Aeldari Race Species in Terra Incognita | World Anvil
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Aeldari Race

The Aeldari alien species counts as an automatic Elite Advance for a player in Dark Heresy. This advance costs 1000xp and is automatically applied to the character before the Homeworld, Background and Path (Role) is chosen.   Aeldari characters have certain natural advantages and disadvantages to a human, therefore they use the following base Characteristics instead of the normal baseline of 20 for Human characters.   Add 2d10* to the following:   Weapon Skill 25, Ballistic Skill 25, Strength 15, Toughness 15, Agility 25, Intelligence 20, Perception 20, Willpower 25, Fellowship 15, Influence 15   *With the normal + and - adjustments for Homeworld choice.  

Alien Lifestyle

Because Aeldari have very different lives to most humans, Aeldari characters pick Homeworld, Background and Path (Role) from the options below, instead of from the Dark Heresy Rulebooks. Instead of the Emperor’s Blessing for rolling an extra Fate Point, the Aeldari rely on their fate as a Dying Race (it is otherwise exactly the same).  

Aeldari Homeworlds

Lilaethan (Maiden World)

A Maiden World, or Lilaethan in the Aeldari Lexicon, is one of the lush paradise worlds originally created through advanced terraforming techniques from lifeless Dead Worlds by the Aeldari before the Fall of their race's ancient interstellar empire in the 30th Millennium.   These terraformed worlds are referred to by the Aeldari as Lilaethan after Lileath, the Aeldari Goddess of Dreams. They are often extremely rich in natural resources and safe from any virulent microorganisms because their ecosystems were genetically engineered to resist harmful lifeforms. The Aeldari consider these worlds, even when uninhabited or currently inhabited by another sentient species, as rightfully their own, created by their forefathers for them to settle.  

Maiden World rules:

  • Characteristic Modifiers: +Agility, +Perception, -Fellowship
  • Fate Threshold: 2 (Dying Race 5+)
  • Home World bonus: Goddess of Dreams: A Maiden World character halves the duration (rounded up) of any result from Table 8–11: Shock or Table 8–13: Mental Traumas (see pages 287 and 288 of the Dark Heresy Core Rulebook), and can remove Insanity points for 50xp per point rather than the normal 100xp.
  • Home World Aptitude: Fieldcraft
  • Wounds: 9+1d6
 

Craftworld

A craftworld is a vast, planetoid-sized spacecraft populated by the Asuryani faction of the highly advanced humanoid species known as the Aeldari. The craftworlds travel through the void of space at sublight speeds, carrying the greater remnant of the Aeldari species after their Fall.   Each craftworld is a self-sufficient, independent realm with its own distinctive culture. The most important Aeldari craftworlds of the Milky Way Galaxy are listed and described here.   Every craftworld is built upon a skeleton of psychoactive, crystalline wraithbone whose structure extends throughout the gigantic voidcraft. A similar skeletal core lies at the heart of most Asuryani constructions and every one of their spacecraft.   In a very real sense, the craftworld is a living entity, powered by psychic energy and responding in an organic way to the stimuli of psychic forces. The psychic power contained within it can be expended as light and heat, and most ship-board devices and other Asuryani technology could not actually function without the wireless psychic power grid that runs throughout the substructure of the craftworld.   The Asuryani refer to this grid as the Infinity Circuit, a metaphysical neural structure studded with the Spirit Stones of the craftworld's dead, their gestalt psychic collective serving as the source of the great vessel's power -- and its ghostly sentience.  

Craftworld rules:

  • Characteristic Modifiers: +Fellowship, +Willpower, -Perception
  • Fate Threshold: 3 (Dying Race 6+)
  • Home World bonus: Spirit Stone: Every Asuryani of the craftworlds wears Spirit Stone attuned solely to the mind of its owner. At the moment of the Asuryani's death the stone absorbs their soul, preventing it from entering the Warp and being consumed by the Chaos God of amoral pleasure, Slaanesh. This comforts Asuryani in facing their fate, whenever a Craftworld character spends a Fate point, they roll 1d10. On a result of 1, the character’s total number of Fate points is not reduced.
  • Home World Aptitude: Willpower
  • Wounds: 7+1d6
   

Aeldari Backgrounds

 

Exodite

The Exodites are members of the Aeldari species that rejected the slow degeneration of their ancient civilisation several Terran millennia before the Fall of the Aeldari, seeing that the Aeldari were already courting disaster long before their fellows.   To avoid the coming cataclysim, the Exodites exiled themselves from the core homeworlds of their star-spanning empire to newly-terraformed colony planets called Maiden Worlds.   Upon their new homes, these so-called "Exodites" could isolate themselves from the Aeldari's brewing corruption and hedonism -- and survive the cataclysm that would soon consume their people.   Exodites live startlingly pre-industrial and primitive lives compared to other Aeldari factions like the Asuryani and Drukhari, having chosen to abandon the automated, labour-saving technologies that long defined Aeldari life in return for the spiritual health brought by pursuing the hard labour of survival for oneself.  

Exodite Rules:

  • Starting Skills: Athletics, Navigate (Surface), Survival, Awareness, Forbidden Lore (Exodite), Trade (cook) or Trade (Archaeologist), Linguistics (Low gothic, Aeldari)
  • Starting Talents: Weapon Training (Aeldari Basic Ranged)
  • Starting Equipment: Aeldari Ranger Long rifle or Aeldari Splinter Rifle, Backpack, Xeno Leather armour (Ap 2 body, arms), Spear, Aeldari Scanner
  • Background Bonus: Ancestral Lifestyle: An Exodite character counts his Toughness bonus as two higher for purposes of determining Fatigue.
  • Background Aptitude: Fieldcraft or Finesse
 

Anhrathe (Outcasts)

At times, the rigid constraints of the Asuryani Path prove intolerable even for an Asuryani to bear; such individuals leave their craftworlds behind and become Aeldari Outcasts. Many Asuryani spend many standard years or solar decades as Outcasts before they return to the Asuryani Path, if ever.   Outcasts must bear the terrible burden of their heightened Aeldari consciousness and emotions without the psychic protection offered by the discipline of the Asuryani Path.   Set free within the galaxy, Outcasts are dangerously vulnerable to all manner of hazards. Their psychically powerful minds are a beacon to Daemons and in particular to She Who Thirsts.   Only Aeldari of especially strong willpower can survive for long as Outcasts. After years of adventure and wandering, or sailing the sea of the void aboard the Aeldari Corsair fleets, most Aeldari Outcasts eventually return to the safety and security of the Asuryani Path.  

Anhrathe Rules:

  • Starting Skills: Intimidate or Sleight of Hand, Common Lore (Aeldari), Common Lore (Underworld), Deceive, Dodge, Stealth, Linguistics (Low gothic, Aeldari)
  • Starting Talents: Weapon Training (Aeldari Basic Ranged) or (Aeldari Basic Melee and Thrown) or Weapon Training (Las, Low-Tech, Solid Projectile)
  • Starting Equipment: Aeldari Void Gear, Armoured Bodyglove, Laspistol or Lasgun or Aeldari Ranger Long rifle or Aeldari Splinter Rifle, Holo-Spectus
  • Background Bonus: Stand and Deliver: An Outcast can re-roll any Intimidation and Interrogation test, and can substitute his Willpower bonus for his degrees of success on these tests.
  • Background Aptitude: Defence or Offence
   

Rillietann (Harlequin)

A Harlequin, known in the Aeldari Lexicon as a Rillietann, is a member of a very distinct sub-group of the Aeldari species who belongs to none of the existing Aeldari factions, including the Craftworld Asuryani, the Exodites or the Drukhari. They are the keepers of the Black Library and serve the enigmatic Aeldari deity called the Laughing God.   The Harlequins see no distinction between art and war, and their outlook can best be explained by reference to the legend of the Fall; one of their self-appointed duties is to keep this legend alive through their performances. The central figure of Harlequin belief is Cegorach, the Great Harlequin -- also known as the Laughing God.   The Laughing God is the only authority that the Harlequins recognise, and their every deed is thought to be in furtherance of his own inscrutable agenda. Harlequins are undeniably part of the Aeldari species, yet they owe no allegiance to any given Craftworld or Kabal.   These enigmatic warriors are often credited with supernatural powers, and many amongst both Asuryani and Drukhari society believe that the Harlequins know most, if not all, of the secret paths through the endless maze of the Webway.   They are welcomed by all of the other Aeldari factions, including the Drukhari of Commorragh and the Webway, and are known for their brightly coloured clothing, incredible agility (even for an Aeldari), and use of unusually powerful weapons. Harlequins always organise themselves into groups they call Troupes, which are led by a Troupe Master.  

Harlequin Rules:

  • Starting Skills: Acrobatics, Charm or Intimidate, Parry or Athletics, Forbidden Lore (Webway), Common Lore (Aeldari), Linguistics (Low gothic, Aeldari)
  • Starting Talents: Weapon Training (Harlequin’s Kiss)
  • Starting Equipment: Harlequin’s Kiss, Armoured Bodyglove, Flip Belt, Xenofilament Grenade
  • Background Bonus: Deadly Dance: When attacking a target that an ally attacked since the end of the Harlequin’s last turn, the Harlequin can re-roll any results of 1 or 2 on damage rolls.
  • Background Aptitude: Knowledge or Fieldcraft
 

Guardian Asuryani (Craftworlder)

Every Asuryani of a craftworld is a highly trained warrior -- in battle these citizen-soldiers are known as Guardians, forming the craftworld's defensive militia. Craftworlds are independent political realms, sometimes acting in cooperation with the other Asuryani craftworlds, combining their military forces and acting in concert to achieve a common objective, and trading or exchanging knowledge.   Aeldari Exodites often trade with their Asuryani counterparts who live in the craftworlds, but believe that the Craftworld Aeldari are still too close to the old ways of decadence for their own good. However, the militarily stronger Asuryani grant some protection to Exodite Aeldari from attacks by Orks, the Drukhari, Chaos and the Imperium of Man.  

Guardian Asuryani Rules:

  • Starting Skills: Charm or Scrutiny, Commerce, Common Lore (Craftworlds), Operate (Surface or Aeronautica), Linguistics (Low Gothic, Aeldari), Athletics
  • Starting Talents: Weapon Training (Aeldari Shuriken or Splinter, Aeldari Chainsword)
  • Starting Equipment: Shuriken Pistol or Splinter Pistol, Aeldari Void Armour, Aeldari Medkit (Advanced), Aeldari Scanner
  • Background Bonus: Protect the Sacred: When spending a Fate point to gain a +10 bonus to any one test, a Guardian character gains a +20 bonus instead.
  • Background Aptitude: Finesse or Social
   

Aeldari Paths (Roles)

 

Path of the Warrior

The Aeldari as a race are beset on every side by warfare. The Aeldari would prefer that it were not that way, for Aeldari generations are born all too few and far between, and what remains of the species cannot afford to lose any more of their reduced numbers.   Young Aeldari often believe that they can rebuild their lost but once glorious empire with fire and passion, but the Seers know well that what remains of the Aeldari's ancient civilisation is locked in a simple battle for survival.   The Path of the Warrior is trod by those who become the Asuryani's Aspect Warriors. Those who lose themselves upon this path become the Exarchs. Some Aspect Warriors are unique to specific craftworlds. Others are common to almost all of them, including the Fire Dragons, Howling Banshees, Eagle Pilots, Striking Scorpions, Dark Reapers, Dire Avengers, Warp Spiders, Shining Spears, Swooping Hawks, and the most recent to be recovered, the Shadow Spectres.  
  • Role Aptitudes: Ballistic Skill, Defence, Offence, Strength, Weapon Skill
  • Role Talent: Precision Fire: 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 led to the Warrior possessing an almost preternatural accuracy. The Warrior no longer suffers penalties from firing into melee.
  • Role Bonus: Expert at Violence: In addition to the normal uses of Fate points (see page 293), after making a successful attack test, but before determining hits, a Warrior character may spend a Fate point to substitute his Weapon Skill (for melee) or Ballistic Skill (for ranged) bonus for the degrees of success scored on the attack test.
 

Path of the Seer

Seers are essentially the most potent form of Aeldari psykers. They are members of the Aeldari race who have passed through the many different Asuryani Paths, which allows them to master the full power of their minds and thus command their psychic powers without fear of attracting daemons or creating rifts within the Warp when they unleash their abilities in their most potent form.   Those that pursue such disciplines are said to walk down the Path of the Seer or the Path of the Witch where they gain proper training and experience in the use of their naturally potent psyker abilities.  
  • Role Aptitudes: Defence, Intelligence, Knowledge, Perception, Willpower
  • Role Talent: Secrets of the Seer: Aeldari 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.
  • Role Bonus: Aeldari Psyker Discipline: Select from Farseer, Void Dreamer, or Warlock Elite Advances (detailed below). It is recommended that any character that wishes to follow the Path of the Seer have a Willpower of at least 40.
 

Path of the Outcast

At times, the rigid constraints of the Asuryani Path prove intolerable even for an Asuryani to bear; such individuals leave their craftworlds behind and become Aeldari Outcasts. Many Asuryani spend many standard years or solar decades as Outcasts before they return to the Asuryani Path, if ever.   Outcasts must bear the terrible burden of their heightened Aeldari consciousness and emotions without the psychic protection offered by the discipline of the Asuryani Path.   Set free within the galaxy, Outcasts are dangerously vulnerable to all manner of hazards. Their psychically powerful minds are a beacon to Daemons and in particular to She Who Thirsts.  
  • Role Aptitudes: Leadership, Offence, Toughness, Weapon Skill, Willpower
  • Role Talent: Weapons of a Dying Age: 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.
  • Role Bonus: Death to All Who Oppose Me!: In addition to the normal uses of Fate points (see page 293 Core Rulebook), an Outcast character may spend a Fate point to count as having the Hatred talent against his current foe for the duration of the encounter. Should he choose to leave combat against a Hated foe in that encounter, however, he gains 1 Insanity point.
 

The Seventh Path

The Ynnari, also known as "the Reborn," are a faction or religious sect of the Aeldari species comprised of members drawn from all of its other major factions, including the Asuryani, Aeldari Corsairs, Exodites, the Drukhari and the Harlequins.   Under the leadership of the prophet Yvraine, the "Daughter of Shades," the Ynnari seek to fully awaken the Aeldari god of the dead Ynnead, who they believe can defeat Slaanesh and restore the Aeldari species' unity and its lost glory.   They aim to achieve this in a ritual that would not require the sacrifice of the entire Aeldari species, using a method known as the "Seventh Path" or the "Seventh Way."   With their combined might the Ynnari have become a new force in the galaxy, and have been instrumental in several of the events that brought about the Era Indomitus of the Age of the Imperium, including the resurrection of the Primarch Roboute Guilliman.  
  • Role Aptitudes: Fellowship, Offense, Social, Toughness, Willpower
  • Role Talent: Ancient and Ruthless Command: The Eldar are dwindling in number, and grow fewer with each passing century. This has led 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 Ynnari 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.
  • Role Bonus: Quest for Knowledge: In addition to the normal uses of Fate points (see page 293), a Yannari character may spend a Fate point to automatically succeed at a Logic or any Lore skill test with a number of degrees of success equal to his Intelligence bonus.
   

Aeldari Species Traits

 

Psychic Race

All Aeldari can manipulate mental energies to a degree. Each is psychic to one extent or another; it is said the ancient Aeldari could read thoughts at a glance, whilst those who trained their minds for war could crush a foe's weapon with a simple narrowing of their eyes.   All Aeldari characters begin the game with the Psyniscience Skill trained (p112 Core Rules) and a Psy Rating of 1  

Alien Grace

The most fundamental difference between Aeldari and Humans can be seen when the Aeldari move, for they each radiate an inhuman elegance and poise. This is especially evident in the sinuous grace with which they fight and the dexterity with which they field their weaponry. Every gesture is laden with subtle intent, and their reflexes are dazzlingly fast.   All Aeldari characters begin the game with the Agility aptitude. The player must select one aptitude from their Homeworld, Background, or Path to replace with Agility during character creation.   All Aledari Characters begin the game with the unique Trait: Alien Grace: Aeldari may re-roll any Agility-based test once per game as though spending a Fate Point to do so (for all practical purposes this counts as spending a Fate Point to re-roll a test p293 Core rules, but does not deplete the player’s Fate Point pool).  

Eldritch Mastery

  The Aeldari are a race with immense psychic potential, and the finesse and subtlety with which they can manipulate the Warp surpasses believability and comprehension. Those who tread the harsh, ascetic Path of the Seer often do so for untold aeons, slowly but surely unlocking the secrets of each technique and mastering it to a degree impossible in short human lives. However, the Aeldari do not rely on these slow and steady methods simply for tradition’s sake, or because their life-spans permit it; the maw of Slaanesh, the Doom of the Aeldari, ever gapes open before them, and those who devote themselves to the psychic Talents must be most careful of all, for She Who thirsts can never truly be slaked nor definitively avoided. Consequently, Aeldari psykers use psychic powers in a somewhat different - and usually much more guarded - way than those of other species.   When making a Focus Power Test, an Aledari Psyker chooses to use the Fettered, Unfettered, or Push levels from the list below for the test instead of those presented in the Core Rules:   Fettered: The psyker counts his Psy Rating as half its normal value (rounded up) for the technique, but automatically succeeds on the focus Power Test (they need not roll), and is considered to have scored a number of Degrees of Success on the Test equal to his Psy Rating minus 1d5 (to a minimum of 0).   Unfettered: The Psyker uses his full Psy Rating for the technique. If they roll doubles or fails his Focus Power Test, they must roll on Table 6-2: Psychic Phenomena (p196 Core Rules).   Push: The Psyker uses their full Psy Rating plus a number of his choice up to 4. If they roll doubles or fail their Focus Power Test, they must roll on Table 6-3: Perils of the Warp (p197 core Rules) adding +15 per point by which they increased their Psy Rating when they decided to Push.    
THE ALIEN IN THE IMPERIUM To call the Imperium of Man xenophobic is something of an understatement. The Imperium believes in the manifest destiny of the human race to rule the galaxy; the preachers of the Ministorum tell the unwashed masses to abhor and fear the vile alien, and Crusades to purge planets, star systems, or even entire sectors of xenos races are common-place. Whether this attitude is abhorrent or laudable is debatable—there are many xenos races who are just as eager to destroy the Imperium as the Imperium is to destroy them. In any case, non-humans are manifestly unwelcome in the Imperium. The Imperium is not a cosmopolitan society, and the few xenos that interact with it live on its fringes: on Frontier worlds, far-flung void stations, and amongst the crews of certain Rogue Trader vessels. This isolation generates ignorance—both the Imperium’s ignorance of xenos physiognomy, civilisation, and culture, and xenos ignorance of the details and minutia of the Imperium. When combined with the very ‘alienness’ of a xenos (sentient though it may be), it imposes certain limitations between a xenos player character and Imperial society. Therefore, all xenos player characters, gain the following Traits, in addition to the Traits, Talents, and Skills provided by their Careers - ONLY when in a situation that the GM decides is “representative of the Imperium”.
   

Non-Imperial

This Character was not raised amongst humans, and knows little about the culture and history of the Imperium. The laws, traditions, religion and superstitions of Mankind are unfamiliar and alien to Characters with this trait. The character suffers a -10 penalty on all Common Lore, Forbidden Lore and Scholastic Lore tests relating to the Imperium of Man.  

Speak not unto the alien

This character is a member of an alien species, viewed with a mixture of fear and loathing by those of other species, and so is essentially different in form and thought that any kind of social interaction is a significant challenge. This creature will find all Fellowship-based encounters more difficult when dealing with creatures of a species other than its own if their alien identity is realised - Aeldari could be mistaken for human in certain circumstances. These penalties do not apply when dealing with individuals who have come to trust the xenos player character, for whatever reason (although the final arbitrator of this is the GM). Finally, the presence of one or more xenos player characters aboard a ship, station, habitation or settlement causes continual discontent and will have a significant impact on the warband’s Subtlety if it is revealed.  

Aeldari And Corruption

The temptations of the Ruinous Powers do not have the same lure for the Aeldari as they do for other races. Aeldari characters suffer Corruption Points as normal, but the effects of Corruption Points are slightly different. The GM should carefully consider the effects of a malignancy upon an Aeldari character.  

Aeldari And Insanity

Like most other thinking creatures, Aeldari possess a measurable level of sanity, and this may be affected by their environment and experiences much like the mind of a human. Aeldari characters suffer Insanity Points as normal. The GM should carefully consider the applications of various disorders on an Aeldari character.  

Aeldari Skills

 

Common Lore (Intelligence)


Aptitudes: Intelligence, General
This Skill functions exactly as the Common Lore Skill on p102 of the Core Rules, but adds the following for Aeldari characters:  
  • Aeldari: General knowledge of the social and political structures of Aeldari society. This also comes with an understanding of Eldar nature and history.
  • Craftworlds: Knowledge of specific Craftworlds and their societies and histories.
  • Webway: Knowledge of the Webway, it’s more common entrances/exists and general information relating to its use and function.
  • Slaanesh: General knowledge of She-Who-Thirsts
 

Forbidden Lore (Intelligence)


Aptitudes: Intelligence, Knowledge
This Skill functions exactly as the Forbidden Lore Skill on p104 of the Core Rules, but adds the following for Aeldari characters:  
  • 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.
  • Exodite: Knowledge of the reclusive and often hidden Exodite Aeldari, include common Maiden worlds, cultures and societies.
  • Rhana Dandra: Knowledge of the prophecies, battles, and beliefs relating to the Aeldari ‘End of all Days’.
 

Navigate (Intelligence)


Aptitudes: Intelligence, Fieldcraft
This Skill functions exactly as the Navigate Skill on p110 of the Core Rules, but adds the following for Aeldari characters:
  • Webway: This Skill permits an Aeldari 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.
   

Aeldari Talents

 

Alien Agility

Tier: 2
Aptitudes: Agility, Fieldcraft
The Aeldari hones their natural agility and gains the Unnatural Agility (1) Trait. They can purchase this Talent additional times up to half his Agility bonus.  

Battle Rider

Tier: 1
Aptitudes: Agility, Finesse
Once per round on his turn, an Aeldari rider may move his Eldar Jetbike up to its Tactical Speed as a Free Action.

Guardian Focus

Tier: 2
Aptitudes: Agility, Fieldcraft
Prerequisites: Ag 40
Once per round, on his turn, the Aeldari can move a number of metres equal to his Agility bonus as a Free Action.

Elusive

Tier: 2
Aptitudes: Agility, Defence
Prerequisites: Ag 45, Dodge +20
After performing a successful Dodge test, the Aeldari imposes a –10 penalty on all attacks which target him until the beginning of his next turn.

Living Ghost

Tier: 3
Aptitudes: Fellowship, Fieldcraft
Prerequisites: Awareness, Stealth +20
The Aeldari scores two extra degrees of success on successful Stealth tests.

Uncanny Aim

Tier: 3
Aptitudes: Ballistic Skill, Offence
Prerequisites: Bs 50
When the Pathfinder Aims as a Half Action, it counts instead as a Free Action. When he Aims as a Full Action, it counts instead as a Half Action.

Bladestorm

Tier: 3
Aptitudes: Ballistic Skill, Offence
Prerequisites: Inescapable Attack
Once per round, as a Half Action, the Aeldari can apply the Spray quality to the next Full-Auto attack he makes with a weapon capable of firing on Full-Auto.

Aeldari Speed

Tier: 3
Aptitudes: Agility, Offence
Prerequisites: Sprint
At the start of combat, the Aeldari rolls Initiative twice. He then gets two separate turns, one at each Initiative rolled. He receives a new allotment of actions during each of his turns, and he can perform one Action with the Attack subtype in each. Each new turn provides him a Reaction, which is lost if unused before his next turn begins (and so he never has more than one Reaction). All effects that would trigger or cause an effect on the character’s turn only activate on his first turn each round.  

Aeldari Elite Advances

 

Pathwalker

Cost: 300xp   Once an Asuryani has mastered one Path, they choose another and in this way creates a toolbox of abilities and skills during the course of their long lifespan over which they have complete control. An Asuryani may travel many different Paths in their life, and the skills they learn in each Path serve to greatly enrich all of their further accomplishments.   When an Aeldari character feels they have progressed as far as they want along the current Path they may take the Pathwalker Elite Advance and select a new Path (role) that entirely replaces their current Path (role). This can be taken as many times as the player wishes as Aeldari have long lives and are expected to walk many paths.   Consult with the GM before taking this Elite Advance and agree a narrative to describe how the Aeldari character makes the transition to a new path. This may be a monumental shift in thinking brought on by a major event the party have endured, a sudden spiritual realisation, a slow shift towards a different attitude, etc.   Once the conditions are right, spend the XP to buy the Pathwalker Elite Advance and immediately remove the Role Aptitudes, Role Talent and Role Bonus from your current Path, then apply the Role Aptitudes, Role Talent, and Role Bonus from your new Path. The changes take place immediately for gameplay purposes, but the player may with to extend the transition narratively over days or weeks.  

Aspect Warrior

Cost: 300xp Requirements: Path of the Warrior

Farseer

Cost: 300xp Requirements: Path of the Seer

Void Dreamer

Cost: 300xp Requirements: Path of the Seer

Warlock

Cost: 300xp Requirements: Path of the Seer  

Rillietann Arebennian Solitaire

Cost: 1000xp   Solitaires, or the arebennian, stand outside the masque, and roam the universe alone, sometimes joining a troupe for a single performance of special import, or arriving on a battlefield to assist the Eldar for some unknown purpose. On their travels they often recruit those Eldar they consider worthy into the Path of the Harlequin. They are the only Harlequins who can play the role of Slaanesh in the great masterwork known as The Dance—any other who attempts it is likely to be driven mad by the experience. It is said that Solitaires have been touched by the Great Harlequin, and thus have his insight into the fall of their race, and even the very nature of the universe. The chilling truth is that their souls are not protected by the Laughing God as are those of their kin, through the use of spirit stones or other means. Instead, they are fated to be consumed by Slaanesh upon their death. The role they play in the Dance Without End, however, is so vital that all Solitaires choose this path willingly, forfeiting their very souls in exchange for the greatest honour an Eldar may possess. This honour comes at a terrible price, and Solitaires distance themselves from other Harlequins, as even to speak with them may bring the curse of She Who Thirsts upon them. To see Solitaires outside The Dance, even when they fight by one’s side in battle, is considered an omen of ill-fortune that cannot be mitigated.   Prerequisites: Has trained the following Talents: Combat Master, Hard Target, Preternatural Speed, Step Aside, Swift Attack Has Learned the following Skills: Forbidden Lore (Daemonology), Dodge +10, Stealth +10, Charm +10 Solitaire’s Blessing: A character gains this advancement through the guidance of a Solitaire. Only an exceptional individual, who has performed mighty deeds and displayed sufficient respect for the Laughing God, a desire to preserve and spread Aeldari dances and understands the nature of Slaanesh, might be shown the secrets of the Solitaire; it is not something that is offered lightly. Instant changes: Path Talent: Dancer of Death: When a Solitaire uses the Disengage action, he can move a number of metres up to twice his Agility bonus in the Half Action to leave melee combat. Path Traits: Resistance (Psychic Powers) Harlequin Armoury: Gains access to the Harlequin Armoury as per Enemies Without p123 Unlocked Talents:   Things Unseen Tier: 2 Aptitudes: Perception, General The Solitaire gains the Unnatural Perception (1) Trait. They can purchase this Talent additional times up to half his perception bonus.   Soulless Terror: In addition to his other talents, a Solitaire can train the following talents from the Untouchable elite advance (see page 92 of the Dark Heresy Core Rulebook): Bane of the Daemon, Daemonic Anathema, Null Field, Psychic Null, Soulless Aura, Warp Disruption  

Aeldari Psychic Powers

 

Destructor


The Warlock draws forth his anger and inner desire for destruction, focusing it as a roiling wave of devastating energy.
Action: Half Action
Focus Power: Ordinary (+10) Willpower attack test
Range: 10 metres x psy rating
Sustained: No
Subtype: Attack  
Destructor Psychic Blast
Range: 10m X PR
Damage: 1d10+5+PR (E) pen 1
Special: spray
   

Veil of Tears

The Aeldari Psyker obfuscates his allies from the minds of the enemy, so that their presence is all but forgotten and their path masked from sight.
Action: Half Action
Focus Power: Ordinary (+10) Willpower test
Range: 10 metres x psy rating
Sustained: Free Action
Subtype: Concentration
Effect: All characters, including the user, within range of the power count as being obscured by smoke: an enemy suffers a –20 penalty on his Ballistic skill test to fire at them, and they gain +10 on Stealth tests.  

Conceal

The Aeldari Psyker bends the very light and shadow to his will, concealing his allies to the eyes of enemies.
Action: Half Action
Focus Power: Difficult (–10) Willpower test
Range: 10 metres x psy rating
Sustained: Free Action
Subtype: Concentration
Effect: This power affects the psyker and a number of allies equal to PR. For the duration of the power, ranged attacks and Perception tests targeting affected characters suffer a penalty of –5 x PR. In addition, in a turn in which the character does not take an action with the Movement subtype, others cannot perceive him from more than five metres away unless they pass an Awareness or Psyniscience test with a penalty equal to 10 x the pysker’s DoS when manifesting the power.  

Spirit Mark

As a Full Action, the Spiritseer can make a Hard (–20) Psyniscience test. All allied Wraithguards, Wraithblades, and other wraithbone constructs within his WPB in metres receive a +5 bonus for each degree of success to Ballistic Skill, Weapon Skill, and Perception tests until the start of the Spiritseer’s next turn.

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