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Warhammer 40,000 Eldar: d20-System

Powerful people of a dying race, blah blah blah.

The Eldar are an incredibly ancient race who once ruled a vast empire across the stars. Then came the hideous time of the Fall, when the Eldar were consumed by their own decadence to the brink of extinction. The few who survived were scattered across the stars. Though the Eldar are few in number, they continue to be one of the most technologically advanced races in the galaxy. This advantage is combined with the prescient abilities of their Farseers, who scry the future and guide their kin along the most favorable paths of fate.

Eldar Species Traits
• +2 Dexterity, -1 Constitution, -1 Charisma: Eldar are incredibly agile, but they are slender and frail. Also, they feel others are inferior, and others know it.
• Medium-Size: as medium-sized creatures, Eldar receive no bonuses or penalties due to size. Eldar usually stand between 1.7 and 2.5 meters.
• Eldar base speed is 10 meters.
• Automatic Languages: Speak and Read/Write Eldar and Ancient (the language of the Old Ones).

Eldar Commoner: Init +1 (Dex); Defense 11 (+1 Dex); Spd 10 m; VP/WP 0/9; Atk +0 melee (1d3, unarmed) or +1 ranged; SQ Species traits; SV Fort -1, Ref +1, Will +0; SZ M; FP 0; Rep +0; Str 10, Dex 12, Con 9, Int 10, Wis 10, Cha 9.
Equipment: Variety of personal belongings.
Skills: Knowledge (any one) +1, Read/Write Basic, Read/Write Eldar, Speak Basic, Speak Eldar.
Feats: Force-Sensitive.
Species Traits: +2 Dexterity, -1 Constitution, -1 Charisma.
Automatic Languages: Basic and Eldar.

Roleplaying
Remnants of an ancient empire, now on the verge of oblivion, the Eldar fight to retain their place in the universe, and to regain thir lost power and pride. The Eldar are a psychic race, overall, as well as possessant of incredibly advanced technology, created over 10,000 years of turmoil, after nearly an eternity of rulership. Eldar think in longer terms than humans, seeing as the average Eldar has approximatley 1,000 years of life to work with, barring injury or illness. Some, those with psychic powers, can live for even longer; there are tales of the great Farseer, Eldrad Ulthran, ho has lived for over 10,000 years, and who is nearly crystalized from his psychic might. This extended life span, coupled with their ability to see future events, makes Eldar rather vain and arrogant, as well as self-serving and measured. The most obvious thing most other races notice, though, is that an Eldar will not often think twice about abandoning a non-Eldar to die, so long as it will save Eldar life. This is due to the long decline of the Eldar people. As a dying race, they cannot afford casualties. There have even been incidents where, forseeing a cataclysm to themselves on the horizon, the Eldar have engineered the downfall of others, to shield themselves. If one hundred million Humans can die instead, sparing only 10,000 Eldar, the Eldar will still consider it a great success.

Eldar are thin and graceful. They are slightly taller than the average Human, and often have attractive features. They like longer hair, and Eldar have colors of it ranging through the Human norm, also incluing silver and white, which, for Eldar, are not a sign of old age. Also, after what stands for puberty in an Eldar, they seem to stop aging until right into the last few years of their lives, and even then, there are no wrinkles; their skin simply pulls tight across the bones. Eldar have tall, pointy ears and almond-shaped eyes. Their noses are smaller, on the average, than Humans. The best way to think of one is a taller than normal elf. Eldar only reproduce once in their lives, and always have identical or fraternal twins. This does not usually happen until the 500th year, or so, adding up to a very low birth rate, thus the decline of the Eldar race. As far as reproducing goes, Eldar do so the same as Humans do, and there are male and female Eldar. In Eldar society, the sexes seem to be equal in all ways, however, some differences are noticable. The larger portion of Aspect Warriors do tend to be men, minus the all-female Howling Banshees, while there are a good number of females among the Farssers, Warlocks, and Spirit Seers of the Iyanden. Among Guardians, the numbers seem to be equal. Eldar possess no noticable view on the overall strength or weakness of either sex; even if such had once been true, the Eldar of today must use every able-bodied person to survive, and there would simply be no place for bickering over gender.

Special Abilities and Specifics
The Eldar are an ancient race, and have had a long time to develop some interesting abilities. Also, while they might not initially be thought of as a powerful force, they are quite war-capable, and they have some tricks to offst any weaknesses they might have.

Fleet of Foot: The Eldar are lithe warriors, and they can cover a great deal of ground, quickly and gracefully. Also, many of their weapons are either melee or short-ranged, so they will want to get somwhat close to their opponents, to use them. Eldar wearing no armor, or light armor, can take an additional movement action, for a total of three movement actions per turn, as long as they do not participate in ranged combat. Wearing medium or heavier armor, and certain other factors, can disable this ability.
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Webway Travel: The Eldar cannot travel in the Warp, as other races do; to do so would bring down hoards of warp-entities, due to the Eldar's stronger psychic presnece in the Warp. Instead, the Eldar have devised a means of traveling across the vastness of space through a network of tunnels through the Warp, known as the Webway. Though it is slightly slower, and can only be exitted or entered at certain places, it is the only viable way for them to travel over interstellar distances. Any other attempts would be suicide, so long as Slaanesh exists. On the positive side, the Eldar can travel through the webway on foot, requiring no ships or transports. Also, since the tunnels are constructed of wraithbone, they are mostly shielded from the perils of the Warp. Only some areas are dangerous, and thus, the Eldar can usually travel unmolested.

A DAY IN THE LIFE...
Life among the Eldar is an odd situation. Eldar are constantly moving, their craftworlds and nomad fleets traveling across space, and through the Webway, seeking safe places to stop.

ELDAR-SPECIFIC CHARACTER CLASSES

Farseer (Core Class)

Requirements
To qualify to become a Farseer
Race: Eldar
Path: Path of the Seer
Skills:
Feats:
Special:

Game Rule Information
Vitality: d8.

Class Skills: The Grey Knight's class skills are Alchemy (Int), Concentration (Con), Craft(Int), Knowledge (Int), Profession (Wis), Scry (Int), Search (Int), Spellcraft (Int), Spot (Int).

Weapon and Armor Proficiency: High Mages gain no proficiency in any weapon or armor.

Skill Points per level: 2 + Int modifier

Table: The Seer

Level BAB Fort Ref Will Defense Bonus Reputation Bonus Special
1 +0 +1 +2 +2 +3 +1 Gene-Seed (initial)
2 +1 +2 +3 +3 +4 +1 Bonus Feat TBA
3 +2 +2 +3 +3 +4 +1 Bonus Feat
4 +3 +2 +4 +4 +4 +2 Grey Knight-package Bonus Feat
5 +4 +3 +4 +4 +5 +2 TBA
6 +5 +3 +5 +5 +5 +2 Bonus Feat
7 +6/+1 +4 +5 +5 +6 +2 TBA
8 +6/+1 +4 +6 +6 +6 +3 Leadership, Tactics, Minions, Bonus Feat
9 +7/+2 +4 +6 +6 +6 +3 TBA
10 +8/+3 +5 +7 +7 +7 +3 Bonus Feat
11 +9/+4 +5 +7 +7 +7 +3 TBA
12 +10/+5 +6 +8 +8 +8 +4 Bonus Feat
13 +10/+5 +6 +8 +8 +8 +4 TBA
14 +11/+6/+1 +6 +9 +9 +8 +4 Bonus Feat
15 +12/+7/+2 +7 +9 +9 +9 +4 TBA
16 +13/+8/+3 +7 +10 +10 +9 +5 Leadership, Improved Tactics, Exceptional Minions, Requisition Supplies, Bonus Feat
17 +14/+9/+4 +8 +10 +10 +10 +5
18 +15/+10/+5 +8 +11 +11 +10 +5 Bonus Feat
19 +16/+11/+6/+1 +8 +11 +11 +10 +5 Damage Bonus +9
20 +17/+12/+7/+2 +9 +12 +12 +11 +6 Force Weapon, Legendary Commander, Bonus Feat

CLASS FEATURES
All of the following are class features of the Grey Knight prestige class.

Bonus Warp Feat: as a Farseer progresses down the Path of the Seer, their knowledge and attunement with the Warp increases. They may choose from among the following feats: Attuned, High Warp Mastery, Skill Focus (any Warp skill), Warp Mastery

Favored Enemy: All Grey Knights receive the Favored Enemy ability, and it is always Daemon/Warp Entities. This grants them a +2 Attack Bonus versus such beings.

Inspire Fear:

Psychic Powers: Farseers become quite powerful in warpcraft.

Also, the Eldar have some unique powers among themselves.

Warlock (Core Class)

Requirements
To qualify to become a Warlock
Race: Eldar
Path: Path of the Seer
Skills:
Feats:
Special:

Game Rule Information
Vitality: d8.

Class Skills: The Warlock's class skills are Alchemy (Int), Concentration (Con), Craft(Int), Knowledge (Int), Profession (Wis), Scry (Int), Search (Int), Spellcraft (Int), Spot (Int).

Weapon and Armor Proficiency: High Mages gain no proficiency in any weapon or armor.

Skill Points per level: 2 + Int modifier

Table: The Seer

Level BAB Fort Ref Will Defense Bonus Reputation Bonus Special
1 +0 +1 +2 +2 +3 +1 Gene-Seed (initial)
2 +1 +2 +3 +3 +4 +1 Bonus Feat TBA
3 +2 +2 +3 +3 +4 +1 Bonus Feat
4 +3 +2 +4 +4 +4 +1 Grey Knight-package Bonus Feat
5 +4 +3 +4 +4 +5 +1 TBA
6 +5 +3 +5 +5 +5 +2 Bonus Feat
7 +6/+1 +4 +5 +5 +6 +2 TBA
8 +6/+1 +4 +6 +6 +6 +2 Leadership, Tactics, Minions, Bonus Feat
9 +7/+2 +4 +6 +6 +6 +2 TBA
10 +8/+3 +5 +7 +7 +7 +2 Bonus Feat
11 +9/+4 +5 +7 +7 +7 +3 TBA
12 +10/+5 +6 +8 +8 +8 +3 Bonus Feat
13 +10/+5 +6 +8 +8 +8 +3 TBA
14 +11/+6/+1 +6 +9 +9 +8 +3 Bonus Feat
15 +12/+7/+2 +7 +9 +9 +9 +3 TBA
16 +13/+8/+3 +7 +10 +10 +9 +4 Leadership, Improved Tactics, Exceptional Minions, Requisition Supplies, Bonus Feat
17 +14/+9/+4 +8 +10 +10 +10 +4
18 +15/+10/+5 +8 +11 +11 +10 +4 Bonus Feat
19 +16/+11/+6/+1 +8 +11 +11 +10 +4 Damage Bonus +9
20 +17/+12/+7/+2 +9 +12 +12 +11 +4 Force Weapon, Legendary Commander, Bonus Feat

CLASS FEATURES
All of the following are class features of the Grey Knight prestige class.

Bonus Feat: as the Soldier ability, p.51 of the Star Wars Revised Core Rulebook.

Favored Enemy: All Grey Knights receive the Favored Enemy ability, and it is always Daemon/Warp Entities. This grants them a +2 Attack Bonus versus such beings.

Inspire Fear:

Psychic Power: As Grey Knights become more skilled, they often learn to use their psychic potential. At each even character level (2nd, 4th, 6th, 8th, 10th) they can choose one of these seven powers.

ELDAR CHARACTERS
Eldar live a long time, and this allows them to study a wide array of interests, however, most of them do learn of combat, as they are literally fighiting to survive. They offset negative odds with advanced technology, and, when needed, powerful constructs that house the souls of their dead. Specific examples are as follows:

Ideas: use some of the following to asertain what class is suitable to a specific Eldar.
Farseer: use the class provided above.
Warlock: as the Farseer.
Guardian: progress as Thug. Ranger: Scout progression.
Bonesinger: Experts, perhaps with a little Tech Specialist thrown in.
Various other units (Avatars, Wraithlords, and such), do not trully function as characters now.

Various Dark Eldar and Harlequains may be Scoundrels, and even a little Crime lords, but true Eldar do not often use these classes.

Farseer: Leaders of the Eldar, and among the most powerful psykers in the galaxy. The power of the Farseers also extends their lifespan, allowing them to have several millennia to learn new skills.

Farseer: Female Eldar Farseer 16; Init +2 (+2 Dex); Defense 22 (+10 class, +2 Dex); Spd 10m; VP/WP /12; Atk +16/+11/+6/+1 melee (blaster pistol); SQ Species traits; SV Fort +6, Ref +13, Will +14; SZ M; FP 12; DSP 1; Rep +14; Str 16, Dex 12, Con 9, Int 17, Wis 15, Cha 9. Challenge Code G.

Equipment: Witchblade, Shuriken Pistol, Rune Armor, Ghosthelm.

Skills: (TBA) Appraise, Astrogate, Balance, Bluff, Computer use, Craft, Demolitions, Diplomacy, Disable Device, Disguise, Entertain, Escape Artist, Forgery, Gamble, Gather Information, hide, Knowledge, Listen, Move Silently, Pilot, Profession, Read/Write Language, Repair, Search, Sense Motive, Sleight of Hand, Speak Language, Spot, Tumble.

Feats: Weapon Group Proficiency (all).

Standard Attack Method: While Farseers are among the eldest, and most competant warriors of the Eldar, their responsibilities and rarity often keep them from gracing the front lines. Instead, they use their psychic powers to destroy powerful enemies, at range, and support their allies.

"Farseers are potent psykers, whose prodigious powers allow them to see the future. By casting their runes, they can travel the tangled skeins of probability to divine which course of action should be taken."

-a quote from the Games Workshop webpage

Warlock: Protectors of the Farseers, leaders of the Guardian forces, and prodigiuos psykers in their own right.

Warlock: Male Eldar Warlock 8; Init +2 (+2 Dex); Defense 22 (+10 class, +2 Dex); Spd 10m; VP/WP /12; Atk +16/+11/+6/+1 melee (blaster pistol); SQ Species traits; SV Fort +6, Ref +13, Will +14; SZ M; FP 12; DSP 1; Rep +14; Str 16, Dex 12, Con 9, Int 17, Wis 15, Cha 9. Challenge Code G.

Equipment: Witchblade, Shuriken Pistol, Rune Armor.

Skills: (TBA) Appraise, Astrogate, Balance, Bluff, Computer use, Craft, Demolitions, Diplomacy, Disable Device, Disguise, Entertain, Escape Artist, Forgery, Gamble, Gather Information, hide, Knowledge, Listen, Move Silently, Pilot, Profession, Read/Write Language, Repair, Search, Sense Motive, Sleight of Hand, Speak Language, Spot, Tumble.

Feats: Weapon Group Proficiency (all).

Standard Attack Method: Warlocks are mostly Farseers-in-training. While they are certainly not as powerful as a Farseer, they are more martially trained. Their primary purposes are to guard the Farseers from harm and to support the other troops more close up. They use their developing psychic powers to protect their assigned, and their powerful weapons to dispatch their foes.

"Although not as skilled as a Farseer, an Eldar Warlock can channel his powers in creative and destructive ways. They normally form the bodyguard around a Farseer, or lead squads of Guardians into battle, using their powers to enhance and protect the squad."

-a quote from the Games Workshop webpage


Spiritseer: Spiritseers are a variation of Warlock, and it is their duty to tend to the Infinity Matrix, and the spirits of the Eldar dead. It is also these special few who possess the knowledge of using spiritstones to animate wraithbone constructs, and these Warlocks are also best qualified to lead such soldiers to battle. Otherwise, they are the same as the Warlock, above.


Iyanna Arienal, Chief Spiritseer of Iyanden Craftworld

Autarch: Autarchs are the greatest living battle-veterans of the Eldar race, and rather than leading with psychic power, they lead with their knowledge of tactics and battle. They can fight as well as any Aspect Warrior Exarch, and often mix the weapons of several, in an effort to maximize their time on the battlefield.

Autarch: Male Eldar Soldier 18/Officer 7; Init +2 (+2 Dex); Defense (+ class, +2 Dex); Spd 10m; VP/WP /12; Atk +/+/+/+ melee (power sword) or +/+/+/+ ranged (reaper launcher); SQ Species traits; SV Fort +, Ref +, Will +; SZ M; Rep +; Str 1, Dex 12, Con 9, Int 1, Wis 1, Cha 9. Challenge Code .

Equipment: .

Skills: (TBA) Appraise, Astrogate, Balance, Bluff, Computer use, Craft, Demolitions, Diplomacy, Disable Device, Disguise, Entertain, Escape Artist, Forgery, Gamble, Gather Information, hide, Knowledge, Listen, Move Silently, Pilot, Profession, Read/Write Language, Repair, Search, Sense Motive, Sleight of Hand, Speak Language, Spot, Tumble.

Feats: Weapon Group Proficiency (all).

Standard Attack Method: Though it mostly depends on their equipment of specialization, Autarchs are amazing field warriors. They have so many options that it is hard to list a standard, but here is one: an Autarch who travels with Dark Reapers can have a reaper launcher and a power sword. After he and the Reapers have withered a group of enemies, the Autarch can run ahead, and single-handedly polish off the straglers, something Reapers are not well known for; surviving melee combat. This is only one of many options an Autarch might opt for.

"Autarchs are the supreme commanders of the Eldar warhost who have a consummate understanding of the art of war. Held in high esteem by seer and soldier alike, each Autarch has mastered many paths over the centuries, including one or more of the facets of the Warrior path. When an Eldar army is led by an Autarch, it functions as a well-honed machine, each component acting in perfect concert with the others. However, it is not purely as a commander that the Autarch excels. When the battle-lust calls, he will spearhead assaults, duel with the leaders of the enemy armies, or destroy war machines with contemptuous ease. Winged Autarchs will often soar at the head of their forces, swooping down into the fray to change the course of a conflict with a single, well-placed kill."

-a quote from the Games Workshop webpage

Guardian: Rank and file troops of the Eldar race, these are the Eldar most likely to be seen by other races. Some specialize in combat, some in manning weaponry, and some even in flying on jetbikes.

Guardian: Male Eldar Thug 4; Init +2 (+2 Dex); Defense 22 (+10 class, +2 Dex); Spd 10m; VP/WP /12; Atk +16/+11/+6/+1 melee (blaster pistol); SQ Species traits; SV Fort +6, Ref +13, Will +14; SZ M; FP 12; DSP 1; Rep +14; Str 16, Dex 12, Con 9, Int 17, Wis 15, Cha 9. Challenge Code G.

Equipment: Witchblade, Shuriken Pistol, Rune Armor, Ghosthelm.

Skills: (TBA) Appraise, Astrogate, Balance, Bluff, Computer use, Craft, Demolitions, Diplomacy, Disable Device, Disguise, Entertain, Escape Artist, Forgery, Gamble, Gather Information, hide, Knowledge, Listen, Move Silently, Pilot, Profession, Read/Write Language, Repair, Search, Sense Motive, Sleight of Hand, Speak Language, Spot, Tumble.

Feats: Weapon Group Proficiency (all).

Standard Attack Method: Since Guardians come in two types, most of their attack plans do, too. Storm Guardians are close-combat oriented, and use their Fleet of Foot to reach their foes quickly, strafing them with shuriken pistols as they approach, and then they fall upon them, cutting them to ribbons. Defender Guardinas, on the other hand, usually hold back, moving around only to get their guns in range, and then strafing their foes with firepower, and the added punch of the support gun batteries they often have.

"Guardian Storm squads are formed from Eldar who were once warriors from one of the close combat Aspect Shrines such as the Striking Scorpions. Some Guardians carry a close-range weapon, such as a fusion gun, which enables them to fire a powerful and deadly blast of energy at any enemy that gets too close."

"Every Eldar is trained and ready to fight if need be and the guardians are the craftworld's most numerous body of fighting troops. Guardian Defender squads are armed with the versatile shuriken catapult, which allows them to make a solid defence or counter-attack with speed. In times of need, those taught the ways of war form squads of Guardian Defenders. Anti-grav platforms allow them to provide mobile heavy firepower when on the advance."

-a quote from the Games Workshop webpage

Rangers: Scouts of the Eldar people, many of these outcasts were not willing to be Guardians, but not capable of being an Aspect Warrior, and thus left the Craftworlds, so as to not hinder their fellows. Living in the universe alone for decades, or even centuries, they become adept at moving unseen, and silently assassinating any threats they discover, to them or their distant homes. After a time, they often return to their homes, providing a service, now, and bringing important information with them. They then leave again, accquiring more information, and the pattern repeats over and over.

Ranger: Male Eldar Scout 6; Init +2 (+2 Dex); Defense 22 (+10 class, +2 Dex); Spd 10m; VP/WP /12; Atk +16/+11/+6/+1 melee (blaster pistol); SQ Species traits; SV Fort +6, Ref +13, Will +14; SZ M; FP 12; DSP 1; Rep +14; Str 16, Dex 12, Con 9, Int 17, Wis 15, Cha 9. Challenge Code G.

Equipment: Ranger Long Rifle, Cameoline Cloak.

Skills: (TBA) Appraise, Astrogate, Balance, Bluff, Computer use, Craft, Demolitions, Diplomacy, Disable Device, Disguise, Entertain, Escape Artist, Forgery, Gamble, Gather Information, hide, Knowledge, Listen, Move Silently, Pilot, Profession, Read/Write Language, Repair, Search, Sense Motive, Sleight of Hand, Speak Language, Spot, Tumble.

Feats: Weapon Group Proficiency (all).

Standard Attack Method: Rangers slowly and stealthily infiltrate the lairs of their foes, and sit, waiting patiently for a worthwhile target to pass by, and then they assassiate it with their sniper-like rifles. If no other targets are likely, they will sneak home, and inform their brethren. If there are other targets to be had, they will stay motionless again, until they can deliver death.

"Life in the craftworld is strict and disciplined, and there have been many Eldar over the millennia who have tired of the Eldar Path. They leave their craftworld seeking excitement and adventure, and tread the Path of the Outcast. Many die, alone and forgotten. Some fall from grace and become consumed by their dark passions, while others manage to exorcise their wanderlust and eventually return to the craftworld."

-a quote from the Games Workshop webpage

Aspect Warriors: The Aspect Warriors of the Eldar are specialized soldiers, trained to accomplish one kind of death to their foes. Some embrace close combat slaughter, while others strive to deliver death from afar. Most Aspect Shrines are also led by a warrior known as a Phoenix Lord. These paramount warriors are so gifted and powerful that, even after their death, they seem to return, reincarnating every geneation that they are needed. Each Aspect that possesses a Phoenix Lord, of which there are six (the Dire Avengers, the Howling Banshees, the Striking Scorpions, the Swooping Hawks, the Fire Dragons, and the Dark Reapers) possess a suit of armor said to belong to their original Phoenix Lord, and if a worthy warrior dons the suit, they BECOME the Phoenix Lord. In some of the greatest of all Eldar battles, they are led into the fray by Jain Zar, Maugan Ra, or one of the other Phoenix Lords.

For now, I will assume that an "average" Aspect Warrior, regardless of Temple, will be a Soldier 10/Elite Trooper 5, with proper feats and such to reflect their specialties, while the Exarchs that lead them are Soldier 10/Elite Trooper 5/Officer 5. Phoenix Lords, if stats became necessary, would likely be similar to the Aspect from which they are drawn, and likely 30th-level, minimum, as they are all undeniably ancient.

Dire Avengers:.

Dire Avenger: Male Eldar Soldier 10/Elite Trooper 5; Init +2 (+2 Dex); Defense 22 (+10 class, +2 Dex); Spd 10m; VP/WP /12; Atk +16/+11/+6/+1 melee (blaster pistol); SQ Species traits; SV Fort +6, Ref +13, Will +14; SZ M; FP 12; DSP 1; Rep +14; Str 16, Dex 12, Con 9, Int 17, Wis 15, Cha 9. Challenge Code G.

Equipment: .

Skills: (TBA) Appraise, Astrogate, Balance, Bluff, Computer use, Craft, Demolitions, Diplomacy, Disable Device, Disguise, Entertain, Escape Artist, Forgery, Gamble, Gather Information, hide, Knowledge, Listen, Move Silently, Pilot, Profession, Read/Write Language, Repair, Search, Sense Motive, Sleight of Hand, Speak Language, Spot, Tumble.

Feats: Weapon Group Proficiency (all).

Standard Attack Method: While Farseers are among the eldest, and most competant warriors of the Eldar, their responsibilities and rarity often keep them from gracing the front lines. Instead, they use their psychic powers to destroy powerful enemies, at range, and support their allies.

"The Dire Avenger Aspect Warriors wear blue costumes with distinctive high crested helmets. They are the most numerous of all the Aspect Warriors and they have shrines on all the craftworlds. Dire Avengers are the most tactically flexible of all the Aspect Warriors and they are armed with the shuriken catapult - a weapon perfected by the Eldar and especially deadly in the hands of the Dire Avengers.Highly skilled with their shuriken catapults, Dire Avengers are deadly on the attack and immovable in defense."

-a quote from the Games Workshop webpage

Swooping Hawks: .

Swooping Hawk: Female Eldar Soldier 10/Elite Trooper 5; Init +2 (+2 Dex); Defense 22 (+10 class, +2 Dex); Spd 10m; VP/WP /12; Atk +16/+11/+6/+1 melee (blaster pistol); SQ Species traits; SV Fort +6, Ref +13, Will +14; SZ M; FP 12; DSP 1; Rep +14; Str 16, Dex 12, Con 9, Int 17, Wis 15, Cha 9. Challenge Code G.

Equipment: Swooping Hawk wingpack (as jetpack).

Skills: (TBA) Appraise, Astrogate, Balance, Bluff, Computer use, Craft, Demolitions, Diplomacy, Disable Device, Disguise, Entertain, Escape Artist, Forgery, Gamble, Gather Information, hide, Knowledge, Listen, Move Silently, Pilot, Profession, Read/Write Language, Repair, Search, Sense Motive, Sleight of Hand, Speak Language, Spot, Tumble.

Feats: Weapon Group Proficiency (all).

Standard Attack Method: Swooping Hawks use their wing packs to maintain incredible speed.

"Swooping Hawks specialize in bringing death to anyone, no matter who they are. Their wings allow them to swiftly move to anywhere on the battlefield, picking off the enemy with a hail of energy bolts."

-a quote from the Games Workshop webpage

Fire Dragons: Fire Dragons serve the purpose of closing in with heavy armor and vehicles, and reducing them, along with those they shield, to cinders. Their own bulky armor permits them to approach where other Eldar could not, and their fusion guns can melt through virtually any armor. Attacking in groups as they always do, only spells the doom for tanks all the faster.

Fire Dragon: Male Eldar Soldier 10/Elite Trooper 5; Init +2 (+2 Dex); Defense 22 (+10 class, +2 Dex); Spd 10m; VP/WP /12; Atk +16/+11/+6/+1 melee (blaster pistol); SQ Species traits; SV Fort +6, Ref +13, Will +14; SZ M; FP 12; DSP 1; Rep +14; Str 16, Dex 12, Con 9, Int 17, Wis 15, Cha 9. Challenge Code G.

Equipment: Fusion Gun, Powered Armor.

Skills: (TBA) Appraise, Astrogate, Balance, Bluff, Computer use, Craft, Demolitions, Diplomacy, Disable Device, Disguise, Entertain, Escape Artist, Forgery, Gamble, Gather Information, hide, Knowledge, Listen, Move Silently, Pilot, Profession, Read/Write Language, Repair, Search, Sense Motive, Sleight of Hand, Speak Language, Spot, Tumble.

Feats: Weapon Group Proficiency (all).

Standard Attack Method: Fire Dragons are slightly slower than their Eldar brothers and sisters, but they rely on their armor to shield them as they approach. They do not have long-ranged firepower, and so they must get close, but what they do get close to, they melt.

"The Fire Dragon Aspect is based upon the writhing, sinewy dragon of Eldar myth; an incarnation of destruction and devastation. Fire Dragons are experts at close quarter fighting, where their fusion guns and melta bombs can destroy almost any foe, vehicle, or fortification, no matter how well armored."

-a quote from the Games Workshop webpage

Howling Banshees: These women are like a sisterhood of death. They spring across the battlefield, slicing their foes to pieces before they even have a chance to counterattack.

Howling Banshee: Female Eldar Soldier 10/Elite Trooper 5; Init +2 (+2 Dex); Defense 22 (+10 class, +2 Dex); Spd 10m; VP/WP /12; Atk +16/+11/+6/+1 melee (blaster pistol); SQ Species traits; SV Fort +6, Ref +13, Will +14; SZ M; FP 12; DSP 1; Rep +14; Str 16, Dex 12, Con 9, Int 17, Wis 15, Cha 9. Challenge Code G.

Equipment: Powerblade, Shuriken Pistol, Banshee Mask.

Skills: (TBA) Appraise, Astrogate, Balance, Bluff, Computer use, Craft, Demolitions, Diplomacy, Disable Device, Disguise, Entertain, Escape Artist, Forgery, Gamble, Gather Information, hide, Knowledge, Listen, Move Silently, Pilot, Profession, Read/Write Language, Repair, Search, Sense Motive, Sleight of Hand, Speak Language, Spot, Tumble.

Feats: Weapon Group Proficiency (all).

Standard Attack Method: Howling Banshees quickly approach their foes, dodging any ranged attacks, and attacking so fast as to make opposing melee attacks very unlikely.

"The banshee is a harbinger of woe and death in Eldar mythology, whose cry is said to herald ill fate and can tempt a soul from its spirit stone. It is fitting, therefore, that perhaps the most feared of all the Aspect Warriors draw their inspiration from this unearthly creature. A female Aspect, like the banshee of legend, Howling Banshees are fearsome close combat opponents, whose Banshee masks and gleaming power weapons have meant the doom of countless foes over the millennia."

-a quote from the Games Workshop webpage

Striking Scorpions: Much like Banshees the purpose of Striking Scorpions is to approach opposing troop formations, and shred them, but where Banshees are apt at cleaving infantry in twain, Scorpions are more directed toward crushing heavy infantry, more like themselves. Since they cannot use their fleet ability, they also excel in attacking where terrain is restricting to the enemy.

Striking Scorpion: Male Eldar Soldier 10/Elite Trooper 5; Init +2 (+2 Dex); Defense 22 (+10 class, +2 Dex); Spd 10m; VP/WP /12; Atk +16/+11/+6/+1 melee (blaster pistol); SQ Species traits; SV Fort +6, Ref +13, Will +14; SZ M; FP 12; DSP 1; Rep +14; Str 16, Dex 12, Con 9, Int 17, Wis 15, Cha 9. Challenge Code G.

Equipment: Shuriken Pistol, Mandiblasters, Power Armor.

Skills: (TBA) Appraise, Astrogate, Balance, Bluff, Computer use, Craft, Demolitions, Diplomacy, Disable Device, Disguise, Entertain, Escape Artist, Forgery, Gamble, Gather Information, hide, Knowledge, Listen, Move Silently, Pilot, Profession, Read/Write Language, Repair, Search, Sense Motive, Sleight of Hand, Speak Language, Spot, Tumble.

Feats: Weapon Group Proficiency (all).

Standard Attack Method: Often using terrain to their advantage, Scorpions methodically move toward their foes, often heavily armored infantry. Once they come in range, they charge, taking advantage of their helmet-mounted blasters to wound foes, and then crush them with their swords.

"Striking Scorpions are close assault specialists who excel in dense terrain. They use every nook and crevice to get close to the enemy before springing an attack. The sting comes in the form of te deadly mandiblaster, used to attack a foe from a few paces away. Only the toughest Eldar can become Striking Scorpions, as a strong physique is needed to wear the heavy armour and swing the chainswords to smash through armour and bone."

-a quote from the Games Workshop webpage

Dark Reapers: Dark Reapers specialize in sniping their foes from great distances, combining numbers, superior wepaons, and skill to deliver death to their targets.

Dark Reaper: Male Eldar Soldier 10/Elite Trooper 5; Init +2 (+2 Dex); Defense 22 (+10 class, +2 Dex); Spd 10m; VP/WP /12; Atk +16/+11/+6/+1 melee (blaster pistol); SQ Species traits; SV Fort +6, Ref +13, Will +14; SZ M; FP 12; DSP 1; Rep +14; Str 16, Dex 12, Con 9, Int 17, Wis 15, Cha 9. Challenge Code G.

Equipment: Reaper Launcher, Armor.

Skills: (TBA) Appraise, Astrogate, Balance, Bluff, Computer use, Craft, Demolitions, Diplomacy, Disable Device, Disguise, Entertain, Escape Artist, Forgery, Gamble, Gather Information, hide, Knowledge, Listen, Move Silently, Pilot, Profession, Read/Write Language, Repair, Search, Sense Motive, Sleight of Hand, Speak Language, Spot, Tumble.

Feats: Weapon Group Proficiency (all).

Standard Attack Method: Dark Reapers keep their distance from foes, but this has nothing to do with fear. They kill at a distance because they CAN.

"The Dark Reapers represent the war god in his role as the Destroyer. They are perhaps the most sinister and lethal of all the Aspect Warriors and their dark armour is adorned with symbols of destruction. They excel at long range support and carry the deadly reaper launcher - a fast firing heavy weapon that shoots a hail of armour-piercing rockets."

-a quote from the Games Workshop webpage

Warp Spiders: Simply put, Warp Spiders are attrition killers. They literally appear out of nowhere, next to a foe, fire with their webspinner shredding weapons, and disappear again, avoiding injury. On the rare occasions a Warp Spider is hit, they are quite hardy, and their heavy armor protects them well.

Warp Spider: Male Eldar Soldier 10/Elite Trooper 5; Init +2 (+2 Dex); Defense 22 (+10 class, +2 Dex); Spd 10m; VP/WP /12; Atk +16/+11/+6/+1 melee (blaster pistol); SQ Species traits; SV Fort +6, Ref +13, Will +14; SZ M; FP 12; DSP 1; Rep +14; Str 16, Dex 12, Con 9, Int 17, Wis 15, Cha 9. Challenge Code G.

Equipment: Webspinner, Power Armor, Jump Generator.

Skills: (TBA) Appraise, Astrogate, Balance, Bluff, Computer use, Craft, Demolitions, Diplomacy, Disable Device, Disguise, Entertain, Escape Artist, Forgery, Gamble, Gather Information, hide, Knowledge, Listen, Move Silently, Pilot, Profession, Read/Write Language, Repair, Search, Sense Motive, Sleight of Hand, Speak Language, Spot, Tumble.

Feats: Weapon Group Proficiency (all).

Standard Attack Method: Warp Spiders have the freedom to choose their targets from a distance, where they are safe, then appear on the spot, eliminating the likelyhood of being discovered, as well as the risk of injury, and eliminate their target. They may then disappear again, depriving their foes of their chance to counterattack.

"Warp Spiders are named after the tiny crystalline creatures that roam a craftworld's infinity matrix, purging it of non-Eldar psychic presences. The Warp Spiders epitomize the aggressive defense of these creatures, using their warp jump generators to materialize next to their foes and attack, slipping away again before the enemy can retaliate. As Warp Spiders use their jump generators to travel, they are able to wear bulkier and heavier armour, which could constrict the movements of other Eldar."

-a quote from the Games Workshop webpage

Shining Spears: The most recently created Aspect Shrine, the Shining Spears are jetbike specialists.

Shining Spear Rider: Male Eldar Soldier 10/Elite Trooper 5; Init +2 (+2 Dex); Defense 22 (+10 class, +2 Dex); Spd 10m; VP/WP /12; Atk +16/+11/+6/+1 melee (blaster pistol); SQ Species traits; SV Fort +6, Ref +13, Will +14; SZ M; FP 12; DSP 1; Rep +14; Str 16, Dex 12, Con 9, Int 17, Wis 15, Cha 9. Challenge Code G.

Equipment: Laser Lance, Jetbike.

Skills: (TBA) Appraise, Astrogate, Balance, Bluff, Computer use, Craft, Demolitions, Diplomacy, Disable Device, Disguise, Entertain, Escape Artist, Forgery, Gamble, Gather Information, hide, Knowledge, Listen, Move Silently, Pilot, Profession, Read/Write Language, Repair, Search, Sense Motive, Sleight of Hand, Speak Language, Spot, Tumble.

Feats: Weapon Group Proficiency (all).

Standard Attack Method: Like their lessers, the Guardian jetbike riders, Shining Spears specialize in mounted combat, utilizing the greatest combat speeds to reach their foes, and then kill them with extreme force.
Class: Speeder [Ground]
Crew: 1 (Normal +2)
Size: Large (5 m long)
Initiative: +1 (-1 size, +2 crew)
Passengers: 1
Maneuver: +0 (-1 size, +2 crew)
Cargo Capacity: 4 kg
Defense: 11* (-1 size, +2 armor)
Speed: 100 m
Shield Points: N/A
Max Velocity: 300 km/h
Hull Points: 20 (DR 5)
Cost: Not available for sale

*Provides no cover to driver or passengers.

Weapon: Fire-linked Shuriken Catapaults; Fire Arc: Front; Attack Bonus: +0 (-4 size, +2 crew, +2 fire control); Damage: 6d10; Range Increment: 400 m (10 m).

"The Shining Spears are one of the rarest, most specialised Aspects. They embody the spear of Kaela Mensha Khaine, that struck like lighting and could kill any foe with a single blow. The Shining Spears ride jetbikes so that they can strike without warning, pouncing on their enemy in an instant and dealing death with blasts from their laser lances."

-a quote from the Games Workshop webpage

Exarch: Every Aspect Shrine produces its special soldiers, and often, these soldiers are led into battle by more experienced ones; these are the Exarchs. Sometimes, an especially skilled Exarch might even receive the honor of donning the armor of their Shrine's Phoenix Lord, becoming the greatest warriors of said Shrine, and some say, of all the Eldar people.

Exarch: Female Eldar Soldier 10/Elite Trooper 5/Officer 5; Init +2 (+2 Dex); Defense 22 (+10 class, +2 Dex); Spd 10m; VP/WP /12; Atk +16/+11/+6/+1 melee (blaster pistol); SQ Species traits; SV Fort +6, Ref +13, Will +14; SZ M; FP 12; DSP 1; Rep +14; Str 16, Dex 12, Con 9, Int 17, Wis 15, Cha 9. Challenge Code G.

Equipment: As their Aspect Shrine trains.

Skills: (TBA) Appraise, Astrogate, Balance, Bluff, Computer use, Craft, Demolitions, Diplomacy, Disable Device, Disguise, Entertain, Escape Artist, Forgery, Gamble, Gather Information, hide, Knowledge, Listen, Move Silently, Pilot, Profession, Read/Write Language, Repair, Search, Sense Motive, Sleight of Hand, Speak Language, Spot, Tumble.

Feats: As their Aspect Shrine trains.

Standard Attack Method: As their Aspect Shrine trains.

Bonesinger: Shapers of the mysterious wraithbone, Bonesingers are the builders of the Eldar people. With their unique psychic powers, they can take wraithbone, the psychoplastic Eldar construct virtually everything from, and make weapons, vehicles, or even buildings out of it. As the ones with the sacred duty of shaping the wraithbone, Bonesingers are accorded great respect.

Bonesinger: Male Eldar Expert 4; Init +2 (+2 Dex); Defense 22 (+ class, +2 Dex); Spd 10m; VP/WP /12; Atk +16/+11/+6/+1 melee (blaster pistol); SQ Species traits; SV Fort +6, Ref +13, Will +14; SZ M; FP 12; DSP 1; Rep +14; Str 16, Dex 12, Con 9, Int 17, Wis 15, Cha 9. Challenge Code G.

Equipment: .

Skills: (TBA) Appraise, Astrogate, Balance, Bluff, Computer use, Craft, Demolitions, Diplomacy, Disable Device, Disguise, Entertain, Escape Artist, Forgery, Gamble, Gather Information, hide, Knowledge, Listen, Move Silently, Pilot, Profession, Read/Write Language, Repair, Search, Sense Motive, Sleight of Hand, Speak Language, Spot, Tumble.

Feats: Weapon Group Proficiency (all).

Standard Attack Method: None. If a Bonesinger is actually fighting, that means something has gone wrong. They have been known to entomb buildings or enemy troops in wraithbone, so that they can be neutralized by their warrior-brethren.

"."

-a quote from the Games Workshop webpage

Harlequin: These troupes of strange Eldar travel through the stars, moving from Craftworld to Craftworld, to Exodite World, and even occasionally to Commorogh, the lair of the Dark Eldar. While there, they often portray the great legends an tales of the Eldar, and when necessary, they also fight against the enemies of the Eldar, showing that even war is but one more performance, and one in which they gracefully participate.

Harlequins come in several types, though they all have similarities. Most are simply Harlequins, mostly Mimes, who wear colorful clothing, and caper around, though they never speak. Shadowseers are the powerful psykers of the Harlequins, using their psychic powers to add effects to their performances, and cause chaos among their foes. Death Jesters are the greatest ranged warriors of the Harlequins, garbed in black and skulls, and armed with sinister wit, and horribly potent shrieker cannons. The most sinister and bizarre Harlequins are the Solitaires, who seem to be soulless beings. All Harlequins wear shape-shifting masks at all times, and they never permit others to see their faces. They are not individuals, but simply performers awaiting the next role to descend upon them.

Harlequin: Male Eldar Soldier #; Init +2 (+2 Dex); Defense 22 (+ class, +2 Dex); Spd 10m; VP/WP /12; Atk +16/+11/+6/+1 melee (blaster pistol); SQ Species traits; SV Fort +6, Ref +13, Will +14; SZ M; FP 12; DSP 1; Rep +14; Str 16, Dex 12, Con 9, Int 17, Wis 15, Cha 9. Challenge Code G.

Equipment: .

Skills: (TBA) Appraise, Astrogate, Balance, Bluff, Computer use, Craft, Demolitions, Diplomacy, Disable Device, Disguise, Entertain, Escape Artist, Forgery, Gamble, Gather Information, hide, Knowledge, Listen, Move Silently, Pilot, Profession, Read/Write Language, Repair, Search, Sense Motive, Sleight of Hand, Speak Language, Spot, Tumble.

Feats: Weapon Group Proficiency (all).

Standard Attack Method: Art and war are the same to a Harlequin, and they kill with style.

"For the warrior dancers of the Harlequins, there is no distinction between art and war. Followers of the cunning deity known as the Laughing God, they are the strangest and most inscrutable of all the Eldar. The Harlequins are not tied to any particular Craftworld but wander from world to world through the interspatial tunnels of the Webway, performing the mythic cycles of the Eldar as they go. Their mastery of the physical arts twinned with their incredible speed makes the Harlequins the deadliest fighters of their race. Every moment is a performance, and they perform their legendary masques with puissant skill, flair and passion — their hallmark upon the field of battle."

-a quote from the Games Workshop webpage



ELDAR VEHICLES
Eldar have long had powerful transportation. When they need to move, and in a way other than the Webway, they have several options. They also have some vehicles of a purely offensive nature. All Eldar vehicles make use of "skimmer" repulsorlift-technology:

Falcon Grav-Tank: .
Class: Speeder [Ground]
Crew: 2 (Skilled +4)
Size: Gargantuan (11 meters tall)
Initiative: +0 (-4 size, +4 crew)
Passengers: 20
Maneuver: +0 (-4 size, +4 crew)
Cargo Capacity: 200 kg
Defense: 16* (-4 size, +10 armor)
Speed: 26 m
Shield Points: N/A (holofield)
Max Velocity: 60 km/h
Hull Points: 120 (DR 15)
Cost: Not available for sale

*Provides full cover to driver and main gunner and one-half cover to top gunner.

Weapon: Fire-linked Shuriken Catapaults; Fire Arc: Front; Attack Bonus: +0 (-4 size, +2 crew, +2 fire control); Damage: 6d10; Range Increment: 400 m (10 m).

--OR--

Weapon: Shuriken Cannon; Fire Arc: Front; Attack Bonus: +0 (-4 size, +2 crew, +2 fire control); Damage: 6d10; Range Increment: 400 m (10 m).

Weapon: Prism Cannon; Fire Arc: Turret; Attack Bonus: +2 (-4 size, +2 crew, +4 fire control***); Damage: 5d10; Range Increment: 300 m.

"During the war in heaven, it was Falcon, consort of the Great Hawk, who retrieved Vaul's mighty sword, Anaris, and gave it to the Eldar hero Eldanesh to continue the battle with Khaine. It is this principle of deliverance which is behind the design of the Falcon Grav-Tank. With its potent armament and ability to carry a small squad of fighters, the Falcon is designed to take the fight to the enemy, or to extricate the warriors should resistance prove too fierce for them."

-a quote from the Games Workshop webpage

Wave Serpent: The primary transport of the Eldar infantry, the Wave Serpent is sufficiently armed, armored, and fast to deliver Aspect Warriors, Guardians, or simple firepower to enemies.
Class: Speeder [Ground]
Crew: 2 (Skilled +4)
Size: Gargantuan (11 meters tall)
Initiative: +0 (-4 size, +4 crew)
Passengers: None
Maneuver: +0 (-4 size, +4 crew)
Cargo Capacity: 200 kg
Defense: 16* (-4 size, +10 armor)
Speed: 26 m
Shield Points: N/A (holofield)
Max Velocity: 60 km/h
Hull Points: 120 (DR 15)
Cost: Not available for sale

*Provides full cover to driver and main gunner and one-half cover to top gunner.

Weapon: Fire-linked Shuriken Catapaults; Fire Arc: Front; Attack Bonus: +0 (-4 size, +2 crew, +2 fire control); Damage: 6d10; Range Increment: 400 m (10 m).

Weapon: Fire-linked Shuriken Cannons; Fire Arc: Front; Attack Bonus: +0 (-4 size, +2 crew, +2 fire control); Damage: 6d10; Range Increment: 400 m (10 m).

--OR--

Weapon: Prism Cannon; Fire Arc: Turret; Attack Bonus: +2 (-4 size, +2 crew, +4 fire control***); Damage: 5d10; Range Increment: 300 m.

"The Wave Serpent is the main troop carrier of a craftworld's army. Protected inside its hull and force field, Guardians and Aspect Warriors can be transported in safety to any part of the battlefield. Its powerful anti-grav engines give it great speed, making it possibly the best troop transport in the galaxy."

-a quote from the Games Workshop webpage

Fire Prism: Mostly a vehicle-busting vehicle, the Fire Prism uses its prism cannon to destroy anything it wants. It can also make short work of any infantry it wants, and at extreme range. However, the size of the power systems necessary to facilitate a prism cannon means that there is no internal space for passengers, making the Fire Prism a purely offensive vehicle.
Class: Speeder [Ground]
Crew: 2 (Skilled +4)
Size: Gargantuan (11 meters tall)
Initiative: +0 (-4 size, +4 crew)
Passengers: None
Maneuver: +0 (-4 size, +4 crew)
Cargo Capacity: 200 kg
Defense: 16* (-4 size, +10 armor)
Speed: 26 m
Shield Points: N/A (holofield)
Max Velocity: 60 km/h
Hull Points: 120 (DR 15)
Cost: Not available for sale

*Provides full cover to driver and main gunner and one-half cover to top gunner.

Weapon: Fire-linked Shuriken Catapaults; Fire Arc: Front; Attack Bonus: +0 (-4 size, +2 crew, +2 fire control); Damage: 6d10; Range Increment: 400 m (10 m).

--OR--

Weapon: Shuriken Cannon; Fire Arc: Front; Attack Bonus: +0 (-4 size, +2 crew, +2 fire control); Damage: 6d10; Range Increment: 400 m (10 m).

Weapon: Prism Cannon; Fire Arc: Turret; Attack Bonus: +2 (-4 size, +2 crew, +4 fire control***); Damage: 5d10; Range Increment: 300 m.

"This dedicated anti-tank vehicle uses the most advanced forms of laser technology ever seen. Its powerful prism cannon can blast apart armoured vehicles and cut through swathes of infantry. With its ability to move at high speed over almost any obstacle, this lethal attack can be made anywhere on the battlefield."

-a quote from the Games Workshop webpage

War-Walker: .

Farseer: Female Eldar Soldier 10; Init +2 (+2 Dex); Defense 22 (+10 class, +2 Dex); Spd 10m; VP/WP /12; Atk +16/+11/+6/+1 melee (blaster pistol); SQ Species traits; SV Fort +6, Ref +13, Will +14; SZ M; FP 12; DSP 1; Rep +14; Str 16, Dex 12, Con 9, Int 17, Wis 15, Cha 9. Challenge Code G.

Equipment: .

Skills: (TBA) Appraise, Astrogate, Balance, Bluff, Computer use, Craft, Demolitions, Diplomacy, Disable Device, Disguise, Entertain, Escape Artist, Forgery, Gamble, Gather Information, hide, Knowledge, Listen, Move Silently, Pilot, Profession, Read/Write Language, Repair, Search, Sense Motive, Sleight of Hand, Speak Language, Spot, Tumble.

Feats: Weapon Group Proficiency (all).

Standard Attack Method: .
Class: Walker [Ground]
Crew: 1 (Normal +2)
Size: Large (5 m long)
Initiative: +1 (-1 size, +2 crew)
Passengers: 1
Maneuver: +0 (-1 size, +2 crew)
Cargo Capacity: 4 kg
Defense: 11* (-1 size, +2 armor)
Speed: 100 m
Shield Points: N/A
Max Velocity: 300 km/h
Hull Points: 20 (DR 5)
Cost: Not available for sale

*Provides no cover to driver or passengers.

Weapon: Fire-linked Shuriken Catapaults; Fire Arc: Front; Attack Bonus: +0 (-4 size, +2 crew, +2 fire control); Damage: 6d10; Range Increment: 400 m (10 m).

"War Walkers are used in rough terrain, to scout out enemy positions. Its two heavy weapons provide a considerable arsenal for its size, but it lacks the heavy armour that would allow it to fight at the centre of an attack."

-a quote from the Games Workshop webpage

Eldar Jetbike: Eldar Guardians use these vehicles to speed across battlefields. Warlocks assigned to these Guardians also ride them, as do some Farseers. Most notably, the rare Shining Spears make use of these speeders, visiting death upon the foes of the Eldar.
Class: Speeder [Ground]
Crew: 1 (Normal +2)
Size: Large (5 m long)
Initiative: +1 (-1 size, +2 crew)
Passengers: 1
Maneuver: +0 (-1 size, +2 crew)
Cargo Capacity: 4 kg
Defense: 11* (-1 size, +2 armor)
Speed: 100 m
Shield Points: N/A
Max Velocity: 300 km/h
Hull Points: 20 (DR 5)
Cost: Not available for sale

*Provides no cover to driver or passengers.

Weapon: Fire-linked Shuriken Catapaults; Fire Arc: Front; Attack Bonus: +0 (-4 size, +2 crew, +2 fire control); Damage: 6d10; Range Increment: 400 m (10 m).

--OR--

Weapon: Shuriken Cannon; Fire Arc: Front; Attack Bonus: +0 (-4 size, +2 crew, +2 fire control); Damage: 6d10; Range Increment: 400 m (10 m).

"Eldar anti-gravitic technology is a source of constant amazement and jealousy to the Adeptus Mechanicus. It is this that enables the Eldar to create anti-grave vehicles ranging from the huge Scorpion super heavy tanks down to the one-man jetbikes. Through subtle manipulation of the gravity field, jetbikes combine high speed with incredible maneuverability, making them an ideal craft for launching rapid hit-and-run attacks against the enemy."

-a quote from the Games Workshop webpage

Vyper Jetbike: .
Class: Speeder [Ground]
Crew: 1 (Normal +2)
Size: Large (5 m long)
Initiative: +1 (-1 size, +2 crew)
Passengers: 1
Maneuver: +0 (-1 size, +2 crew)
Cargo Capacity: 4 kg
Defense: 11* (-1 size, +2 armor)
Speed: 100 m
Shield Points: N/A
Max Velocity: 300 km/h
Hull Points: 20 (DR 5)
Cost: Not available for sale

*Provides no cover to driver or passengers.

Weapon: Fire-linked Shuriken Catapaults; Fire Arc: Front; Attack Bonus: +0 (-4 size, +2 crew, +2 fire control); Damage: 6d10; Range Increment: 400 m (10 m).

"Vypers are highly mobile weapons platforms, capable of laying down a withering fire even at high speed. Although not heavily armoured, their ability to skim quickly through the air provides them with as sure a defence as any amount of thinck armoured plating."

-a quote from the Games Workshop webpage

Eldar Ship: Intricate and graceful, these ships look more pike pieces of art then tools of war, but don't underestimate them. The ELdar have among the most advance technology in the universe, and they spared none of it in their starships.

The ship used for example #1 is among the most power Eldar pirate vessels; a ship known as the Void Stalker.

Class: Capital Ship
Crew: 2 (Skilled +4)
Size: Gargantuan (11 meters tall)
Initiative: +0 (-4 size, +4 crew)
Passengers: None
Maneuver: +0 (-4 size, +4 crew)
Cargo Capacity: 200 kg
Defense: 16* (-4 size, +10 armor)
Speed: 26 m
Shield Points: N/A (holofield)
Max Velocity: 60 km/h
Hull Points: 120 (DR 15)
Cost: Not available for sale

Weapon: Fire-linked Shuriken Catapaults; Fire Arc: Front; Attack Bonus: +0 (-4 size, +2 crew, +2 fire control); Damage: 6d10; Range Increment: 400 m (10 m).

--OR--

Weapon: Shuriken Cannon; Fire Arc: Front; Attack Bonus: +0 (-4 size, +2 crew, +2 fire control); Damage: 6d10; Range Increment: 400 m (10 m).

Weapon: Prism Cannon; Fire Arc: Turret; Attack Bonus: +2 (-4 size, +2 crew, +4 fire control***); Damage: 5d10; Range Increment: 300 m.

"Void Stalker Battleships are the pinnacle of Eldar starship technology. Equipped with the finest high-tech Eldar weapons, Void Stalkers are a match for any ship known to sail the stars."

-a quote from the Games Workshop Online Catalog

The ship used for example #2 is among the most power Eldar Craftworld vessels; a unique ship, the Heart of Asuryan, flagship of High Admiral Yriel, of Iyanden Craftworld.

Class: Capital Ship
Crew: 2 (Skilled +4)
Size: Gargantuan (11 meters tall)
Initiative: +0 (-4 size, +4 crew)
Passengers: None
Maneuver: +0 (-4 size, +4 crew)
Cargo Capacity: 200 kg
Defense: 16* (-4 size, +10 armor)
Speed: 26 m
Shield Points: N/A (holofield)
Max Velocity: 60 km/h
Hull Points: 120 (DR 15)
Cost: Not available for sale

Weapon: Fire-linked Shuriken Catapaults; Fire Arc: Front; Attack Bonus: +0 (-4 size, +2 crew, +2 fire control); Damage: 6d10; Range Increment: 400 m (10 m).

--OR--

Weapon: Shuriken Cannon; Fire Arc: Front; Attack Bonus: +0 (-4 size, +2 crew, +2 fire control); Damage: 6d10; Range Increment: 400 m (10 m).

Weapon: Prism Cannon; Fire Arc: Turret; Attack Bonus: +2 (-4 size, +2 crew, +4 fire control***); Damage: 5d10; Range Increment: 300 m.

"Yriel's Flagship, The Flame of Asuryan, is magnificent, even by the standard of a Dragonship. It bears three great sails - one born upon its long, elegant spine, and another pair each mounted atop the great outriggers to its flanks, both of which also bear deadly pulsar lances."

-a quote from the Games Workshop Online Catalog

Vehicle Pilot: Men who drive transports and other such (see Stormtroopers above).

Pilot: Female Eldar Soldier 10; Init +2 (+2 Dex); Defense 22 (+10 class, +2 Dex); Spd 10m; VP/WP /12; Atk +16/+11/+6/+1 melee (blaster pistol); SQ Species traits; SV Fort +6, Ref +13, Will +14; SZ M; FP 12; DSP 1; Rep +14; Str 16, Dex 12, Con 9, Int 17, Wis 15, Cha 9. Challenge Code G.

Equipment: .

Skills: (TBA) Appraise, Astrogate, Balance, Bluff, Computer use, Craft, Demolitions, Diplomacy, Disable Device, Disguise, Entertain, Escape Artist, Forgery, Gamble, Gather Information, hide, Knowledge, Listen, Move Silently, Pilot, Profession, Read/Write Language, Repair, Search, Sense Motive, Sleight of Hand, Speak Language, Spot, Tumble.

Feats: Weapon Group Proficiency (all).

Standard Attack Method: .

OTHER MEMBERS OF THE ELDAR
All living Eldar wear waystones constantly. When they die, these stones absorb their consciousness, keeping it on this plane. Without these stones, all Eldar who die would go to the Great Enemy, Slaanesh, and it would have victory over the Eldar. Instead, these stones keep their psyches here, and they are planted in a device known as an Infinity Matrix. The Eldar bolster their diminished numbers with constructs created from wraithbone. However, they do not program these devices to be combat-ready. Instead, they use their great psychic knowledge to take the consciousness of one of their fallen warriors and plant it inside the shell. Thus, the spirit can animate its wraithbone frame, as if it were their original body. Here are most of them:

Avatar of Kaela Mensha Khaine, the Bloody-Handed God: .

Avatar: Automaton Soldier 25; Init +2 (+2 Dex); Defense 22 (+10 class, +2 Dex); Spd 10m; VP/WP /12; Atk +16/+11/+6/+1 melee (blaster pistol); SQ Species traits; SV Fort +6, Ref +13, Will +14; SZ M; FP 12; DSP 1; Rep +14; Str 16, Dex 12, Con 9, Int 17, Wis 15, Cha 9. Challenge Code G.

Equipment: Wailing Doom.

Skills: (TBA) Appraise, Astrogate, Balance, Bluff, Computer use, Craft, Demolitions, Diplomacy, Disable Device, Disguise, Entertain, Escape Artist, Forgery, Gamble, Gather Information, hide, Knowledge, Listen, Move Silently, Pilot, Profession, Read/Write Language, Repair, Search, Sense Motive, Sleight of Hand, Speak Language, Spot, Tumble.

Feats: Weapon Group Proficiency (all).

Standard Attack Method: KILL, FEARLESSLY. CRUSH, SMASH, MAIM.

"It is said that when the Great Enemy was born into the universe, the war god Kaela Mensha Khaine fought her. Khaine was defeated, but rather than being destroyed, his substance was scattered across the material realm. It is also said that the Avatars of the Bloody-Handed God were found where these fragments came to rest, in the middle of the wraithbone core of the craftworlds that had fled the fall. They are fighters without equal, with skin of the toughest metals and molten magma for blood. Each carries a Wailing Doom, a weapon of immense power that may take the form of a vicious spear, a mighty sword, or a many-bladed axe. An Avatar cannot be wholly killed; if its body is destroyed, its spirit will return to the inner sanctum on the craftworld until it has grown a new form".

-a quote from the Games Workshop webpage

Wraithguard: .

Wraithguard: Automaton Soldier 12; Init +2 (+2 Dex); Defense 22 (+10 class, +2 Dex); DR 7; Spd 10m; VP/WP /12; Atk +16/+11/+6/+1 melee (blaster pistol); SQ Species traits; SV Fort +6, Ref +13, Will +14; SZ M; FP 12; DSP 1; Rep +14; Str 16, Dex 12, Con 9, Int 17, Wis 15, Cha 9. Challenge Code G.

Equipment: Wraithcannon.

Skills: (TBA) Appraise, Astrogate, Balance, Bluff, Computer use, Craft, Demolitions, Diplomacy, Disable Device, Disguise, Entertain, Escape Artist, Forgery, Gamble, Gather Information, hide, Knowledge, Listen, Move Silently, Pilot, Profession, Read/Write Language, Repair, Search, Sense Motive, Sleight of Hand, Speak Language, Spot, Tumble.

Feats: Weapon Group Proficiency (all).

Standard Attack Method: At range, Wraithguards use their obscenely-powerful wraithcannons, destroying utterly anything they fire upon. Up close, they use their great strength, size, and durability to pummel foes, often supported by Warlocks. The only limits to Wraithcannons are that their potent weapons are short-range, and that they can become inactive if they loose their Warlocks or Farseers.

"Constructed from the complex psycho-plastic known as wraithbone, Wraithguard are not living warriors, they are artificial constructs which house a spirit stone containing the soul of an Eldar warrior."

-a quote from the Games Workshop webpage

Wraithlord: .

Wraithlord: Automaton Soldier 15; Init +2 (+2 Dex); Defense 22 (+10 class, +2 Dex); DR 7; Spd 10m; VP/WP /12; Atk +16/+11/+6/+1 melee (blaster pistol); SQ Species traits; SV Fort +6, Ref +13, Will +14; SZ M; FP 12; DSP 1; Rep +14; Str 16, Dex 12, Con 9, Int 17, Wis 15, Cha 9. Challenge Code G.

Equipment: Witchblade, Shuriken Pistol, Rune Armor, Ghosthelm.

Skills: (TBA) Appraise, Astrogate, Balance, Bluff, Computer use, Craft, Demolitions, Diplomacy, Disable Device, Disguise, Entertain, Escape Artist, Forgery, Gamble, Gather Information, hide, Knowledge, Listen, Move Silently, Pilot, Profession, Read/Write Language, Repair, Search, Sense Motive, Sleight of Hand, Speak Language, Spot, Tumble.

Feats: Weapon Group Proficiency (all).

Standard Attack Method: Towering automatons, Wraithlords have many ways of destroying their enemies. They can wither them with extreme firepower, crush them with their hands, or just walk right over them, in order to reach more impotant targets.

"Towering over its foes, the Wraithlord is controlled by the essence of one of the Craftworld's mightiest warriors. Only the most worthy are installed into its armoured shell".

-a quote from the Games Workshop webpage

ELDAR EQUIPMENT
The Eldar have an exotic array of ranged and melee weapons, crafted over the millennia to be perfect for what they are designed to do. Most of their equipment is not made of metal, however, but wraithbone, a strange psycho-plastic substance that the Eldar make extensive use of. A sample of them are here, below:

Weapons

Nemesis-Force Weapon: .

Shruiken Pistol: .

Shruiken Catapault: .

Witchblade: .

Singing Spear: .

Starcannon: .

Brightlance: .

Firepike: .

Reaper Launcher:

Ranger Rifle:

Table: Melee Weapons

Weapon Cost Damage Critical Range Increment Weight Stun Fort DC Type Size Group
Vibrosword 250 2d6 20 -- 1.8 kg -- Slashing Medium Vibro

Table: Ranged Weapons

Weapon Cost Damage Critical Range Increment Weight Armor Pen Type Mutifire/
Autofire?
Size Group
Shuriken Pistol TBD 3d6 20 10 m 1 kg 3 Energy M Small Blaster Pistols
Shuriken Catapault TBD 3d6 20 10 m 1 kg 3 Energy M Small Blaster Pistols
Shuriken Cannon TBD 3d10 20 10 m 1 kg 3 Energy M Small Blaster Pistols
Death Spinner TBD 3d10 20 10 m 1 kg 0 Energy M Small Blaster Pistols
Fusion Gun TBD 3d10 20 10 m 1 kg ALL Energy M Small Blaster Pistols
Firepike TBD 4d8 20 10 m 1 kg ALL Energy M Small Blaster Pistols
Wraithcannon TBD special 20 10 m 1 kg ALL Energy M Small Blaster Pistols
Ranger Long Rifle TBD 3d10 20 10 m 1 kg 0 Energy M Small Blaster Pistols
Flamer TBD 3d6 20 10 m 1 kg 3 Energy M Small Blaster Pistols
Scatter Laser TBD 3d10 20 10 m 1 kg 0 Energy M Small Blaster Pistols
Missile Launcher (Plasma) TBD 3d6 20 10 m 1 kg 5 Energy M Small Blaster Pistols
Missile Launcher (Krak) TBD 4d8 20 10 m 1 kg 7 Energy M Small Blaster Pistols
Brightlance TBD 4d8 20 10 m 1 kg 9 Energy M Small Blaster Pistols
Starcannon TBD 3d10 20 10 m 1 kg 9 Energy M Small Blaster Pistols
Lasblaster TBD 2d6 20 10 m 1 kg 0 Energy M Small Blaster Pistols
Hawk's Talon TBD 3d6 20 10 m 1 kg 0 Energy M Small Blaster Pistols
Prism Cannon TBD 5d8 20 10 m 1 kg 9 Energy M Small Blaster Pistols
Distort Cannon TBD 5d10 20 10 m 1 kg 9 Energy M Small Blaster Pistols
Shadow Weaver TBD 3d10 20 10 m 1 kg 0 Energy M Small Blaster Pistols
Vibro Cannon TBD 3d6 20 10 m 1 kg 0 Energy M Small Blaster Pistols
Reaper Launcher TBD 3d8 20 10 m 1 kg 9 Energy 7 Small Blaster Pistols

Armor Penetration: This is the amount of DR the specific weapon can ignore. The weapon is considered powerful enough to bypass Damage Reduction, if the value is this, or less. Thus, a shuriken pistol can ignore DR of any source that is DR 3, or less, while a brightlance can ignore DR from any source that is DR 9, or less; essentially anything. Against vehilces, this is the amount subtracted from its Hull DR. Shields, energy defenses, and Invulnerable DRs are unaffected by this. Thus, if a Warlock was shot by a brightlance, he would lose his armor DR, if he possessed any, but NOT his Invulnerable DR 5 from psychic shields.

Armor
Most Eldar wear some variety of armor into battle; the need to preserve Eldar life demands it. Eldar with dedicated psychic ability often wear rune armor, as it protects them from all attacks, without restricting their movement ability. Most other Eldar wear light armor only, in order to maintain their speed and agility. Only a few work up to heavy armor, mostly Striking Scorpion and Fire Dragons. These forgo finesse and speed, in favor of brute killing power, and use their havy armor to preserve themselves, while their enemies die.

Rune Armor: Special armor for Farseers and Warlocks, it grants them quite auspicious protection. Rune armor is constructed of wraithbone. This pschoactive plastic focuses their psychic energy, granting wearers invulnerable DR.

Heavy Armor: Used predominantly by the Striking Scorpions and Warp Spiders.

Other Miscellaneous Gear

Spirit Stones: .

Ghosthelm: .

Runes of Witnessing: .

Bionics: .

Psychic Hood: .

Teleport Homer: .

Refractor Field: .

Storm Shield: .

Table: Armors

Armor Cost DR MDB ACP ---Speed---
(10m)/(6m)
Weight
Light Armor ** ** ** ** ** **
None Yet N/A N/A N/A N/A N/A N/A
Medium Armor ** ** ** ** ** **
Carapace Armor N/A 7 +0 -7 8 / 4 20 kg
Heavy Armor ** ** ** ** ** **
SM TBA N/A 7 +0 -7 8 / 4 20 kg
Powered Armor ** ** ** ** ** **
SM Power Suit N/A 7 +0 -7 8 / 4 20 kg
SM Tactical Dreadnought Suit N/A 9 (Shield DR 9) +0 -7 6 / 2 40 kg

PREFERRED CYBERTECH OF THE ELDAR
Short of placing the souls of the dead in automatons, the Eldar refrain from the use of any cybertech. Though their level of technology is certainly advanced enough to have such devices, (the Eldar are likely Progress Level 9), they refrain from polluting their forms with artificial tools. When they die, they trap their souls in spirit stones, and can be placed within devisces, but this means that no injury in life is grievous enough to risk damaging their mental powers, since death is not much of a fear.

ELDAR-SPECIFIC PSIONIC POWERS
Hundreds of millennia as a psychic race has gifted the Eldar with a great deal of psionic power:

Eldritch Storm (Seer): much like Force Lightning

Fortune (Seer): creates illusions that fool those around them.

Guide (Seer): sends thoughts to those in the vicinity that they do not see the user, even if attacked. Likely use a variant of Battle Meditation

Mind War (Seer): used against other psychically-empowered, this deals damage equal to the amount of PSPs the target has remaining.

Conceal (Warlock):

Destructor (Warlock):

Embolden (Warlock):

Enhance (Warlock):

OTHER ELDAR POWERS
Not only do the psykers of the Eldar have special abilities. While not necessarily mystical in nature, certain Eldar, most notably the Exarchs, have special tricks, from their exceptional training, that they can learn, to deadly effect:

Acrobatic (HB): .

Bounding Leap (SH): .

Burning Fist (FD): .

Crack Shot (DR): .

Crushing Blow (SSc): .

Defend (DA): .

Distract (DA): .

Evade (SS): .

Far Shot (DR): .

Skillful Rider (SS): .

Stealth (SSc): .

Surprise Assault (WS): .

Sustained Assault (SH): .

Tank Hunter (FD): .

War Shout (HB): .

Withdraw (WS): .

DIVISIONS OF THE ELDAR
The bulk of the Eldar still in the galaxy consist of what is referred to as "craftworld Eldar". This is because, rather than living on planets, they choose to live on craftworlds; vast, moon-sized space vessels that carry them through the galaxy. There are at least five different known Craftworlds, and each is different enough as to warrant description.

GHOSTS IN THE MACHINE
The Eldar are a dying race, some more than others. In order to shore up their numbers, many Eldar, especialy those of the Iyanden Craftworld, make use of a tactic that, to the Eldar, is a detestable necessity. All Craftworld Eldar (minusing Harlequins) bear waystones on their person, at all times. With these stones, when an Eldar dies, its mind and soul are saved, passed into the stone, and spared the horrendous fate that all Eldar suffer, if their souls are captured by Slaanesh. Under normal circumstances, when Eldar die, these stones are collected, and, upon returning to their Craftworld, they are interred within the Infinity Matrix, a psychic node that generates a heaven-like place for the psyches to reside. However, if the need is great enough, these revered dead can be put to another use. Spirit Seers, those Eldar who tend to the Infinity Matrix, and commune with the spirits within, can take the stones and place them within various objects. These vessels, inevitably forged out of wraithbone, are psychoconductive, and the spirits of the Eldar can manipulate them, as if they were flesh and blood. With this practice, vehicles that would otherwise go unoperated, due to unavailable warriors to crew them, can be operated. Warriors, forged from wraithbone, and armed with among the Eldar's most advanced technology, can walk the battlefield again, destroying enemies to the Eldar race. Even whole Eldar starships, often refered to as "ghostships" can be manned by spirits, who can flit through the very hull of the ship, operating systems. This practice would make the Eldar truly formiddable (as if they aren't already!!!), but for the Eldar's own view on it. They do not use the ghosts of the dead lightly, even among Iyanden, because the spirits can be stubborn, resentful, or seemingly disinterested. Their view of the outside world is warped and hazy, and they do not necessarily consent to being used as weapons. Also, the loss of a wraith-unit can be a great loss to the Eldar. If the spirit stone is broken, the spirit is released, and with nothing tethering it to this plane, it is whisked away to Slaanesh, and lost to the Eldar forever. Not only is a possible warrior gone, but all he ever was and knew goes with him.

PLEASE NOTE THAT THE PICTURES ON THIS PAGE WERE FOUND AT THE GAMES WORKSHOP WEBSITE, AND THEY BELONG TO GAMES WORKSHOP. FOR A REALLY FUN GAME, GIVE THE SITE A LOOK, HERE, AND SEE HOW AWESOME IT CAN BE, WHETHER YOU LIKE BUILDING ARMIES, CRUSHING THEM, PAINTING THEM OR MODIFYING THEM. PLEASE NOTE, I AM NOT TAKING CREDIT FOR MOST OF THE ABOVE STUFF, SIMPLY ADAPTING IT TO THE ALTERNITY UNIVERSE.


"High Farseer Ulthiam" - drawn by =Reiq, found at deviantART.com

"Farseer Taldeer - Helmless" - drawn by ~IronShrineMaiden, found at deviantART.com

"Farseer Taldeer - Helmed" - drawn by ~IronShrineMaiden, found at deviantART.com

"Eldar Arbiter" - drawn by ~Addinarr, found at deviantART.com

Site Links

Character Profile: Eldrad Ulthran
Character Profile: The Phoenix Lords
Character Profile: High Farseer Kelmon
Character Profile: High Admiral Yriel
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