Eldar Warhammer 40k

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PLAYING A CRAFTWORLD ELDAR IN ROGUE TRADER

AND ALSO RULES FOR RANGERS


/tg/ version 0.5B
PATH OF THE EXILE Common Skills
Craftworld Eldar rules All craftworld eldar characters gain
Common Lore (Eldar) (Int), Speak
Medical Attention Language (Eldar) (Int), and Charm (Fel).
All attempts by a non-Eldar character to
use the Medicae Skill on an Eldar Keen Senses
character of any kind suffer a -10 All craftworld eldar characters begin
penalty, though study of xenos with the Heightened Senses (Sight,
physiology, represented by training in Hearing) Talents and the Dark Sight
Forbidden Lore (Xenos), removes this Trait.
penalty.
When taking drugs meant for humans, Matchless Grace
eldar characters (or humans in a reverse All craftworld eldar begin with the
situation with eldar drugs) must, in order Catfall and Sprint Talents and the
for the drug to have an effect, take a Unnatural Agility (x2) Trait.
Challenging (+0) Toughness Test. The
GM is left to rule whether success Non-Imperial
equates to any positive effects or no The character suffers a -10 penalty on all
effect whatsoever, and also whether or Common Lore, Forbidden Lore, and
not failure causes anything. The GM Scholastic Lore Tests relating to the
may decide that drugs unintended for Imperium of Man.
eldar/humans have no effect whatsoever.
Most bionics intended for humans Speak Not Unto the Alien
(cortex implants, bionic limbs, etc.) The creature suffers a -20 penalty on all
should not function with eldar. The GM Fellowship-based Tests when dealing
may rule on whether or not these with humans, and imposes the same
integrate with eldar anatomy properly or penalty on humans. These penalties do
not. not apply when dealing with individuals
who have become familiar with them.
Alien Appearances Finally, the presence of any xenos
When attempting to Disguise himself as aboard a human vessel is unsettling for
a human, a craftworld eldar takes a -30 the crew. The continued presence of one
penalty to any use of the Disguise Skill or more xenos player characters aboard a
against the Scrutiny Skill of a member of ship reduces its Morale by 2.
the race he is impersonating.

Arms and Armor


Craftworld eldar take no penalties for
utilizing human weapon systems, but
they do seem very unwieldy to eldar.
Additionally, human armor does not fit
eldar comfortably.
Craftworld Eldar Characteristics (Remembrancer) and gain that as a Basic
To determine starting Characteristics, Trained Skill. Gain the Scholastic Lore
craftworld eldar characters roll 2d10 and (Philosophy) Skill. Gain the Talented
apply the following modifiers: (Charm, Performer) Talents. Gain a +5
bonus to Fellowship.
Craftworld Eldar Characterstics
Characteristic 2d10+ - Path of the Mariner
Weapon Skill 25 Gain the Command (Fel), Navigation
Ballistic Skill 25 (Stellar) (Int), Pilot (Flyers, Space Craft)
Strength 20
(Ag), Scholastic Lore (Astromancy)
Toughness 20
30
(Int), Trade (Voidfarer (Ag)) Skills.
Agility
Intelligence 25 Gain a +5 bonus to Agility.
Perception 25
Willpower 30 - Path of the Seer
Fellowship 25 Gain the Forbidden Lore (Eldar,
Psykers, the Warp) (Int), Scholastic Lore
Craftworld eldar characters roll 1d5+1 (Legend, Numerology) (Int), and
and add twice their starting Toughness Psyniscience (Per) Skills. Gain the
Bonus to the result to determine their Foresight Talent. Gain a +5 bonus to
starting number of Wounds. either Intelligence or Willpower.
To determine Fate Points, roll a 1d10.
On a roll of 1-7, the craftworld eldar has - Path of the Warrior
1 Fate Point. On a roll of 8-10, the Gain the Dodge (Ag) Skill. Gain the
craftworld eldar has 2 Fate Points. Ambidextrous Talent. Choose one of the
All craftworld eldar also begin play following Talents, as long as you meet
with a waystone, a gem of a certain color any Prerequisites: Blind Fighting,
of the players choosing. Upon the death Combat Master, Double Team, Dual
of the eldar character, the waystone traps Shot, Dual Strike, Hard Target.
his soul and becomes his spirit stone.
The craftworld eldar can wear this in any SOONER HATED THAN
fashion imaginable such as in an earing
or on a pendant. The character is ENSLAVED
compelled by nature to keep this stone The eldar are, as a whole, a proud race
on his person at all times, and will stop this is one of the few unifying
at nothing to retrieve it in the event he aspects of their collective branches.
loses it. They universally regard other species
as a blight especially humans, such
Path-Walker that monkeigh, their languages
Choose one of the following options and derisive term for aliens, has come to
apply the results to represent previous almost exclusively refer to mankind.
Paths walked in the craftworlders life. A craftworld eldar will almost never
subject themselves to the humiliation
- Path of the Artisan of Sanctioning. All craftworld eldar
Choose any one of the Performer Skill characters are unable to access the
Groups and gain that as a Basic Trained Sanctioned Xenos Elite Advance.
Skill. Choose either Trade (Armorer) or
PATH OF THE OUTCAST: Field; Wt. 2kg; Near Unique) (+10 to
THE RANGER CAREER Attack)
I am filled with a curiosity that Alaitoc An eldar power sword adds +10 to
cannot satisfy. It is like a hunger any Parry attempts by the bearer (with
growing within me that no sight or Balanced, this becomes +20 total).
sound of this place can sate Ranger Long Rifle (Basic; 200m; S/-
I feel coddled not safe, stifled, not /-; 1d10+3 E; Pen 2; Clip 40; Rld
enriched. Full; Accurate, Customized, Reliable;
Aradryan of Alaitoc. Wt. 2kg; Unique)
Ranger long rifles are custom-made
The Ranger career is only available to for each individual user, resulting in a
craftworld eldar. frighteningly efficient weapon with an
Ranger characters gain the following incredible ability to focus on a target.
Skills: Awareness (Per), Climb (S), When used with the Aim action, the
Concealment (Ag), Disguise (Fel), Silent penetration of a long rifles next shot is
Move (Ag), Speak Language (Low doubled to a maximum of 4. If the
Gothic) (Int), Tracking (Int). wielder Aims as a Full Action, the
They also gain the following Talents: penetration of the rifles next shot is
Ambidextrous, Basic Weapon Training tripled to a maximum of 6. A depleted
(Universal), Melee Weapon Training clip of long rifle ammunition
(Universal), Pistol Weapon Training automatically recharges fully over a
(Universal). period of 1d10+10 hours. Alternatively,
Rangers begin play with a full eldar the character can equip a back-mounted
mesh bodysuit. This is a suit of armor power pack which triples his available
with the following profile: ammunition and fully recharges after
Eldar mesh bodysuit (All AP 4); 1d10+10 hours.
Weight - 2 kg.; Availability Very Rangers also begin play with one
Rare. cameleoline cloak.
While wearing the distinctive tall
helmet the character gains a +20 to all Eldar Specialist
tests to resist the effects of toxic gases, Rangers count as being trained in use of
and a +30 to resist overpowering sensory all weapons of eldar origin.
effects such as blind grenades. The
helmet also includes the Advanced On a Dark Path, Astray
Helmet Systems modification with both Whenever a Ranger spends sufficient XP
Communications and Preysense effects. to rank up, they must make an Ordinary
Rangers begin play with one shuriken (+10) Willpower Test. In the event of
pistol and 3 clips of ammunition for it. success, nothing occurs. However, if the
They may choose either a Best-Quality test is failed, then it must be marked on
eldar powersword and shuriken catapult the Rangers sheet. If the Ranger gains
with three clips of ammunition or a three marks (that is, he fails the Test 3
Ranger long rifle. times), he loses himself in the Path of
The weapons have the following the Exile and descends into eternal
profiles: wandering as a Pathfinder. See the
BQ Eldar Power Sword (Melee; Pathfinder sub-career for more
1d10+5 E; Pen 8; Balanced, Power details.
ELDAR RANGER CHARACTERISTIC ADVANCES
Charcteristic Simple Intermediate Trained Expert
Weapon Skill 250 500 750 1,000
Ballistic Skill 100 250 500 750
Strength 250 500 750 1,000
Toughness 500 750 1,000 2,500
Agility 100 250 500 750
Intelligence 250 500 750 1,000
Perception 100 250 500 750
Willpower 250 500 750 1,000
Fellowship 500 750 1,000 2,500

Rank 1 Ranger Advances


Advance Cost Type Prerequisites
Acrobatics 200 Skill
Awareness 100 Skill
Climb 200 Skill
Concealment 100 Skill
Deceive 100 Skill
Disguise 200 Skill
Dodge 100 Skill
Navigation (Surface) 200 Skill
Silent Move 100 Skill
Survival 100 Skill
Tracking 100 Skill
Ambidextrous 200 Talent
Basic Weapon Training (Universal) 200 Talent
Bloodtracker 500 Talent
Hard Target 500 Talent
Lightning Reflexes 200 Talent
Marksman 200 Talent BS 35
Melee Weapon Training (Universal) 500 Talent
Pistol Weapon Training (Universal) 200 Talent
Quick Draw 200 Talent
Rank 2 Ranger Advances
Advance Cost Type Prerequisites
Awareness +10 100 Skill Awareness
Common Lore (Koronus Expanse) 200 Skill
Disguise +10 500 Skill Disguise
Dodge +10 100 Skill Dodge
Forbidden Lore (Xenos) 200 Skill
Interrogation 200 Skill
Medicae 500 Skill
Navigation (Surface) +10 200 Skill Navigation (Surface)
Pilot (Flyers) 500 Skill
Search 200 Skill
Secret Tongue (Rogue Trader) 200 Skill
Silent Move +10 100 Skill Silent Move
Sleight of Hand 100 Skill
Swim 200 Skill
Wrangling 500 Skill
Deadeye Shot 200 Talent
Jaded 200 Talent WP 30
Light Sleeper 200 Talent Per 30
Step Aside 200 Talent Ag 40, Dodge
Two-Weapon Wielder (Ranged) 200 Talent BS 35, Ag 35

Rank 3 Ranger Advances


Advance Cost Type Prerequisites
Acrobatics +10 200 Skill Acrobatics
Awareness+20 200 Skill Awareness +10
Concealment +10 100 Skill Concealment
Contortionist 100 Skill
Demolition 300 Skill
Forbidden Lore (Xenos) +10 200 Skill Forbidden Lore (Xenos) +10
Intimidate 200 Skill
Logic 200 Skill
Medicae +10 500 Skill Medicae
Shadowing 100 Skill
Tech-Use 400 Skill
Tracking +10 200 Skill Tracking
Crack Shot 400 Talent BS 40
Foresight 500 Talent
Hardy 300 Talent T 40
Leap Up 200 Talent Ag 30
Rapid Reaction 300 Talent
Sound Constitution (x2) 300 Talent
Sure Strike 400 Talent WS 30
Swift Attack 300 Talent

New Talent: Acclimation (I, II, III)


The Ranger is growing accustomed to his new colleagues, and to whatever end, is able to blend in moreso
than before. This Talent is taken in three tiers, with the effects of each tier stacking.
I. The Rangers penalty to Common Lore from Non-Imperial is removed.
II. As above, and also the Rangers penalty to Disguise from Alien Appearances is reduced to -10.
III. As above, and all penalties from Speak Not Unto the Alien are removed.
Rank 4 Ranger Advances
Advance Cost Type Prerequisites
Carouse 200 Skill
Climb +10 300 Skill Climb
Deceive +10 200 Skill Deceive
Disguise +10 400 Skill Disguise
Dodge +20 200
Interrogation +10 300 Skill Interrogation
Navigation (Surface) +20 200 Skill Navigation (Surface) +10
Pilot (Flyer) +10 200 Skill Pilot (Flyer)
Scrutiny 200 Skill
Search +10 200 Skill Search
Survival +10 200 Skill Survival
Speak Language (High Gothic) 400 Skill
Acclimation I 500 Talent Int 30, Fel 30, eldar
Disarm 400 Talent Ag 30
Double Team 300 Talent
Mimic 400 Talent
Nerves of Steel 500 Talent
Paranoia 200 Talent
Two-Weapon Wielding (Melee) 400 Talent WS 35, Ag 35
Resistance (Fear) 500 Talent

Rank 5 Ranger Advances


Advance Cost Type Prerequisites
Chem-Use 300 Skill
Concealment +20 200 Skill Concealment +10
Contortionist +10 200 Skill Contortionist
Evaluate 300 Skill
Logic +10 300 Skill Logic
Inquiry 300 Skill
Security 300 Skill
Shadowing +10 200 Skill Shadowing
Silent Move +20 100 Skill Silent Move +10
Swim +10 200 Skill Swim
Blind Fighting 400 Talent Per 30
Combat Master 400 Talent WS 30
Dark Soul 300 Talent
Ag 40, Two-Weapon Wielder
Dual Shot 400 Talent
(Ranged)
Armour of Contempt 300 Talent WP 40
Polyglot 400 Talent
Sound Constitution (x2) 400 Talent
Talented (Silent Move) 300 Talent
Technical Knock 400 Talent
Thrown Weapon Training (Universal) 500 Talent
Rank 6 Ranger Advances
Advance Cost Type Prerequisites
Acrobatics +20 300 Skill Acrobatics +10
Barter 400 Skill
Carouse +10 300 Skill Carouse
Command 500 Skill
Common Lore (pick any one) (x2) 300 Skill
Deceive +20 400 Skill
Demolition +10 400 Skill Demolition
Disguise +20 400 Skill Disguise +10
Navigation (Stellar) 300 Skill
Security +10 300 Skill Security
Survival +20 200 Skill Survival +10
Tracking +20 400 Skill Tracking +10
Wrangling +10 500 Skill Wrangling
Counter Attack 500 Talent WS 40
Acclimation II 750 Talent Acclimation I, Int 35, Fel 35, eldar
Hip Shooting 500 Talent BS 40, Ag 40
Peer (Craftworld Eldar) 300 Talent Fel 30
Sharpshooter 500 Talent BS 40, Deadeye Shot
Talented (Concealment) 500 Talent
Unarmed Warrior 500 Talent WS 35, Ag 35

Rank 7 Ranger Advances


Advance Cost Type Prerequisites
Blather +10 400 Skill Blather
Chem-Use +10 400 Skill Chem-Use
Forbidden Lore (Xenos) +20 200 Skill Forbidden Lore (Xenos) +10
Intimidate +10 400 Skill Intimidate
Logic +20 500 Skill Logic +10
Medicae +20 500 Skill Medicae +10
Navigation (Stellar) +10 400 Skill Navigation (Stellar)
Scrutiny +10 400 Skill Scrutiny
Search +20 200 Skill Search +10
Shadowing +20 300 Skill Shadowing +10
Sleight of Hand +10 200 Skill Sleight of Hand
Die Hard 500 Talent WP 40
Dual Strike 500 Talent Ag 40, Two-Weapon Wielder
(Melee)
Independent Targeting 300 Talent BS 40
Mighty Shot 400 Talent BS 40
Orthoproxy 500 Talent
Rapid Reload 200 Talent
Sound Constitution (x2) 500 Talent
Talented (Navigation) 500 Talent
Wall of Steel 500 Talent Ag 35
Rank 8 Ranger Advances
Advance Cost Type Prerequisites
Climb +20 300 Skill Climb +10
Contortionist +20 300 Skill Contortionist +10
Common Lore (pick any one) +10 400 Skill Common Lore (any one)
Gamble 300 Skill
Intimidate +20 400 Skill Intimidate +10
Navigation (Stellar) +20 400 Skill Navigation (Stealler)
Pilot (Space Craft) 400 Skill
Security +20 400 Skill Security +10
Scrutiny +20 400 Skill Scrutiny +10
Swim +20 300 Skill Swim +10
Forbidden Lore (Black Library) 400 Skill
Acclimation III 1,000 Talent Acclimation II, Int 40, Fel 40, eldar
Exotic Weapon Training (choose one) 500 Talent
Hard Bargain 500 Talent
Hotshot Pilot 750 Talent Any Pilot Skill, Ag 40
Precise Blow 500 Talent Weapon Skill 40, Sure Strike
Talented (Contortionist) 500 Talent
Talented (Tracking) 500 Talent
Talented (Wrangling) 500 Talent
Unarmed Master 1,000 Talent WS 45, Ag 40, Unarmed Warrior
PATHFINDER
Life's a journey. Shame about the destination.
The Wastrels Stratagem, Act 4, Scene 1.

he rigors of craftworld life and the intensity of the path drive many eldar to seek an
escape. The tragedy of these self-exiles then is that they all too-often become
prisoners of their own freedom. A craftworld upbringing makes an eldar by-nature
inclined to focus his will onto a certain way of life. In this way, an eldar who first sought
escape from the tyranny of the Path instead finds himself caught on it.
The character can now only access Advances
described in the Pathfinder Ranks, although he
still takes Charateristic Advances from the Ranger
Career. This is not an Alternate Career, therefore
the character can no longer purchase Advances from
the Ranger Career save for any Advances from
Ranger ranks 1, 2 and 3. He gains access to two
additional tiers of Characteristic Advances (Heroic &
Master) (See below) in Ballistics Skill, Agility and
Perception, but permanently loses 1d10+5 Fellowship
and can no longer improve it.
Becoming a Pathfinder represents a dramatic change in
the characters psyche. He grows much more reclusive and
restless, often wandering the halls of the ship, stalking
crewmembers for no better purpose than the act itself. The
presence of a Pathfinder aboard a vessel causes a -1 to Morale
for the duration of his presence. This accumulates with the
effects of Speak Not Unto the Alien.
Additionally, other craftworld eldar no longer accept the
Pathfinder among their number. He is welcomed aboard
craftworlds for a temporary stay to recuperate and tell stories of
his time abroad, but he is no longer seen as a member of the
community nor does the Pathfinder generally care to be part of
such restrictive entities ever again.
PATHFINDER CHARACTERISTIC
ADVANCES
Characteristic Heroic Master

Ballistics Skill 1,000 1,500

Agility 1,000 1,500

Perception 1,000 1,500


Rank 4 Pathfinder Advances
Advance Cost Type Prerequisites
Carouse 200 Skill
Climb +10 200 Skill Climb
Deceive +10 200 Skill Deceive
Disguise +10 200 Skill Disguise
Dodge +20 100 Skill Disguise +10
Forbidden Lore (Black Library) 400 Skill
Navigation (Surface) +20 100 Skill Navigation (Surface) +10
Pilot (Flyer) +10 200 Skill Pilot (Flyer)
Scrutiny 200 Skill
Search +10 100 Skill Search
Silent Move +20 100 Skill Silent Move +10
Survival +10 100 Skill Survival
Speak Language (High Gothic) 500 Skill
Disarm 400 Talent Ag 30
Meditation 300 Talent
Mimic 400 Talent
Paranoia 200 Talent
Talented (Awareness) 300 Talent
Talented (Silent Move) 300 Talent
Two-Weapon Wielding (Melee) 400 Talent WS 35, Ag 35

Rank 5 Pathfinder Advances


Advance Cost Type Prerequisites
Chem-Use 300 Skill
Concealment +20 100 Skill Concealment +10
Contortionist +10 100 Skill Contortionist
Evaluate 300 Skill
Logic +10 100 Skill Logic
Inquiry 500 Skill
Security 200 Skill
Shadowing +10 100 Skill Shadowing
Swim +10 200 Skill Swim
Blind Fighting 300 Talent Per 30
Combat Master 400 Talent WS 30
Dark Soul 200 Talent
Ag 40, Two-Weapon Wielder
Dual Shot 300 Talent
(Ranged)
Armour of Contempt 300 Talent WP 40
Hip Shooting 300 Talent BS 40, Ag 40
Lightning Attack 500 Talent Swift Attack
Sound Constitution (x2) 400 Talent
Talented (Concealment) 300 Talent
Technical Knock 400 Talent
Thrown Weapon Training (Universal) 500 Talent
Rank 6 Pathfinder Advances
Advance Cost Type Prerequisites
Acrobatics +20 200 Skill Acrobatics +10
Barter 300 Skill
Carouse +10 300 Skill Carouse
Common Lore (pick any one) (x2) 200 Skill
Deceive +20 400 Skill
Demolition +10 400 Skill Demolition
Disguise +20 300 Skill Disguise +10
Navigation (Stellar) 200 Skill
Security +10 100 Skill Security
Survival +20 100 Skill Survival +10
Tracking +20 200 Skill Tracking +10
Wrangling +10 400 Skill Wrangling
Assassin Strike 500 Talent Ag 40, Acrobatics
Counter Attack 400 Talent WS 40
Peer (Craftworld Eldar) 400 Talent Fel 30
Rapid Reload 200 Talent
Sharpshooter 200 Talent BS 40, Deadeye Shot
Talented (Navigation) 500 Talent
Talented (Survival) 300 Talent
Unarmed Warrior 500 Talent WS 35, Ag 35

Rank 7 Pathfinder Advances


Advance Cost Type Prerequisites
Blather +10 400 Skill Blather
Chem-Use +10 400 Skill Chem-Use
Forbidden Lore (Xenos) +20 200 Skill Forbidden Lore (Xenos) +10
Intimidate +10 400 Skill Intimidate
Logic +20 300 Skill Logic +10
Medicae +20 500 Skill Medicae +10
Navigation (Stellar) +10 300 Skill Navigation (Stellar)
Scrutiny +10 100 Skill Scrutiny
Search +20 100 Skill Search +10
Shadowing +20 200 Skill Shadowing +10
Sleight of Hand +10 100 Skill Sleight of Hand
Die Hard 500 Talent WP 40
Dual Strike 400 Talent Ag 40, Two-Weapon Wielder
(Melee)
Independent Targeting 100 Talent BS 40
Mighty Shot 200 Talent BS 40
Orthoproxy 200 Talent
Sound Constitution (x2) 500 Talent
Talented (Dodge) 300 Talent
Talented (Tracking) 300 Talent
Wall of Steel 500 Talent Ag 35
Rank 8 Pathfinder Advances
Advance Cost Type Prerequisites
Climb +20 300 Skill Climb +10
Contortionist +20 300 Skill Contortionist +10
Common Lore (pick any one) +10 400 Skill Common Lore (any one)
Intimidate +20 400 Skill Intimidate +10
Navigation (Stellar) +20 400 Skill Navigation (Stealler)
Pilot (Space Craft) 400 Skill
Security +20 200 Skill Security +10
Scrutiny +20 200 Skill Scrutiny +10
Swim +20 300 Skill Swim +10
Forbidden Lore (Black Library) 200 Skill
Exotic Weapon Training (choose one) 500 Talent
Hard Bargain 500 Talent
Hotshot Pilot 750 Talent Any Pilot Skill, Ag 40
Peer (Harlequins) 500 Talent Fel 30
Precise Blow 500 Talent Weapon Skill 40, Sure Strike
Talented (Contortionist) 500 Talent
Talented (Wrangling) 500 Talent
True Grit 500 Talent T 40
Unarmed Master 1,000 Talent WS 45, Ag 40, Unarmed Warrior
Unnatural Perception (x2) 500 Trait

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