Eldar Exile
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

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