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A minority of Eldar Guardians serve in another role, supporting close assault troops such as Howling Banshees. These Storm Guardians are more likely than most to be former Aspect Warriors. A Storm Guardian replaces his Shuriken Pistol and Eldar Laspistol with a Shuriken Pistol (20m; S/3/5; 1d10+2 R; Pen 4; Clip 40; Reload 2 Full; Reliable) and a Best Craftsmanship Mono-Sword (1d10+4 R; Pen 2; Balanced), and gains the Ambidextrous and Two-Weapon Wielder (Ballistic, Melee) Talents. Alternatively, a Guardian Pilot can be created by removing the warriors Shuriken Catapult and adding one of Drive (Skimmers) (Ag) +10, Drive (Walkers) (Ag) +10 or Pilot (Military Craft) (Ag) +10. This pilot profile should be used in conjunction with the vehicle rules later in this document. Finally, some Guardians operate in pairs controlling a floating heavy or support weapon, providing additional firepower for their kin. A Guardian Weapon Team consists of two Eldar Guardians with an appropriate Exotic Weapon Proficiency for the weapon they are operating, and Awareness +10. The weapon itself is mounted upon a remotely-controlled platform which moves with the Guardian with the Controller (the other Guardian gains a device equivalent to an Auspex, and serves as a spotter), remaining within 5m where possible, and
New Trait: Skirmishers (Horde) These warriors are trained to fight in a dispersed formation, relying on mobility and stealth more than weight of numbers to endure enemy attacks. A Horde with this trait suffers no penalties to Concealment Tests, nor does it grant any bonuses to hit to attackers, due to the Hordes size. In addition, the Horde may use the Dodge and Parry reactions to defend itself, with a successful Dodge or Parry reducing the number of enemy attacks scored against it by 1, +1 per Degree of Success.
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which counts as having the Auto-Stabilised Trait. The weapon may only be fired if the platform is within 5m of the Guardian controlling it, and both the Guardian and the weapon platform must have line of sight to the target. Heavy Weapons, which are mounted on an Average sized platform, may be chosen from the following list: o Shuriken Cannon (110m; //10; 2d10+6 R; Pen 6; Clip 150; Rld 3 Full; Razor-Sharp, Reliable, Tearing) o Scatter Laser (180m; //6; 3d10+10 E; Pen 2; Clip 400; Rld 3 Full; Reliable, Storm) o Starcannon (180m; //5; 3d10+10 E; Pen 10; Clip 100; Rld 4 Full; Volatile) o Bright Lance (200m; S//; 4d10+15 E; Pen 20; Clip 100; Rld 3 Full; Accurate) o Eldar Missile Launcher (250m; S//; Clip 15; Rld 2 Full; Damage, Pen and Qualities by Missile Plasma (2d10+5 E; Pen 6; Blast (6), Concussive, Volatile) or Krak (4d10+6 X; Pen 10; Blast (1)) Support Weapons, which are mounted on a Hulking platform, may be chosen from the following list. All Support Weapons require a Full Action to fire. o Distort Cannon (100m; S//; 4d10+20 R; Clip 100; Rld 10 Full; Blast (5), Devastating (2), Felling (3), Recharge, Volatile, Warp Weapon; If 1 or more of the damage dice score a natural 10, then the target is slain instantly, dragged into the Warp; if the target is not slain outright and two or more damage dice show the same number, then the target is teleported that many metres in a random direction instead of dealing damage) Shadow Weaver (250m; S//; 4d10+5 R; Pen 3; Clip 300; Rld 10 Full; Blast (6), Devastating (1), Deadly Snare, Razor-Sharp, Tearing) Vibro-Cannon (500m; S//; Special; Clip 100; Rld 10 Full; Concussive, Devastating (1), Felling (2); No roll to hit required the weapon projects a line of effect out to the listed range value, and all those within 1m of the line must pass an Agility Test or suffer 1d10 damage per point of Toughness Bonus they possess, after adjustment for Felling (2), or an immediate Righteous Fury Critical Hit if the target was a vehicle)
o o
Usage: Eldar Guardians are the least capable of Eldar warriors, though far from feeble. Individually no match for the Adeptus Astartes, Guardians make for unusual Hordes, being quick, agile, elusive and stealthy, and capable of producing an extremely high volume of fire. Guardian Hordes should reasonably be about 10-20 magnitude in size larger seems inappropriate for Eldar of any type and should employ hit-and-run attacks where possible, using the Sprint, Hard Target and Catfall Talents and the Acrobatics, Dodge and Silent Move skills to elude their enemies. In their role as pilots, they command considerable firepower, speed and armour in close support of their brethren, while Weapon Teams provide heavy firepower of their own to cull infantry or fell heavy vehicles, with their Support Weapons proving particularly deadly against anything and everything they are directed towards.
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Enhance: The Warlock speeds his allies reactions and heightens their prowess with flickering shards of his own skill. The Warlock and his followers gain a +10 bonus to Weapon Skill and a +2 bonus to Initiative.
Usage: Warlocks are best used supporting Guardian Hordes, employing their powers to make the Guardians more effective. While more fragile than most Elite adversaries in terms of toughness and wounds, the Warlocks Rune Armour can keep him alive in the face of terrifying firepower, and his Witchblade can deal considerable damage to even powerful aggressors. Even so, theyre not sufficiently tough to stride across the battlefield alone, and when not stood amongst a gathering of Guardians, they are best used as a bodyguard for a Farseer a group of Eldar known collectively as a Seer Council.
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Like many Farseers, Irriahael seldom takes to the battlefield unless the situation is dire and requires immediate and detailed oversight. His powers are fearsome, allowing him to direct the flow of battle in the same way a composer directs an orchestra, subtly altering fate and chance so as to ensure victory. Under his prophetic direction, Eldar warriors become deadlier and swifter, able to slay their foes and escape as if little more than murderous spectres. WS BS S 65 60 35 (3) Movement: 6/12/18/36; Wounds: 19 T 41 (4) Ag 61 (12) Int 65 (6) Per 55 (5) WP 73 (14) Fel 52 (5)
Skills: Awareness (Per) +10, Climb (S), Command (Fel) +10, Dodge (Ag) +20, Forbidden Lore (The Black Library) (Int), Forbidden Lore (Daemonology) (Int) +10, Forbidden Lore (Psykers) (Int) +20, Forbidden Lore (Warp) (Int) +20, Forbidden Lore (Xenos) (Int) +10, Invocation (WP) +20, Literacy (Int) +10, Psyniscience (Per) +20, Scholastic Lore (Astromancy) (Int) +10, Scholastic Lore (Legend) (Int) +10, Scholastic Lore (Occult) (Int) +20, Scholastic Lore (Philosophy) (Int), Speak Language (Eldar) (Int) +20, Speak Language (Low Gothic) (Int) +10, Speak Language (High Gothic) (Int) +10 Talents: Basic Weapon Training (Las), Catfall, Exotic Weapon Proficiency (Shuriken Pistol, Witchblade), Foresight, Hard Target, Heightened Senses (Sight, Hearing), Improved Warp Sense, Lightning Reflexes, Melee Weapon Training (Primitive), Pistol Training (Las), Psy Rating 8, Resistance (Psychic Powers), Sprint, Step Aside, Strong Minded, Talented (Psyniscience), Warp Conduit, Warp Sense Psychic Powers (Psy Rating 8): Farseer Irriahael knows all the powers from the Divination and Telepathy Disciplines, and four unique Farseer Powers described below. Note that, as Farseer Irriahael has Unnatural Willpower (x2), he gains a bonus +2 to his Psy Rating, added after determining the Power Level of a power. Traits: Dark Sight, Unnatural Agility (x2), Unnatural Willpower (x2), Touched by the Fates (5) Weapons: Shuriken Pistol (20m; S/3/5; 1d10+2 R; Pen 4; Clip 40; Rld 2Full; Reliable), Best Craftsmanship Witchblade (1d10+14 E; Pen 10; Balanced, Power Field) Armour: Mesh-woven Robes (Arms 3, Body 3, Legs 3), Ghosthelm (Head 5), Rune Armour Ghosthelm: The exotic construction and complex runes of this tall helm serve to protect the wearer from the dangers of the Immaterium. If ever the Ghosthelms wearer is affected by Psychic Phenomena or Perils of the Warp (whether or not he caused them), he may attempt a Challenging (+0) Willpower Test. If he succeeds, then he is completely unaffected by the Psychic Phenomena/Perils of the Warp, though others nearby may still suffer those effects.
Eldritch Storm
Action: Full Action
Opposed: No Range: 10 metres x PR Sustained: Yes Description: The Farseer conjures a churning, howling maelstrom of psychic force and false lightning that hurls foes in all directions. The Farseer nominates a single point within range to create the storm, which extends in all directions from that point a number of metres equal to his Psy Rating. Every creature within the area of effect suffers 2d10 Energy Damage with the Shocking quality, and must pass a Hard (20) Strength Test or be thrown 1d10 metres in a random direction.
Rune Armour: The typical raiment of Eldar Seers in battle are layers of voluminous robes adorned with faintlyluminescent runes and lattices of wraithbone that flicker and pulse in time with the wearers heartbeat. When the weapons of the enemy are turned upon him, the Seers mind and soul are stronger than any corporeal armour, able to repel even the ravening energies of a Lascannon. Rune Armour is a Force Field with a Protection Rating equal to the wearers Willpower Characteristic. There is no chance of Rune Armour overloading.
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Equipment: 3x Shuriken Pistol magazines, Spirit Stones, Runes of Warding, Runes of Witnessing Runes of Warding: These trinkets and talismen flicker with a ghostly luminescence, turning aside the energies of the Immaterium when they are brought to bear against the Farseer or his allies. All non-Eldar psykers within 50m of the Farseer count their Psy Rating, after determining Power Level, as two lower, and must add +10 to all rolls on the Psychic Phenomena and Perils of the Warp tables. Runes of Witnessing: Often seen hanging in the air around a powerful Eldar Seer, these runes store and diffuse the power of the Warp so that it cannot so easily go out of control. Runes of Witnessing are considered to be a Psy Focus, and reduce all rolls the Farseer makes on the Psychic Phenomena and Perils of the Warp tables by 10. Spirit Stones: Similar to the Soulstones worn by all Craftworld and Exodite Eldar, Spirit Stones contain the waking essence of long-dead Eldar Seers, who aid and support their living kin in times of need. Once in every 24 hour period, the Farseer may use a second Psychic Power during his turn, taking a Free Action for the Focus Power Test. In addition, the Farseer requires only a Free Action each turn to sustain on-going Psychic Powers. Usage: Irriahael is a typical Farseer in many ways, and the powers he manifests serve his role well. Rather than being a powerhouse in his own right, he serves as a force multiplier for the warriors under his command, maintaining many powers simultaneously to combine their potent effects. If attended by a group of Warlocks with Augment, his powers grow further still, increasing his influence over the battle. Irriahael is possibly the most fragile Master-level adversary around, lacking the thick armour, high toughness and copious amounts of wounds possessed by Hive Tyrants, Tau Commanders, Ork Warlords and Daemon Princes. However, his psychic prowess and the potency of his Rune Armour allow him to ignore most of the harm sent his way, as does his ability to Dodge attacks.
Fortune
Action: Half Action Opposed: No Range: 50 metres x PR Sustained: Yes Description: The Farseer focuses on protecting his people, identifying imminent threats and guiding his allies past them safely. Fortune affects a number of allies equal to his Psy Rating (or a single Horde of no larger than 3xPR magnitude) within range. Alternatively, the Farseer may choose to centre the effects on any other ally within line of sight, with the same radius of effect. All those affected by the power while it remains in effect may re-roll all tests to Dodge or Parry, or any Silent Move, Concealment or Shadowing Test. Allies affected by this power without the Step Aside Talent gain the benefits of it while this power remains in effect.
Guide
Action: Half Action Opposed: No Range: 50 metres x PR Sustained: Yes Description: The Farseer focuses on guiding his people, giving them the direction needed to overcome their foes. Guide affects a number of allies equal to his Psy Rating (or a single Horde of no larger than 3xPR magnitude) within range. Alternatively, the Farseer may choose to centre the effects on any other ally within line of sight, with the same radius of effect. All those affected by the power while it remains in effect may re-roll all Weapon Skill or Ballistic Skill Tests.
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Movement: 5/10/15/30; Wounds: 15 Skills: Acrobatics (Ag), Awareness (Per) +10, Climb (S), Command (Fel), Dodge (Ag) +10, Forbidden Lore (Xenos) (Int), Forbidden Lore (Warp) (Int), Medicae (Int), Silent Move (Ag), Speak Language (Eldar) (Int) +10, Tactics (Assault Doctrine or Defensive Doctrine) (Int) Talents: Ambidextrous, Catfall, Exotic Weapon Proficiency (Avenger Shuriken Catapult, Shuriken Pistol), Foresight, Hard Target, Heightened Senses (Sight, Hearing), Hipshooting, Jaded, Leap Up, Lightning Reflexes, Melee Weapon Training (Primitive), Mighty Shot, Nerves of Steel, Pistol Training (Las), Quick Draw, Rapid Reaction, Sprint, Step Aside, Unarmed Warrior Traits: Dark Sight, Unnatural Agility (x2) Weapons: Avenger Shuriken Catapult (80m; S/3/10; 1d10+6 R; Pen 6; Clip 100; Rld 2 Full; Reliable, Tearing), Shuriken Pistol (20m; S/3/5; 1d10+4 R; Pen 4; Clip 40; Rld 2 Full; Reliable), Best Craftsmanship Mono-blade (1d5+5 R; Pen 2) Armour: Dire Avenger Aspect Armour (All 6) Equipment: 4x Avenger Shuriken Catapult magazines, Soulstone, Targeting Array (counts as Signum Link) Usage: Dire Avengers are in many ways the archetypal Eldar warrior swift on offence, difficult to pin down, and capable of unleashing a hail of startlingly precise fire at a moments notice. Their light armour and low toughness make them fragile warriors, particularly as Elites, but their ability to avoid harm and cross distances quickly allows them a considerable amount of control over when and where a fight occurs. Dire Avengers are best used in small groups, with individuals cooperating closely to achieve their goals.
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BS 62
S 44 (4)
T 46 (4)
Ag 59 (15)
Int 43 (4)
Per 53 (5)
WP 58 (5)
Fel 37 (3)
Skills: Acrobatics (Ag) +10, Awareness (Per) +20, Climb (S), Command (Fel) +10, Dodge (Ag) +10, Forbidden Lore (Xenos) (Int) +10, Forbidden Lore (Warp) (Int), Medicae (Int), Silent Move (Ag), Speak Language (Eldar) (Int) +10, Tactics (Assault Doctrine) (Int) +10, Tactics (Defensive Doctrine) (Int) +10, Tech-Use (Int) +10 Talents: Ambidextrous, Blademaster, Catfall, Combat Master, Counter Attack, Disarm, Exotic Weapon Proficiency (Avenger Shuriken Catapult, Diresword, Shuriken Pistol), Foresight, Hard Target, Heightened Senses (Sight, Hearing), Hipshooting, Independent Targeting, Iron Discipline, Jaded, Leap Up, Lightning Attack, Lightning Reflexes, Melee Weapon Training (Power, Primitive), Marksman, Mighty Shot, Nerves of Steel, Pistol Training (Las), Preternatural Speed, Quick Draw, Rapid Reaction, Sprint, Step Aside, Swift Attack, Two-Weapon Wielder (Ballistic, Melee), Unarmed Master, Unarmed Warrior, Wall of Steel Traits: Dark Sight, Exarch, Touched by the Fates (1), Unnatural Agility (x3), Xenos Tactics (Bladestorm, Defend) Exarch: This Eldar is trapped upon the Warrior Path, lost forever to Khaines Fury and the enticing call of the Warsong. While he can no longer live free of the warriors mask he once donned, he teaches others the ways of Khaine and the means to escape it, guiding the efforts of his shrines warriors in peace and war alike. A single group of Aspect Warriors from the same Temple as the Exarch (so Dire Avengers for a Dire Avenger Exarch) follow him in battle, and the Aspect Warriors and Exarch alike will be considered for all purposes to be in Squad Mode, with a number of points of Cohesion determined by the Exarchs Fellowship Bonus and Command Skill. Aspect Warriors do not have access to the array of Squad Mode Abilities available to player characters, but instead may employ the Xenos Tactics noted in the Exarchs rules, the details of which can be found elsewhere in this document. In addition, Exarchs have supernatural abilities all their own, which differ from Aspect to Aspect and Exarch to Exarch, which are described below: Fast Shot: By the time his shots strike their targets, the Exarch has already found his next quarry, bringing his weapon to bear with supernatural swiftness. As a Full-Round Action, an Exarch may attempt two separate ranged attacks, which may be Semi-Auto Bursts or Full-Auto Bursts. If the Exarch wields two ranged weapons, the attack gained from this ability is in addition to that gained from fighting with two weapons, for a total of three attacks. Fighting Fury: The Exarchs blades lash out again and again, striking true each time. When making a Multiple Attacks action, the Exarch gains an additional attack. This is cumulative with the benefits of fighting with two weapons and with the Swift Attack and Lightning Attack talents, meaning that an Exarch with the Lightning Attack talent and this ability will be able to attack 4 times.
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Weapons: One of the following sets of equipment: Master-Crafted Avenger Shuriken Catapult (80m; S/3/10; 1d10+8 R; Pen 6; Clip 100; Rld 2 Full; Never Jams, Tearing), Master-Crafted Shuriken Pistol (20m; S/3/5; 1d10+6 R; Pen 4; Clip 40; Rld 2 Full; Never Jams), Best Craftsmanship Monoblade (1d5+6 R; Pen 2) Two Master-Crafted Vambrace-mounted Avenger Shuriken Catapults (80m; S/3/10; 1d10+8 R; Pen 6; Clip 100; Rld 2 Full; Never Jams, Tearing). The Vambrace mounts are designed to allow the Exarch to wield both catapults one-handed without penalty. Master-Crafted Shuriken Pistol (20m; S/3/5; 1d10+6 R; Pen 4; Clip 40; Rld 2Full; Never Jams) and Diresword (1d10+13 R; Pen 12; Balanced, Power Field, additional +10 to Parry, creatures wounded must pass a Challenging (+0) Willpower Test or suffer an additional 1d10 wounds, ignoring Toughness and Armour) Master-Crafted Power Glaive (1d10+12 E; Pen 8; Balanced, Power Field, Two Handed) and Shimmershield (Exarch and his Squad gain a Protection 35 Forcefield against melee attacks, which also allows all affected Dire Avengers to parry, regardless of their weaponry)
Exarch Weapons The tools of an Exarch are legendary devices, often more potent than contemporary items that mimic their function, created at a time when the Eldar were at the height of their power. The weapons of all Exarchs should be treated as Relics. This means, amongst other things, that they all are considered Master-Crafted (even if not specifically noted as such; bonuses to damage are already included), and that a Deathwatch Relic Blade cannot destroy any Exarchs weapon which has the Power Field quality,
Armour: Dire Avenger Exarch Armour (All 9) Equipment: 4x Avenger Shuriken Catapult magazines, Soulstone, Targeting Array (counts as Signum)
Usage: Dire Avenger Exarchs are fairly capable Elite adversaries in their own right not hugely resilient, but with good abilities to dodge and parry and an assortment of potent weaponry combined with lethal prowess. However, their greatest utility is as leaders, bolstering the efforts of a Dire Avenger squad with their Xenos Tactics and Targeting Array. Their relative lack of resilience is still something to be wary of Eldar warriors typically focus on manoeuvre, ruthless precision and evasion rather than brute force and stoic endurance, and while extremely skilled, they cannot withstand battles of attrition.
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Movement: 6/12/18/36; Wounds: 15 Skills: Acrobatics (Ag) +10, Awareness (Per) +10, Climb (S), Command (Fel), Dodge (Ag) +20, Forbidden Lore (Xenos) (Int), Forbidden Lore (Warp) (Int), Medicae (Int), Silent Move (Ag), Speak Language (Eldar) (Int) +10, Tactics (Assault Doctrine) (Int) Talents: Ambidextrous, Catfall, Crippling Strike, Exotic Weapon Proficiency (Eldar Power Sword, Shuriken Pistol), Foresight, Hard Target, Heightened Senses (Sight, Hearing), Hipshooting, Jaded, Leap Up, Lightning Reflexes, Melee Weapon Training (Power, Primitive), Nerves of Steel, Pistol Training (Las), Preternatural Speed, Quick Draw, Rapid Reaction, Sprint, Swift Attack, Step Aside, Two Weapon Wielder (Ballistic, Melee), Unarmed Warrior Traits: Dark Sight, Unnatural Agility (x2) Weapons: Eldar Power Sword (1d10+8 E; Pen 8; Balanced, Power Field, extra +10 to Parry), Shuriken Pistol (20m; S/3/5; 1d10+2 R; Pen 4; Clip 40; Rld 2 Full; Reliable), Best Craftsmanship Mono-blade (1d5+6 R; Pen 2) Armour: Howling Banshee Aspect Armour (All 6) Equipment: 2x Shuriken Pistol magazines, Soulstone, Banshee Mask Banshee Mask: The signature wargear of the Howling Banshee Aspect, the Banshee Mask is a helm capable of amplifying a warriors war-cries into a powerful psycho-sonic shriek that overloads their victims nervous systems, leaving them incapable of defending themselves for a few moments just long enough for the Banshees to strike. When a Howling Banshee performs a Charge Attack action, the target of that charge must attempt a Hard (20) Willpower Test or be Stunned for 1 round. Usage: Howling Banshees are potent shock troops, their Banshee Masks and power weapons allowing them to overpower most adversaries, and their agility and acrobatic nature allowing them to easily disengage and withdraw should the fighting threaten to bog them down. Howling Banshees operate best in small groups, attempting to disable several opponents quickly to avoid being trapped and overwhelmed by enemy reprisals.
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Armour: Howling Banshee Exarch Armour (All 9) Equipment: 2x Shuriken Pistol magazines, Soulstone, Hegscream Banshee Mask
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Hegscream Banshee Mask: More powerful than those worn by their students, though still a childs toy compared to the original Mask of Jain Zar, Hegscream masks leave a lingering echo of their cry in the memories of those who hear it, making its effects difficult to shake off. When a Howling Banshee Exarch performs a Charge Attack action, the target of that charge must attempt a Hard (20) Willpower Test or be Stunned for 1 round, plus another round for every two Degrees of Failure. Usage: Howling Banshee Exarchs are fast and extremely deadly in melee, their incredible skill and lethal wargear making their charge extremely difficult to avoid or withstand. As with other Exarchs, they are best used as leaders for groups of their students, making them deadlier during the moments of their charge, and swifter to elude retaliation.
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Movement: 5/10/15/30; Wounds: 15 Skills: Acrobatics (Ag), Awareness (Per) +10, Climb (S), Command (Fel), Concealment (Ag) +20, Dodge (Ag), Forbidden Lore (Xenos) (Int), Forbidden Lore (Warp) (Int), Medicae (Int), Silent Move (Ag) +20, Speak Language (Eldar) (Int) +10, Tactics (Assault Doctrine or Recon and Stealth) (Int) Talents: Ambidextrous, Catfall, Crushing Blow, Exotic Weapon Proficiency (Eldar Chainsword, Mandiblaster Helm, Shuriken Pistol), Foresight, Hard Target, Heightened Senses (Sight, Hearing), Hipshooting, Jaded, Leap Up, Lightning Reflexes, Melee Weapon Training (Chain, Primitive), Nerves of Steel, Pistol Training (Las), Quick Draw, Rapid Reaction, Sprint, Swift Attack, Step Aside, Two Weapon Wielder (Ballistic, Melee), Unarmed Warrior Traits: Dark Sight, Unnatural Agility (x2) Weapons: Eldar Chainsword (1d10+10 R; Pen 3; Balanced, Razor-Sharp, Tearing), Shuriken Pistol (20m; S/3/5; 1d10+2 R; Pen 4; Clip 40; Rld 2 Full; Reliable), Best Craftsmanship Mono-blade (1d5+9 R; Pen 2), Mandiblaster Helm (1m; S//; 2d10+2 E; Pen 5; Shocking, Twin-Linked), 3x Eldar Plasma Grenades (15m; S//; 1d10+8 E; Pen 6; Blast (4), Concussive, Volatile) Mandiblaster Helm: The signature weapon of the Striking Scorpions are devices known as Mandible Blasters, or Mandiblasters, mounted in pods on either side of the warriors helm, designed to fire at a mental impulse. Extremely short-ranged, Mandiblasters are employed as the Striking Scorpions charge, firing moments before the first blow is struck and spitting tiny metal slivers at the target. These slivers are inconsequential on their own, but fractions of a second later, they are turned into white-hot bursts of plasma as they are struck by the high-powered lasers that form the weapons second stage. A Striking Scorpion can incapacitate, kill or disorient his enemy with a well-placed shot. When performing a Charge Attack action, a Striking Scorpion may fire his Mandiblaster Helm before he makes any attacks, rolling to hit as if using a ranged weapon at Short Range. Once hits from a Mandiblaster Helm have been resolved, the Striking Scorpion may continue to make his melee attack as normal. Armour: Striking Scorpion Aspect Armour (All 8) Equipment: 2x Shuriken Pistol magazines, Soulstone
Ranged attack, vanishing into the shadows. Success means that they are hidden from sight and the attack fails
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Usage: Striking Scorpions are skilled melee combatants who excel at surprise attacks and ambushes, using dense terrain to cover their advance and tools like plasma grenades and their Mandiblaster Helms to disrupt enemy forces and sow confusion as they launch their attack. As with other Aspect Warriors, Striking Scorpions work best in small coordinated groups, using speed and stealth to attack suddenly and without warning.
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Master-Crafted Shuriken Pistol (20m; S/3/5; 1d10+4 R; Pen 4; Clip 40; Rld 2 Full; Reliable), Biting Blade (2d10+17 R; Pen 3; Razor-Sharp, Tearing, +3 damage per Degree of Success) Master-Crafted Shuriken Pistol (20m; S/3/5; 1d10+4 R; Pen 4; Clip 40; Rld 2 Full; Reliable), Scorpions Claw (2d10+20 E; Pen 10; Power Field, Unwieldy, may be used at range with the following profile: 60m; S/3/10; 1d10+6 R; Pen 6; Clip 100; Rld 2 Full; Never Jams, Razor-Sharp, Tearing) A Pair of Chainsabres (1d10+16 R; Pen 3; Balanced, Tearing, Razor-Sharp, no penalty for two weapon fighting) with accompanying vambrace-mounted Master-Crafted Shuriken Pistols (fired as one weapon: 20m; S/3/5; 1d10+4 R; Pen 4; Clip 40; Rld 2 Full; Never Jams, Twin-Linked)
Armour: Striking Scorpion Exarch Armour (All 9) Equipment: 2x Shuriken Pistol magazines, Soulstone Usage: Striking Scorpion Exarchs are potent assassin-types in their own right, being extremely stealthy and deadly in melee combat, and able to strike with considerable force at a moment of their choosing. As with all Exarchs, however, they are best suited to a leadership role, guiding their charges in ruthlessly efficient ambushes.
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Movement: 5/10/15/30; Wounds: 15 Skills: Acrobatics (Ag), Awareness (Per) +10, Climb (S), Command (Fel), Demolitions (Int) +10, Dodge (Ag) +10, Evaluate (Int) +10, Forbidden Lore (Xenos) (Int), Forbidden Lore (Warp) (Int), Medicae (Int), Silent Move (Ag), Speak Language (Eldar) (Int) +10, Tactics (Armoured Tactics or Assault Doctrine) (Int) Talents: Ambidextrous, Catfall, Crack Shot, Exotic Weapon Proficiency (Fusion Gun, Shuriken Pistol), Foresight, Hard Target, Heightened Senses (Sight, Hearing), Hipshooting, Jaded, Last Man Standing, Leap Up, Lightning Reflexes, Melee Weapon Training (Primitive), Mighty Shot, Nerves of Steel, Pistol Training (Las), Quick Draw, Rapid Reaction, Sprint, Step Aside, Unarmed Warrior Traits: Dark Sight, Unnatural Agility (x2) Weapons: Fusion Gun (40m; S//; 3d10+8 E; Pen 13; Clip 12; Rld 3 Full; Reliable, Felling (1), +2 Pen per Degree of Success on attack roll), Shuriken Pistol (20m; S/3/5; 1d10+4 R; Pen 4; Clip 40; Rld 2 Full; Reliable), Best Craftsmanship Mono-blade (1d5+5 R; Pen 2) Armour: Fire Dragon Aspect Armour (All 6, +2 against Heat-based weaponry) Equipment: 4x Fusion Gun magazines, Soulstone, 3x Meltabombs
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BS 66
S 44 (4)
T 46 (4)
Ag 57 (15)
Int 51 (5)
Per 58 (5)
WP 58 (5)
Fel 37 (3)
Skills: Acrobatics (Ag) +10, Awareness (Per) +20, Climb (S), Command (Fel) +10, Demolitions (Int) +20, Dodge (Ag) +10 +10, Evaluate (Int) +20, Forbidden Lore (Xenos) (Int) +10, Forbidden Lore (Warp) (Int), Medicae (Int), Silent Move (Ag), Speak Language (Eldar) (Int) +10, Tactics (Armoured Tactics) +10, Tactics (Assault Doctrine) (Int) +10 Talents: Ambidextrous, Catfall, Crack Shot, Deadeye Shot, Exotic Weapon Proficiency (Dragons Breath Flamer, Firepike, Fusion Gun, Shuriken Pistol), Foresight, Hard Target, Heightened Senses (Sight, Hearing), Hipshooting, Jaded, Last Man Standing, Leap Up, Lightning Attack, Lightning Reflexes, Melee Weapon Training (Primitive), Marksman, Mighty Shot, Nerves of Steel, Pistol Training (Las), Quick Draw, Rapid Reaction, Sprint, Step Aside, Swift Attack, Unarmed Warrior, Unarmed Master Traits: Dark Sight, Exarch, Touched by the Fates (1), Unnatural Agility (x3), Xenos Tactics (Tank Hunter, Serpents Scales) Exarch: This Eldar is trapped upon the Warrior Path, lost forever to Khaines Fury and the enticing call of the Warsong. While he can no longer live free of the warriors mask he once donned, he teaches others the ways of Khaine and the means to escape it, guiding the efforts of his shrines warriors in peace and war alike. A single group of Aspect Warriors from the same Temple as the Exarch (so Dire Avengers for a Dire Avenger Exarch) follow him in battle, and the Aspect Warriors and Exarch alike will be considered for all purposes to be in Squad Mode, with a number of points of Cohesion determined by the Exarchs Fellowship Bonus and Command Skill. Aspect Warriors do not have access to the array of Squad Mode Abilities available to player characters, but instead may employ the Xenos Tactics noted in the Exarchs rules, the details of which can be found elsewhere in this document. In addition, Exarchs have supernatural abilities all their own, which differ from Aspect to Aspect and Exarch to Exarch, which are described below: Fast Shot: By the time his shots strike their targets, the Exarch has already found his next quarry, bringing his weapon to bear with supernatural swiftness. As a Full-Round Action, an Exarch may attempt two separate ranged attacks, which may be Semi-Auto Bursts or Full-Auto Bursts. If the Exarch wields two ranged weapons, the attack gained from this ability is in addition to that gained from fighting with two weapons, for a total of three attacks. Mighty Strike: The Exarchs focus and skill are directed into a single almighty attack which sunders armour and obliterates flesh. As a Full Action, make your attack rolls as normal. Instead of resolving the damage as normal, total up the number of hits after the first. Each one adds +1d10 to the damage of the first attack that hit during this action, which is then resolved. As this is only a single damage roll, Toughness Bonus and Armour are only subtracted once from the roll. Weapons: One of the following sets of equipment: Master-Crafted Fusion Gun (40m; S//; 3d10+10 E; Pen 13; Clip 12; Rld 3 Full; Never Jams, Felling (1), +2 Pen per Degree of Success on attack roll), Master-Crafted Shuriken Pistol (20m; S/3/5; 1d10+6 R; Pen 4; Clip 40; Rld 2 Full; Reliable), Best Craftsmanship Mono-blade (1d5+6 R; Pen 2) Fire Pike (80m; S//; 3d10+15 E; Pen 15; Clip 20; Rld 3 Full; Blast (1), Felling (1), Never Jams, +2 Pen per Degree of Success on attack roll), Master-Crafted Shuriken Pistol (20m; S/3/5; 1d10+6 R; Pen 4; Clip 40; Rld 2 Full; Reliable), Best Craftsmanship Mono-blade (1d5+6 R; Pen 2) Dragons Breath Flamer (30m; S//; 2d10+6 E; Pen 3; Clip 20; Rld Full; Flame, Never Jams), Master-Crafted Shuriken Pistol (20m; S/3/5; 1d10+6 R; Pen 4; Clip 40; Rld 2 Full; Reliable), Best Craftsmanship Mono-blade (1d5+6 R; Pen 2)
Armour: Fire Dragon Exarch Armour (All 9, +2 against Heat-based weaponry) Equipment: 4x magazines for primary weapon, Soulstone, 3x Meltabombs
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Usage: Fire Dragon Exarchs are deadly adversaries, their potent weapons able to overcome the heaviest vehicles in the Deathwatch armoury and deadly to even the most heavily-armoured warriors. Further, they serve to magnify the tank-hunting prowess of their already-lethal charges, allowing them to swiftly defeat heavily-armoured foes of all kinds.
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Movement: 5/10/15/30; Wounds: 17 Skills: Awareness (Per) +10, Climb (S), Command (Fel), Dodge (Ag), Forbidden Lore (Xenos) (Int), Forbidden Lore (Warp) (Int), Medicae (Int), Silent Move (Ag), Speak Language (Eldar) (Int) +10, Tactics (Assault Tactics or Defensive Doctrine) (Int) Talents: Ambidextrous, Catfall, Crack Shot, Deadeye Shot, Exotic Weapon Proficiency (Reaper Launcher, Shuriken Pistol), Foresight, Hard Target, Heightened Senses (Sight, Hearing), Jaded, Last Man Standing, Leap Up, Lightning Reflexes, Marksman, Melee Weapon Training (Primitive), Mighty Shot, Nerves of Steel, Pistol Training (Las), Quick Draw, Rapid Reaction, Rapid Reload, Sprint, Step Aside, Target Selection, Unarmed Warrior Traits: Dark Sight, Sturdy, Unnatural Agility (x2) Weapons: Reaper Launcher (250m; S/3/5; 2d10+12 X; Pen 10; Clip 60; Rld 2 Full; Reliable, Tearing), Shuriken Pistol (20m; S/3/5; 1d10+4 R; Pen 4; Clip 40; Rld 2 Full; Reliable), Best Craftsmanship Mono-blade (1d5+5 R; Pen 2) Armour: Dark Reaper Aspect Armour (All 8, grants Sturdy trait, wearer always counts heavy weapons as Braced if he doesnt move that turn) Equipment: 3x Reaper Launcher magazines, Reaper Rangefinder Reaper Rangefinder: An extremely sophisticated targeting device, a Reaper Rangefinder employs a variety of sensors and optical feeds to allow the user to locate and destroy even fast-moving targets. A Reaper Rangefinder combines the effects of a Motion Predictor and Preysense Sight, and any attempts to Dodge shots from a Reaper Rangefinder suffer a 10 penalty due to its sophisticated target lock system. In addition, the Called Shot action is only a Half Action for a character using a Reaper Rangefinder. Usage: Dark Reapers provide heavy firepower at a distance, and their ritual armament gives them the means to threaten even the Astartes with accurate hails of armour-piercing missiles at long ranges. A group of Dark Reapers with a good vantage point, using the Overwatch and Suppressing Fire actions, poses a difficult challenge for a Kill-Team to overcome, requiring accurate long-ranged fire of their own, or some means of crossing the distance without exposing themselves, to counter.
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Armour: Dark Reaper Exarch Armour (All 9, grants Sturdy trait, wearer always counts heavy weapons as Braced if he doesnt move that turn) Equipment: 4x magazines for primary weapon, Soulstone, Reaper Rangefinder Usage: Much as his students do, a Dark Reaper Exarch can lay down withering hails of deadly accurate fire, his skills terrifying to behold in the heat of battle. As with all Exarchs, his abilities come into their own as a leader, bolstering the firepower and resilience of his students, while his own weapons add further flexibility to the squad.
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Movement: 6/12/18/36 or 18/36/54/108 when Flying; Wounds: 15 Skills: Acrobatics (Ag), Awareness (Per) +10, Climb (S), Command (Fel), Dodge (Ag) +10, Forbidden Lore (Xenos) (Int), Forbidden Lore (Warp) (Int), Medicae (Int), Pilot (Personal) (Ag) +20, Silent Move (Ag), Speak Language (Eldar) (Int) +10, Tactics (Assault Doctrine or Air Combat) (Int) Talents: Ambidextrous, Catfall, Exotic Weapon Proficiency (Lasblaster, Swooping Hawk Grenade Pack, Shuriken Pistol), Foresight, Hard Target, Heightened Senses (Sight, Hearing), Hipshooting, Jaded, Leap Up, Lightning Reflexes, Melee Weapon Training (Primitive), Mighty Shot, Nerves of Steel, Pistol Training (Las), Quick Draw, Rapid Reaction, Sprint, Step Aside, Unarmed Warrior Traits: Dark Sight, Flight (18; from Swooping Hawk Wings), Unnatural Agility (x2) Weapons: Lasblaster (120m; S/3/6; 1d10+6 E; Pen 4; Clip 90; Rld Full; Reliable), Shuriken Pistol (20m; S/3/5; 1d10+4 R; Pen 4; Clip 40; Rld 2 Full; Reliable), Best Craftsmanship Mono-blade (1d5+5 R; Pen 2), Swooping Hawk Grenade Pack (S//; Damage and Pen by Grenade type; Clip 6; Rld 2 Full), 12x Eldar Plasma Grenades (9m; S//; 1d10+10 E; Pen 6; Blast (4), Concussive, Volatile), 6x Eldar Haywire Grenades (9m; S//; Haywire (3)) Swooping Hawk Grenade Pack: Mounted upon the legs of Swooping Hawk Aspect Warriors, these grenade packs are designed to deploy grenades below the warrior as he flies above an enemy unit, sowing confusion and destruction. A Swooping Hawk may only fire his Grenade Pack when Flying at Low Altitude (see Flying, page 210 of the Deathwatch Rulebook), and only at enemies within 3m of a point directly below him. Roll to hit as normal, with no modifier for range to the target. As with throwing Grenades, any grenades fired which miss will scatter, though the additional distances involved means that they will scatter 2d5 metres rather than 1d5. Such is the ease at which this weapon can be used, that the action used to fire the grenade pack may be performed in the middle of a movement action interrupting the movement action to fire the grenade pack and then completing the movement afterwards. Armour: Swooping Hawk Aspect Armour (All 6) Equipment: 4x Lasblaster power packs, Soulstone, Swooping Hawk Wings
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Swooping Hawk Wings: Notionally similar to the Jump Packs and Grav-Chutes employed by several species, Swooping Hawk wings combine a potent yet compact anti-gravity lifter with a pair of psycho-responsive wings which allow the wearer to fly swiftly and gracefully, gliding long distances and soaring high into the air. A set of Swooping Hawk Wings grant the wearer the Flyer (18) Trait. In addition, so nimble in the air are they that ranged attacks against any Swooping Hawk who is flying, or who performed a Flying move of any sort during his previous Turn suffer an additional 10 penalty. Finally, a Swooping Hawk may maintain his flight without landing or falling as a Free Action each turn. Usage: Swooping Hawks are one of the more unusual aspects, lacking some of the heavy punch of some of the other Aspects while being significantly more mobile. At their best, a Swooping Hawk harasses and disrupts enemy forces, using their grenades and suppressive fire from their lasblasters to pin an enemy down and render them ineffective. Against Astartes, their weaponry is sufficient to stall and advance and hinder effectiveness haywire grenades in particular are the bane of warriors in power armour but the Swooping Hawks themselves may need assistance from other Eldar armed with heavier weaponry to finish the job.
Movement: 6/12/18/36 or 18/36/54/108 when Flying; Wounds: 25 Skills: Acrobatics (Ag) +20, Awareness (Per) +20, Climb (S), Command (Fel) +10, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Forbidden Lore (Warp) (Int), Medicae (Int), Pilot (Personal) (Ag) +20, Silent Move (Ag), Speak Language (Eldar) (Int) +10, Tactics (Assault Doctrine) (Int) +10, Tactics (Air Combat) (Int) +10, Tech-Use (Int) +10 Talents: Ambidextrous, Blademaster, Catfall, Combat Master, Counter Attack, Disarm, Exotic Weapon Proficiency (Lasblaster, Hawks Talon, Sunrifle, Shuriken Pistol), Foresight, Hard Target, Heightened Senses (Sight, Hearing), Hipshooting, Independent Targeting, Iron Discipline, Jaded, Leap Up, Lightning Attack, Lightning Reflexes, Melee Weapon Training (Power, Primitive), Marksman, Mighty Shot, Nerves of Steel, Pistol Training (Las), Preternatural Speed, Quick Draw, Rapid Reaction, Sprint, Step Aside, Swift Attack, Talented (Pilot [Personal]), Two-Weapon Wielder (Ballistic, Melee), Unarmed Master, Unarmed Warrior, Wall of Steel Traits: Dark Sight, Exarch, Touched by the Fates (1), Unnatural Agility (x3), Xenos Tactics (Intercept, Skyleap) Exarch: This Eldar is trapped upon the Warrior Path, lost forever to Khaines Fury and the enticing call of the Warsong. While he can no longer live free of the warriors mask he once donned, he teaches others the ways of Khaine and the means to escape it, guiding the efforts of his shrines warriors in peace and war alike. A single group of Aspect Warriors from the same Temple as the Exarch (so Dire Avengers for a Dire Avenger Exarch) follow him in battle, and the Aspect Warriors and Exarch alike will be considered for all purposes to be in Squad Mode, with a number of points of Cohesion determined by the Exarchs Fellowship Bonus and Command Skill. Aspect Warriors do not have access to the array of Squad Mode Abilities available to player characters, but instead may employ the Xenos Tactics noted in the Exarchs rules, the details of which can be found elsewhere in this document. In addition, Exarchs have supernatural abilities all their own, which differ from Aspect to Aspect and Exarch to Exarch, which are described below: Elusive: The Exarch is peerless in defence, able to turn aside and elude the attacks of his enemies almost without end. The Exarch gains a number of additional reactions each turn, which may only be used for Parry and Dodge attempts, equal to one-half his Agility Bonus.
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Sustained Assault: As one foe falls, the Exarch moves to engage another. After incapacitating an enemy either killing them, or rendering them unconscious through fatigue or critical effects you may immediately move up to your Agility Bonus in metres (note that, as with most movement, it does not benefit from Unnatural Agility, though alternative movement modes such as flight may be used for this ability) before making any remaining attacks or resolving any remaining hits. Weapons: Swooping Hawk Grenade Pack (S//; Damage and Pen by Grenade type; Clip 6; Rld 2 Full), 12x Eldar Plasma Grenades (12m; S//; 1d10+10 E; Pen 6; Blast (4), Concussive, Volatile), 6x Eldar Haywire Grenades (12m; S//; Haywire (3)) and one of the following sets of equipment: Master-Crafted Lasblaster (120m; S/3/6; 1d10+8 E; Pen 4; Clip 90; Rld Full; Never Jams), Master-Crafted Shuriken Pistol (20m; S/3/5; 1d10+6 R; Pen 4; Clip 40; Rld 2 Full; Never Jams), Best Craftsmanship Mono-blade (1d5+7 R; Pen 2) Hawks Talon (120m; S/3/6; 2d10+8 E; Pen 5; Clip 90; Rld Full; Never Jams), Master-Crafted Shuriken Pistol (20m; S/3/5; 1d10+6 R; Pen 4; Clip 40; Rld 2 Full; Never Jams), Best Craftsmanship Mono-blade (1d5+7 R; Pen 2) Sunrifle (90m; S/4/8; 1d10+10 E; Pen 4; Clip 120; Rld Full; Never Jams, Storm), Master-Crafted Shuriken Pistol (20m; S/3/5; 1d10+6 R; Pen 4; Clip 40; Rld 2 Full; Never Jams), Best Craftsmanship Mono-blade (1d5+7 R; Pen 2) Master-Crafted Eldar Power Sword (1d10+10 E; Pen 8; Rld Full; Balanced, Extra +10 to Parry, Power Field), Master-Crafted Shuriken Pistol (20m; S/3/5; 1d10+6 R; Pen 4; Clip 40; Rld 2 Full; Never Jams), Best Craftsmanship Mono-blade (1d5+7 R; Pen 2)
Armour: Swooping Hawk Exarch Armour (All 9) Equipment: 4x magazines for primary ranged weapon, Soulstone Usage: Most Swooping Hawk Exarchs carry more potent weaponry than others of their kind, arming themselves with rapid-firing Sunrifles, potent Hawks Talons, or even equipping themselves for melee with finely-balanced power swords. Their swiftness of motion allows them to be exactly where they need to be before they choose to attack, and their armament gives them the tools to take on some enemies alone. They are, as with all Exarchs, more effective in conjunction with a squad of Aspect Warriors, the presence of even a small group of Swooping Hawks providing a weight of additional firepower to the Exarchs decisive attacks.
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Weapons: Master-crafted Eldar Power Sword (1d10+12 E; Pen 8; Balanced, Extra +10 to Parry, Power Field), Master-crafted Forearm Powerblade (1d10+9 E; Pen 4; Balanced, Defensive, Power Field), Master-Crafted Fusion Gun (40m; S//; 3d10+10 E; Pen 13; Clip 12; Rld 3 Full;, Felling (1), Never Jams, +2 Pen per Degree of Success on attack roll) Master-crafted Shuriken Pistol (20m; S/3/5; 1d10+6 R; Pen 4; Clip 40; Rld 2Full; Never Jams), Best Craftsmanship Mono-blade (1d5+6 R; Pen 2) Armour: Autarch Armour (All 8), Eldar Forceshield (Force Field, Protection 75, Overload 1) Equipment: 3x Fusion Gun magazines, 3x Shuriken Pistol magazines, Soulstone, Swooping Hawk Wings Usage: Fiannathail is typical of many Eldar Autarchs a skilled and well-equipped warrior certainly, but a leader and a strategist before that. Much of his deadliness is his ability to direct a force of other Eldar, enhancing their abilities rather than standing at the front lines leading the charge. This is not to say that he is incapable of doing so quite the contrary: his skill and wargear allows him to fight at short ranges or in melee as the situation requires, dropping from the skies to strike when the time is right and the need is greatest. As with most Eldar, Fiannathail is inherently fragile, particularly for a Master adversary, reliant more on swift movement, his innate skill and agility, and the potency of his Forceshield to keep himself safe from harm. Because of this, and because his usefulness as a leader is potentially greater than his use as a warrior, Fiannathail is better used carefully, his direct intervention used only very sparingly.
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Armour: Iron Body (All 12) Equipment: None Usage: A more conventional form of Master adversary, the Avatar of Khaine is not an easy creature to face, and while some of the most legendary heroes of the Astartes have stood before an Avatar and triumphed, they are by far the minority. Its simple presence strengthens the resolve of its army, and is detrimental to those who seek to challenge it. In melee, it is a horrifically skilled enemy, more than capable of turning aside the fiercest of attacks and enduring terrible wounds. Worse still, for a would-be Avatar-slayer, is the possibility of facing not only the Avatar, but a Court of the Young King a gathering of the Craftworlds Exarchs as the Avatars retinue.
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Weapons
Two Driver-operated Heavy Weapons (Facing Front/Left and Front/Right) chosen from the following list: o o o o o Shuriken Cannon (110m; //10; 2d10+6 R; Pen 6; Clip 150; Rld 3 Full; Razor-Sharp, Reliable, Tearing) Scatter Laser (180m; //6; 3d10+10 E; Pen 2; Clip 400; Rld 3 Full; Reliable, Storm) Starcannon (180m; //5; 3d10+10 E; Pen 10; Clip 100; Rld 4 Full; Volatile) Bright Lance (200m; S//; 4d10+15 E; Pen 20; Clip 100; Rld 3 Full; Accurate) Eldar Missile Launcher (250m; S//; Clip 15; Rld 2 Full; Damage, Pen and Qualities by Missile Plasma (2d10+5 E; Pen 6; Blast (6), Concussive, Volatile) or Krak (4d10+6 X; Pen 10; Blast (1))
Weapons
Twin-linked Shuriken Catapults (60m; S/3/10; 1d10+4 R; Pen 6; Clip 100; Rld 2 Full; Reliable, Twin-Linked) mounted under the vehicles nose (Facing Front). Some Jetbikes mount a single Shuriken Cannon instead (110m; //10; 2d10+6 R; Pen 6; Clip 150; Rld 3 Full; RazorSharp, Reliable, Tearing) (Facing Front)
Special Rules
Exposed: Enemies may target the crew of the vehicle by using a Called Shot action. If someone makes a Full Auto Burst Action against the bike, every third hit is resolved against the rider instead of the bike. Forward Carapace: The smooth, sweeping prow carapace of a Jetbike is both distinctive and functional, its massive expanse providing cover for the rider. Against any attack from the front of the Jetbike, the rider is counted as being behind cover worth 8 AP. Masters of Gravity: The Eldar have long mastered the manipulation of gravity, and it serves well in all manner of devices, from the humble Shuriken Catapult, to the mighty Engines of Vaul that rival the Super-Heavy Tanks of the Imperium in size and power. On their vehicles, the ubiquity of gravity-manipulation allows for unequalled stability as a firing platform, allowing all vehicle-mounted weapons to be fired as if their wielder had the AutoStabilised Trait. Skimmer: This vehicle hovers over the battlefield, allowing it to ignore terrain that might otherwise hamper movement. If it ever becomes completely immobilised due to damage, count the vehicle as completely destroyed instead as it crashes into the ground.
Special Rules
Driver-operated Weaponry: All weapons classified as Driver-operated may all be fired by the driver as a single shooting action, at targets no more than 10m apart. Roll for hits and damage separately for each weapon. Masters of Gravity: The Eldar have long mastered the manipulation of gravity, and it serves well in all manner of devices, from the humble Shuriken Catapult, to the mighty Engines of Vaul that rival the Super-Heavy Tanks of the Imperium in size and power. On their vehicles, the ubiquity of gravity-manipulation allows for unequalled stability as a firing platform, allowing all vehicle-mounted weapons to be fired as if their wielder had the AutoStabilised Trait.
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Open Topped: Enemies may target the crew of the vehicle by using a Called Shot action. Power Field: The cockpit of a War Walker is wreathed in a virtually impervious force field, protecting the pilot from harm. Against any attack directed against the War Walkers driver, the driver has a Protection 80 force field with an Overload value of 1. Walker: Walkers are able to ignore penalties for moving through difficult terrain, and negotiate obstacles such as rock slides, tank traps, fallen trees and shattered buildings without penalty
Special Rules
Exposed Gunner: Enemies may target the crew of the vehicle by using a Called Shot action. If someone makes a Full Auto Burst Action against the bike, every third hit is resolved against the gunner instead of the bike. Masters of Gravity: The Eldar have long mastered the manipulation of gravity, and it serves well in all manner of devices, from the humble Shuriken Catapult, to the mighty Engines of Vaul that rival the Super-Heavy Tanks of the Imperium in size and power. On their vehicles, the ubiquity of gravity-manipulation allows for unequalled stability as a firing platform, allowing all vehicle-mounted weapons to be fired as if their wielder had the AutoStabilised Trait. Skimmer: This vehicle hovers over the battlefield, allowing it to ignore terrain that might otherwise hamper movement. If it ever becomes completely immobilised due to damage, count the vehicle as completely destroyed instead as it crashes into the ground.
Vyper Jetbike
Serving a similar role to the Adeptus Astartes Land Speeders, Vyper Jetbikes are faster and more agile than their crude Imperial counterparts. Type: Skimmer Tactical Speed: 30m Manoeuvrability: +25 Size: Hulking (+10) Crew: Driver, Gunner Cruising Speed: 280 kph Structural Integrity: 18 Armour: Front 18, Side 18, Rear 15 Carrying Capacity: None
Falcon Grav-Tank
Unlike the lumbering tracked behemoths of the Imperium, the tanks of the Eldar are swift, sleek and agile skimmers. Though typically not as heavily armoured as Imperial tanks, Eldar Grav-Tanks more than make up for this in speed and firepower. The Falcon is one of the most common of these, a multi-role vehicle capable of transporting small squads and providing heavy fire as the situation demands. Type: Skimmer Tactical Speed: 25m Manoeuvrability: +25 Size: Enormous (+20) Crew: Driver, Gunner Cruising Speed: 180 kph Structural Integrity: 18 Armour: Front 37, Side 37, Rear 22 Carrying Capacity: Six Eldar Warriors
Weapons
Twin-linked Shuriken Catapults (60m; S/3/10; 1d10+4 R; Pen 6; Clip 100; Rld 2 Full; Reliable, Twin-Linked) mounted under the vehicles nose (Facing Front) and a single gunneroperated heavy weapon in the rear mount (Facing All), chosen from the following list: o o o o o Shuriken Cannon (110m; //10; 2d10+6 R; Pen 6; Clip 150; Rld 3 Full; Razor-Sharp, Reliable, Tearing) Scatter Laser (180m; //6; 3d10+10 E; Pen 2; Clip 400; Rld 3 Full; Reliable, Storm) Starcannon (180m; //5; 3d10+10 E; Pen 10; Clip 100; Rld 4 Full; Volatile) Bright Lance (200m; S//; 4d10+15 E; Pen 20; Clip 100; Rld 3 Full; Accurate) Eldar Missile Launcher (250m; S//; Clip 15; Rld 2 Full; Damage, Pen and Qualities by Missile Plasma (2d10+5 E; Pen 6; Blast (6), Concussive, Volatile) or Krak (4d10+6 X; Pen 10; Blast (1))
Weapons
Twin-linked Shuriken Catapults (60m; S/3/10; 1d10+4 R; Pen 6; Clip 100; Rld 2 Full; Reliable, Twin-Linked) mounted under the pilots cockpit (Facing Front) and a turret (Facing All) mounting a gunner-operated Pulse Laser (300m; S/3/; 5d10+10 E; Pen 10; Reliable; Clip 60) and a single gunner-operated heavy weapon chosen from the following list: o Shuriken Cannon (110m; //10; 2d10+6 R; Pen 6; Clip 150; Rld 3 Full; Razor-Sharp, Reliable, Tearing)
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o o o o
Scatter Laser (180m; //6; 3d10+10 E; Pen 2; Clip 400; Rld 3 Full; Reliable, Storm) Starcannon (180m; //5; 3d10+10 E; Pen 10; Clip 100; Rld 4 Full; Volatile) Bright Lance (200m; S//; 4d10+15 E; Pen 20; Clip 100; Rld 3 Full; Accurate) Eldar Missile Launcher (250m; S//; Clip 15; Rld 2 Full; Damage, Pen and Qualities by Missile Plasma (2d10+5 E; Pen 6; Blast (6), Concussive, Volatile) or Krak (4d10+6 X; Pen 10; Blast (1))
Armour: Front 37, Side 37, Rear 22 Carrying Capacity: Twelve Eldar Warriors
Weapons
Twin-linked Shuriken Catapults (60m; S/3/10; 1d10+4 R; Pen 6; Clip 100; Rld 2 Full; Reliable, Twin-Linked) mounted under the pilots cockpit (Facing Front) and a turret (Facing All) mounting a twin-linked heavy weapon chosen from the following list: o o o o o Shuriken Cannon (110m; //10; 2d10+6 R; Pen 6; Clip 150; Rld 3 Full; Razor-Sharp, Reliable, Tearing, Twin-Linked) Scatter Laser (180m; //6; 3d10+10 E; Pen 2; Clip 400; Rld 3 Full; Reliable, Storm, Twin-Linked) Starcannon (180m; //5; 3d10+10 E; Pen 10; Clip 100; Rld 4 Full; Volatile, Twin-Linked) Bright Lance (200m; S//; 4d10+15 E; Pen 20; Clip 100; Rld 3 Full; Accurate, Twin-Linked) Eldar Missile Launcher (250m; S//; Clip 15; Rld 2 Full; Twin-Linked; Damage, Pen and Qualities by Missile Plasma (2d10+5 E; Pen 6; Blast (6), Concussive, Volatile) or Krak (4d10+6 X; Pen 10; Blast (1))
Special Rules
Gunner-operated Weaponry: All weapons classified as Gunner-operated may all be fired by the gunner as a single shooting action, at targets no more than 10m apart. Roll for hits and damage separately for each weapon. Masters of Gravity: The Eldar have long mastered the manipulation of gravity, and it serves well in all manner of devices, from the humble Shuriken Catapult, to the mighty Engines of Vaul that rival the Super-Heavy Tanks of the Imperium in size and power. On their vehicles, the ubiquity of gravity-manipulation allows for unequalled stability as a firing platform, allowing all vehicle-mounted weapons to be fired as if their wielder had the AutoStabilised Trait. Reinforced Hull: When a vehicle with a Reinforced Hull suffers a Critical Hit, halve the result, rounding up. This does not affect rolls on the Critical Hit chart caused by Righteous Fury. Skimmer: This vehicle hovers over the battlefield, allowing it to ignore terrain that might otherwise hamper movement. If it ever becomes completely immobilised due to damage, count the vehicle as completely destroyed instead as it crashes into the ground.
Special Rules
Disruptive Field: The front and flanks of the Wave Serpent are shrouded in a crackling energy field that disrupts enemy attacks. When making a Ranged Attack against the Front or Side armour of a Wave Serpent, the armour values are not reduced by the weapons Pen value. Masters of Gravity: The Eldar have long mastered the manipulation of gravity, and it serves well in all manner of devices, from the humble Shuriken Catapult, to the mighty Engines of Vaul that rival the Super-Heavy Tanks of the Imperium in size and power. On their vehicles, the ubiquity of gravity-manipulation allows for unequalled stability as a firing platform, allowing all vehicle-mounted weapons to be fired as if their wielder had the AutoStabilised Trait. Reinforced Hull: When a vehicle with a Reinforced Hull suffers a Critical Hit, halve the result, rounding up. This does not affect rolls on the Critical Hit chart caused by Righteous Fury. Skimmer: This vehicle hovers over the battlefield, allowing it to ignore terrain that might otherwise hamper movement. If it ever becomes completely immobilised due to damage, count the vehicle as completely destroyed instead as it crashes into the ground.
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platform, allowing all vehicle-mounted weapons to be fired as if their wielder had the AutoStabilised Trait. Reinforced Hull: When a vehicle with a Reinforced Hull suffers a Critical Hit, halve the result, rounding up. This does not affect rolls on the Critical Hit chart caused by Righteous Fury. Skimmer: This vehicle hovers over the battlefield, allowing it to ignore terrain that might otherwise hamper movement. If it ever becomes completely immobilised due to damage, count the vehicle as completely destroyed instead as it crashes into the ground.
Weapons
Twin-linked Shuriken Catapults (60m; S/3/10; 1d10+4 R; Pen 6; Clip 100; Rld 2 Full; Reliable, Twin-Linked) mounted under the pilots cockpit (Facing Front) and a turret (Facing All) mounting a Prism Cannon (500m; S//; 3d10+5 E; Pen 6; Clip 20; Concussive, Devastating (1), Blast (5))
Special Rules
Crystal Targeting Matrix: The Fire Prism is fitted with a targeting system of incredible sophistication, capable of tracking a fast-moving target at long range while the tank itself is moving at full speed. A Fire Prism grants its gunner a +20 bonus to all Ballistic Skill Tests, and removes any penalties caused by the Fire Prisms movement or any of the targets movement. Chained Shot: Multiple Fire Prisms are capable of combining their firepower, with one or more of the tanks firing their Prism Cannon into the focussing crystal of another to increase the power of a single shot. For every Fire Prism that fires into the Prism Cannons focussing crystal, the weapon gains +1d10 damage and +2 Pen on its next shot. Firing Modes: The Prism Cannon may be fired in one of two distinct modes, Dispersed or Focussed. If fired in Dispersed Mode, it has the Blast (10) quality instead of Blast (5). If fired in Focussed Mode, its damage increases to 6d10+10 E and its Pen increases to 12. The weapon must be fired in one or other of these modes. Masters of Gravity: The Eldar have long mastered the manipulation of gravity, and it serves well in all manner of devices, from the humble Shuriken Catapult, to the mighty Engines of Vaul that rival the Super-Heavy Tanks of the Imperium in size and power. On their vehicles, the ubiquity of gravity-manipulation allows for unequalled stability as a firing
Weapons
Twin-linked Shuriken Catapults (60m; S/3/10; 1d10+4 R; Pen 6; Clip 100; Rld 2 Full; Reliable, Twin-Linked) mounted under the pilots cockpit (Facing Front) and a turret (Facing All) mounting a Doomweaver (750m; S//; 4d10+5 R; Pen 2; Clip 100; Blast (8), Devastating (1), Deadly Snare, Razor-Sharp, Tearing, Twin-Linked)
Special Rules
Firing Modes: The Prism Cannon may be fired in one of two distinct modes, Dispersed or Focussed. If fired in Dispersed Mode, it has the Blast (10) quality instead of Blast (5). If fired in Focussed Mode, its damage increases to 6d10+10 E and its Pen increases to 12. The weapon must be fired in one or other of these modes. Masters of Gravity: The Eldar have long mastered the manipulation of gravity, and it serves well in all manner of devices, from the humble Shuriken Catapult, to the mighty Engines of Vaul that rival the Super-Heavy Tanks of the Imperium in size and power. On their vehicles, the ubiquity of gravity-manipulation allows for unequalled stability as a firing
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platform, allowing all vehicle-mounted weapons to be fired as if their wielder had the AutoStabilised Trait. Reinforced Hull: When a vehicle with a Reinforced Hull suffers a Critical Hit, halve the result, rounding up. This does not affect rolls on the Critical Hit chart caused by Righteous Fury. Skimmer: This vehicle hovers over the battlefield, allowing it to ignore terrain that might otherwise hamper movement. If it ever becomes completely immobilised due to damage, count the vehicle as completely destroyed instead as it crashes into the ground.
linked Pilot-operated Bright Lances (200m/3 AUs; S//; 4d10+15 E; Pen 20; Clip 100; Rld 3 Full; Accurate, Twin-Linked) (Facing Front)
Special Rules
Variable-Geometry Aircraft: The Nightwing is designed to be able to shift its wings to alter its speed and manoeuvrability, making it extremely versatile in combat. As a Free Action once per turn, the pilot may alter the Nightwings wing position before it moves. The standard profile, above, represents the wings in their swept-back position. In their forward position, the Nightwings speed is reduced to 27 AUs (Cruising Speed 2,700 kph), but its Manoeuvrability is increased to +50. When operating as a Skimmer, the Nightwing must use its wings in the forward position. Pilot-operated Weaponry: All weapons classified as Driver-operated may all be fired by the driver as a single shooting action, at targets no more than 10m apart. Roll for hits and damage separately for each weapon. Masters of Gravity: The Eldar have long mastered the manipulation of gravity, and it serves well in all manner of devices, from the humble Shuriken Catapult, to the mighty Engines of Vaul that rival the Super-Heavy Tanks of the Imperium in size and power. On their vehicles, the ubiquity of gravity-manipulation allows for unequalled stability as a firing platform, allowing all vehicle-mounted weapons to be fired as if their wielder had the AutoStabilised Trait. Holofield: This vehicle is shrouded by a sophisticated multi-spectrum disruptive field, known as a Holofield, making it difficult to accurately target. All ranged attacks against the vehicle suffer an additional 20 penalty. Spacecraft: This vehicle may exit the atmosphere. While in the atmosphere it may operate as a skimmer or flyer at the pilots choice. It gains all the benefits and drawbacks of skimmers and flyers.
Nightwing Interceptor
Arguably the finest atmospheric fighter in the galaxy, the Nightwing is without equal in terms of speed and manoeuvrability. Those who have faced the Eldar in battle know that to challenge them for dominance of the skies is foolhardy, and the Nightwing is the main reason why. Well-armed, naturally elusive and crewed by beings who are naturally gifted pilots, the Nightwing is unmatched in any dogfight. Type: Spacecraft Tactical Speed: 30m/36 AUs Manoeuvrability: +30 Size: Enormous (+20) Crew: Pilot Cruising Speed: 3,600 kph Structural Integrity: 28 Armour: Front 25, Side 25, Rear 25 Carrying Capacity: None
Weapons
Twin-linked Pilot-operated Shuriken Cannons (110m/2 AUs; //10; 2d10+6 R; Pen 6; Clip 150; Rld 3 Full; Razor-Sharp, Reliable, Tearing, Twin-Linked) (Facing Front) and Twin-
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Appendices
Aspect Armour
Aspect Warriors wear sophisticated suits of psychoreactive material, supplementing a flexible skin-tight bodysuit with rigid armour plates to provide far more protection than their appearance would suggest. The light-weight, flimsy-looking suits provide protection equal to or greater than the bulky carapace armour used by some elite Imperial soldiers, and their substance shifts and flows with the wearers body so perfectly that it does not impede their motion. Suits of Aspect Armour never, regardless of the number of AP they grant, impose penalties on Concealment or Silent Move Tests. Similarly, no suit of Aspect Armour imposes penalties upon any Test based on movement or fine manual dexterity. In addition to its armoured protection, a suit of Aspect Armour incorporates selfcontained life support and sensory filtering systems. These devices draw their power from a small but extremely efficient power cell in the armours integral backpack, which also provides power enough to operate power or chain weapons and interact with the targeting and control systems of their guns, serving this purpose indefinitely. So long as the helmet remains on, a suit of Aspect Armour is environmentally sealed and can maintain an adequate oxygen supply indefinitely. In addition, the wearer gains a +30 bonus on all Tests to resist effects caused by blinding flashes, deafening sounds or other overpowering sensory effects. Finally, the helm incorporates a communications link functionally equivalent to the Vox systems used by the Imperium. Some suits of Aspect Armour, designed for particular Warrior Aspects, provide an additional bonus, listed both in the Aspect Warriors entry and below: Fire Dragon Aspect Armour: The armoured suits of Fire Dragons are, as befits their role and traditional armament, hardened against the fury of heat and flame. A warrior wearing Fire Dragon Aspect Armour counts his AP as being 2 higher than normal against any heat- or fire-based attack, before Pen is applied. Dark Reaper Aspect Armour: The armour of a Dark Reaper is bulkier than most suits of Aspect Armour, designed to provide the wearer with great stability when firing his weapon. The wearer is considered to have the
Autarch Armour
The armour of an Autarch is a rare and difficult thing to create, taking considerable skill and effort to weave and shape from the resilient psychoplastic materials used in most Eldar technology. Providing similar protection to the suits of Power Armour employed by the Imperium, Autarch armour is extraordinarily light and flexible and conforms perfectly to the wearers body as he moves and fights. Autarch Armour provides the same benefits as Aspect Armour, though it provides no Aspect-specific benefits.
Exarch Armour
The armoured suits of the Exarchs are ancient and precious relics, each representing not only a weight of lifetimes of military tradition, but also the experiences of many Exarchs. Each suit of Exarch Armour is no mere construction of psychoplastic, but is instead a repository for the souls of all its previous wearers. These souls grant ageless wisdom, insight, experience and power to the wearer, allowing him to understand warfare as he could not before, and perform feats of incredible, even supernatural prowess. The supernatural benefits of a suit of Exarch Armour are incorporated into the Exarch profiles, above, though at a GMs option, it may also grant the wearer the benefits of an ability equivalent to one of the Power Armour Histories on page 162 of the Deathwatch Rulebook. These benefits remain with the Exarch regardless of whether he is wearing the armour or not, hence why they are not listed separately, as once joined the suit and its wearer are never truly distinct Additionally, Exarch Armour imposes no penalties on Concealment or Silent Move Tests or any other Test based on movement or fine manual dexterity, and provides the same benefits as a suit of Aspect Armour from the same Aspect, including the life support, sensory filtering and communication link systems. As a final note, the most ancient and powerful of Exarchs, including the legendary Phoenix Lords, are reputed to have ceased existing as distinct entities from their armour altogether, becoming coherent psychic energy contained within the suit. Such Exarchs are terrifyingly proficient warriors, greater still than most of their kind, and should increase all their Characteristics by +10 over the values listed for an Exarch of that type, and increase their Touched by the Fates Trait to (2). In addition, these Exarchs gain the From Beyond and The Stuff of Nightmares Traits.
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Guardian Bodysuit
Composed of multiple layers of extremely fine mesh armour, the armoured bodysuits worn by Eldar Guardians are lightweight and remarkably resilient for their weight and thickness, providing greater protection than the bulky Flak armour of the Imperial Guard at a fraction of the mass. As with all mesh armour, Guardian Bodysuits become rigid upon impact, while remaining flexible at all other times, and are effective at dispersing heat and energy away from points of contact. These suits all include the tall helm distinctive of
Eldar armour design, which incorporates a respirator unit and sensory filtering systems, all fed into and powered by the armours inbuilt backpack. So long as the helmet remains on, a Guardian Bodysuit grants the wearer a +20 bonus on all Tests to resist the effects of dangerous gases. In addition, the wearer gains a +30 bonus on all Tests to resist effects caused by blinding flashes, deafening sounds or other overpowering sensory effects. Finally, the helm incorporates a communications link functionally equivalent to the Vox systems used by the Imperium. One additional method of regaining Cohesion during encounters between Player Characters and one or more NPC Squads should be considered when any character, be they Player Character or NPC, inflicts Cohesion Damage upon an enemy in Squad Mode, then that characters Squad immediately regains a single point of Cohesion: warriors working so closely together are quick to capitalise on moments of weakness and disarray.
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