Characteristic Array | ||||||||
---|---|---|---|---|---|---|---|---|
WS | BS | S | T | Ag | Int | Per | WP | Fel |
20 | 20 | 15 | 15 | 25 | 25 | 20 | 20 | 20 |
Eldar Rules
An Eldar character starts with following qualities:
Attuned (Trait)
A character with this trait counts as having the Psyker trait and a psy rating of 1, except for purchasing psychic powers or psy rating advances.
Humaniform (Trait)
A character with this trait is extremely human-like in shape, such that they ignore the Availability penalty to acquire human-made armour.
Corruption
Eldar gain Corruption as normal, but do not acquire Malignancies or Mutations.
Insanity
Eldar gain Insanity as normal.
Exile
Role Aptitudes
Agility, Ballistic Skill, Intelligence or Perception, Weapon Skill, Finesse, Knowledge
Role Talents
Catfall, Sprint, Weapon Training (Low-Tech, Shuriken or Splinter)
Role Traits
Unnatural Agility (3), Unnatural Perception (1)
Bonus
Eldar Culture: An Eldar Exile starts with Rank 1 in Common Lore (Eldar) and Linguistics (Eldar).
Xeno Rules
A Xeno character uses the following traits and rules:
Lingua Imperia (Trait)
Characters with this trait treat Linguistics (Low Gothic) as an untrained basic skill.
Non-Imperial (Trait)
Characters with this trait suffer a -10 penalty on all Lore tests concerning the Imperium of Man.
Xeno (Trait)
Characters with this trait reduce Morale by 2 while aboard Imperial vessels. Applies once per species.
Origins
Asuryani Rules
An Asuryani character applies the following benefits during character creation:
Characteristic Modifiers
+ Intelligence, + Willpower, - Toughness
Fate Threshold
1 (Morai-Heg's Blessing 5+)
Origin Bonus
Among the Seers: An Asuryani character starts with Rank 1 in Psyniscience, as well as the Foresight, Meditation, and Warp Sense talents.
Origin Aptitude
Willpower
Wounds
An Asuryani character starts with 7+1d5 wounds.
Recommended Path
Mariner, Outcast, Warrior
Drukhari Rules
A Drukhari character applies the following benefits during character creation:
Characteristic Modifiers
+ Strength, + Agility, - Fellowship
Fate Threshold
1 (Morai-Heg's Blessing 7+)
Origin Bonus
The Dark City: A Drukhari character starts with the Hardened Soul, Decadence, Jaded, and Paranoia talents, as well as the Dark Sight trait.
Origin Aptitude
Strength
Wounds
A Drukhari character starts with 8+1d5 wounds.
Recommended Path
Mariner, Warrior
Exodite Rules
An Exodite character applies the following benefits during character creation:
Characteristic Modifiers
+ Toughness, + Perception, - Intelligence
Fate Threshold
1 (Morai-Heg's Blessing 5+)
Origin Bonus
Gone Native: An Exodite character gains a +10 bonus to all Awareness, Stealth, and Survival tests, increasing to +20 in natural environments.
Origin Aptitude
Toughness
Wounds
An Exodite character starts with 9+1d5 wounds.
Recommended Path
Outcast, Warrior
Paths
Mariner Rules
An character with the Mariner background applies the following benefits:
Starting Skills
Acrobatics, Operate (Pick One), Navigate (Stellar, Webway)
Starting Talents
Quickdraw, Weapon Training (Power)
Starting Equipment
Eldar power sword, shuriken catapult or splinter rifle, eldar plasma grenade, eldar void armour, spirit stone (optional)
Path Bonus
Weightless Elegance: A Mariner treats Zero-G situations as open terrain and never needs to make an Agility test in order to move in such an environment.
Path Aptitude
Fieldcraft or Tech
Outcast Rules
An character with the Outcast background applies the following benefits:
Starting Skills
Awareness, Navigate (Surface), Survival, Stealth
Starting Talents
Stealth Sniper, Weapon Training (Las)
Starting Equipment
Eldar mono-knife, eldar long rifle, blind grenade, tanglefoot grenade, mesh cloak, eldar rebreather, eldar voidsuit, chameleoline cloak, microbead, spirit stone (optional)
Path Bonus
Elusive Target: Whenever an enemy attempts to locate a concealed Outcast with an Opposed Awareness or Scrutiny test, they must roll twice and take the worse result. If the choice is uncertain, the Outcast decides.
Path Aptitude
Defence or Fieldcraft
Warrior Rules
An character with the Warrior background applies the following benefits:
Starting Skills
Awareness, Athletics, Dodge, Parry
Starting Talents
Ambidextrous, Weapon Training (Power)
Starting Equipment
Eldar power sword, shuriken pistol or splinter pistol, eldar plasma grenade, eldar void armour or eldar raider armour, microbead, spirit stone (optional)
Path Bonus
Khaine's Dance: Once per round, before making a melee Attack Action1, a Warrior can attempt a Challenging (+0) Acrobatics test to move at half rate as a Free Action that does not provoke attacks.
Path Aptitude
Offence or Defence