure of easy Thrones is often too much to ignore.

Spirit Stones
The Paths are not the only practise born out of
the death of the Eldar empire, and not the only
means the Eldar have of protecting themselves
from both their own natures and the hunger of the
Chaos god they unleashed. When an Eldar dies, his
soul, like that of a humans, is cast off into the warp.
While a human soul retains nothing of its living
consciousness, an Eldars mind is stronger both in
will and psychic power and remains aware of its
terrible fate. Thus death, and being lost to the warp
and the inevitable attentions of Slaanesh, is the most
terrible end an Eldar can imagine. To avert this fate
all Eldar wear a polished gemstone on their breast
known as a waystone, which has been psychically
attuned to them in particular. When an Eldar dies,
his or her spirit is then trapped in the waystone and
carried back to its Craftworld where it becomes part
of the wraithbone structure itself.
The suspended souls of a Craftworld are known
as the Infinity Circuit and are one of the most
closely guarded secrets of the race. Together the
souls of the Infinity Circuit merge and mix over
centuries as they exist in an eternal limbo accessible
only by the most skilled and high-ranking of the
Craftworlds Warlocks and Farseers. Though it is far
from an ideal existence, it is still preferable to the
fate which awaits them in the warpan eternity as
playthings in the hands of hungry daemons and
vengeful gods. The Craftworld Eldar are not the
only Eldar to use waystones, and both Corsairs and
Exodites also use them as a means of protection
from the warp after death.
As can be imagined, the Eldar go to great
lengths to recover a waystone lost to them, so that
the soul within can be properly saved from
extinction or worse. Many a Rogue Trader
unknowingly transporting harmless xenos gems
has found his ship left as ruined metal as Eldar
raiders seek out any rumours of such items with
unrelenting prosecution.

The Webway
Eldar Craftworlds can only travel slowly through
the void and are incapable of the warp travel used by
the Imperium, and while Eldar vessels can and do
make use of warp voyages they prefer not to, as it is
dangerous, unpredictable, and still relatively slow.
Instead, the Eldar use a far more sophisticated and
mysterious method of travel across the stars and
between worlds known as the Webway. Created long
ago based on the teachings of the fabled Old Ones, it
is a network of gates which link worlds, sectors, and
stars from one end of the galaxy to another. Each
Craftworld has its own gate, and therefore access to
the network, which it uses to send men, materials,
and even ships to far-flung destinations. The
Webway also allows the Eldar incredible strategic
freedom when fighting
The Koronus Web
The Expanse is littered with Eldar ruins waiting
to be plundered, from small and unnoticed temples
to worlds where entire cities lie hidden by jungles,
ice, or seas. In many cases, these ruins and worlds
are difficult to reach or lie off the established warp
routes. Instead, they are tied together by the
Webway, a system of gates which once connected
the entire Eldar empire together from one end of the
galaxy to the other. Rumour places Webway portals
in almost every region of the Expanse, from
Winterscales Realm right out to the Halo Stars.
Some Rogue Traders have even tried to map the
Koronus Web as humans know it, however more
explorers disappear down its twisting paths than
return to tell the tale.

Ghosts of the Expanse


Eldar endeavour to see every waystone taken
from a fallen member of their race returned to
their Craftworld and interred in the wraithbone
vaults beneath its surface. In reality many are
lost, either because there are no living Eldar
to collect them or because they are stolen by
greedy aliens or foes looking for trophies
or profit.

Launchers and Projectiles


Eldar missile launchers use the same ancient
principles as human weapons, though they differ in
both size and design, and are almost universally
lighter and easier to wield. They also use far more
advanced projectiles, missiles with massive
destructive force at a fraction the size of anything
humanity can produce. Such is the difference in
scale that Elder missile launchers rarely need to
reload in battle, since their pods bristle with scores
of ordnance.

Regardless, the location of a functioning Webway


portal is an extraordinarily valuable piece of
information, especially if it leads to a place which
has yet to be exploited by the Imperium. Needless to
say, the Eldar are very protective of the Webway and
its secrets, and aggressively deal with any who try
and use it to plunder their worlds.
Eldar Technology
Unlike the crude and primitive mechanisms of
the Imperium or the brutish and basic artefacts of
lesser alien races, the Eldar have refined their
technology to an almost perfect level. Using
psychotropic engineering, nearly all Eldar weapons,
armour, ships, and even cities are crafted from
living plastics that respond to the user and are
psychically attuned to the Eldar themselves. Crafted
largely from a substance known as wraithbone,
Eldar technology is usually as beautiful as it is
deadly, with smooth lines, ergonomic grips and
sights, and lightweight design which puts the bulky
and crude tech of humanity to shame. Eldar
weapons and armour are more grown than
manufactured, often at the hands of skilled
Bonesingers, the architects of the Eldar cities and
masters of shaping the wraithbone. Each one is
crafted for a specific owner and made with his or
her body in mind. An Eldars weapons or an Eldars
suit of armour are never as effective in the hands of
a human as the Eldar it was created for, the
imprinted psychic purpose lost to the blunt mind of
mankind.
Ostensibly, the weapons of the Eldar mirror
many of the effects of Imperial weapons, casting
bolts of plasma or sending out rays of burning
concentrated light. These are but cosmetic
similarities, howeverEldar weapons are
considerably more advanced in nature, and
considerably more deadly.

Laser Weaponry
As with missile and plasma technology, Eldar
long ago mastered the use of light as a weapon and
created some of the most advanced and effective
laser weapons known to the galaxy. From simple
pistols and guns to rapid repeating cannons, laser
weapons make up a significant proportion of the
Eldar arsenal. One of the things which makes these
weapons so effective is the perfection with which
the Eldar craft their laser-focusing crystals, each one
masterfully grown and polished to a flawless finish.
Monofilament Webs
Many Eldar weapons, like the Shadow Weaver
cannon, fire clouds of monofilament fibres. These
terrible weapons enmesh the target in a tangle of
almost-invisible wires which literally cut them to
pieces, either where they stand or as they try to
escape. Smaller weapons like the Harlequins Kiss
use similar principles, relying on coils of
monofilament wire to cut their foes to bloody ruin.

Close-Combat Weapons
Eldar make use of many kinds of close-combat
weapons, from mono-edged chain blades to
flickering, energy-wreathed swords and spears. Far
more advanced than their human counterparts,
each of these weapons is perfectly balanced and
keen edged, reducing the users reliance on
raw strength and allowing unparalleled
displays of finesse and skill at arms.

Plasma Weaponry
Unlike the extremely hazardous plasma
weapons used by Imperial troops, the plasma
weapons of the Eldar are both sophisticated and safe
to use. Long ago the Eldar mastered the use of
plasma technology, and this is no more evident than
in their Star Cannons and similar weapons, which
capture the fury of burning plasma in complex
containment fields while never risking overheating
or explosion.

Aspect Armour
The armour worn by elite Aspect Warriors and
Autarchs is even more advanced than the usual Eldar
armour. These gem-studded, psycho-sensitive suits
are perfectly fitted for each wearer, with protection
designed to match the users combat mode. Aspect
Armour will vary with the Eldar wearing it.

Shuriken Weaponry
Ranging in size from pistols and rifles up to
vehicle mounted cannons and support weapons,
shuriken catapults and casters work using the same
basic principle. Each has a clip of solid core
ammunition. When activated, the weapon then uses
high-energy pulses to shave off a mono-molecular
shuriken from the solid ammunition core and
fling it down the barrel at hyper velocities, cutting
down all in its path.
Warp Based Weaponry
Perhaps the most feared of all Eldar weaponry,
these weapons manipulate reality itself, tearing
holes in the materium and flinging foes into the
madness and horror of the warp. Known as distort
cannons, commonly called D-Cannons, and used
primarily as support weapons (and by the silent and
terrible Wraithguard), these devices represent some
of the most advanced weapons used by the Eldar,
and are the most horrifying to behold in action.
Eldar Armour
Wraithbone is also used to craft the armour of
the Eldar, from the light psycho-plastic suits worn
by the Guardians to the heavier yet still flexible
plate version the Aspect Warriors wear in combat.
Like their weapons, each suit of armour is fitted for
its user, and responds to their psychic signature.
Lightweight and allowing unrivalled freedom of
movement, it reacts to attacks by hardening before a
blow lands, then becoming flexible once more.
Eldar do not just make use of personal armour; they
also use a variety of sophisticated fields and
cloaking devices on their persons, vehicles, and
even their starships, ranging from energy barriers
and repulsion auras to holographic mirages and
distortion effects.

10

Chapter 2: Eldar Warriors


Pitiless aliens all. Dont be fooled by their graceful
movements or soft voices; they might look a bit like us
but they are every bit as dangerous as an Ork and will
kill you just as quick should it suit their purposes.
Void Master Jaden Hoyt, Winterscales Lament

At heart, every Eldar is a warrior. Throughout


their long lives an Eldar treads many paths, most
devoting themselves to one of the Aspects for a time
and learning the arts of war much as they study their
ancient lore or master the crafts and skills of their
ancestors. In this manner all Eldar are warriors, each
one gifted with a knack for battle learnt through
long years of practice and the benefits of a lifespan
far greater than that of a human. In fact, where a
human only masters a single vocation, be it soldier,
farmer, or scribe, an Eldar masters many and often
to a degree which far exceeds a humans crude
ability. Combined with advanced technology and the
support of specialised troops in the form of the
Aspect Warriors, Eldar warriors are an able and
resilient foe with a methodical approach to war
focused on cunning and guile as much as brute
strength.
While Eldar appear similar to humans in their
physiology, they are superior in many ways, not
counting their extended life spans and the additional
experience it affords them. Eldar are typically
quicker and more coordinated than humans, and

though they are not especially more resilient to


injury, their speed coupled with their skill means
they often avoid harm by giving their foes only a
fraction of a second to react before they make their
own attack, be it a well-aimed shot from a Shuriken
Catapult or a swift stroke from a mono-bladed
chainsword.
An Eldars mind also works faster than that of a
humans and this, in conjunction with their natural
speed and grace, also allows them to work flawlessly
when in combat groups, keeping avenues of fire
open for their companions and providing
interlocking arcs of covering fire while at the same
time outflanking and surrounding their foes before
they are aware of the danger. Many Imperial Guard
squads have been overcome by Eldar warriors in this
way, the agile aliens taking the initative from the
more sluggish human troops, sometimes even before
the humans are aware they have been engaged. This
manner of warfare is also central to the Eldars
mentality, for they shun the kind of attrition attacks,
and blunt, bloody assaults so common to humanity
and many of the aggressive xenos of the Expanse.
For the Eldar, each warrior is a valued individual,
precious to their Craftworld or clan and not simply a
tally on a regimental roster to be expended like
ammunition against the foe.

11

Craftworld Kaelor Guardians


Eldar Guardians make up the bulk of the armies
of Craftworld Kaelor and consist of citizens from
every strata of its society. At some time or another
almost all Eldar serve as a Guardian and don armour
and take up arms for their people. For some, this
may be a brief time in their lives (of course, brief
for an Eldar may still cover many decades) before
they move on to other Paths, either equally martial
(such as in the service of one of the Aspect Warrior
Paths) or more focused on the crafts and culture of
their race. Unlike the common conscripts of
humanity, Eldar Guardians come to their calling
already armed with a wealth of knowledge of war
and combat, which they then hone for many more
years, focusing on the task as only the mind of an
Eldar can. This means that every Guardian is an
expert at his or her role within their squad and
capable of taking on other tasks should the need
arise. Eldar also possess more independence and
initiative than human warriors, and while a human
soldier has his individuality beaten out of him, the
Eldar embrace their uniqueness and accept that the
false ranks so loved by humanity are but titles which
do not especially empower or elevate the man or
woman who bears them.
The Eldar of Kaelor choose to become
Guardians for their Craftworld because of a desire
to protect their people, not because a far-off
monarch or unseen authority has commanded it so.
Where the forces of Craftworld Kaelor are found,
their Guardians are never far off, and for an
Explorer the presence of these Guardians is often
the first sign of the Craftworlds involvement,
representing a mobilisation of its populace to war. In
this way, the Eldar Guardians are much the same
across the galaxy as they are within the Expanse and
represent the few remaining people of a dying race
defending their species by turning to the ways of
war.

Any who travel beyond Footfall or systems


clustered around the mouth of the Maw run the risk
of encountering either Crow Spirits or Twilight
Swords, clans known to ply the void throughout the
Koronus Expanse. While they are often tarred with
the same brush as human pirates or their own
sadistic dark kin the Dark Eldar (a detail lost on
most void-farers), the Eldar Corsairs of the Expanse
do seem to possess a greater degree of honour and
purpose than would seem necessary for simple
piracy. Though this is a distinction mostly irrelevant
to the crews of the ships which fall prey to them, it is
one that certain captains and Rogue Traders
especially have taken advantage of, making deals
with Corsairs or even enlisting their aid against
greater foes.
It is also a mistake to think of Eldar Corsairs as
outcasts or pariahs from the Craftworld kin; they
seem equally as invested in their races survival, and
just as interested in the pillaging of Eldar ruins or
events which would adversely affect any of their
people, whether they are part of their Corsair clan or
not. This all contributes to make the motives of
Eldar Corsairs mysterious at best, and while they
might seem to be simple pirates, plundering alien
and Imperial shipping alike, there are usually deeper
motives at work. For all the seeming randomness of
Corsair raids, they are usually following a well-laid
plan with far-reaching consequences.

Crow Spirits and Twilight Sword Corsairs


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

12

Aspect Warriors
DARK REAPER
The warriors of the Dark Reaper temple are
among the most feared and mysterious known to the
Imperium. Personifying the aspects of their alien
god as destroyer and harvester of souls, they are the
long arm of death incarnate, reaching forth from any
distance to claim its victims. The Dark Reapers
specialise in delivering a shower of preciselyargeted death across the battlefields of the galaxy,
often before their enemy knows it is under attack.
When the Eldar march to war, the Dark Reapers
hold back behind the advancing lines, ready to lend
fire support across a wide front. Any concentration
of enemy infantry or light vehicles can then be
broken up and pummelled into submission from afar
and prepared for the inevitable assault of the Eldar
advance. The power of the Dark Reapers is such
that only the most heavily-armoured foes are even
remotely safe. Many a Rogue Trader has been
brought to ruin when a trusted retinue or expensive
mercenary unit has descended into an alien
landscape seeking xenos artefacts and treasures,
only to be battered to pieces under the torrent of fire
unleashed by a team of Dark Reapers. Often when
Eldar dignitaries appear to conduct negotiations, an
unseen Dark Reaper is watching over the
proceedings to ensure the safety of their charges.

The Dark Reapers are ensconced in the heaviest


armour available to Eldar warriors. The thick plates
and reinforced strapping of their psycho-sensitive
armour is adorned with weapon stabilisers and
graceful limb supports. Those warriors in the
Expanse wear gleaming black armour with bone
accents; their helmets bear a signature skull motif,
adorned with wide sensor wings to either side that
house an array of targeting and tracking equipment.
Warriors of this temple carry the large Reaper
Launcher into battle. It fires a fusillade of armouriercing missiles with such a withering number of
shells that an entire area can be saturated with a
single salvo. Though smaller than the bulky Imperial
shells, each Reaper missile round can pierce all but
the strongest armour.
It is not entirely implausible that any number of
spectacular attacks occurring across the Expanse
may have been the work of Dark Reapers. Lord
Veldire of House DeFrane, a Rogue Trader of dark
reputation, was in the process of completing
admittedly hostile negotiations with trapped Eldar
dignitaries when his entire force was devastated by
long-range cascading fire from a nearby tower. There
were few survivors, and the attacking marksmen
disappeared without a trace.

13

Fire Dragon
No Eldar Aspect Warriors revel more in
destruction than those who serve the temple of the
Fire Dragons. Taking as their totem the fierce, fireBreathing creatures of Eldar legend, they epitomise
the brutal, wanton destruction of war. When called
to arms their goal is the total annihilation of their
foes to the exclusion of all else.
In battle, the Fire Dragons are tasked primarily
with targeting enemy tanks and heavy installations.
Wielding their terribly effective fusion guns, these
elite warriors make a mockery of the heaviest
vehicle armour and the most wellprepared
fortifications. When these weapons are turned upon
regular infantry, the results are even more horrific.
While these warriors excel as demolition
experts, they may also be called in should a
transaction or negotiation turn bitter; few protective
armours, including the mighty Tactical Dreadnought
Armour of the Adeptus Astartes, can withstand the
concerted attention of the Fire Dragons.
Those Fire Dragons operating in the Expanse
wear mediumweight armour, made from the same
psycho-sensitive material used by other Aspect
Warriors. It is usually coloured in fiery hues of
muted reds and golds, then studded with rubies and
carnelians. Their dreaded fusion gun allows them to
bring this fire to their enemies, fuelled by the heat of
the very stars themselves. These weapons are
capable of reducing flesh and armour to molten slag
in moments, and only its relatively short range
mitigates its lethality in combat.
Fire Dragons are so skilled with their chosen
weapons that they are capable of using the Eldar
version of a melta-bomb at a distance. They are able
to throw these explosives in such a way that the
shaped charge is still effective, visiting focused
devastation upon the target from a relatively safe
distance.
Rumours abound of Rogue Traders who run
afoul of Eldar dignitaries finding themselves
stranded after the sudden and brilliant destruction of
their transportation. Baron Torvald Binder, a Rogue
Trader late of Faldon Kise in the Calixis Sector,
found out firsthand how treacherous the Eldar can
be when he arranged a meeting with a particularly
elusive Autarch on the desiccated ruins of
Jerazol. Binder left his Aquila lander in a
sheltered vale for the meeting, only to have
his negotiating position severely weakened
with its fiery destruction moments later.

14

Howling Banshee
The alluring and mysterious Eldar warriors of
the Howling Banshee temples style themselves after
a fearful figure in Eldar legend, a terrifying
harbinger of woe and death whose horrific shriek
can separate body from soul. In battle, they embody
the very essence of the swift and artistic fatal strike.
To witness a Howling Banshee in melee is to see the
personification of precision and efficiency in deadly
combat.
The Howling Banshees fight like a
choreographed team, gliding across contested
terrain and striking the opponents strongest
infantry, sowing confusion and disruption. With
their terrifying shrieks echoing across the devastated
landscape, often their mere appearance is enough to
cause an enemy commander to quit the battlefield.
The characteristic bodysuit armour of the
Howling Banshee temple is lighter than other
Aspect Warriors, allowing for more freedom of
movement but retaining the characteristic flexibility
and rigid defence when struck. Within the Expanse
these warriors are almost always clad in dull ivories
and subdued reds, reminiscent of bones and blood.
Unlike other temples, they are exclusively female.
The Howling Banshees carry a shuriken pistol
and the graceful Banshee power sword into battle,
but their emblematic wargear is the Banshee Mask
built into their helmets. This mask contains an array
of psychosonic amplifiers that intensifies their
distinctive battlecry into a devastating weapon.
Crushing waves of sound and psychic force hammer
the target, stunning and even causing horrifying
neural damage to their foes. The xenos then step in
for the kill; tavern tales in Port Wander speak of the
Howling Banshees dancing about downed
opponents, awaiting the perfect moment for the
elegant final blow.
In the Koronus Expanse, the only verified
sightings of the Howling Banshees have been in the
retinues of Eldar commanders. They are used
primarily as bodyguards in sensitive situations and
in circumstances where the beauty of these
primarily female warriors can pose a useful tactical
distraction. Most traders dismiss tales of the
Howling Banshees acting as assassins to eliminate
key personnel or security assets as pure
speculation and unsubstantiated gossip,
designed to thwart profitable business
ventures.

Recently, rumours have intensified though of tall,


lithe figures half-glimpsed escaping from fresh
atrocities across the Accursed Demesne. Strange
shrieks have been reported echoing down the halls
of understaffed research and observations stations
across the region, and entire lines of investigation
have been halted as specialists scattered throughout
the Expanse have died mysterious and often bloody
deaths.

15

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

16

Striking Scorpion
The Eldar of the Striking Scorpion Temple
epitomise stealth and force in warfare. Exemplifying
the strategies of clandestine activity and
overpowering strength in battle, these highly trained
close combat troops wield the dual weapons of force
and surprise in service to their mysterious
homeworlds.
On the battlefield, Striking Scorpions often
infiltrate the enemys rear and strike targets essential
to strategic operations. Attacking from the shadows,
they also target well-armoured enemy infantry,
bringing them down in a welter of blood, spinning
monomolecular disks, and roar of chainswords.
An Aspect Warrior is never seen without its
distinctive gear, always in colours and designs that
indicate the warriors temple, craftworld, and rank.
Striking Scorpions wear a heavy, plated suit of
psycho-sensitive armour that conforms to their
bodies fluid motions but turns rigid when struck.
Examples sighted in the Expanse have typically
been a muted green and gold, perhaps to aid with
stealth.
This uniformity extends to their weaponry as
well. Striking Scorpions almost exclusively wield
an Eldar Shuriken Pistol and Scorpion Chainsword,
the latter a deceptively fragile appearing blade that
issues a soft and menacing roar as it slices foes
apart. The signature weapon of every Striking
Scorpion, however, is the Mandiblaster. Located on
either side of the warriors helmet, these weapons
fire in tandem to launch a fusillade of needlelike
crystals in a rain of accelerating lasers, erupting in a
devastating plasma discharge. Activated through a
neural link within the armour, these weapons can
bring a foeman to his knees before combat is even
joined.
Most Aspect Warriors witnessed so far have
been in service to high-ranking Eldar officials
working for the Eldar Craftworlds rather than in full
scale combat. These officials, both the mysterious
Farseers and the more straightforward Autarchs, are
often accompanied by retinues of Eldar warriors to
serve them in their quests and dealings. There
have have been whispers, however, of these
warriors being put to more direct uses.

Rumours have circulated for the last several


years of Striking Scorpions infiltrating various
installations, neutralising guards or outright
destroying colonies that have unknowingly incurred
the Eldars wrath. On the fringes of the Expanse
there are tales of mysterious armoured figures
guarding seemingly innocuous ruins or ancient battle
sites. Those who venture too close to learn more are
rarely heard from again. Further rumours even
accuse Striking Scorpions of eliminating various
members of the Adeptus Mechanicus and other
Imperial organisations during their travels through
the Expanse.

17

Swooping Hawk
Vengeance and retribution are constant themes
within Eldar legends, and the root philosophy
behind many Aspect Warrior temples. The temple of
the Swooping Hawks takes as its totem a creature of
great beauty and grace whose purpose within the
mythology is to swoop down upon oath-breakers
and traitors, and destroy them in a whirling display
of retaliatory justice.
Across countless battlefields, the Swooping
Hawks use their agility and speed to reconnoitre
ahead of the main Eldar advance, often striking at
the enemys weakest points far behind the
battlefront. Using their dreaded grenade packs and
the saturating fire of their lasblasters, these warriors
can threaten any enemy asset anywhere on the field.
The Swooping Hawks flight also allows him to
access areas other, less mobile, searchers would find
hard to reach. Oftentimes these xenos are seen
soaring around the cyclopean ruins of ancient xenos
civilisations, or delving deep into enormous craters
and fissures in the crusts of dead, desiccated worlds.
It is not known what these warriors are seeking, but
only the most intrepid explorers would dare to
investigate.
Aside from the impressive wings that sweep up
from their shoulders, each made up of thousands of
feather-like gravitic plates, the Swooping Hawks of
the Expanse are often identified by their usual light
armour of lacquered blues and turquoise, polished to
a rich lustre with accents of white or bone, though
other colours have appeared. Their primary weapon
is the Lasblaster, a refined and elegant energy rifle
far more efficient and powerful than the standard
Imperial lasgun. In addition, the Swooping Hawks
also carry small micro-grenade packs that can drop
devastating explosives down upon their targets in
mid-flight.
Though they lack the sheer power of some other
temples, the Swooping Hawks use of harassing
attack from above makes them terrible foes.
Explorers operating around the Accursed Demesne
whisper tales of the fate of archaeologist Haddracke
Cain. Cain and his band of servitors and
debtlabourers landed on the dead world of
Melbethe in search of xenos artefacts, but were
ambushed while deep within the Abyssal Maze.
Their path to safety became strewn with the
bodies of their fallen, riddled with las-burns
one by one as they fled. Cains body was
never found.

18

Warp Spider
One of the strangest tales of the Eldar
Craftworlds is of creatures living in the fabric of
each vessels infinity circuit, defending against
warp incursions as they travel through the
Empyrean. Referred to as Warp Spiders, these
creatures are said to melt into the infinity circuit,
travelling throughout the ships and appearing
wherever they are needed.
The Warp Spider Aspect Warriors epitomise the
doctrine of swift and aggressive defence personified
by their totem creature. Much like the Warp Spiders
of their itinerant homes, these xenos exemplify
sudden and terrible attacks from unanticipated or
unknown quarters, counterattacking with silent,
vicious effectiveness.
In battle, the Warp Spiders use arcane
technology to circumvent enemy defences or
frontline formations to make precise, targeted
attacks at the most significant threats. With their
terrible weapons and silent materializations inside
the most secure areas, they cause confusion and
terror across a broad front of enemy advance,
attacking where the foe is most vulnerable and
disappearing before a counter strike can be
mounted.
Warp Spiders operating in the Expanse are
easily identified by their large suits of armour. Wide
shoulders house the specialised Warp Jump
Generator that allows them to make a mockery of
any readied defence. Their primary weapon is the
Death Spinner, which spools a ball of monofilament
wire into a temporary suspension field at the muzzle
of the weapon, then hurls the deadly snarl at its
target. Although relatively short-ranged, the effect of
these whispers of xenos razor-sharp wire is
horrifying as it slices through entangled flesh and
bone. The more the victim struggles to get free, the
more the filaments cut deeper until there is little to
recognise as the original target.
Their most unique wargear is their Warp Jump
Generator. This arcane technology allows the
warrior to make short, controlled warp jumps in a
much more precise and predictable manner than any
fielded by Imperial forces. There is still a deadly
element of risk involved in each jump, however;
there are reports of these warriors sometimes
teleporting into solid objects or even other
soldiers with spectacularly fatal results.

Warp Spiders in the Koronus Expanse have


typically been sighted amidst Eldar enclaves that
have recently appeared on unsettled planets, perhaps
as part of exploration expeditions. As with many
Aspect Warriors, while tales of increasing activity
have multiplied, there are few concrete reports.
Rumours of Rogue Traders isolated by the sudden
and messy deaths of their entourages before
negotiations with the xenos, or of personnel in
various securely-locked observation stations across
the Expanse brutally murdered at their work stations,
are typical.

19

Aspect Commanders
Autarch
Compared to humans, the Eldar are incredibly
long-lived. In the ancient past, this xenos race
learned the dangers of unfettered indulgence, much
to their loss, and so their society is now rigidly
structured around the concept of the Paths of Life.
Over the course of their long lives, Eldar choose
many different Paths, not moving onto another until
they have mastered their current choice. The Paths
most familiar to Imperial scholars are the Paths of
the Warrior and the Paths of the Seer.
Following the Paths of the Warrior, an Eldar
choose one Warrior Aspect of their war god, Kaela
Mensha Khaine, and pursue it to total mastery. Most
of these warriors then put aside their armour and
weapons and pursue a new Path, completely
unrelated to warfare and violence. Rarely, an Aspect
Warrior becomes lost on the Path, forever trapped
within the pursuit of martial superiority; these
warriors become the dreaded Exarchs, the leaders
and high priests of the Warrior Temples.
Even rarer, however, are those Eldar that do not
become lost along the Warrior Path, but rather
develop a deep fascination with all elements of
warfare and conflict. Often these Eldar master one
Warrior Path only to leap to a different Warrior Path,
mastering that as well. Frequently they master many
different Paths, becoming utter experts in the Eldar
arts of war. They develop a passion for wider
tactical studies and elaborate strategic planning.
Specialists and scholars in all forms of warfare and
conflict, these Eldar attain the highest military rank
for any of the Craftworld warriors: the Autarch.
On the battlefield these beings are the supreme
commanders of the Eldar warhosts. An Autarch
oversees every battle from its initial planning stages
to the final, killing blow. Despite maintaining a
wider view of events, the Autarch is still a fearsome
warrior in his own right. Because of their
background on the Path of the Warrior across many
different temples, the Autarch is familiar with a
dizzying array of weapons and wargear, and can
easily adapt to whatever roles the current battle
requires.
In recent experience within the Koronus
Expanse, Autarchs have often served as the lead
negotiators when Eldar consent to address
humans directly. In larger parties led by the
vaunted Eldar psychic leadership, these
consummate warriors have been seen acting

as military advisors to a Farseer on the rare


occasions when these highest of Eldar leaders appear
among humans. When Eldar parties venture off on
their own, often seeming to pursue knowledge or
artefacts of ancient providence, an Autarch often
leads these small teams on particularly important
missions. Sometimes an Autarch ventures forth on
his own in search of information or historical data to
further their military studies.
The armour and weapons of the Autarchs are
second to none among xenos warriors already
famous for wielding some of the most lethal
equipment known to the Imperium. Protected from
head to toe in intricately-decorated psychosensitive
bone plate glittering with multi-coloured gems of
dazzling quality, the Autarch is also warded by the
most advanced personal forceshields to be found in
the Expanse. The colour of this elaborate armour
varies from one individual to the next, perhaps to
denote rank, personal history, or various possible
allegiances. The training and status of the individual
so armed and armoured is among the best and
highest, as they are masters of almost every Eldar
weapon or piece of wargear available.
Autarchs are thought to be rare in the Koronus
Expanse, with confirmed sightings only within the
last few decades. They seem to be guiding some sort
of concerted effort, often investigating events or
phenomenon or exploring various regions. Other
times they attempt to negotiate or forcibly acquire
the return or access to various artefacts of ancient
xenos origin. Xenographers agree the Autarchs
appear to have become more aggressive, acting
openly to dissuade human exploration in certain
systems even as they delve deeper themselves.

20

Legendary Autarchs of the Koronus Expanse


Among the most infamous Autarchs operating in
the Expanse is Athanwe Illunivar, Scourge of
Serator Prime. Terrible in his defence of the Eldar,
their ancient sites, and their artefacts, Illunivar has
brought many an inquisitive Rogue Trader to ruin.
In recent history, Illunivar appears to have become a
major guardian of sites and locations sacred to the
Eldar, in particular throughout Winterscales Realm.
Illunivars complete destruction of the Rogue
Trader Pietro Ironarms flotilla in orbit around
Valcettis Salvation marked the intensifying of Eldar
aggression in the region. Ironarms flotilla had
followed years of research that indicated the hidden
location of an ancient xenos crash site on Salvation.
Soon after the first survey craft had landed,
however, a wave of Eldar assault ships attacked,
destroying all of the ships in orbit. The Rogue
Traders forces still on the ground were annihilated
by an overwhelming force of Aspect Warriors, led
by Illunivar himself, his Swooping Hawk Wings
allowing him to descend upon Ironarm as he fled
into the desert.
More insidiously dangerous is Autarch
Nyathuren Kithmenras, the Wandering Scholar.
Most often alone, she travels from planet to planet
compiling a collection of all knowledge concerning
ancient battles. All of her research revolves around
mankinds earliest wars within the region, and she
has amassed vast amounts of knowledge from that
period, but she does not part with her wisdom
lightly. To beg for her assistance is often more
dangerous than to meet her in open combat. A
Rogue Trader desperate enough to brave the
Scholars wrath, however, may seek out Kith- enras
when all other options have been exhausted, but
most come to regret the decision.
After years of fruitless searching for any news
regarding his fathers lost fleet, Rogue Trader Josef
Sendaarin sought the guidance of Kith-menras.
Though she proved almost as elusive as the
information he originally hunted, Sendaarin finally
tracked down the Eldar war-sage on the battlefield
world of Zayth. None know the price she exacted
from this desperate scion of a once-noble family,
but he returned to Port Wander a broken man and
has not spoken of his father since.

Most elusive and mysterious of all Autarchs,


however, is Surinthiel Mihrendelas, the Collector.
From Port Wander to the Rifts of Hecaton, from the
Frozen Sisters to Aubrays Anvil, Mihrendelas can
be found, tracking down rumours and legends of
ancient xenos artefacts. Ruthless in the extreme, no
price is too high and no sacrifice too great in the
pursuit of these artefacts.
Several Rogue Traders have been utterly ruined
through the acts of Mihrendelas, their only crime
being in his way. Renowned Rogue Trader Bradfreid
Craven was rendered all but destitute when he was
stranded on Solace Encarmine, his ship destroyed in
orbit when Mihrendelas created a new asteroid field
from the planets third moon in search of a legendary
artefact. No one knows if the xenos was successful
or not.

21

The Dire Tides of War


Wraithguard
Rarely seen by humans, the Wraithguard are
thought to be very uncommon to the Expanse. Tales
from distant battlefields, though, talk of these
animated hulking constructs forming implacable
waves, moving inexorably across blasted
landscapes, ignoring all but the most potent attacks
and bearing terrifying weapons capable of
obliterating any man-made substance.
Xenographers believe the Wraithguard are
almost never utilised except in times of desperate
war. It is known that the Eldar look upon their
deployment with sadness and regret. However, the
most rapacious Rogue Trader would have to think
twice about crossing any Eldar who is guarded by
these tireless sentinels and their gruesome weapons.
Constructed from the same psychoplastic, bonelike material as the larger Wraithlords, Wraithguard
share the same basic design, down to the beautiful
gems scattered across the armour. Although not as
powerful or implacable as a Wraithlord, the fear
inspired by these lesser cousins is no less severe due
to their unique weapon, the Wraithcannon.

The Wraithcannon uses unknown xenos


technology to fire unstable matter, opening a small
warp rift at the target in a wide variety of effects.
These can range from messy implosions to a sudden
and complete disappearance as the foe is dragged
into the warp forever. No armour has ever been
found to be effective against this weapon, and only
its relatively short range and long recycle time offer
any hope at all to forces arrayed against the
Wraithguard. Its power source is unknown; all that
can be determined is that once removed from its
bearer, the weapon becomes nothing more than
interesting but useless xenos sculpture.
In the Koronus Expanse, Wraithguard have been
sighted acting as silent bodyguards for the most
important Eldar psykers. When these dignitaries
deign to meet with humans, they are often flanked
by two Wraithguard standing eerily in the
background. Few confirmed records exist of
Wraithguard being used in actual combat, though
this could be due to a lack of survivors in the case
of such encounters. Despite this, enough rumours
abound of the efficacy of their weaponry and
their fearsome abilities to firmly establish
their reputation.

22

Wraithlord
History abounds with tales of enormous statues
magically coming to life in defence of primeval
crypts or to avenge ancient wrongs. The image of
these towering constructs shuddering into animation
is ingrained in the human psyche, and explains the
visceral reaction most Explorers have when first
encountering the Wraithlords.
A graceful statue of Eldar manufacture, each
Wraithlord is encrusted in glittering gemstones and
scrolling alien glyphs. With a smooth, featureless
head sweeping back from broad, fragile-seeming
shoulders, the inhumanity of the gigantic statue is
immediately evident. Their armour is decorated by
arrays of gleaming precious stones, which Imperial
scholars believe both power and guide these
daunting constructs. A Wraithlords seemingly
delicate armour is nearly impossible to breach
without the heaviest of military-grade weapons, and
in battle they form mobile strong points,
spearheading assaults as they lead elite Eldar
warriors against their foes.
Sightings of Eldar Wraithlords in the Koronus
Expanse are exceedingly rare. In skirmishes with
security forces or indigenous feral enclaves, a
Wraithlord dominates the encounter, presenting an
almost unstoppable threat. Often local authorities
have assumed these towering figures were mere
statuary, only to be proven horribly wrong as they
awakened with a fearsome array of weaponry and
deadly purpose.

Wraithlords are entirely constructed of a


psychoplastic, bone-like material. Those few
specimens that have been seen in the Expanse are a
uniform bone colour, with ribbons or streamers of
light blue hanging from various points. They do not
appear to be armed uniformly; various sightings
have reported shuriken weaponry, flamers, an array
of heavy weapons, and even massive swords wielded
with alarming grace and skill.
The vast majority of humans in the Expanse
have heard only the vaguest whispers about these
towering devices. Most information comes from
disabled Imperial Guard personnel who have left the
Imperium behind for a life beyond Port Wander.
These veterans tell soul-shivering tales of massive
figures visiting destruction all around them with
blasts of vile xenos power and sweeps of their huge
blades. It is said that even the mightiest warriors of
the Expanse should rethink their battleplans should
they find themselves facing such a foe.

23

Chapter 3: Eldar Explorers


Eldar who embark upon The Path of the Outcast
forsake the more rigid structures of traditional Eldar
society to roam the stars. Frequently they become
Corsairs or Rangers and traverse the stars, seeking
out ruins and recovering lost Eldar relics. Some
others become raiders, pillaing and stealing what
they can from the other races of the galaxy. Others
sate their wanderlust and eventually return to their
craftworld, returning to the paths that their society
offers.
The rules included in this supplement allow
players to create their own Eldar Explorers, and
replace the usual rules for character creation in the
Rogue Trader Core Rulebook. A player can create
an Eldar Explorer using the following instructions:

1. When building an Eldar Explorer, a player first


selects one of the Paths of Ages Past. These paths
reflect the exposure that the explorer has had to one
of the many paths that Eldar Society has, or an
innate gift with an area.
2. The player then generates the characteristics
that define their Explorer's personal attributes, and
selects which advancement path to embark upon to
finialize attributes, either The Path of the Outcast, or
The Path of the Seer.
3. Finally, the player spends the 500 starting XP
that all characters get, a process which is described
on page 30 of the Rogue Trader Core Rulebook,
which can be spent on the Advancement tables they
selected which are detailed later in this chapter.

24

Paths of Ages Past:


Eldar embark upon many paths during their
lifetimes, but some have a predilection for certain
skills and abilities, or simply happened to be on that
path before embracing the way of the Outcast.
However they came upon it, the Eldar possess
certain affinities based on the paths they have been
exposed to. Begin the character creation process by
selecting one of the following Path abilities for the
outcast to reflect these skills.
Path of the Artisan
Those Eldar who are driven to create works of great
skill, and includes many sub-specializations
including the Path of the Poet, Path of the Musician,
Path of the Painter, and so on. Outcasts with
experience in this path may re-roll one test per
session relating to the craft they have chosen.
Path of Awakening
The Path of Awakening is a path upon which the
Eldar learn how to closely analyze their
surroundings and environments. Those who have
mastered this path can notice things that would
seem insignificant or impossible to see, even to a
normal Eldar. Outcasts who are drawn to this Path
may re-roll a perception based check once per
session.
Path of Command
The Path of Command is for those Eldar with a
passion for military command and the desire to
develop complex military strategy. It's members
tread this path to better command large forces of
Eldar Troops. Outcasts who are drawn to this path
may re-roll one Interaction test per session, provided
it pertains to commanding troops or crew.
Path of Dreaming
The Path of the Dreamer is a meditative path
undertaken by many Eldar in which they learn to
control and direct their dreams. Those who
embark upon these dreamwalks can disappear into
them for days at a time. Many who are drawn to this
path to this path develop the connection to the
warp that leads to the abilities of the Void
Dreamer. Outcasts who are drawn to this
path may re-roll one willpower based test
once per session due to the peace of
mind with which they find
themselves.

Path of the Healer


The Path of the Healer is pursued by those Eldar
who find spiritual satisfaction in bringing living
things back to full wellness. Eldar healers include
all physicians, surgeons, and what humans might
consider biomedical researchers. Outcasts who are
drawn to this path may re-roll one failed Medicae
check per session.
Path of the Mariner
Those Eldar who embark upon the Path of the
Mariner serve as the crewmen and officers of their
home Craftworld's fleet of starships. Those who
seek this Path often wish to see the sights of the
galaxy and also seek inner peace after a period in
which they have felt lost. Outcasts drawn to this
path may re-roll one test per session relating to
Voidships, be it Commanding, Maintenance,
Piloting, Navigation, or Combat.
Path of the Scholar
Eldar Scholars are those Eldar who find fulfillment
only in mastering academic knowledge and then
passing this knowledge along to other Eldar who are
traveling this path or who wish to benefit from
understanding the discipline. Outcasts drawn to this
path may re-roll a Lore test once per session.
Path of the Seer
This path is the longest, most complex, most
treacherous, and least trodden of all the Eldar paths.
This path has exposed the Outcast to the enhanced
psychic potential of the Eldar race. The Outcast may
re-roll one test per session pertaining to the warp or
psychic abilities.
Path of Service
In this path Eldar give themselves over to direct
service of others, performing the personal services
that allow their species to thrive, including farmers,
clothiers, cooks, manual laborers, and more.
Outcasts familiar with this path may re-roll one test
per session relating to the trade of their choice.

25

Path of Shaping
The path of Shaping is a specialisation of the Path
of the Artisan, closely linked to the Path of the Seer.
It is undertaken by those Eldar who become
Bonesingers, the skilled artisans who are part
psyker, part artist, and part engineer. Bonesingers
train their innate psychic powers to create and mend
all of the constructs of Wraithbone used by the
Eldar. Outcasts drawn to this path may re-roll one
test per session pertaining to maintenance or
construction of technology.
Path of the Thought Talker
A Thought Talker is an Eldar Telepath who is rained
to function both as an interpreter beween

Eldar and other intelligent species and as an


ambassador to these beings for his Craftworld.
Previous exposure to this path opens up the mind of
the Outcast to the various species of the galaxy and
how to interact with them. Outcasts who are drawn
to this path may re-roll one Interaction test once per
session.
Path of the Warrior
The Path of the Warrior is trod by those Eldar who
seek to improve their martial prowess. This path
represents a calling to the war that rages in the
galaxy, and produces the specialized Aspect
Warriors, should the Eldar keep to this path.
Outcasts drawn to this path may re-roll one combat
related test once per session.

26

The Path of the Outcast


Eldar Outcasts are those rare members of the
Eldar race who have left their home Craftworld to
wander the galaxy when they find the rigid Eldar
lifestyle suffocating or because they have committed
some unforgivable crime against their fellow Eldar.
Many Eldar Outcasts often take up daring lives as
pirates or raiders and thus are sometimes confused
with their Dark Eldar counterparts.
Sometimes the rigid constraints of the Eldar
Paths are intolerable even for an Eldar to bear; such
individuals leave their Craftworlds and willingly
become Outcasts. Many Eldar spend years or
decades as Outcasts before they return to the Eldar
Paths, though most do eventually feel the need to
return to Eldar society unless they have been
forcibly exiled from their former home. Outcasts
must bear the terrible burden of their heightened
Eldar consciousness and psychic abilities without
the mental protections offered by the Eldar Paths.
Only Eldar of remarkably strong characters can
survive for long as Outcasts. After years of
adventure and wandering, or sailing the seas of
space with the Eldar pirate fleets, most Eldar
eventually return to the sanctuary of the Eldar Paths
and the warm collective familarity of the
Craftworlds.
There are many kinds and degrees of Eldar
Outcasts. They can serve as Rangers, the scouts of
their Craftworlds, well-trained survivalists and
marksmen able to find the eye sockets and neck
joints of even the most heavily armoured enemy
troops with their Long Rifles. The most skilled of
the Eldar Rangers are known as Pathfinders. Others
choose to leave their Craftworlds and live
elsewhere, often wandering the galaxy and visiting
the worlds of Mankind or the Exodites. They are
not welcome aboard Craftworlds except briefly, for
their minds are dangerously unbounded and attract
predators from the psychic realms of the Warp.
Daemons or other Warp entities can home in on the
undisciplined and extremely powerful mind of an
Outcast and lodge in the psycho-supportive
environment of the Craftworld's Wraithbone core
and Infinity Circuit, threatening the very survival
of a Craftworld. Outcasts are also disruptive to
the highly structured societies of the Craftworlds
in another sense, for their presence can
distract the young and inexperienced from
the Eldar Paths through their romantic
tales of travel, plunder and freedom.

The Outcasts rarely divulge the hardships of


their lives or their constant mental struggle to
maintain themselves uncorrupted by the darker
impulses of the Eldar nature without the aid of the
Eldar Paths.

27

Eldar Corsairs are those Eldar Outcasts who


have deliberately chosen to make their living by
raiding the commerce of the other star-faring
intelligent races of the Milky Way Galaxy,
particularly the shipping of the Imperium of Man.
They are a constant threat to Imperial merchant
shipping, though they lack the ability to face off
against a true Imperial Navy battlefleet of any real
size.
Aware that it was the ineffable power of their
own whims and desires that brought about the
downfall of their species and led to the birth of
Slaanesh, the survivors of the Fall of the Eldar, the
Eldar of the Craftworlds, have developed a way to
control their own inner natures. Every Eldar chooses
for himself a discipline which he then makes it his
task to master. It may take many standard years to
successfully accomplish this, perhaps more than a
single human lifetime. Each discipline is called a
Path, and each Path may necessitate further choices
and specialisations. For example, the Path of the
Warrior has many Aspects, and whilst all enable the
Eldar to master the skills of combat, each Warrior
Aspect brings with it its own special techniques and
abilities. Other Eldar Paths include that of the
Bonesinger, as the psycho-technicians of the
Craftworlds are called, who craft Wraithbone and
other psycho-plastic materials to fashion the
material artefacts of the Eldar civilisation. There are
innumerable Paths, some of which are chosen only
rarely, but each offers its followers a complete way
of life during the time which they tread upon it.
Eldar Pirates are always followers of the Path of
the Outcast - Eldar who have turned away from the
Paths and abandoned their Craftworld. These
eldritch wanderers live quite apart from the orderly,
disciplined Eldar of the Craftworlds, and form
ravenous bands of pirates, corsairs and raiders.
As with other outcasts, some of these eventually
Eldar return to the Paths, or may retain some ties to
their Craftworld of origin. However, the willful and
unaccountable actions of the Outcasts stand far
apart from the carefully scryed and considered
actions of the Craftworld Eldar, and for the most
part the Farseers show great reluctance for their own
peoples to mix with the wayward and dangerous
Outcasts.

Outright alliance between fleets acting on the


will of a Craftworlds Seers and the more volatile,
self-serving Eldar Corsairs is relatively rare, but
certainly not unknown. It usually only occurs when a
knowledgeable Corsair leader of great influence is
present, able to both satisfy the measured desires of
the Seers at the same time that he can prove his raw
might to the more aggressive Eldar pirates. Such
leaders, like the legendary Prince Yriel of Iyanden,
are rare, but the fleets they command are invariably
very powerful and capable of giving even the most
potent forces of the Imperial Navy substantial
opposition.
Some Eldar Corsairs have been known to hire
themselves out as mercenary forces for various
foolish and often very wealthy human factions
within the Imperium. A fleet of Corsairs can prove to
be a powerful force on the battlefield for their
patrons. But the fickleness of Eldar Corsairs is
legendary and more than one group of these xenos
pirates has been known to suddenly change sides or
even turn on their human patrons after a battle is
won to seize a greater share of the rewards. In these
situations, the Corsairs' employers usually find their
own blood coating the Outcasts' potent blades.
Eldar Outcasts are extremely pragmatic realists
and are often very tough, sinister individuals. In their
manner and actions they are often complete
opposites of the Craftworld Eldar. Those Outcasts
who walk this path for too long may ultimately be
consumed by the Path of Damnation and so begin to
be enslaved by the same lust for suffering and death
that corrupted both their Dark Eldar cousins and the
ancient Eldar pleasure cults that led to the Fall of
Eldar civilisation more than 10,000 Terran years ago.

28

The Path of the Outcast Characteristics


As with human characters, Eldar Outcasts also
have characteristics that their players generate at
character creation. Unlike human Explorers, Eldar
Outcasts have different base values for their
Characteristics, see below.

Starting Wounds: Eldar Outcast Characters roll


1d5+1 and add twice their starting toughness bonus
to determine their starting number of wounds.
Starting Fate Points: Eldar Outcast characters
begin play with 2 Fate Points
Eldar Outcasts begin play with the following Skills,
Talents, Traits, and Gear:
Starting Skills: Acrobatics, Awareness, Deceive,
Dodge, Common Lore (Eldar), Forbidden Lore
(Xenos), Silent Move, Speak Language (Eldar),
Speak Language (Low Gothic)
Starting Talents: Catfall, Dark Soul, Heightened
Senses (Sight, Sound), Jaded, Leap Up, Melee
Weapon Training (Primitive), Melee Weapon
Training (Universal), Nerves of Steel, Outcast
Weapon Training, Sprint
Starting Traits: Non Imperial, Speak Not Unto the
Alien, Unnatural Agility (x2)
Starting Gear: Shuriken Pistol, Shuriken Catapult
or Ranger Long Rifle, Best Craftsmanship MonoSword or Common Craftsmanship Eldar
Chainsword, Eldar Void Armor, Empty Spirit Stone

Fear and Insanity:


Unlike most Xeno races, the Eldar can not only
be driven mad by the horrors of an unforgiving
universe, but can also slowly fall to the corrupting
influence of Slaanesh.
Eldar gain Insanity and Corruption points as all
normal Explorers do, and may bring the watchful
eyes of the chaos gods down upon them if they gain
a sufficient quantity.
The Path of the Outcast Advances:
Explorers who choose The Path of the Outcast
may spend experience as they advance on the tables
presented below, and gain ranks as normal explorers
do, detailed in the Rogue Trader Core Rulebook.

29

30

31

32

33

The Path of the Seer


A warrior may become as skilled with a blade as he
wishes, but he is still subject to the fickle whim of his
destiny, and his doom. We who walk the Path of the
Seer take destiny into our own hands, and wield doom
as our blade.
Spiritseer Baluithe of Craftworld Kaelor

The Eldar of the Craftworlds live their lives in


rigid cycles of intense devotion to a particular field
of study. Only with these strict controls in place can
these xenos hope to maintain a society that would
not bow before the power of the Chaos God
Slaanesh. Each of these disciplines is referred to as
a path. Arguably the most challenging of these is the
Path of the Seer, which calls upon its followers to
develop their psychic abilities. Key to these abilities
for all Eldar is the nature of runic symbolism and
their alien forms of divination. As their psychic
powers continue to develop, they are often haunted
by visions of the future and the horrible doom of
their race.
Even within this path, there is further
stratification. Some Eldar may master one aspect of
the Path of the Seer, only to embark upon a different
path at a later point in their lives. Others might
never travel this path, choosing to focus their talents
in a more mundane fashion. There are numerous
specialisations within the Path of the Seer, but all of
those who walk it endanger their very souls for the
good of their people, pitting their wills against the
hungering doom that awaits all Eldar in the Sea of
Souls.
The Path of the Seer, also known as the Path of
the Witch, is the longest, most treacherous, most
complex, and rarest of all paths. Its members are the
psychic Seers. Of those who embark upon the path,
some of the most developed powers include the
Farseers, Void Dreamers, and Warlocks.

These incredibly potent psykers often assume critical


leadership roles among each Craftworld, but also are
compelled to act upon the visions that they discover
as they study the countless strands of fate.
Powerful and prescient, Farseers are Eldar who
became trapped on the Path of the Seer. Responsible
for leading the slowly dwindling Eldar diaspora in
its twilight, Farseers typically guide their people as
leaders of the massive Craftworlds that roam the
trackless void. They use their not insubstantial
psychic powers to peer into the future where they
pluck apart the strands of time and possibility
through the casting of Runestones. By reading the
throw of these Wraithbone icons, the Farseers
determine the best of all possible courses for their
people. While the results of their divination are quite
accurate in the short-term, even the most powerful
Farseers have difficulty seeing into the distant
future.
While not as martially powerful as those Eldar
who follow the Path of the Warrior, Farseers are as
competent leading in wartime as they are during eras
of peace. Their foresight and powers of precognition
allow them to foretell an enemys actions and relay
this information to their allies and subordinates.
This, along with their prodigious psychic powers,
makes them incredibly dangerous on the battlefield
or the bridge of an Eldar cruiser.

Eldar Farseer:
Without mercy or moral feeling, the Farseers
consciousness stands upon the edge of spiritual
destruction.
Inquisitor Czevak

Most Eldar travel many of the countless paths


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

34

Void Dreamer
The void roils with dreams, with half-forgotten
memories and long lost emotion. I must pierce through
this sea of eternal ephemerality with the swiftness and
precision of a spear. Every cast decides our fate: safety
or doom, oblivion or glory.
Diumraid the Shining, Corsair Void Dreamer

Similar to Farseers, but substantially less


powerful than those august prophets, Void Dreamers
are Eldar blessed with preternatural foresight.
Where the Farseers use their gifts to sift through the
endless possibilities of fate and the far future to
guide their people, Void Dreamers see that which is
near at hand and use this foresight to guide their
Corsair ships through the Webway. Their gifts allow
them to clearly see the matrix of causality, the ebb
and flow of time in the immediate future, and to
determine the ideal course to travel. While they
spend most of their time casting their runes and
probing the future for the safest path through the
fractured Webway, they are powerful foes in
combat. They possess powers that, aside from
letting them guide their living voidships with
incredible precision, allow them to hurl bolts of
pure psychic energy, bolster the morale of their
allies, and even shrug off psychic attacks as if they
were rain. This makes them incredibly dangerous,
especially when leading packs of Eldar Corsairs in
daring boarding raids or lightning strikes.
Warlock
On this twisted, trying path, I have learned to see the
skeins of the future and walk towards the fate I choose.
And yet, now that I find my decisions are my own, I
discover that I have no choice. There is only one course.
I am a warrior, so let the battle be joined.
Unknown Warlock, shortly before his death

Those who travelled the Path of the Warrior prior


to embarking upon the Path of the Seer often
become Warlocks. These individuals learn to focus
their psychic abilities into weapons that they may
wield alongside more traditional armaments. Their
combined training enables them to become powerful
defenders and leaders for their Craftworld.
Wandering Seers:
Explorers who follow the path presented in this
guide are following the path of a Wandering Seer,
one who has, like the Outcast, elected to develop
and practice their abilities without the structured
guidance and mentoring of their Craftworld.
This separation necessitates a higher amount
of personal experimentation and additional
practice in order to master their abilities.

35

The Path of the Seer Characteristics


As with human characters, Eldar Seers also
have characteristics that their players generate at
character creation. Unlike human Explorers, Eldar
Seers have different base values for their
Characteristics, see below.

Starting Wounds: Eldar Seer Characters roll 1d5+1


and add twice their starting toughness bonus to
determine their starting number of wounds.
Starting Fate Points: Eldar Seer characters begin
play with 2 Fate Points
Eldar Seers begin play with the following Skills,
Talents, Traits, and Gear:
Starting Skills: Awareness, Dodge, Forbidden Lore
(Psykers), Forbidden Lore (Warp), Forbidden Lore
(Webway), Psyniscience, Speak Language (Eldar),
Speak Language (Low Gothic)
Starting Talents: Catfall, Heightened Senses
(Sound, Sight) Melee Weapon Training (Primitive),
Melee Weapon Training (Universal), Nerves of
Steel, Outcast Weapon Training, Psychic Discipline
(Telepathy, Telekinesis, or Divination, Psy Rating 2,
Sprint
Starting Traits: Eldritch Mastery, Non Imperial,
Speak Not Unto the Alien, Unnatural Agility (x2)
Starting Gear: Shuriken Pistol, Shuriken Catapult,
Best Craftsmanship Mono-Sword or Common
Craftsmanship Eldar Chainsword, Eldar Void
Armor, Empty Spirit Stone

Fear and Insanity:


Unlike most Xeno races, the Eldar can not only
be driven mad by the horrors of an unforgiving
universe, but can also slowly fall to the corrupting
influence of Slaanesh.
Eldar gain Insanity and Corruption points as all
normal Explorers do, and may bring the watchful
eyes of the chaos gods down upon them if they gain
a sufficient quantity.
The Path of the Seer Advances:
Explorers who choose The Path of the Seer
may spend experience as they advance on the tables
presented below, and gain ranks as normal explorers
do, detailed in the Rogue Trader Core Rulebook.

36

37

38

39

40

New Skills
Common Lore
(Advanced, Investigation)
Intelligence, Skill Group: Eldar
The Common Lore Skill allows the Explorer to
recall general information, procedures,
divisions, traditions, famed
individuals, and superstitions of a
particular world, group, organization, or
race. The following additional Skill Group
has been added to those available. The
manner in which this skill functions remains
unchanged.
Eldar: Knowledge of the social and political
structures of Eldar society. This also comes with an
understanding of Eldar nature and history.
Forbidden Lore
(Advanced, Investigation)
Intelligence, Skill Group: Webway
Forbidden Lore Skills represent knowledge
usually hidden, veiled or proscribed by an
organisation or society. The following additional
Skill Group has been added to those available. The
manner in which this skill functions is unchanged.
Webway: Knowledge of the secrets and hidden
nature of the labyrinth dimension of the Eldar,
typically known only to the mysterious Harlequins
of the Laughing God and to a select few extremely
learned Eldar.
Navigation
(Advanced, Exploration)
Intelligence, Skill Group: Webway
The Explorer uses the Navigation Skill to plot a
course between two points. The following
additional Skill Group has been added to those
available. The manner in which this Skill functions
is unchanged.
Webway: This Skill permits an Explorer to
determine the safest and quickest route to a location
using the myriad passages and pathways between
worlds known as the webway. As many routes
through the webway are blocked, sealed or simply
closely guarded secrets, and because the webway
itself does not connect to every world, there may
be many destinations that simply cannot be
reached in a single trip, if at all.

41

New Talents
Eldar Talents
These talents may be selected whenever an Eldar
Talent talent appears on the Path of the Outcast
advance table, provided that the Outcast meets all
the prerequisites of the talent.
Ancient and Ruthless Command:
Requirements: Eldar, Into the Jaws of Hell, Iron
Discipline, Air of Authority
The Eldar are dwindling in number, and grow
fewer with each passing century. This has lead to a
grim determination in those left behind and fills
them with an almost supernatural drive and courage,
but in the eyes of their foes an otherworldly terror
and ruthlessness. The Outcast gains the Fearless
talent, and may spend a fate point to gain the From
Beyond trait until the end of the encounter and all
the benefits it entails.
Aspect Armor Mastery
Pre-Requisites: Eldar
This talent reflects that the Explorer has not only
familiarized themselves with the use of Aspect
Armor, but has begun customizing it to their own
specifications. The Explorer may now add half their
Rank (rounded down) to the Armor Points provided
by Aspect Armor.
Aspect Warrior Exarch:
Pre-Requisites: Varies (See Below):
Dark Reaper: Eldar, Rank 8, BS 55, 5 Ranged
Talents, Exotic Weapon Training (Reaper Launcher)
Fire Dragon: Eldar, Rank 8, BS 55, 5 Ranged
Talents, Exotic Weapon Training (Fusion Gun)
Howling Banshee: Eldar, Rank 8, WS 55, 5 Melee
Talents, Exotic Weapon Training (Banshee Power
Sword)
Shadow Spectre: Eldar, Rank 8, BS 55, 5 Ranged
Talents, Exotic Weapon Training (Prism Rifle)
Striking Scorpion: Eldar, Rank 8, WS 55, 5 Melee
Talents, Exotic Weapon Training (Scorpion
Chainsword)
Swooping Hawk: Eldar, Rank 8, BS 55, 5 Ranged
Talents, Exotic Weapon Training (Swooping Hawk
Grenade Pack, Lasblaster)
Warp Spider: Eldar, Rank 8, BS 55, 5 Ranged
Talents, Exotic Weapon Training (Death Spinner)
Other: WS or BS 55, 5 Ranged or Melee
Talents, Exotic Weapon Training (Weapon(s)
of Aspect)

Aspect Warriors are specialized soldiers that fill a


niche depending on their training. Those that
become lost on the Path of the Warrior become
Exarchs, leaders and high priests of the warrior
temples that train these Aspects. Becoming an
Exarch grants certain bonuses to the preferred
weaponry of the Aspect, detailed in the
Requirement. When an Exarch wields the preferred
weapon of their Aspect it is treated as two qualities
higher than it actually is (Example: Common quality
would be Best quality in their hands), gains an
additional +2 Damage, +2 Penetration, and the
Proven (4) Quality. This talent may only be taken
once. These bonuses cannot be applied to Voidship
weapons.
Cover and Displace:
Requirements: Eldar, Rank 7, Acrobatics +20,
Tracking +20
Some outcasts are exceptional snipers and are
experts at hiding, displacing, and making use of
cover. The armor points of any cover the outcast
benefits from are doubled (for the outcast only). The
outcast can re-roll failed Agility Tests when moving
through difficult terrain.
Eldar Psychic Discipline
Requirements: Eldar, Psy Rating, The Path of the
Seer Career Path
Eldar Seers select one additional Psychic
Discipline at Character Creation that is drawn from
the following list. The Seer may only ever possess
one instance of this talent, meaning it may never be
purchased by way of the Psychic Discipline Talent or
Eldar Talent. After selecting this talent, the Seer
gains the ability to purchase Eldar Psychic Powers
from the discipline they selected. The Seer may
select either the Eldar Farseer, Eldar Warlock, or
Eldar Void Dreamer Disciplines, detailed in the
Psychic Powers section.
Exarch of Weapons:
Requirement: Eldar, Any Seven Exotic Weapon
Proficiency (Eldar) Talents, Weapons of a Dying Age
Through practice, exposure, and dedication, the
Outcast has mastered the wide variety present in the
Eldar arsenal. The versatility offered by dedicated
training makes the Outcast a force to be reckoned
with on the battlefield. The Outcast is
considered to be proficient with all
Exotic Eldar Weapons.

42

Embracing the Path:


Requirement: Eldar, Traveling the Path, Purchased
10 Skill, Talent, or Characteristic Advances
Relating to Path (Starting Skills and Talents do not
count).
After keeping to a path for a prolonged period of
time, a true understanding and comprehension of it
becomes apparent to the Outcast. Benefits are
gained depending on which Path of Ages Past was
selected upon character creation. The Outcast may
automatically succeed on any test relating to their
Path once per session. In instances where Degrees
of Success matter, the Outcast is assumed to
succeed by the minimum number of Degrees needed
to be successful.
Lost Nobility:
Requirements: Eldar, The Path of the Outcast
Career Path, Must be taken at character creation
Whether actual former Eldar Nobility who have
left the Craftworld or one who has developed a gift
for understanding the social graces required of one
on the Path of the Outcast, this talent reflects their
charismatic aptitudes. The outcast may purchase
Fellowship characteristic advances at a cost of
Simple for 100, Intermediate for 250, Trained for
500, and Expert for 1000.
Outcast Weapon Training:
Requirements: Eldar
The Outcast has familiarized themselves with the
common weapons of their race found in the
Koronus Expanse. The outcast is proficient in using
Shuriken Pistol, Shuriken Catapult, Shuriken
Cannon, Splinter Pistol, Splinter Rifle, and Ranger
Long rifle, Eldar Plasma Grenade, Xenofilament
Grenade, as well as Primitive and Melee Weapons
from throughout the galaxy.
Precision Fire:
Requirements: Eldar, Deadeye Shot, Hip Shooting,
Crack Shot
With the dwindling numbers of Eldar in the
galaxy, accuracy and efficiency in shooting are
paramount. Long hours of practice, both
intentional and impromptu, have lead to the
Outcast possessing an almost preternatural
accuracy. The outcast no longer suffers
penalties from firing into melee.

Secrets of the Seers


Requirements: Eldar, Psy Rating, The Path of the
Seer Career Path
Eldar possess an innate connection to the
substance known as Wraithbone, and those initiated
in the path of the seer can interact with artefacts
sculpted from it in a way that strangers to these
mystic secrets cannot hope to understand. Those
with the Secrets of the Seers Talent can access the
Witch-Edge quality of the weapons they wield,
which lie dormant in the hands of untrained users.
Swift and Silent:
Requirements: Eldar, Rank 7, Concealment +20,
Shadowing +20, Silent Move +20
Spending years alone on strange worlds, walking
the Webway and shadowing the enemies of the Eldar
certain outcasts learn to be ghosts; mere shadows
within shadows. The outcast may re-roll any failed
concealment or silent move tests. In addition, the
outcast gains a bonus degree of success to any
successful Concealment or Silent Move Tests. The
outcast also never suffers penalties to Concealment
or Silent Move as a result of terrain, lighting, or
related factors.
Traveling the Paths
Prerequisite: Eldar, Purchased 5 Skill, Talent, or
Characteristic Advances Relating to Path (Starting
Skill and Talents do not count).
Beginning down a path is an incredibly difficult
and time consuming process, but once the Outcast
begins to embrace and devote themselves towards a
path, incredible things can occur. Benefits are
gained depending on which Path of Ages Past was
selected upon character creation. The Outcast gains
the ability to choose either the original roll or the reroll when utilizing their Path of Ages Past Reroll.
Traversing the Paths:
Prerequisite: Eldar.
Eldar are incredibly long lived, and embark upon
many different paths in their life. Choose another
Path from the Paths of Ages Past Section, you gain
that benefit in addition to the one selected at
Character Creation. This talent may be purchased a
maximum of two times.

43

Wanderer's Familiarity
Requirements: Eldar, Psy Rating, The Path of the
Seer Career Path
Through hard won practice and exposure to the
warp, the Explorer has become more resistant to the
perilous eddies of the warp. Choose one result on
the Psychic Phenomena chart on page 160 of the
Rogue Trader Core Rulebook (Other than Perils of
the Warp). When rolling for Psychic Phenomena,
the Explorer may substitute his trademark result for
the effect rolled on the table, so long as he does not
roll Perils of the Warp

Weapons of a Dying Age


Requirements: Eldar, Any Three Exotic Weapon
Proficiency (Eldar) Talents
Variety and preparation help survive this warstruck time, and the Outcast has begun to embrace
this. The vast array of Eldar weaponry has become
much less confusing through exposure and training.
The Outcast reduces the penalty for using Exotic
Eldar Weapons with which he is not proficient by
half.

44

New Traits

45

Chapter 4: Eldar Armory


This chapter contains the statistics and special
abilities of the Eldar weapons and equipment. More
information on Eldar technology can be found on
Page 9-10. Their Combat statistics for the regular
Eldar weapons can be found on page 54, and those
for Exotic Eldar Weapons on page 54.
Ranger Long Rifle
The Ranger Long Rifle is the favoured weapon of
Eldar Rangers and Pathfinders. These potent Eldar
weapons are hand-grown by Bonesingers with
specific attention paid to the eyesight and grip,
creating a weapon perfectly adapted to its user.

Shuriken Cannon
To the Shuriken Catapult as the Heavy Bolter is to
the Boltgun, Shuriken Cannons are a common
support weapon amongst Eldar forces, variously
carried by an Eldar warrior, mounted on a floating
gun carriage or fitted to a vehicle. Extremely light
for their size, Shuriken Cannons are capable of
unleashing a deadly torrent of blades at speeds
sufficient to dismember or decapitate men or to
pierce the armoured hides of all but the toughest
vehicles. Because of the Eldar mastery of anti-grav
technology, some Shuriken Cannons are fitted with
systems equivalent to the suspensors occasionally
used on Imperial heavy weaponry. Weapons so
upgraded are Extremely Rare, and count their
operators as having the Auto-stabilised Traitthey
are always considered to be braced and the weapon
may be fired on semi- or full-auto as a Half Action.
This weapon may use any specialist shuriken
ammunition.

Shuriken Catapult
Shuriken catapults are the mainstay weapon for the
Eldarthis alien races basic citizen-warrior
Guardians use these weapons. They are
lightweight and can be easily fired on the move.
These weapons fire razor-sharp disks at high
velocity to shred a target into pieces.

Shuriken Pistol
Shuriken weapons are graceful dealers of death that
use sophisticated gravity accelerators to hurl volleys
of miniature razor disks to literally slice their
victims apart in seconds. The enigmatic alien Eldar
create these weapons, and many of their warriors
carry a shuriken pistol as a sidearm.

Splinter Weapons
These cruel weapons used by Eldar pirates and
raiders are a fearsome sight to many a merchant
vessels crew. The crystalline ammunition is broken
into tiny splinters in the firing process, emerging
from the weapon as a high-speed cloud of deadly
projectiles. The crystals often contain virulent
toxins, such that even the tiniest cut can cause
festering wounds of intense pain. The weapons
themselves carry a wide variety of cutting blades and
combat attachments, making them doubly useful in
closequarters fighting. Like all Eldar weaponry, they
are surprisingly lightweight and deceptively fragile
in appearances. In Melee combat, a Splinter Pistol
counts as a Mono-Knife; a Splinter Rifle counts as a
Mono-Spear.

46

Eldar Chainsword
A seldom-seen weapon, Eldar chainswords bear
only a superficial resemblance to the roaring, heavy
blades of humans or Orks. Almost silent, they
produce little more than a sibilant whisper as they
tear through flesh and bone. Swiftly-cycling rows of
mono-edged teeth cause considerable damage to any
creature in their path.

Eldar Plasma Grenade


The Eldar long ago refined the use of plasma in
weaponry, creating devices that are stable and safe
to use while still proving effective against the
enemy. Their plasma grenades are a case in point
where human-made plasma warheads rely on the
unstable and destructive nature of uncontained
plasma, Eldar plasma grenades unleash a precise
pulse of heat and electromagnetic force that not only
burns, but also leaves foes disoriented.

Xenofilament Grenade
The exotic filament grenade carries compressed
segments of monomolecular wire that expand into a
cloud of deadly razor-sharp filaments on detonation,
slicing through flesh and bone.
Exotic Ranged Weaponry:
Avenger Shuriken Catapult
The Avenger Shuriken Catapult is the standard
weapon of the Dire Avenger Aspect Warriors.
Compared to normal shuriken catapult the Avenger
has an extended barrel, power feeds and inbuilt
rangefinders, resulting in greater range and
accuracy.

Dragon's Breath Flamer


As elegant and deceptively fragile-looking as all
Eldar devices, the Dragons Breath is more
sophisticated and efficient than bulkier Imperial
flame weapons. It utilises a trio of rare, highlycompressed chemicals designed to ignite when
mixed, forming liquid gouts of flame that arc
outward in a deadly spray. The chemicals do not
need air for combustion, and the heavy spray adheres
to most surfaces, making extinguishing the flames
difficult. The Dragons Breath flamer must be used
in an atmosphere, but that atmosphere does not have
to be the standard oxygen-nitrogen mix.
Eldar Blaster
Some Eldar corsairs favour this small, pistol-like
weapon for devastating short range attacks against
armoured targets. It fires a stream of mysterious dark
energy, still under investigation by the Adeptus
Mechanicus and the Ordo Xenos. This energy is
similar to laser emissions in some respects, but
rather than punching holes through armor and flesh
it instead rips apart targets in explosive blasts
leading to its common Imperial designation as a
Blaster. Such is the potency of this energy that
even the thickest armour can be compromised with
ease.
Eldar Deathspinner
A weapon favoured by Eldar Aspect Cults, the
Deathspinner fires a shroud of monofilament thread
in a deadly gossamer shroud. Able to fire more
quickly and lethally than any Imperial version, they
can also entangle small groups, as its wide arc is
capable of blanketing several foes with a single shot.
Eldar Lasblaster
The Eldar are masters of laser weapons, and use a
variety of elegant and lethal light-based devices.
Their Lasblasters can release a fury of laser strikes at
medium ranges, easily outperforming even the most
advanced Imperial las weapons. Eldar take particular
pride in their ability to use these powerful laser
devices, signifying to all their control over light
itself.

47

Eldar Sunrifle
A more advanced version of the Lasblaster, a
Sunrifle sacrifices a longer range for even more
firepower. Each discharge fires as many bolts of
energy as a squad of Imperial guardsmen.
Eldar Firepike
These potent weapons pre-date the Imperium,
having been created by Eldar artisans. Operating
similarly to most melta weapons, firepikes project a
lance of intense heat and radiation over a
considerable distance, capable of melting flesh and
steel, carving through the toughest armour with
deadly precision. Rare even amongst the arsenals of
the Eldar, they are most often borne by the mightiest
champions of their kind, relic weapons beyond
contemporary means to reproduce.

Eldar Fusion Gun


Similar to meltaguns in effect and purpose, the
fusion guns used by the Eldar are far more accurate
and efficient, utilising technologies far more
advanced than those of the Adeptus Mechanicus. In
the hands of a skilled warrior, a fusion gun can sear
through the weak points of an armoured vehicle,
disabling or destroying it with almost surgical
precision and contemptuous ease.

Hawk's Talon
Capable of unleashing a withering torrent of
powerful lasblasts, Hawks Talons are ancient and
powerful precursors to the lasblasters used by a
variety of Eldar warriors. Reserved for the deadliest
combatants, these weapons are incredibly rare, and
the Eldar will show no mercy to those they find
bearing the relics of their kind. Many Hawks Talons
mount a small powered blade in the stock or
beneath the barrels, allowing the wielder to
strike down his foes as easily in melee as he
can at range.

Spinneret Rifle
A rare and strange weapon, as lethal as it is bizarre,
the Spinneret Rifle shoots a single monofilament
wire over a considerable distance until it pierces a
target, at which point it coils tightly within flesh and
armour, causing considerable internal injury before
recoiling swiftly to re-enter the weapon. The
weapons unique method of slaughter requires
extreme precision, making it difficult to use but
utterly devastating in the right hands. A well-placed
shot can shred a mans heart or brain with startling
efficiency, leaving nothing but ruined flesh behind
the tiniest of punctures.
Mandiblasters
An Eldar weapon system in the form of pods built
into either side of the helmets of Striking Scorpions.
Known also as the Scorpion's Sting or the Sting of
the Scorpion, Mandiblasters are neurally activated
weapons which fire a hail of deadly metallic shards.
These shards, while capable of cutting and lacerating
flesh, are not particularly powerful alone; they act as
a conductor to a follow-up intense laser burst.
Special: These may be used once per round as a
Free Action and count as a single attack. They may
also be used in Melee combat in the same manner as
a Pistol weapon.
Prism Rifle
An Eldar energy weapon and the primary weapon of
the Shadow Spectres Aspect Warriors. The Prism
Rifle is an antiquated weapon, an artifact lost to
most of the remaining Eldar race. Using the same
technology as the far larger Prism Cannon, each rifle
is connected to a single targeting matrix, known as
the Ghostlight. Through it each rifle's energy pulse
converges into a single beam of bright light that can
tear apart tanks and larger targets with ease.
Special Prism Rifle Ghostlight
Multiple Shadow Spectres may use the sophisticated
targeting matrices in their Prism Rifles, called
Ghostlights, to combine their weapons for one
devastating attack. All Shadow Spectres must spend
their turn joining their weapons into this unified
mode; when the final Shadow Spectres initiative
turn arrives, it fires the Ghostlight aimed merged
shot as it would make a normal shooting attack.
Each prism rifle involved in the attack increases the
Range of the attack by 30m and the Damage by
1d5+3.

48

Reaper Launcher
An Eldar weapon used by Dark Reapers, the Eldar
path devoted to providing long range fire support on
the field of battle. It is a fast firing heavy weapon
which launches a barrage of armour-piercing
missiles to devastate the enemy, and utilizes Dark
Reaper Range Finder equipment which allows the
user to "see" from the muzzle of the weapon itself.
While similar to the Missile Launchers used by
Imperial forces, Eldar versions of this technology
utilize a number of complex chambered pods
containing a variety of ammunition types. These
pods allow the firer to perform a number of support
duties such as anti-tank or anti-infantry, and all but
eliminate the need to reload.

Banshee Power Sword


A power sword utilized by the Howling Banshees
Aspect Warriors.

Swooping Hawk Grenade Pack


A pack utilized by the Swooping Hawk aspect
warriors that can hold a wide variety of Grenades
which can be dropped on on foes from on high.
Special: This small pack can be used to make one
free attack per turn on any target flown over as part
of the users regular move, counting as being at
Long Range.

Diresword
A type of Eldar Power Weapon wielded by Exarchs
of the Dire Avengers Aspect Shrine. The weapon is
unique, by way of that a potent Eldar spirit is
contained within the blade itself in the form of a
Spirit Stone. When a blow is struck with the blade,
the spirit will attempt to destroy the enemy's inner
mind, killing them instantly.
Special: Targets dealt damage by this weapon must
pass a Challenging (+0) Willpower Test or suffer an
additional 2d10 wounds ignoring Toughness or
Armor (wielder's choice). This weapon ignores the
effects of enemy power fields.

Exotic Melee Weapons


Harlequin's Kiss
Among the deadliest of all Eldar weapons, the
harlequins kiss resembles a long tube attached to
the back of the forearm. The rear of the tube is filled
with highly compressed coiled loops of
monomolecular wire, nearly a hundred metres
worth. When the weapons spiked tip strikes the
target, the wire is released and instantly bursts
through even the smallest puncture to fill the
interior of a body or vehicle. In seconds flesh is
turned into liquid as the wire races through the
enclosed space and then retracts back into the
device for its next use. Most victims are dead before
knowing they were even struck.

Scorpion Chainsword
A deadly one-handed melee weapons whose vicious
blade is comprised of diamond-toothed edges that
mangle and tear flesh. First amongst the ritual
weapons used by the Striking Scorpions Shrine,
these distinctive chainswords bolster the strength of
their users considerably.

Agonizer
One of the favoured melee weapons of the vicious
Eldar pirates is the Agonizer, a deliberately cruel
device often worn as a gauntlet or used as a whip. It
acts similarly to a shock weapon, but the energy
inflicted on the enemy can bleed through armour
easily, causing even more intense pain and physical
trauma. Even the mightiest of warriors can be
brought low when in the grip of such a weapon.
Eldar Powersword
There is perhaps nothing so dangerous as a skilled
swordsman wielding one of these deadly blades.
Impossibly slender yet strong, shimmering with field
energies, and studded with mysterious glowing
gems, an Eldar Powersword is a premier status
symbols for any explorer. It is unheard of for these
xenos to sell such a weapon and they reclaim them
by force, adding even more of delightfully forbidden
air to ownership. An Eldar Powersword adds
+10 to any Parry attempts made by the bearer
(with Balanced, this becomes +20 total).

49

Eldar Biting Blade


Reminiscent of the massive eviscerators used by
zealots within the Imperium, Biting Blades are longbladed, two-handed chainswords. However, where
eviscerators are heavy, noisy machines, Biting
Blades are slender and quiet, but no less deadly for
their relatively light weight. Wielded properly, the
razorsharp teeth can tear through flesh and bone
with horrific speed, and a skilled warrior can cleave
a man in two without difficulty.
Special: For every two degrees of success scored
when rolling to hit with a Biting Blade, the
weapons deals 2 additional damage.
Mirrorswords
Exquisitely balanced for dual-wielding,
Mirrorswords are extremely lightweight power
swords, capable of gliding through all but the
toughest armour with ease. Wielded only by the
most nimble amongst a species renowned for their
grace and speed, these blades become a deadly wall
of glittering steel.
Special: When wielded as a pair by a character with
an Agility bonus of 5 or more, Mirrorswords reduce
any penalties for dual wielding melee weapons by
10, to a maximum of +0.
Their balance and design make them ideal for
defence as well as attack, adding an additional +10
bonus to parry, for a total of +20, so long as these
swords are wielded as a pair.
An Acquisition test to obtain Mirrorswords is
always for a matched pair.

A creature that is actively attempting to hold on to


the weapon must make a Very Hard (30) Strength
Test; if it succeeds, then it, too, is dragged back to
the psyker along with the Singing Spear.
Void Sabre
Supposedly cursed blades that many high-ranking
Eldar void pirates carry, these wraithbone swords are
embedded with shards of strange crystal formations
found on certain worlds in the dark fringes of space.
Many Craftworlders look upon the blades with a
mixture of disdain and fear, but many amongst the
ranks of the Eldar Corsairs carry them as badges of
honour.
Special: If a character wielding a void sabre scores
Righteous Fury when rolling for Damage caused by
this weapon, he adds +8 to the weapons Penetration
for that attack.
Witchblade
Witchblades are psychically attuned weapons that
Eldar walking the Path of the Seer often carry to
battle. These blades resonate with their users,
enhancing their strength to terrifying levels; Farseers
have been known to slash through the heaviest of
power armour or cleave battle tanks clean in half
with devastating blows from these weapons.

Singing Spear
Singing spears are weapons that are related to the
witchblades wielded by Farseers and Warlocks that
take the form of a long spear, thus providing greater
striking range and penetrating power. They are also
known for their odd property of returning to the
users hands when called. This quality is particularly
useful for Farseers and Warlocks who hurl their
spears in battle, and often catches foes flat-footed.
Once per Round, as a Free Action, the weapons
user may recall it to himself from anywhere within a
number of metres equal to five times his Psy Rating,
at which point it flies back to him and comes to rest
gently in his hand (if he does not have a Psy Rating,
he simply cannot perform this action). The weapon
will automatically dislodge itself from any
objects or individuals in which it is
embedded.

50

Eldar Armor
Armor Stats and Availability are located on page 54.
Eldar Aspect Armor
The armour worn by elite Aspect Warriors and
Autarchs is even more advanced than the usual
Eldar armour. These gem-studded, psycho-sensitive
suits are perfectly fitted for each wearer, with
protection designed to match the users combat
mode.
Eldar Raider Armor
Eldar pirates wear armour that functions in much
the same way as basic Eldar armour, but is covered
with spikes and cutting blades after the fashion of
their weapons. Even an unarmed raider will always
have a plethora of malicious devices on his person,
ready to rend their foes in bloody sport. Anyone
wearing this armour always counts as having a
mono-knife in melee combat.

Ghosthelm
Covered in spidery, arcane runes, a ghosthelm is a
potent and ancient device worn by Farseers to
protect them from the dangers of the Warp. The
wearer of a ghosthelm may make a Very Hard (30)
Willpower Test to remain unaffected by the results
of any roll on Table 63: Psychic Phenomena or
Table 64: Perils of the Warp (see pages 160161
of the Rogue Trader Core Rulebook. The effects of
the result rolled on the table still occur, and may
affect others or the environment.

Eldar Rune Armor


The armour of a Farseer is etched with arcane runes
of protection and provides innate defences to
psychic wearers. Whenever an attack strikes the
wearer, he may make a Focus Power Test
(Willpower) with a 30 Penalty as a Free Action. If
he succeeds, reduce the Damage that would be dealt
by the attack by an amount equal to his Psy Rating
plus the Degrees of Success he scored on the Focus
Power Test. If his Focus Power Test roll is lower
than his effective Psy Rating, the attack is simply
negated entirely instead.
Eldar Void Armor
This elegant Eldar armour functions as both
battlefield protection and a sealed environment.
Thanks to its superior Eldar construction, the
signature wings that sprout from its back to grant
added stability but weigh shockingly little, and
improve the balance of the wearer during both
atmospheric and void flight. This armour is
considered a sealed environment so long as a
character wears all of it and also provides a longrange vox, an auspex, and grants the Dark Sight
Trait. The armours integrated void impellers grant
the wearer the Flyer (12) Trait in zero gravity.
Further, thanks to the wings and inbuilt microthrusters, anyone wearing this armour benefits
from improved manoeuvrability and gains a
+10 bonus to all Pilot (Personal) Tests.

51

Eldar Gear
Banshee Mask
When a Howling Banshee makes a Charge Action,
she may choose to activate her mask as part of that
action. The object of the Howling Banshees charge
must pass a Difficult (10) Willpower Test or count
as Surprised (even if possessing the Rapid Reaction
Talent) and suffer 1 wound for every two Degrees of
Failure; targets with Resistance (Psychic
Techniques) may use this talent against the attack.
Wounds received in this way ignore all armour
except fully-enclosed helms with auto-senses. In
addition, while the Howling Banshee wears her
helmet, she gains the Disturbing Voice Talent.
Eldar Medkit
A series of intricate Wraithbone instruments and
first aid supplies designed to aid those trained in the
arts of healing. This grants a +20 to Medicae skill
tests for those trained in the skill.
Eldar Medkit (Advanced)
A series of intricate Wraithbone instruments and
first aid supplies. Produced by Bonesingers to aid
Eldar troops on the field, this This item grants a
+20 bonus to Medicae skill Tests and can be used
even if user does not have the skill.
Eldar Scanner
These devices are used to detect energy emissions,
motion, and biological life signs. A character using
an auspex gains a +20 bonus to Awareness Tests and
may make a Tech-Use Test to spot things not
normally detectable to human senses alone, such as
invisible gases, nearby bio-signs, or ambient
radiation. The standard range for an auspex is 50m,
though walls more than 50cm thick and certain
shielding materials can block the scanner.
Flip Belt
Anti-grav Flip-belts are used by the decadent Eldar
of the so-called Harlequin cult, in a sheer affront to
the laws of physics. They allow the user to partially
negate the effects of gravity; the impossibly
acrobatic movements allowed by the belt along with
the wearers natural agility and skill make the
taunting Harlequins extremely difficult targets to hit
despite their outlandish costumes and coloration. A
flip-belt grants the Hover Trait (6) and +20
on all Agility-based Tests, and requires the
Pilot (Personal) Skill to use. All Flipbelts are at least Good Craftsmanship.

Forceshield
Rather than relying on cumbersome (by their
standards) physical armour, many of the higheranking Eldar leaders instead turn to field protective
devices. Forceshields are one such item, often worn
on the arm or belt. These provide protection on par
with the more powerful Imperial fields, but without
the bulk or weightindeed many resemble the
ovoid jewels or other ornamentation.
Protection Rating: 75
Grav Platform
Commonly used by the Guardian forces of the
mysterious Craftworld Eldar to carry heavy
weaponry, grav-platforms seem to require no
obvious power source in order to maintain their
perpetual lift, and are quite capable of supporting
considerable weights without suffering any
particular detriment.
While most commonly fitted with Eldar heavy
weapons, a few Rogue Traders have made a point of
retrofitting these devices to mount obviously human
weaponry. In any case, a heavy weapon mounted on
a grav-platform always counts as braced, even if the
platform moves.
Eldar grav-platforms are directed from a simple
and intuitive control box, allowing them to be
moved around fairly swiftly - a grav- platform can
move 6m as a single half action, taking no effort on
the part of the operator. If an Eldar heavy weapon is
mounted on the platform, it can also be operated
from the control box, but the necessary
customisation to allow non-Eldar devices to work on
the platform prevents this function in any other
situation.
Eldar grav-platforms are average- sized targets
with 15 AP. Any damage suffered by the gravplatform disables it, rendering it immobile. There are
no mechanical benefits for different Craftsmanship
levels in regard to this item. However, the better the
Craftsmanship, the less it has been used and worn in
the time it was last activated.
Runes of Warding
Farseers often embellish their equipment with
defensive runes that interfere with the psychic
powers of their foes, and thus protect the Farseer
from harm. On the field of battle, these baleful runes
cast their gaze upon the Farseers foes, cursing
these adversaries with ill fortune. Enemy
psykers within the psykers Perception

52

Characteristic in metres add +10 to all rolls they make


on both Table 63: Psychic Phenomena and Table 64:
Perils of the Warp (see pages 160-161 of the Rogue
Trader Core Rulebook).
Runes of Witnessing
Farseers carry countless trinkets, esoteric devices, and
runes to assist in their divinations and panoply of other
rituals and powers. Runes of witnessing are designed to
help lead the Farseer to the destinies he chooses, without
becoming lost in the ineffable web of fate. Once per
Round, a character with Runes of Witnessing may
choose to reduceor increasethe result of a roll that
he has made on either Table 63: Psychic Phenomena
and Table 64: Perils of the Warp (see pages 160-161
of the Rogue Trader Core Rulebook) by a number equal
to his Perception Bonus.
Shrieker Ammunition
These barbed crystalline discs are hollow and filled
with a virulent genetic toxin that turns a victims
biochemistry against itself explosively. The ammunition
gets its name from the harrowing noise the discs produce
as air is dragged into the poison reservoir to replace the
toxin as it floods into the targets body. The toxin
subverts the victims genetics, defiling tissues and
causing organs to fail spectacularly. The resultant
damage often causes the victim to detonate, spraying
tainted blood and viscera everywheresomething quite
distressing for his allies.
Effect: The shot is considered to have the Toxic
quality, with the following change: if the Toughness Test
is failed, the weapon deals 3d10 Explosive damage.
When using Shrieker Ammunition, all RoFs of the
weapon (except single shot) are halved (so RoF //6
would become //3)
Used With: Shuriken Cannons.
Spectre Jetpack
A Jetpack utilized by the Shadow Spectre Aspect
Warriors. This Jetpack confers the flyer (12) trait on the
wearer, and requires the Pilot (Personal) skill to use, but
otherwise functions the same as the Jump Pack in the
Rogue Trader Core Rulebook
Spirit Stones
Eldar Outcasts carry empty spirit stones to capture
their spirits as their essence departs their bodies,
snatching them from the thirsting maw of Slaanesh.
These empty spirit stones funtion as a charm.
Some Seers carry spirit stones that have taken on the
spirits of their powerful predecessors into battle, so that
they may call upon the psychic might of those who
came before them in battle. Because spirit stones
contain the essence of revered ancestors and
represent the only way for an Eldar spirit to
evade the incomprehensibly agonising embrace

of Slaanesh, the Eldar value spirit stones in a way that


most species cannot truly understand and do not hesitate
to kill members of lesser species with the gall or bad
fortune to come into possession of these treasured relics.
Once per combat encounter, the wearer may tap into
the power of his spirit stones during his Turn to use one
of his Psychic Techniques as a Free Action.
Should an Eldar lose their Spirit Stone or have it
taken from them, a paranoid madness begins to overtake
their mind. For every week they do not have a soulstone
or fail to recover a stolen filled one, they must make a
Challenging (+0) Willpower Test or gain 1d5+2
Insanity that cannot be reduced. For each week past the
first, they suffer a cumulative -10 penalty to this test.
Swooping Hawk Wings
These allow the Swooping Hawk to glide safely down
from any height and make an unlimited number of short
jumps, doubling his Base Movement in any direction and
ignoring all intervening terrain and obstacles. The
Swooping Hawk must normally land at the end of his
turn, but may use maximum power to gain the Flyer (12)
Trait for up to five minutes before the wings require a
minute to recharge. Swooping Hawk Wings require the
Pilot (Personal) Skill to use.
Void Gear
An upgrade that can be applied to any Eldar armour,
providing full life support as well as long-ranged vox and
auspex and the Dark Sight trait. This also grants the user
Flyer (12) in zero gravity and a +10 bonus to pilot
(Personal) tests.
Warp Jump Generator
This wargear allows the Warp Spider to make small,
controlled jumps through the warp, disappearing with a
soft clap and reappearing many metres away with a rush
of displaced air. The Warp Spider may double its Base
Movement and ignore intervening obstacles. In addition,
he may choose to push the mechanisms of the generator
to move a further 2d10 metres with no penalty, but
should the Warp Spider roll double ones, he must pass a
Hard (20) Willpower Test or disappear forever,
claimed by the warp. Should he pass the Test, he may
only take a Half Action next turn as he staggers back into
the material universe. Warp Jump Generators require the
Pilot (Personal) Skill to use.
Imperial Gear Equivalents:
Eldar may purchase wraithbone and other
technological equivalents of Imperial gear. It retains the
same bonuses and penalties, and is generally more
difficult to find, 1-2 steps higher or more at GM
discretion.
Gear Rarity, Weight, and Availability
All these relevant statistics can be found on page 54.

53

Eldar Armory Statistics

54

Chapter 5: Eldar Psychic Powers


This chapter contains the descriptions of the
various psychich powers available once a player
who has purchased the Eldar Psychic discipline
talent. The Eldar Psychic Discipline talent can be
purchased for one of the three disciplines, Farseer,
Void Dreamer, and Warlock.
The powers may be purchased with the Eldar
Psychic Power talent, each costing 500 XP and are
presented at several different ranks amongst The
Path of the Seer Career Path. Some Eldar
Disciplines have fewer powers than others, which
means that not all of the Eldar Psychic Talents can
be utilized. This is intentional, and reflects the
greater breadth of skills that those Disciplines have.

Some of the powers listed have prerequisites, as


listed in their descriptions. After being purchased,
the powers can be utilized like any normal psychic
power. For more information see the Psychic
Powers section of the Rogue Trader Core Rulebook.
A Seer may only ever have one of the Eldar
Psychic Disciplines, even if they come into the Eldar
Psychic Discipline talent through other means, such
as by purchasing it earlier than rank 4 with one of
the Eldar Talents, as they are narrow areas of
concentration that require devotion to master. If an
Explorer does wind up with two instances of the
talent, the second instance does not grant access to
another discipline, and is effectively wasted
experience.

55

Eldar Farseer Discipline


Eldar Farseer Discipline
Some Eldar who travel the Path of the Seer
become trapped among its countless turns. As they
send their minds out to explore the tangled skein of
fate and destiny, they become obsessed with its
nature. Their psyches compel them to constantly
take action so that they can ensure that time and
events shape the galaxy in ways that have been
preordained. These psykers wield their potent and
highly trained abilities and lead their people in
endless quests to preserve their race.

Battle Fate

Fortune
Focus Power Time: Half Action
Focus Power Test: Psyniscience
Range: 2m x Psy Rating
Sustained: Yes
As Farseers spend a substantial portion of their
lives focusing upon the strands of destiny, it is not
uncommon for them to see visions of those that they
know. Particularly stressful situations, often
including physical conflicts, can become focal
points for fate. Different destinies can interweave
leading to alternative outcomes, and a talented
psychic may learn to twist and manipulate world
events so that the pattern takes on a different shape.
Farseers can manipulate these strands as they learn
to predict the actions of their opponents. Learning
an opponents common strategies is nowhere near as
reliable as foreseeing the actions that he is most
likely to take based on following the chains of
causality itself. With such knowledge in hand, the
psyker can carefully prepare for a future that has not
yet arrived, assuring that his people are capable of
dealing with the mostly probable outcomes.
The psyker activates this Technique with a
Focus Power Test. All friendly characters within 5
metres x Psy Rating come under the effects of
Fortune. Each Degree of Success raises the range of
the Technique by an additional 2 metres. Any enemy
that attempts to attack a character under the effects
of Fortune must reroll its first successful Weapon
Skill or Ballistic Skill Test each Round, using the
second result even if it is worse.

Focus Power Time: Half Action


Focus Power Test: Psyniscience
Range: 2m x Psy Rating
Sustained: Yes
As a dying race, the Eldar often focus upon
psychic techniques that might effectively preserve
the lives of those who yet remain. However, these
Eldar established their dominance through their
devastating psychic abilities, and those have not
been lost. Just as a Farseer can glean the best path
for an Eldar to preserve his life, he may also
determine what path could be most destructive to the
enemy. With this knowledge in hand, the psyker may
be able to see to it that his forces can destroy their
opponents before the Eldar sustain meaningful
losses, or decide that a sacrifice is necessary for the
good of the Eldar.
The psyker activates this Technique with a Focus
Power Test. Allies within range come under the
effects of Battle Fate. Each Degree of Success
increases the range of the Technique by an additional
2 metres. All characters under the effect of Battle
Fate receive a bonus of 10 + Psy Rating to Weapon
Skill as long as the psyker sustains the Technique.

Force Of Asuryan
Focus Power Time: Full Action
Focus Power Test: Psyniscience
Range: 2m x Psy Rating
Sustained: Yes
By carefully studying the skeins of fate as they
are linked to a group of individuals, the Farseer can
direct them so that they can study and react with
seeming preternatural quickness to situations.
Because of their divinations, such actions become
the work of careful training and direction to events
that have been foretold rather than the reactions of a
moments notice. In this way, the Farseers allies are
better prepared for a conflict than any virtually other
force.

56

The psyker activates this Technique with a


Focus Power Test. All friendly characters (including
the psyker himself ) within range come under the
effects of Force of Asuryan. Every Degree of
Success on the Focus Power Test increases the range
of the Technique by an additional 2 metres. All
characters affected by the Technique gain an
additional Half Action and an additional Reaction as
long as the psyker sustains the Technique.

Crystal Seer
Focus Power Time: Full Action
Focus Power Test: Psyniscience
Range: Self
Sustained: No
For a Farseer, linear time is an inconvenience,
but one that can often be overcome. Just as the
psyker may peer into the future to advise his forces,
he may be able to call upon the services of those
who have come before. Within any given conflict,
the spirit of an ancestral Eldar may be available to
assist in any psychic conflict. At times, the Farseer
may have to call upon these ancient ones for
assistance, but just as often their aid might appear
without request.
The psyker makes a Focus Power Test to
activate this Technique. On success, he may
immediately use two Focus Power Tests to activate
Psychic Techniques other than Crystal Seer as Free
Actions. For every two Degrees of Success on the
Focus Power Test, the Farseer may make another
Focus Power Test to use an additional Technique
other than Crystal Seer as a Free Action. These
Techniques may not be used at a Psy Rating higher
than the one used for Crystal Seer and the psyker
gains one level of Fatigue for each additional
Technique that he activates this way.

The Farseer selects a target and makes a Focus


Power Test to unleash a corona of crackling energy
that strikes out with arcs of lightning. His Warpuelled anger can hurl his opponents in all directions
as the energies of the Immaterium are transformed
into raw destructive power. The target and all living
beings within 2 metres x Psy Rating immediately
suffer 3d10 + Psy Rating Energy Damage with a Pen
of 8. Each Degree of Success extends the radius of
the attack by 2 metres. Eldritch Storm is considered
an area effect weapon for purposes of Dodging.
Anyone the Eldritch Storm strikes is knocked prone
by the furious blast

Phoenix Spirit
Focus Power Time: Full Action
Focus Power Test: Willpower
Range: 10m x Psy Rating
Sustained: No
Farseers often commune with the spirits of their
Craftworlds Infinity Circuit. The psyker can come
to grips with notions of mortality and also to the
understanding of how an Eldars soul might continue
to exist within its spirit stone. A Farseer can learn
how to permit an Eldar to remain in control of his
physical body for a few moments after his apparent
demise.
The Farseer selects an Eldar target that has died
recently and makes a Focus Power Test. The subject
may immediately Stand as a Free Action and then
take a full Turn. The target character is not healed,
but may act without any penalties incurred by injury
other that those associated with dismemberment. For
every two Degrees of Success on the Focus Power
Test, the target character persists for another Round,
acting normally at the Farseers initiative. Once the
power ends, the target falls dead once more and
cannot be revived again by this power.

Eldritch Storm
Focus Power Time: Half Action
Focus Power Test: Willpower
Range: 5m x Psy Rating
Sustained: No
Even with their extensive planning and
understanding of destiny, there are times when a
Farseer must unleash the raw potential of the Warp
against his foes. On such occasions, the Farseer may
truly exhibit his races psychic potential as these
exhibitions of raw energy can yield tremendous
destructive force.

Temporal Exile
Focus Power Time: Full Action
Focus Power Test: Psyniscience
Range: 10m x Psy Rating
Sustained: No
A Farseers abilities are focused tightly upon his
knack for manipulating the skeins of fate. One who
becomes particularly adept at these techniques may
directly influence how anothers strands are
interwoven into the webwork of the galaxy. Using
his psychic abilities, the Farseer may choose to
render a subjects thread completely isolated, as
unweaving it from time itself.

57

Such isolation leaves the subject incapable of


acting upon any other targets. Generally, Farseers
are reluctant to use this ability, as it may have
consequences upon the future. Even in those
circumstances where they come to accept its
necessity, they may hesitate before applying it
liberally.
The psyker selects a target and makes a Focus
Power Test. If the psyker succeeds, he cuts the target
free from the flow of causality and the target can
take no Actions nor be affected by others for one
Round. For every 2 Degrees of Success on the
Focus Power Test, the individual remains isolated
for an additional Round. Upon returning to the
normal fabric of causality, the target must make a
Challenging (+0) Willpower Test; if he fails, he
gains 1d5 Insanity Points, his mind shaken by the
paradoxical experience of being removed briefly
from the tapestry of space and time.

Doom
Focus Power Time: Half Action
Focus Power Test: Opposed Willpower
Range: 20m x Psy Rating
Sustained: Yes
The psyker chooses a foe and, focusing his mind,
delves into the myriad threads of causality to find
the ones in which blows strike true against this
enemy no matter how robust its defences. Some of
the few who have survived being the target of this
technique describe feeling as if the psykers blows
had landed before he even attacked and that his
strikes wove in and around their defences of their
own accord.
The psyker selects a target within range and
makes a Focus Power Test. If he succeeds, as long as
the psyker sustains this power, all attacks made
against the target hit, regardless of the results of
Weapon Skill and Ballistic Skill Tests, and the target
suffers a 5 penalty to Dodge and Parry, with an
additional 5 for each Degree of Success by which
the psyker won the Opposed Test. The affected
character may spend a Fate Point at any time to end
this effect; if he does so, he becomes immune to this
power for the remainder of the encounter.

58

Eldar Void Dreamer Discipline


Eldar Void Dreamer Discipline
Along with their numerous Divination powers,
the Eldar Void Dreamers have a handful of special
techniques unique to them.

Empyrean Hunter
Focus Power Time: Full Action
Focus Power Test: Psyniscience
Range: 5 VU x Psy Rating
Sustained: Yes
The connection that a Void Dreamer shares with
the Immaterium is such that he can track other
vessels through realspace or the Warp the same way
a bloodtracker trails his prey.
As long as the psyker sustains this Technique, he
can follow another vessel using the Tracking Skill
(page 88 of the Rogue Trader Core Rulebook). He
can follow a ships trail as old as a number of
months equal to his Perception Bonus, plus one
month per Degree of Success that he scores on his
Focus Power Test.

Shearing Light
Focus Power Time: Half Action
Focus Power: Willpower
Range: Self
Sustained: Yes
The psyker focuses on his desire to break
through his enemies defences and rips a crimson
shaft of energy from the Immaterium. This weapon
slices through unnatural protection granted by the
Warp as easily as through mortal flesh, allowing the
Void Dreamer to combat the monsters lurking in the
aether.
If the psyker succeeds on the Focus Power Test,
he calls a weapon with the following profile into
being: Carmine Lance of Khaine (Melee; 1d10+X
E, Pen X; Tearing) or (Thrown; X x 10 metres; 1d10
+ X E; Pen X; Tearing), where X equals the psykers
Psy Rating when he calls it forth.
This weapon ignores bonuses to Armour or
Toughness and other defences granted by psychic
abilities or the Daemonic Trait. Only the psyker may
wield this weapon and it vanishes moments after he
stops sustaining the Technique or after it strikes
(or misses) when thrown.

Soul Scry
Focus Power Time: Full Action
Focus Power Test: Psyniscience
Range: 5m x Psy Rating
Sustained: Yes
With this power, the Void Dreamer looks into the
immediate future, teasing apart the tangled strands
of fate and happenstance and taking the measure of
his companions courage and dedication. In doing
so, he sees what will and will not work to inspire or
drive them and uses the information accordingly.
This power makes the psyker a powerful and
prescient advisor.
As long as the psyker sustains this Technique, he
and a number of allies equal to his Psy Rating within
range gain a +5 bonus to Interaction Tests, with an
additional +5 bonus to these Tests per Degree of
Success he scores on the Focus Power Test.
Spirit Shield
Focus Power Time: Half Action
Focus Power Test: Willpower
Range: 5m x Psy Rating Radius
Sustained: Yes
The Spirit Shield technique allows the Void
Dreamer to use his unique powers to protect himself
and his allies against the depredations of enemy
psykers and Daemons.
Upon activation, the power creates a powerful
disruptive aura centred on the psyker. As long as the
psyker sustains this power, each ally within range
may use the Void Dreamers Willpower
Characteristic instead of his own for Opposed
Willpower Tests and Tests to resist Fear and Pinning.

59

Withering Radiance
Requirements: Shearing Light Psychic Power
Focus Power Time: Half Action
Focus Power: Willpower
Range: Self
Sustained: Yes
Drawing forth the very stuff of the Warp, the
Void Dreamer forms a deadly spear made of pure
amber energy. This spear is a deadly weapon when
hurled at a foe, but on top of its impossibly sharp
edge, it also withers those it strikes with the fury of
time itself, inflicting ravages of years in the instant
the strike lands.
If the psyker succeeds on the Focus Power Test,
he calls a weapon with the following profile into
being: Brilliant Withering Spear (Melee; 1d10 + X
E, Pen X; Balanced) or (Thrown; X x 10 metres;
1d10 + X E; Pen X; Accurate), where X equals the
psykers Psy Rating when he calls it forth.
Further, when a target suffers Damage (after
reductions from Armour and Toughness Bonus) from
an attack with this weapon, it must immediately
make a Difficult (10) Toughness Test. If it
succeeds, it gains one level of Fatigue. If it fails, it
gains one level of Fatigue and suffers 1d10
Characteristic Damage to a randomly chosen
Characteristic. This Characteristic Damage does not
begin to heal while the psyker who inflicted it draws
breath. Only the psyker may wield this weapon and
it vanishes moments after he stops sustaining the
Technique or after it strikes (or misses) when
thrown.

60

Eldar Warlock Discipline


Eldar Warlock Discipline
When the Eldar must go to war, Warlocks wield their
psychic powers among their brethren. Their abilities are
focused both on disrupting their opponents and on
defending their fellows. In concert with their dreaded
psychically active Witchblades, Warlocks are respected
and feared by those few who survive fighting against
them, and by any who hear the tales of these swift and
brutal conflicts.
Destructor
Focus Power Time: Half Action
Focus Power Test: Willpower
Range: 20m x Psy Rating
Sustained: No
After spending years treading the Path of the
Warrior, violence and anger often become the core of an
Eldars being. Upon switching to the Path of the Seer,
the act of harnessing the Warp for destructive purposes
is intuitive for a Warlock. Consequently, for many
Warlocks, this is the first technique that they master. For
these natural psychics, channelling the raw energies of
the Warp is often the easiest step. Exerting the fine
control to destroy only their targets, without affecting
their allies or their environment, can be a much more
difficult stage of the learning process. For many, mastery
of the Destructor technique is undertaken at the same
time as they learn to focus their talents through a
Witchblade.
The Warlock selects a target and makes a Focus
Power Test to unleash a devastating surge of psychic
power. His fury creates a roiling blast of raw psychic
power that engulfs his enemies. The target and all living
beings within 1 metre x Psy Rating immediately suffer
2d10 + Psy Rating Energy Damage with a Pen equal to
his Psy Rating. Every 2 Degrees of Success extends the
radius of the attack by 1 metre. Destructor is considered
an area effect weapon for purposes of Dodging.

Most Warlocks learn the Embolden technique so that


they might share a portion of their courage with their
fellows, aiding them as they endeavour to fulfil their
duties. In this way, the psyker instils an unshakeable
sense of bravery and invulnerability upon his comrades,
reaching into their minds with visions of mighty heroes
and great victories. With this effect, the xenos become
far bolder in the ways that they undertake their
responsibility of service.
With a Focus Power Test, the Warlock uses the power
of the Warp to channel a portion of his courage into
those who stand nearby. If he succeeds, as long as the
Warlock sustains this power, all allies within 2 metres x
Psy Rating receive a 10 + Psy Rating bonus to their
Willpower Characteristic. Every Degree of Success on
the Focus Power Test adds an additional +5 bonus to
Willpower. Note that multiple instances of this
Technique are not cumulative.

Embolden
Focus Power Time: Half Action
Focus Power Test: Willpower
Range: 2m x Psy Rating
Sustained: Yes
All Eldar are expected to rise to the defence of their
Craftworld when called to do so in times of need.
Consequently, even those who have never undertaken
the Path of the Warrior are capable of effectively
utilising the tools of an Eldar Guardian. To these
comparatively untrained individuals, the Craftworlds
Warlocks are inspiring and intimidating individuals. The
rank and file look up to these psychic warriors as
symbols of the heroic might, boundless bravery,
and mental fortitude that symbolises their race.

61

Conceal
Focus Power Time: Half Action
Focus Power Test: Psyniscience
Range: 2m x Psy Rating
Sustained: Yes
The Conceal power allows a Warlock to guide his
forces in battle while minimising losses amongst the
troops he leads. Rather than actively assisting his
fellows, he instead clouds the minds of on- looking
opponents. Those who fall prey to the technique become
incapable of accurately identifying the location of the
Warlocks companions. This enables the Eldar forces to
move about the battlefield with relative impunity.
The Warlock makes a Focus Power Test. If he
succeeds, for as long as he sustains this power, the
Warlock and all allies within 2 metres x Psy Rating of
the psyker are affected by Conceal. Each Degree of
Success extends the range by an additional 1 metre. Any
character that attempts to attack a target affected by this
Technique suffers a penalty of 20 + Psy Rating to his
Weapon Skill or Ballistic Skill Test for that attack. Note
that multiple instances of this Technique are not
cumulative.
Enhance
Focus Power Time: Half Action
Focus Power Test: Willpower
Range: 2m x Psy Rating
Sustained: Yes
When working in concert with more experienced
warriors or when engaging lesser foes, a Warlock need
not focus his skills on bolstering the courage of his
allies. Instead, he has the luxury of using his psychic
abilities to increase his comrades abilities, so that the
Eldars enemies can be overcome more swiftly. With the
Warlocks psychic guidance, even the least trained of
warriors are capable of fighting like battle-hardened
veterans.
The Warlock activates this ability with a Focus
Power Test. If he succeeds, for as long as he sustains the
power, the psyker bolsters all of his allies within 2
metres x Psy Rating (but not the psyker himself ). Each

Degree of Success expands this range by 1 metre. All


allies receive a bonus of 10 + Psy Rating to their Weapon
Skill and Agility Characteristics. Note that multiple
instances of this Technique are not cumulative.
Executioner
Focus Power Time: Full Action
Focus Power Test: Willpower
Range: 20m x Psy Rating
Sustained: Yes
As part of their training, Warlocks learn the critical
value that they hold as part of their Craftworlds
defences, just as they are constantly reminded of the
immeasurable value of each Eldar life. The Executioner
technique serves as a way for a Warlock to engage
particularly potent opponents without endangering his
own life. In this way, a foe may be tested and possibly
even overcome without significant risk to a valuable
Eldar asset. It also allows the Warlock engage in a
dramatic display of psychic power that may serve to both
inspire and reassure his fellows.
When activating this ability, strands of incandescent
energy stream from the Warlocks outstretched fingertips
and weave themselves into a monstrous glowing form
near a foe. The form is a psychic projection of the
Warlock, which immediately springs forward to attack
the enemy in hand-to-hand combat. While the projection
may be capable of destroying an opponent, the foe is
unable to physically injure the remote psyker.
The psyker activates this Technique by making a
Focus Power Test and choosing a point within range. If
he succeeds, he conjures a shadowy doppelganger into
existence to fight at his side. The psychic creation has a
profile and equipment identical to that of the psyker,
except that it may not cast Executioner and the entire
construct simply dissipates if it suffers Critical Damage,
leaves the range of the power, or if the psyker ceases
sustaining the power. The construct acts at the psykers
initiative. Each Degree of Success on the Focus Power
Test grants the creation a +5 bonus to Weapon Skill. The
psyker may only ever sustain one instance of this
Technique at a time.

62

Chapter 6: Eldar Presence in the Expanse


Too often, the meddling of humanity uncovers things it
should not know, your kinds base thoughts unclouded by
regret and driven only by reckless ambition. I think the
universe would thank me if I killed you now, before you
can do any greater harm.
Caedovir Oriosrith of Iliasanaes Weeping

The Eldar are amongst the oldest remaining


species in the galaxy, with some suggesting that
they may have existed for millions of years before
Mankind built its fi rst stone tools. It is thought that,
at one point, the Eldar ruled an empire of such size
and might that it would dwarf the Imperium of Man.
However, for reasons none but the Eldar themselves
know, it collapsed, leaving the Eldar scattered
across the galaxy, a pale refl ection of their former
might. For all they have lost, however, the Eldar are
still powerful, possessing sophisticated technology
and powerful psykers reputed to be able to tell the
future with uncanny accuracy, and graced with an
ageless talent for warfare and voidfaring that makes
them deadly in spite of their depleted numbers.
Within the Calixis Sector the Eldar have
historically been a rare sight, with artefacts scattered
across the region capable of projecting psychic
beacons that warn others away. Many have
wondered if the Eldar consider the place cursed, and
why such an ancient and powerful species would be
reluctant to travel there. Nonetheless, the Eldar do
pass through Calixis at times, but seem to frequent
the Expanse more. Several distinct factions seem to
call the Koronus Expanse their home. For the most
part, they choose not to involve themselves in local
matters, seldom dealing with humanity save where
it is absolutely necessary, and even then only for
brief periods, often with bloodshed rather than with
negotiations.
Yet, in spite of their typically isolationist
attitude, the Eldar within the Koronus Expanse are
getting bolder and sightings of their craft are
becoming more frequent. It is whispered that so
long-lived a species cannot act without great
forethought, and that the Eldar do not do things
without a reason, even if that reason may not be
understood by man. Something is drawing them to
the Expanse against their better judgement and
the advice of their forebears, and few would
be foolhardy enough to say that their
presence heralds something good.

A Sundered People
For around ten thousand years, the Eldar have
been a scattered and divided species, surviving
within myriad Craftworlds, Corsair fleets, Exodite
colonies and in other places besides. As time has
passed, each of these groups have found their own
identities and become different from the others, and
while a common racial heritage is shared by all,
disagreements and differing goals can cause further
division between the different kindreds and factions
of the Eldar.
This is not only the case on a galactic scale, but
on a more local one as well. Within the Koronus
Expanse, there are at least four distinct groups of
Eldar, in addition to those who cannot be identifi ed
as belonging to any one of those groups. These four
groups are the Eldar of Craftworld Kaelor, their
pirate kin the Twilight Sword Corsairs, the savage
and mysterious Children of Thorns, and the
enigmatic Crow Spirits. While these factions seldom
come to blowsor at least, such kinstrife, as the
Eldar call this form of internecine warfare, is seldom
observedthey appear to have very different goals
and motivations, making cooperation just as
unlikely.
Craftworld Kaelor
Distant and isolated even by the standards of the
Craftworlds, Kaelor lingers on the edge of the
galaxy, passing through the Calixis Sector only once
in a millennium. As that time draws near once again,
Kaelor sends warriors out into the Koronus Expanse,
for its Farseers have seen something approaching,
something wreathed in shadows that their sight
cannot penetrate, which promises only doom for
those that cross its path.
Already, several of its outposts and a number of
the Maiden Worlds under its protection have
suffered sudden and catastrophic losses, leaving
them utterly devoid of inhabitants and deathly silent
save for the psychic echoes of something in great
pain. In the last few decades, sightings of Eldar
wearing Kaelors crimson and orange livery within
the Koronus Expanse have increased dramatically,
particularly within the Heathen Stars region.

63

The most prominent leader of the Craftworld is


Farseer ElaAshbel, an especially gifted and
powerful psyker. Blinded at a young age during a
confrontation with Chaos Space Marines of the
Word Bearers Legion, she sheds tears of blood when
she manifests her potent psychic abilities.
ElaAshbel has a long history of manipulating
humans and using agents of the Imperium as her
cats-paws, often drawing them into conflicts that
inexorably lead along paths of fate she has foreseen
that lead towards the eventual benefit of Craftworld
Kaelor.
Craftworld Kaelor seems to have an especially
close tie to a band of Eldar Corsairs known as the
Twilight Swords. These piratical Eldar primarily
operate in the Koronus Expanse, occasionally
assisted by Kaelor Aspect Warriors or supported by
Kaelor Dragonships. What Kaelor gains from this
relationship is an enigma, although some in the
Ordo Xenos conjecture that ElaAshbel has made a
pact with the Twilight Swords wherein the Corsairs
serve in the role of a stalking horse, drawing out
potential enemies and scouting ahead for the forces
of the Craftworld. The Farseer may, in fact, be using
the Corsairs for her own purposes, as she has been
carefully directing their efforts in a search pattern
throughout the Expanse. Exactly what, or whom,
she is searching for is so far unknown.
Survivors of Strife
The Eldar of Craftworld Kaelor are more aware
than most of the consequences of straying from the
Eldar path of discipline and control. Over three
thousand years ago, the Craftworld was engulfed in
a divisive conflict amongst its own people. Many
Eldar had turned away from the paths and instead
sought their own pleasures, a dark echo of the same
behaviour that had heralded the Eldar races fall
from grace and the birth of the Dark God, Slaanesh.
This conflict was eventually brought to an end, and
the Craftworld united, but the Eldar consider this
event a most recent and distressful portion of their
history.
Thus, Kaelor is now home to a very pragmatic
and dedicated populace, each with a keen
understanding of their own relative vulnerability.
This has led the Eldar of the Craftworld to be very
loathe to take risks unless forced into action, their
outlook upon the universe coloured with
caution and tempered with ruthless
applications of practicality.

Methods of War
The Kaelor Craftworld warhost follows a
doctrine of aggressive defence, preferring to strike
hard and fade away before the enemy can gain the
initiative. Kaelor possesses many shrines to the
Warp Spider Aspect Warriors. These Eldar wear a
heavily armoured suit containing a short-range warp
jump teleporter device. Warp Spiders follow a
philosophy of war that perfectly matches Kaelors
approach, attacking and then vanishing in the blink
of an eye. The Kaelor warhost also contains a large
number of fast vehicles, including many gravvehicles such as Falcons and Vypers. It is not
unknown for ElaAshbel to lead her kin in battle,
riding a custom Vyper where her psychic powers can
have the greatest effect upon the enemy.
Although the Kaelor warhost generally avoids
engaging the enemy with their full force unless
absolutely necessary, they are quite proactive and
aggressive when following the visions and
prophecies of their Farseer, ElaAshbel. Under
ElaAshbels guidance, Kaelors forces do not
generally seek out conflict against the Imperium,
preferring to use deceit and guile to mislead such
Imperial forces that they encounter. When forced
into battle, however, the Kaelor warhost attacks
without mercy.
Unlike some other Eldar Craftworlds, who may
see a host of equal threats in a hostile galaxy, Kaelor
regards the Chaos powers as the most dire. The
Farseers of Kaelor actively oppose the forces of
Chaos, and they often guide the dragonships and
Aspect Warriors of their kin to skirmishes and
assaults that serve to hinder the servants of the Dark
Gods.

64

A Fateful Meeting
Millenia ago on the planet Tyrine, ElaAshbel
confronted the Chaos Space Marine Kor Phaeron, a
Dark Apostle of the World Bearers Legion. This was
to be a most fateful encounter, for neither the Eldar
Farseer or the ancient Chaos Marine emerged
unscathed. ElaAshbel lost her physical sight, but
gained a great insight into both her own abilities and
the Dark Gods who guide the Word Bearers in their
unholy crusade. Kor Phaeron, in contrast, was left
with a deep and abiding hatred of the Eldar, a thirst
for vengeance that still burns brightly within his
hearts centuries later.
The Children of the Thorns
Perhaps unusually, the Eldar pirates known as
the Children of Thorns seem completely oblivious
to whatever it is that has the other Eldar factions so
concernedoblivious, or entirely uncaring. This
faction seems to stand aloof from other Eldar, not
deigning to involve itself in their business.
However, even they seem to be arriving in the
Expanse with greater frequency in the last century
or are simply becoming bolder in their attacks and
raids.
Vicious and sadistic even by the standards of
their kind, the Children of Thorns are said to prize
stealth and surprise over all other strategies,
ensuring that attacks can rarely be defended against
as fleets of lightning-fast black-hulled raiders
appear from nowhere bearing hosts of shrieking,
darkly graceful beings who seem to desire only to
inflict bloodshed and pain.
Few humans have faced the Children of Thorns
and lived, but those lucky survivors report seeing
tall, gaunt figures, enclosed fully in black armour
covered in barbs and blades. They whimper about
the capricious maliciousness of their foe, how they
vanish as quickly as they appear, and how many of
their victims seem to vanish with them.
Disturbingly, the Children of Thorns appear to have
grown bolder in recent years, appearing more
frequently and hiring out their services to
unscrupulous humans, promising ruination to their
erstwhile allys enemies in exchange for...
something. Nobody is entirely certain what it is that
the Children of Thorns accept in payment, for no
man will admit to hiring them, but more than a
few colonists have been redirected from their
intended destinations, never to be seen
again.

The Twilight Swords


The Twilight Swords Corsairs have always been
a presence within the Koronus Expanse, for as long
as humans have explored there. Their distinctivelycoloured livery has often been an uncertain omen for
other travellers, as the Twilight Swords are known to
be as often friend as foe, though one thing is always
certainthey never appear for peaceful reasons.
Many Rogue Traders have found their fortunes
bolstered or saved by the intervention of Twilight
Swords vessels at a crucial juncture, only to see the
Corsairs vanish as the battle is won, or to linger only
to pass on some cryptic message. At other times,
they have appeared to cripple or crush a Rogue
Traders aspirations, taking to battle for only the
briefest of times before disappearing from augurs
altogether.
Many see them as being guided by some
prophetic witch, for the Eldar are known to employ
such methods extensively, overseeing some grand
plan several millennia in the making. Others see
their attacks and assistance as little more than the
work of a spiteful and capricious mind, revelling in
the power to shape lives at a whim. The truth is both
of these.
At the leadership of Caeluthin Baharrudor and
his predecessor, the Twilight Swords have struck as
and when they desire for no reason other than that
they desire it, driven by their moods and their
inclination towards thrill-seeking. Yet, amidst this,
many Twilight Swords are former citizens of Kaelor,
and still have some loyalty for their old home,
willing to accept the advice and the guidance of one
of its Farseers from time to time. At Kaelors
direction, the Twilight Swords have halted the
advance of many human expeditions that would lead
them to precious maiden worlds or hidden colonies.
The connections between the Twilight Swords
and Kaelor have become increasingly apparent as the
latter has become a greater presence in the Koronus
Expanse, and Twilight Swords vessels have been
seen supporting Kaelor ground troops with evergreater regularity. Amidst this, the Twilight Swords
have worked to retain their independence, striking
out at their own targets with greater frequency than
they have in the past.
Over the last few decades, the traditionally
gleeful nature of the Twilight Swords has taken a
dark turn. They, like their brethren on Kaelor,
have seen signs of something vast and terrible
coming, and desire to avert its arrival.

65

The shock of discovering so great a threat so close


at hand has shaken them from complacency, and
now they look upon the Koronus Expanse to see
what is actually there, and shudder at the thought
that they could have missed so much. The rising tide
of Chaos, the gathering hordes of the Orks, and the
nascent menace of the RakGol all pose a threat to
the Eldar within the Koronus Expanse, and the
Twilight Swords are becoming desperate to do
something about it. With their brethren from Kaelor,
the Twilight Swords make plans to strike their
opponents and establish their dominance in the
Koronus Expanse, while preparing to face the
greater threat to come.

This viewpoint conflicts with the guidance of


ElaAshbel of Craftworld Kaelor, and is the cause of
contention as the two sides work together more
often. It is possible that the Farseers council may
moderate Caeluthins viewsor that her preference
to use humanity to further Eldar goals may have

Caeluthin Baharrudor, The Stormchaser


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

66

The Crow Spirits: Murderous Spectres


Alongside the Twilight Swords, the Crow
Spirits have been a constant presence in the
Koronus Expanse since before the Imperium first
discovered it. However, where the Twilight Swords
have demonstrated at least some signs of
benevolence towards mankind, even if that
benevolence is fickle, the Crow Spirits are nothing
but hostile.
Ever since humanity has ventured into the
Koronus Expanse, the Crow Spirits have struck at
them with unerring precision and a cold and
calculating wrath that seems to possess no source
nor be directed at any individual. Not every human
to travel the Expanse is targetedindeed, only a
minority suffer that misfortunenor are those who
voyage to worlds identified as having significance
to the Eldar targeted consistently. Whatever guides
their attacks and chooses their targets, it follows an
unfathomable plan.
In particular, their priorities appear to be the
Unbeholden Reaches and Accursed Demesne. It is
rare to encounter the ghostly-pale vessels of the
Crow Spirits beyond those regions, though what
signifi cance those places hold is unknown,
particularly as they border the blighted anomaly
known as the Rifts of Hecaton. None could imagine
that any creatures could keep something of
significance close to such a dread place, yet the
Crow Spirits seem intent to drive mankind away
from it. In addition, the Crow Spirits have been
sighted in Winterscales Realm, near Maleziel and
the Serpents Cradle, though they do not tarry in
Winterscales Realm. Instead they pass through it as
hurrying to another destination.
Where all the other Eldar within the Expanse
have made some contact with humans besides overt
aggression, the Crow Spirits remain a mystery, and
little is known of their nature or their objectives
beyond the most obvious facts. Many years and
many lives have been spent attempting to discern
their goals, so that they can more easily be defended
against, but with little success. No signs exist of a
base of operations anywhere near to the Rifts of
Hecaton, and given so inexplicable an origin, none
have ruled out that they may originate from
somewhere else. Interestingly, the most well- hought
out suggestion as to the Crow Spirits base of
operations comes from the Imperial Navy
squadrons assigned to guard Port Wander.

In their long years fighting Eldar Corsairs, some


Navy officers have encountered large Eldar voidstations. One of these Haven-class spires could
serve as a base for extended periods of time, and be
hidden in almost any star system or vast nebula.
As with both the forces of the Craftworld Kaelor
and the Twilight Swords Corsairs, the Crow Spirits
have become even more active in the last few
decades, as if some part of their unknown plan was
approaching a crucial point, or perhaps as if some
event had spurred them to greater action. However,
many of their recent actions have been just as
perplexing as the pattern of their attacks. On a dozen
occasions within the last thirty years, Crow Spirits
ships have been sighted in direct and vicious confl
ict with ships of other Eldar, most frequently those
of the Children of Thorns, but occasionally those of
the Twilight Swords or Kaelor as well. While such
violence between different factions of Eldar is not
unknown, the frequency and brutality of these battles
is unsettling; what could drive the Eldar to turn on
their own kind so aggressively?
Extensive divination, including several hundred
readings of the Emperors Tarot by Inquisitorial
seers and the Astropaths of paranoid Rogue Traders
have proved to be of little benefit. The majority
simply produce no result whatsoever, while a few
predict what a handful of others have foreseen: an
unholy green light, worlds stripped of inhabitants, a
great pale horror, a cataclysm given form and
substance, and the screaming of the ghosts of those
slain long ago.
Worse still, something unspeakable plagues the
dreams of psykers across the Expanse, passing from
memory upon waking but leaving the impression of
some vast and dreadful presence moving slowly
through the void, leaving only silence and death in
its wake.
Amongst the Crows
The Eldar have long been a spacefaring race, and
many ancient traditions have built up over the ages.
The complex nature of Eldar culture, and the
mingling and evolving of cultures since The Fall,
means that no two fleets of Eldar vessels are
structured in quite the same way, and though there
are common themes and shared elements, there are
as many differencesparticularly where groups
of Eldar are isolated from their kin.

67

Within the Crow Spirits, the following is true.


At their head, leading each and every ship, is a
Craftmaster, or Athkion as it is known within the
Crow Spirits traditions. As a spacefaring culture,
the role of a Craftmaster is not entirely dissimilar to
that of a Rogue Trader or pirate captain. Subservient
to the Craftmaster are several individuals of
significance.
The two chief advisors of a ships Craftmaster
are known as the Bloody Hand, or Kaelamen, a
deadly warrior and bodyguardwho advises in all
matters of warfare, and the Silent Hand, or
Istaurmen, who is a skilled intelligence-gatherer,
spy, and diplomat. Depending on the inclinations of
their Craftmaster, either or both may also have skill
as assassins and saboteurs.
Alongside the Hands, are Voidspeakers,
powerful psykers who communicate with other parts
of the fleet and foretell the future to better guide the
Crow Spirits. Finally, are the Bonesingers, who are
artisans responsible for growing and shaping all
kinds of Eldar technology, and in the case of those
aboard a starship, are responsible for repairing it in
battle as well. Above and beyond all these, however,
are the Infinity Circuits of each ship. Containing the
bound and conscious souls of past crew, each
Infinity Circuit, like the far larger versions which
form the hearts of Craftworlds, communes with the
living to guide and advise them, adding the
experiences of past generations to aid those who
live now.
With the Crow Spirits, this organisational
structure is mirrored to the very highest levels, with
the shadowy Lords of Crows ruling above all the
captains and advised by the seniormost Craftmaster,
Bloody Hand, Silent Hand, and Voidspeaker within
the fleet. However, it is said that the Lords of Crows
and their Council are not simply Craftmasters
elevated amongst their peers. It is said they are
powerful Eldar psykers, Farseers and Warlocks who
guide the path of the Crow Spirits.

Cold and utterly ruthless, Ilistaneth harbours a


profound loathing for all that is not Eldar and knows
joy only in the moment of triumph.
Ilistaneth does not question the instructions
given to him by his masters; his hatred for the
enemies of his kind dwarfs any empathy he might
have for the plight of his targets. A master of many
weapons and just as many poisons, Ilistaneth is a
terrifying adversary to face, and as many foes have
died to his blades with a look of dread upon their
face, as have perished at a great distance never
knowing the cause of their demise.
Ilistaneth possesses a vast and bewildering array
of armaments and tools. The most astounding is a
Holo-Suitnormally worn by the mysterious Eldar
warrior-troubadours known as Harlequins, gifted to
him by a troupe of Harlequins as a reward for
slaying a target whose fate interfered with their own.

Ilistaneth Anturien
Bloody Hand of the Crow Spirits
The Crow Spirits have a long and bloody
history, and much of it within the last eleven
centuries can be attributed to one being. The
deadliest and most experienced warrior of the
Crow Spirits, Ilistaneth Anturien has been
directly responsible for more death than
almost any other individual within the
Expanse.

68

Chapter 7: Eldar Starships


If we do not destroy one of your ships now and
then, you will forget who and what we are.
Corsair Captain Shibn Nyssyn to a foe.
Possibly the oldest space-faring race in the
galaxy, the Eldar were travelling among the stars
while mankind was still learning to walk upright.
Close to human in appearance, Eldar tend to be
taller and slimmer than the average Imperial citizen,
with sharply-angled features and distinctive pointed
ears. They are best known for the sublime grace of
their movements as well as possessing blindingly
fast reflexes. A tremendously long lived people,
with life-spans measured in centuries, the Eldar are
also a slowly dwindling race. Their homeworld was
lost long ago during the catastrophic collapse of the
Eldar civilisation, and they are now scattered across
the galaxy, mostly dwelling on planet-sized
spaceships known as Craftworlds.
Wraithbone Warships
Eldar starships, when compared to the massive
cruisers of the Imperium, seem almost fragile. Their
ships lack the thick plating, heavy prows, and
bristling towers of Imperial Navy vessels, instead
sporting long masts which support the vessels saillike solar collectors. Their ships also have a sleeker
shape, generally possessing rounded, almost oval
hulls, and an organic look

69

(although nowhere near the quasi-insectoid


appearance of Tyranid vessels). Naval officers
sighting Eldar voidships for the first time often
dismiss them as easy prey for Imperial
macrobatteries and lances. Nothing, however, could
be further from the truth.
The Eldar are perhaps the most accomplished
starfarers in the galaxy. Their ships are significantly
more advanced than those of the Imperium, and are
equipped with technologies far beyond the abilities
of the Adeptus Mechanicus to understand, much less
duplicate. The hull of an Eldar ship is made not from
adamantium plating, but from a material called
wraithbone. Molded by Eldar craftsmen known as
Bonesingers, wraithbone is literally grown into what
ever shape is needed, be it armour, weapons,
buildings, or kilometres-long voidships. Durable,
difficult to damage, and even capable to a certain
degree of self-repair, wraithbone is psychically
active and on Eldar ships replaces the vox units and
cogitators found on Imperial vessels. Wraithbone
also manifests innate psychic shielding, partially
protecting the vessel (and its crew) against certain
manifestations from the void.
Instead of crude plasma drives, the Eldar use
vast solar sails to collect the light of the stars. These
sails allow Eldar ships to move swiftly and securely,
and are one of the reasons behind their impressive
and unparalleled manoeuvrability.

Small craft may only have a single solar sail, while


larger craft may have two or three, giving the ships
the appearance of winged creatures.
Defensively, Eldar forego the use of void shields
and instead rely on their holofields for protection. A
holofield confuses a ships targeting sensors by
creating multiple ghost ships randomly across an
area of space. These ghosts mask the actual location
of the Elder ship. While this means an Eldar ship
can be nigh-impossible to hit, their lack of void
shields renders them vulnerable to those shots that
do find their target. While immensely sophisticated,
even Eldar construction is not as durable as multimetre thick adamantium armour layers and
thousands of redundant components and
replacement crew.
The Webway
Possibly the greatest accomplishment of the
Eldar is their ability to travel the galaxy without
entering the warp. Instead, they utilise the
webway, a network of warp tunnels dating back to
when the Eldar were the sole rulers of the galaxy.
Capable of transporting anything from a single
Eldar on foot to an entire space-borne battle fleet,
the webway allows the Eldar to slip in and out of
Imperium space almost undetected. In addition,
many webway tunnels have planet-side terminus
points, allowing the Eldar to land almost anywhere
they choose both quickly and safely. This also
means Eldar do not need to rely on the dubious
mechanisms of a warp drive or Gellar Field.
For those worlds without webway access, the
Eldar utilise the nearest webway egress to come as
close as possible, then move in at top speed. It is
this same network that allows Eldar Corsairs to
strike without warning and then slip away almost
quickly as they came. Worse yet, the largest Eldar
ships contain internal webway points (known as
wraithgates), which are used to open warp portals
to planetary surfaces so the Eldar can swiftly deploy
ground forces while simultaneously providing
covering fire from orbit.
Hit and Run
Although possessing vastly superior technology
to most other races, this is often not enough to make
up for the Eldars lack of numbers. The Eldar are
acutely aware of this and prefer rapid strikes
and lightning-quick raids to prolonged shipto-ship conflicts.

The use of wraithgates and the webway allows the


Eldar access to almost anywhere they choose, and is
one of the major reasons the Eldar are able to make
the most of their small numbers. By using a
wraithgate in an otherwise empty section of space,
the Eldar can often assemble a fleet of strike craft
undetected, and either flank or bypass an enemys
defences. Once their raid is over, they can retreat the
way they came, vanishing silently into the void.
Eldar Weaponry
Offensively, the Eldar utilise advanced laser and
plasma weaponry backed by highly sophisticated
torpedoes. A common macrobattery weapon is the
starcannon, consisting of clustered plasma
generators mounted in turrets. These starcannon are
far more powerful than the crew-served weapons of
the same name used by Eldar infantry and light
vehicles. As accurate as they are deadly, starcannon
can wreck horrific damage on enemy vessels with
the preciseness of their fire. Once their starcannons
have battered down an enemys void shields, the
Eldar turn to their pulsar lances, which fire volleys
of intense laser bolts, each capable of ripping
through a target starship.
Phantom and Pulsar Lances
Similar in design to human lances, the Phantom
Lance is used on smaller vessels as it requires less
energy to power. In contrast, the Pulsar Lance fires a
burst of high-intensity laser bolts. The energy
requirements for this weapon are tremendous, but a
single Pulsar Lance can strike multiple devastating
blows.
Macroweaponry
The Eldar disdain using shells and crude
warheads on their starships, preferring elegant and
deadly laser and plasma-based macrocannons. These
potent weapons are devastatingly accurate.
Torpedoes
Eldar torpedoes are equipped with holofields of
their own, to ensure they go undetected. In addition,
they contain highly sophisticated tracking and
targeting systems and are frighteningly effective at
finding and hitting their targets.

70

Attack Craft
To complement their offensive weaponry, many
Eldar vessels also carry various forms of attack
craft. These include Darkstar fighters, which often
serve as escorts for Eagle bombers. For atmospheric
operations, the Eldar utilise Nightwing fighters and
Phoenix ground-attack craft. When the time comes
to transport troops, the Vampire raider is brought
into play, along with the heavily-armed Vampire
Hunter. Eldar starfighters are among the most
advanced in the galaxy; the Darkstar is easily able to
outrun and outmanoeuvre anything fielded by the
Imperial Navy. In addition, Eldar attack craft
possess holofields, making them nearly impossible
to hit when they make their attack runs. When
coupled with their armour-cracking sonic charges,
this makes the Eagle one of the most feared
bombers in space.
Eldar Vessel Special Rules
All Eldar ships are subject to the following
special rules:
Master Starfarers: The Eldar are some of the most
skilled voidfarers in existence and their ships are
designed to make the most of their talents. Any
Eldar aboard an Eldar vessel may re-roll any
Piloting Tests for Manoeuvre Actions.
Path of the Warrior: When a Craftworld Eldar
vessel engages in a boarding action, it doesnt send
mere ratings into the fray. Instead, well trained and
well armed Eldar Aspect Warriors will lead the
attack (or defence). Thus, Craftworld Eldar receive
+10 on any Command Tests made as part of a
Boarding Action and inflict 1d5+2 Crew Population
and 1d5+2 Morale Damage to enemy ships
(representing the ease with which Aspect Warriors
slaughter their foes).
Limited Crew: The Eldar are not a numerous
people and the size of their ships crews reflect this.
In addition, many Eldar vessels are controlled in
part (or whole) by an Infinity Circuit containing the
souls of dead Eldar, further reducing crew
requirements. All Eldar Crew Population losses are
increased by one.
Dedicated Crew: Any given Eldar has seen
centuries or even millennia pass by. Thus, they are
highly proficient in their duties and difficult to
rattle. Any time an Eldar ships loses Crew
Morale, it loses 1 less point of Morale (to a
minimum of 1).

Sailing On The Solar Winds: Ships equipped with


Solar Sails subtract one from their Speed value if
they begin a Strategic Turn moving towards the
nearest sun, use listed speeds while flying away, and
add one to their Speed value when moving at a
(roughly) right angle to it. However, these
modifications only apply within a solar system and
can be ignored if the vessel is in deep space.
Supreme Manoeuvrability: A ship with Solar Sails
may interrupt its Manoeuvre Action at any point to
perform a Shooting Action. Once the Shooting
Action is resolved, it must complete the remainder
of its Manoeuvre Action. The limit of one Shooting
Action per turn still applies. In addition, all Eldar
vessels can make turns of 90 degrees, regardless of
hull size.
Holographic Cloaking: All attacks made against a
ship with a functioning Holofield suffer 40 to any
Test to hit in addition to any other penalties (for
example, this would include both a Ballistic Skill
Test to hit the ship with lances, and a Pilot (Space
Craft) + Manoeuvrability Test to ram the
Holofield equipped ship). Macrobatteries, due to
their massive broadsides capable of filling a large
area of space with ordinance, only suffer a 20 to
hit. Ships also suffer a 30 to any attempts to use
any Extended Actions against the a holofielded ship
that involve Detection (such as Lock on Target and
Focused Augury).
Eldar Defensive Doctrine: Eldar ships have no
Void Shields, and always have their Holofield active
unless it is destroyed.

71

Eldar Weapon Special Rules


The following rules apply to certain Eldar
weapons, reflecting their radical and alien nature:
Superior Accuracy (Any Eldar Macrobattery):
Eldar gain a +10 to Ballistic Skill Tests made to fire
any Eldar macrobattery.
Pulsed Fire (Pulsar Lance Only): The Eldar long
ago mastered the technology of laser weapons, and
their lances are far superior to the crude lances used
by other races. When an Eldar pulsar lance scores a
hit, roll to hit again, applying the same bonuses and
penalties. A pulsar lance can score up three total hits
when fired.
Self-Guided Targeting (Eldar Torpedoes): All
Eldar Torpedoes use the rules for Seeking Torpedoes
(see page 9).
Defensive Holofield (Eldar Torpedoes and Bombers):

Both Eldar torpedoes and anti-ship bombers have a


powerful holofield. The holofield negates any Turret
Rating bonuses the target ship would normally get
when attempting to shoot down in an incoming
salvo or attack craft wave.

Traversing the Webway


Eldar do not usually travel by way of the Warp,
but by that of the Webway, a series of interconnected
gates located throughout the immaterium. The
Webway is a comparatively safer method of
traversing the void, and lessens the chance of
incursions while en route.
To travel through the Webway, utilize the same
method detailed in the Rogue Trader Core Rulebook
for traversing the warp, but utilize the Navigate
(Webway) skill instead. Should the initial location
or entry into the Webway check fail, the rest of the
process continues utilizing the standard rolls and
modifiers presented in the Rogue Trader Core
Rulebook as the ship passes through a breached
section of Webway, and is subjected to standard rolls
on the Perils of the Warp table.
Should the initial checks be successful, the
process continues as detailed, but apply a +20 bonus
to all rolls made on the Perils of the Warp table due
to the Webway's relatively safer nature. If utilizing
the Perils of the Warp chart presented in The Navis
Primer, this would become a -20.
Modifiers from components or high skill
checks add together with this bonus, reflecting the
relatively safer nature of the Webway.
Conventional Warp Travel:
Eldar Warp Plotters may also utilize traditional
Warp Travel similar to the Imperium of Man. In
these instances, utilize the standard method of
Traversing the Warp presented in the Rogue Trader
Core Rulebook, utilizing either Navigation (Warp) in
the case of conventional Warp travel or Navigation
(Webway) in the case of entering a breached
Webway (GM Discretion).

72

Constructing Eldar Starships


Holo Field:
This component replaces the Void Shield
component on Imperial ships, and grants some of the
ship abilities described on page 71, namely
Holographic Cloaking and Eldar Defensive
Doctrine. The Holo Field's Space and Power
Requirements are included on page 79.

Eldar Starships are constructed much in the


same way as Imperial Starships, with some
differences to the rules. Begin by selecting a Hull
from the Eldar Hull Types, and note whether or not
it is a Craftworld hull or not, as that will apply
bonuses mentioned on page 71. After this is done,
proceed with selecting Essential Components,
checking below to make sure what parts and effects
are available.

Eldar Bridge:
Eldar bridges function much the same as
Imperial ones, and and as such provide the same
bonuses. Utilize Imperial Bridge Components with
the same statistics, benefits, and restrictions
presented in the Rogue Trader Core Rulebook and
other supplements.

Essential Components:
Essential Components are required for a starship to
function. A ship must have one (no more)
Component from each of the following categories,
lest the ship lose some vital function. Without a life
sustainer, for instance, the vessel is nothing more
than a cold and empty tomb, while a ship would be
blind and deaf without an auger array.
Solar Sails:
Note: This component replaces Plasma Drives
The Eldar disdain the use of brutish plasma
drives, and instead soar across the void powered by
the light of stars, caught in vast solar sails that
extend from the ship like wings. This both powers
the ship and provides propulsion. A solar sail allows
an Eldar ship to move, and provides it with power.
In addition, it provides some of the benefits
mentioned on page 71. Statistics regarding power
are included on page 79.
Warp Plotter:
This mysterious component allows Eldar Vessels
to traverse the immateriam. For statistics, it
functions identically to the Imperial Warp Drive, but
also allows travel in the Webway. Utilize Warp
Drive Statistics in the Rogue Trader Core Rulebook
and other supplements with the same benefits and
restrictions, but note that any bonuses to Navigation
(Warp) also apply to Navigation (Webway).
Runecaster:
This component provides protection to the ship
as it traverses the immaterium. For statistics utilize
Imperial Gellar Field Statistics in the Rogue Trader
Core Rulebook and other supplements with the
same benefits and restrictions, but the
protection extends to the Webway. Any
bonuses to Navigation (Warp) also apply to
Navigation (Webway).

Eldar Life Sustainer:


Eldar Life Sustainers fill a vital role, providing a
ship with clean air and water. Eldar Life Sustainers
function with the same statistics, benefits and
restrictions as Life Sustainers in the Rogue Trader
Core Rulebook and other supplements.
Eldar Crew Quarters:
Even the lowliest crew require bunks and messhalls to live in, and on Eldar ships this is no
different. Eldar Crew Quarters have the same
statistics, benefits, and restrictions in the Rogue
Trader Core Rulebook and other supplements.
Eldar Sensor Array:
The starships eyes, allowing it to see space far
beyond the range of normal eyesight. Eldar Sensor
Arrays function with the same benefits, statistics,
and restrictions as Auger Arrays in the Rogue Trader
Core Rulebook and other supplements.
Essential Component Notes:
While mechanically the same, the appearence of
these various ship components is wildy divergent
from those of the Imperium of Man. Components
may not be given to Imperial vessels unless already
the rules already exist in a Xenotech ship section.
Those not proficient with Wraithbone suffer a
-20 to all tests when attempting to work with the
technology. (Eldar are considered to be proficient)
Supplemental Component Notes
Eldar ships may purchase Eldar equivalent
of any Imperial Supplemental Component,
provided there would logically be one.

73

Starship Hulls
Starship Variety
Eldar Starship are constructed with two different
needs in mind. Corsair Ships are designed with
trade and exploration as their primary purpose, and
tend to rely on speed and agility. Craftworld Ships
are designed with the defense of one of the last
remaining ships of a people, and can bring to bear
an incredible amount of firepower.
Regardless of intent, both varieties of ship hull
origin are incredibly agile, capable of running
circles around Imperial vessels and often doing so.
Craftworld Ships gain additional bonuses as
dictated on page 71.
Corsair Ships
The typical Eldar Corsair vessel is the size of an
Imperial light cruiser and as well armed. Equipped
with Pulsar Lances and holofield-protected
torpedoes, one such ship can easily shred the
average transportnot to mention giving a good
account of itself when facing raiders and frigates. Of
course, most Corsairs never hunt alone, and tend to
travel in small groups in order to combine their
strengths to make for an even greater whole. Due to
their use of the webway, Eldar Corsairs are often
able to get extremely close to a desired target before
starting their attack. Once they arrive, their
holofields render them nearly invisible to augurs of
all kinds, while their ships solar sails enable them
to approach an unsuspecting victim without the
glare of a plasma drive to give them away.
Once they begin their attack, Corsairs is
relentless. They strike swiftly and accurately,
seeking to disable their targets, usually by targeting
the engines. To make matters worse, attacking Eldar
often divide into two (or more) wings, enabling
them to strike from several directions at once.
Only after rendering their quarry adrift in space
will the Eldar board, at which point almost all hope
is lost for the remaining crew. In some ways, the
Eldar known as the Crow Spirits are the best of the
lot, as they simply destroy ships outright, as
opposed to looting them and slaying the crew.

74

Corsair Ship Hulls


Hemlock Class Destroyer

Corsair Frigate Class Ship Hulls

Hull: Frigate
Dimensions: 1.4km long, 0.2km abeam
Mass: 4 Megatonnes
Crew: GM Discretion
Accel: 9.5 Gravities Max Sustainable
This tiny vessel is built around the Pulsar Lance that
runs the length of its spine. Little more than a flying gun,
the Hemlock uses its great speed to get as close as
possible to its target before unleashing a ripping hail of
lance fire.

Arconite Class Frigate


Hull: Frigate
Dimensions: 1.5km long, 0.3km abeam
Mass: 4 Megatonnes
Crew:Gm Discretion
Accel: 9.5 Gravities Max Sustainable
A patrol ship designed to patrol the edges of space,
preventing any incursions into Eldar territory.

Speed: 14
Manoeuvre:+45
Detection: +25 Hull Integrity: 20
Armor: 14
Turret Rating: 1
Space: 30
Ship Points: 40
Weapon Capacity: Prow 2
--------------------------------------------------------------Hellbore Class Frigate
Hull: Frigate
Dimensions: 1.8km long, 0.3km abeam
Mass: 5 Megatonnes
Crew: GM Discretion
Accel: 9.5 Gravities Max Sustainable
Gaining infamy as the most heavily armed frigate in
the Gothic Sector during the devastating Gothic War,
Hellebores are designed to sow confusion among a
target fleet through a swift dispersal of torpedoes. It then
follows up with a barrage of battery and pulsar fire.

Speed: 14
Manoeuvre:+42
Detection: +25
Hull Integrity: 25
Armor: 14
Turret Rating: 1
Space: 30
Ship Points: 40
Weapon Capacity: Prow 2, Keel 1

Speed: 15
Manoeuvre: +40
Detection: +20 Hull Integrity: 18
Armor: 12
Turret Rating: 0
Space: 30
Ship Points: 40
Weapon Capacity: Prow 1
Skeleton Crew: The Hemlocks crew is tiny, even for an
Eldar ship. While its sufficient to operate the ship in
combat, thats about it. Thus, the Hemlock automatically
fails opposed Tests in boarding actions with 1d5+1
degrees of failure.
--------------------------------------------------------------Nightshade Class Destroyer
Hull: Frigate
Dimensions: 1.3km long, 0.3km abeam
Mass: 5 Megatonnes
Crew: GM Discretion
Accel: 9.5 Gravities Max Sustainable
Larger than the Hemlock, the Nightshade-class
destroyer is designed to close, deploy torpedoes, and
flee, much like its Imperial counterpart, the Cobra
destroyer. Usually deployed in squadrons of three or
four, Nightshadeclass vessels
make rapid attack
runs on their target,
firing torpedoes
as they close
and then
covering their
retreat with a
barrage from
their
macroweapons.
Speed: 14
Manoeuvre:+45
Detection: +24
Hull Integrity: 20
Armor: 14
Turret Rating: 1
Space: 30
Ship Points: 40
Weapon Capacity: Prow 1, Keel 1

75

Corsair Cruiser Ship Hulls

Corsair Light Cruiser Ship Hulls


Aurora Class Light Cruiser

Eclipse Class Cruiser

Hull: Light Cruiser


Dimensions: 3.4km long, 0.4km abeam
Mass: 12 Megatonnes
Crew: GM Discretion
Accel: 9 Gravities Max Sustainable
The Aurora-class Light Cruiser is fairly typical of
Eldar Corsair ship design. It is fast, very manoeuvrable,
and possesses a significant level of firepower. Curiously,
its solar sails are mounted not only dorsally but to port
and starboard as well, mimicking the configuration of
the larger Eldar cruisers and battlecruisers. These ships
seem to be popular amongst Corsair fleets.

Hull: Cruiser
Dimensions: 4.7km long, 1.4km abeam
Mass: 18 Megatonnes
Crew: GM Discretion
Accel: 8 Gravities Max Sustainable
The Eclipse class is one of the most feared Corsair
voidships as it combines heavy firepower with multiple
squadrons of attack craft. A single Eclipse carrier can
eviscerate a convoy of civilian and military vessels.

Speed: 14
Manoeuvre:+43
Detection: +20
Hull Integrity: 48
Armor: 15
Turret Rating: 1
Space: 45
Ship Points: 55
Weapon Capacity: Prow 2, Keel 1
--------------------------------------------------------------Solaris Class Light Cruiser
Hull: Light Cruiser
Dimensions: 3.8km long, 0.4km abeam
Mass: 13 Megatonnes
Crew: GM Discretion
Accel: 9.5 Gravities Max Sustainable
Similar to the Aurora Class Light Cruiser, so too is the
Solaris designed to be fast, manoeuvrable, and posess a
large amount of firepower. It is one of the more
common starships founnd among Corsair fleets.

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

Speed: 9
Manoeuvre: +22
Detection: +25
Hull Integrity: 60
Armor: 15
Turret Rating: 1
Space: 55
Ship Points: 60
Weapon Capacity: Prow 2, Keel 2
--------------------------------------------------------------Shadow Class Cruiser
Hull: Cruiser
Dimensions: 4.7km long, 1.4km abeam
Mass: 16 Megatonnes
Crew: GM Discretion
Accel: 8 Gravities Max Sustainable
The Shadow class combines tremendous speed,
manoeuvrability, and offensive firepower into a single,
highly-effective package. The bane of Imperial shipping
in the Koronus Sector, Shadow-class cruisers normally
form the centre of a Corsair strike fleet.

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

76

Craftworld Hulls
Craftworld Ships
An Eldar Craftworld is a sight never to be
forgotten. The size of a small planet (or even larger),
they drift serenely through deep space, travelling
paths known only to the Eldar Farseers.Made from
wraithbone, the same material used to create Eldar
armour, vehicles, and starships, Craftworlds are all
the Eldar have left to remind them of their past
glories.
Craftworlds are usually well guarded by large
battlefleets. Normally, these fleets remain close to
their respective worlds, as there are space-borne
threats enough to worry about. But, there come
times when the Eldar fleets will amass in force and
venture forth to do battle. Normally, such campaigns
are made in defence of a Maiden Worldplanets
transformed by the Eldar into lush paradises. More
than once the Eldar ruthlessly exterminated the
unwanted inhabitants from one of their Maiden
Worlds, as they see any non-Eldar settlers to be
invaders, regardless of how long the colonists have
dwelled there or how long its been since the Eldar
last visited.
Craftworld ships range in size from small
raiders (used for close-in defence of the Craftworld
itself ) to immense battleships equal in size and
power to the greatest of Imperial Navy vessels.
Their ships tend to be slower than those of the
Corsairs, but also sturdier and capable of enduring
more punishment in a traditional ship-to-ship
engagement. It is almost unheard of for Eldar
corsairs to use craftworld ships, and vise versa.
The following is a sampling of Eldar Craftworld
vessels. Any such ships encountered in the Koronus
Expanse are almost certain to call Craftworld
Kaelor home. This craftworld drifts through the
edges of the galaxy, its current course bringing it
close to the Calixis Sector and Koronus Expanse.
Craftworld ships gain additional bonuses, as
detailed on page 71.

77

Craftworld Ship Hulls


Craftworld Raider Ship Hulls
Shadowhunter Class Escort
Hull: Raider
Dimensions: .8km long, 0.15km abeam
Mass: 3 Megatonnes
Crew: GM Discretion
Accel: 10 Gravities Max Sustainable (Minimum)
These tiny vessels are among the smallest encountered
in Eldar fleets. Almost always found in small packs,
theyre primarily used for close defence of Craftworlds
and rarely (if ever) venture far out into deep space.
Incredibly agile, even for an Eldar ship, Shadowhunters
are capable of engaging enemy fighter craft directly
(usually with their starcannons) and often engage in
rapid strafing actions against larger capital ships. When
defending their Craftworld, the Shadowhunters act as
the last line of defence, swarming over anything that
manages to get past the other, larger, Eldar ships and
pursuing their quarry down almost to the surface of the
Craftworld itself.

Speed: 15
Manoeuvre: +50
Detection: +20
Hull Integrity: 15
Armor: 14
Turret Rating: 0
Space: 25
Ship Points: 35
Weapon Capacity: Prow 1
--------------------------------------------------------------Craftworld Light Cruiser Hulls
Wraithship Class Light Cruiser
Hull: Light Cruiser
Dimensions: 3km long, 0.4km abeam
Mass: 12 Megatonnes
Crew: GM Discretion
Accel: 8.5 Gravities Max Sustainable
Wraithships are almost the prototypical Craftworld
Eldar vessel. Formed, like all other Eldar ships, from
wraithbone, Wraithships are noted for their clean,
elegant lines and almost unnatural agility for a craft
nearly three kilometres in length. A mainstay of
craftworld fleets, its said Wraithships dont so much as
dive to the attack as they swoop like a bird of
prey.

Speed: 8
Manoeuvre: +24
Detection: +20
Hull Integrity: 55
Armor: 18
Turret Rating: 1
Space: 45
Ship Points: 55
Weapon Capacity: Prow 2, Keel 1
-----------------------------------------------------------------------Craftworld Cruiser Ship Hulls
Dragonship Class Cruiser
Hull: Cruiser
Dimensions: 4.5-5.5km long, 0.4-.6km abeam
Mass: 16-20 Megatonnes
Crew: GM Discretion
Accel: 7-8 Gravities Max Sustainable
The name dragonship doesnt refer to a specific
Eldar vessel per se, but instead to a wide variety of
similar ships designed along the same basic layout.
These ships are usually identifiable by their size
theyre among the largest in the Eldar fleet, and by the
use of the name dragon as part of the ships class. In
fact, the Eldar often give them unique names based on
their weapon configurations and roles in battle.
For example, the Ghost Dragon is so named because
they have virtually no crew and are instead piloted solely
by the ships Infinity Circuit, where Void Dragons are
equipped for extended operations away from the
craftworld. Craftworld Kaelor utilises the Night Dragons
designed to be hard to detect and possess highlyadvanced auger arrays, Nova Dragonsarmed almost
exclusively with starcannon cluster batteries to serve as
close-in support during fleet actions, and Star Dragons
which use massed pulsar lances to engage enemy vessels.
There may be other Dragons as well, with different
weaponry and uses.

Speed: 8
Manoeuvre: +20
Detection: +18
Hull Integrity: 60
Armor: 18
Turret Rating: 1
Space: 55
Ship Points: 60
Weapon Capacity: Prow 3, Keel 2

78

Eldar Starship Components


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

Supplemental Components, however, that need


clarification, namely Eldar weaponry.
Macrocannons
The Eldar have long perfected plasma
technology, and do not arm their vessels with crude
projectile cannons. Their macrobatteries are made
up of multiple turrets of immense clusters of
starcannons, capable of punching through armour
with intense plasma beams. Eldar only utilize the
Starcannon Cluster Macrobattery on their ships.
Lances
Eldar only utilize the Pulsar Lance weapon.
Landing Bay and Torpedo Tubes
Eldar may use any Imperial Equivalent

79

Chapter 8: Alternate Career Ranks


Alternate Career Ranks represent diversions and
differing branches to a characters basic Career
Path. These might be the result of exposure to new
cultures or agencies in the Expanse, hidden secrets a
character chooses to reveal to his fellow Explorers,
or the result of specialised training or equipment a
character has gained in his travels. Note that these
Alternate Career Ranks do not fundamentally
change a characters nature; if a character is
following the Arch-militant Career Path, then his
path stays focused on martial abilities and conflict.
Rather, they signify a characters experiences
moving along a side path, learning new abilities and
gaining new experiences along the way.
Alternate Career Ranks can let a player
differentiate and personalise his character, especially
in situations where several players have chosen the
same Career. Based on the new directions a player
wishes his Explorer to follow, he might find his
character evolving in ways the player had not
initially anticipated when creating him.
Alternate Career Ranks also allow a character to
become even more firmly rooted into the settings of
Rogue Trader, the Calixis Sector and the Koronus
Expanse. Each of these paths offer Explorers new
and exciting ways to interact with the rest of their
surroundings.
Taking an Alternate Career Rank
Alternate Career Ranks might look very
appealing, and not just because they represent
something that diverges from the standard Career
Path. With access to new powers, Skills, and
Talents, a character can stand out from others and,
ideally, better aid his fellow Explorers. However,
some Alternate Career Ranks can complicate the
campaign at large, and players should always ask for
the GMs permission before having their Explorers
take on Alternate Career Ranks.
Each Alternate Career Rank has several
Prerequisites that an Explorer must meet before
selecting it. Many of these Prerequisites are Talents,
Skills, or Characteristic thresholds, and an Explorer
must fulfil all of the listed Prerequisites for an
Alternate Career Rank before selecting it.
In addition, some Alternate Career Ranks are only
available to Explorers from certain Careers.
Other Alternate Career Ranks have various
restrictions in this regard.

Lastly, each Alternate Career Rank has a set of


Ranks at which it can be selected. Typically, this is a
minimum Rank within a Career Path that the
Alternate Career Rank can replace (such as Rank 3
or higher).
If an Explorer meets all the above requirements
for an Alternate Career Rank, he can select it in
place of one of his normal Career Paths Ranks when
he earns enough xp to access that Rank. The
Explorer replaces the Rank he would have taken
with the Alternate Career Rank. The Explorer
exchanges the Alternate Career Ranks Advance
Table for the usual Rank he would be able to make
purchases from as part of his Career. At this point,
the Explorer has access to the new Advances and
may spend xp to purchase these Talents, Traits, and
Skills. Some of the Alternate Career Ranks also have
special Traits or other abilities that the Explorer
gains immediately upon selecting the Alternate
Career Rank. Once the Explorer has earned enough
xp points to reach the next Rank in his Career, he
returns to the next Rank in his original Career Path.
While any new Alternate Career Rank is filled
with new opportunities, there are some drawbacks to
diverging off of the standard path. This new focus
might deny an Explorer access to other Skills and
Talents, or force the Explorer to pay more
experience for them. A player could even find his
characters maximum ability with certain Skills
reaching its upper limit earlier than he had planned.
This is a potential price for taking a more
generalised character in a more specific and
specialised direction.
As all of this can complicate the normal
character progression system, Alternate Career
Ranks are recommended for more experienced
players. Keep in mind also that regardless of how
many new options an Explorer gains, an Explorers
Rank is still governed by the total amount of xp he
has earned over the course of his development.
Elite Advances from Missed Career Ranks
Choosing an Alternate Career Rank means a
character has diverged from the generalised regular
path of his career for a more specialised one. While
this means access to new and often unique abilities
during his tenure, it can often mean missing out on
the opportunities afforded in the regular
development of his character. The Explorer can
purchase these missed Skills and Talents

80

with the GMs approval as Elite Advances in the


missed Rank at a cost set by the Game Master. A
recommended base cost for these Advances is twice
the original cost (so a 200 xp Skill would cost 400
xp, while a 500 xp Talent would cost an impressive
1,000 xp). The GM can modify this amount up or
down as he sees fit, keeping in mind that Alternate
Career Ranks present opportunities to characters
they normally would not have, and there should be a
trade-off for this opportunity.

Career Progression
Advancing to a characters next Rank is done
normally once the character has accumulated and
spent enough xp. The character might find in later
Ranks that the digression he took for his Alternate
Career Rank has left him bereft of certain Skills,
ones needed as Prerequisites for some of the
Advances the character might wish to have. To
acquire them the player must obtain them as Elite
Advances. Alternately, the player might find
developing the new Advances his character gained in
his Alternate Career Rank is a way to further
individualise a character and make up for the missed
opportunities of the path not taken.

81

Bonesinger
A Bonesinger serves as a psychic engineer and
craftsman for the Eldar. The Bonesingers are the
builders and maintainers of all Eldar weapons, tools
and even the Craftworlds themselves. These
powerful xenos psykers are gifted in the arts of
construction using the solidified power of the Warp.
They use their telepathic ability to summon or
psychically generate the solidified substance of the
Immaterium the Eldar call Wraithbone, which they
construct into buildings or tools and use to repair
the Eldar's vehicles, weapons and armour. Like all
of their kind, the Bonesingers are following one of
the many Paths of the Eldar that determines their
current focus and purpose in life. The Bonesinger's
Path, the Path of Shaping, is closely related to both
the Path of the Artisan and the Path of the Seer.

During his or her time on the Path of Shaping,


the Bonesinger is tasked with the construction and
maintenance of Eldar structures, weapons and
machinery. They do this through the psychic
manipulation of Wraithbone, summoning this
material into being from the raw energy of the Warp,
then shaping and moulding it into various items,
with the typical Eldar concern that the item be
aesthetically pleasing as well as functional. While
Wraithbone is capable of naturally repairing itself
over time, the process can be greatly enhanced by
the psychic abilities of a Bonesinger. Bonesingers of
the Il-Kaithe Craftworld are said to be the most
skilled of the Eldar Bonesingers, able to practice
their art even in the heat of battle.

82

Bonesinger Requirements and Progression

New Talent: Wraithbone Calling


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

83

Corsair Prince
Eldar Corsairs tend work as an at least semicohesive unit to achieve much greater results than
they could individually. Though notoriously fickle,
a consequence of the path they walk, there are those
who manage to earn the loyalty of the those that
travel with them. Be it through intimidation,
negotiation, or through valor and deed, there are
those Corsairs who rise above the rest of their
fellows to become leaders of their respecitve bands.
An Eldar Corsair band is usually led by a
member of the Eldar nobility with the title of prince
(or princess) who has chosen the Path of the
Outcast. To a human these Eldar might seem aloof
and arrogant, but the remnants of the lost Eldar
empire's ancient aristocracy are natural leaders,
brilliant tacticians and bold warriors in battle.

There are many Corsair Princes who have risen


to their position by raiding, pillaging, and stealing.
They tend to be ruthless individuals who care little
for those not under their command, and sometimes
not even those. There are some who retain an air of
nobility about their task, and utilize an appropriate
level of force (by contrast), and allow survivors to
surrender or flee.
Not all Corsairs turn to the path of Piracy, and
serve a more pragmatic purpose. Fostering trade
between groups of wayward Eldar and even between
themselves and the Imperium of Man, these Corsairs
bring the lifeblood of supplies to their steadily
declining homewords, though they are never truly
trusted by the Craftworld defenders.

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Corsair Prince Requirements and Progression

85

Harlequin
"All theatres are theatres of war. War must, needs
be theatrical."
Farseer Ro-fhessi of Craftworld Ulthwe,
describing a Harlequin performance
A Harlequin, known in the Eldar Lexicon as a
Rillietann, is a member of a very distinct sub-group
of the Eldar race that belongs to none of the existing
Eldar sub-races, including the Craftworld Eldar, the
Exodites or the Dark Eldar. They are the keepers of
the Black Library and serve the enigmatic Eldar
deity called the Laughing God. They are welcomed
by all of the other Eldar factions, including the Dark
Eldar of Commorragh and the Webway, and are
known for their brightly coloured clothing,
incredible agility (even for an Eldar), and use of
unusually powerful weapons. Harlequins always
organise themselves into groups they call Troupes,
which are led by a Troupe Master.
The Harlequins are an ancient faction of the
Eldar, and the most enigmatic members of that
mysterious alien race. They roam the Webway,
fighting Chaos and its influence. Their sole purpose
is to seek out Chaos and destroy its power wherever
they can, and Chaos and its minions are their most
hated enemies.
Harlequins must pass a trial known only as "The
Ritual" upon initiation into a Harlequin band. This
ritual binds them to the Laughing God (the only
Eldar God to have survived as an independent entity
in the Warp), which is said to free them from the
fear normal Eldar have of Slaanesh, the Chaos God
of pleasure, stealing their souls away for an eternity
of hellish torture in the Immaterium. This is why
they need not wear a Waystone when they travel in
the Webway, and do not have to endure the tiring
soul-draining that other Eldar endure when in the
Webway for prolonged periods of time.
The Harlequin lifestyle is very like the life of a
roaming mime or troubadour of the medieval times.
They wander the Webway and occasionally appear
at Eldar settlements: on a Craftworld, on
Commorragh, an Exodite Maiden World, or even a
human world in the Imperium of Man.

They perform frenetic, acrobatic dances for the


spectators there which are called Masques. Their
artistic works portray the Fall, the legendary decline
that destroyed the Eldar empire, the birth of the
Chaos God Slaanesh, and many other tales from the
long history and ancient mythology of the Eldar
people.

86

Harlequin Requirements and Progression

87

A Note from the Author


And so this is the complete version of the Eldar Character guide as of 8-15-14 (in US date notation).
This project was a blast to work on, and I'd like to thank Fantasy Flight Games for their continuing work the
Warhammer 40,000 Roleplay system, providing an incredible amount of lore and examples to go on, and
wish them good luck and success in their production of quality books for their lines.
I'd also like to extend a huge thanks to all the fans who created artwork that has been used in this
Character Guide. I did not think to save sources to include credits, so if your artwork is here or if you happen
to be an enterprising sort who decided to find the image sources, just let me know and I will create a 'Credits'
page with a link to the source with name of the artist and piece title.
An additional huge thanks goes out to the team that created LibreOffice, the freeware software on
which this guide was created. Couldn't have done it without your excellent programs!
Special thanks to all those on the Rogue Trader Forums at FFG for helping find balance issues,
confusing rulings, and editing issues, in particular aleandro01. It's been a huge help!
Hopefully this guide is a fairly well balanced addition to the current lineup of Rogue Trader Xenos
races, and if nothing else a helpful lore guide to the Eldar that live in the Koronus Expanse. Thanks for
showing interest in the work, and if there's any typos or suggestions that people may have for the guide in
terms of Alternate Ranks, additional weapons, or balance concerns, feel free to email me at
LodgeBlackman99@gmail.com, or visit http://www.lodgeblackmangames.jigsy.com.

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