Children of Isha - 4chanan immediate Righteous Fury Critical Hit if the target was a vehicle) Usage:...
Transcript of Children of Isha - 4chanan immediate Righteous Fury Critical Hit if the target was a vehicle) Usage:...
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New Trait: Skirmishers (Horde)
These warriors are trained to fight in a dis-
persed formation, relying on mobility and stealth
more than weight of numbers to endure enemy at-
tacks. A Horde with this trait suffers no penalties to
Concealment Tests, nor does it grant any bonuses to
hit to attackers, due to the Horde‟s size. In addition,
the Horde may use the Dodge and Parry reactions to
defend itself, with a successful Dodge or Parry re-
ducing the number of enemy attacks scored against
it by 1, +1 per Degree of Success.
Children of Isha
A Selection of Craftworld Eldar Adversaries for Deathwatch
Eldar Guardians (Troops)
Lacking as they do the numbers of mankind or the greenskins, the Eldar must take drastic measures to achieve their goals. Amongst these is the use of a citizen militia, known collective-
ly as Guardians, formed of any Eldar not currently upon a Path that has direct military applications. Many of the most commonly-called Guardians are pilots, trading civilian passenger craft for
jetbikes and grav-tanks, or former Aspect Warriors.
WS BS S T Ag Int Per WP Fel
42 42 31 (3) 32 (3) 43 (8) 35 (3) 40 (4) 40 (4) 30 (3)
Movement: 4/8/12/24; Wounds: 10
Skills: Acrobatics (Ag), Awareness (Per), Climb (S), Dodge (Ag), Forbidden Lore (Xenos) (Int), Silent Move (Ag), Speak Language (Eldar) (Int)
Talents: Catfall, Exotic Weapon Proficiency (Shuriken Catapult, Shuriken Pistol), Foresight, Hard Target, Heightened Senses
(Sight, Hearing), Hipshooting, Melee Weapon Training (Primitive), Pistol Training (Las), Sprint
Traits: Dark Sight, Fire Drill (Horde), Fighting Withdrawal (Horde), Skirmishers (Horde), Unnatural Agility (x2)
Weapons: Shuriken Catapult (60m; S/3/10; 1d10+4 R; Pen 6; Clip 100; Rld 2 Full; Reliable), Eldar Laspistol (35m; S/2/-; 1d10+3
E; Pen 2; Clip 35; Rld Full; Reliable), Best Craftsmanship Mono-blade (1d5+5, Pen 2)
Armour: Guardian Bodysuit (All 5, Horde 5)
Equipment: 3x Shuriken Catapult magazines, Soulstone.
Options: Guardians commonly fill a number of different roles in Eldar forces, a few of which are detailed below:
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 Pis-
tol 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 warrior‟s 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
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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 plat-
form 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)
o Shadow Weaver (250m; S/–/–; 4d10+5 R; Pen 3; Clip 300; Rld 10 Full; Blast (6), Devastating (1), Deadly Snare, Razor-Sharp, Tearing)
o 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)
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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Eldar Warlock (Elite, Leader)
Guardian squads are commonly guided and directed by a Warlock, a skilled battlefield psyker who has previously served as an Aspect Warrior. Their psychic talents are equal parts po-
tent and subtle, lacking the grave risks that accompany the talents of human psykers, and their experiences in war allow them to guide their Guardian charges along that perilous road.
WS BS S T Ag Int Per WP Fel
55 55 38 (3) 35 (3) 51 (10) 46 (4) 40 (4) 58 (5) 37 (3)
Movement: 5/10/15/30; Wounds: 15
Skills: Acrobatics (Ag), Awareness (Per) +10, Climb (S), Command (Fel), Dodge (Ag) +10, Drive (Hover Vehicles) (Ag), Forbidden Lore (Xenos) (Int), Forbidden Lore (Warp) (Int), Invocation
(WP), Psyniscience (Per) +10, Silent Move (Ag), Speak Language (Eldar) (Int) +10, Tactics (any one) (Int)
Talents: Ambidextrous, Catfall, Exotic Weapon Proficiency (Shuriken Catapult, Shuriken Pistol, Witchblade), Foresight, Hard Target, Heightened Senses (Sight, Hearing), Hipshooting, Leap Up,
Melee Weapon Training (Primitive), Pistol Training (Las), Psy Rating 5, Quick Draw, Rapid Reaction, Sprint, Swift Attack, Warp Sense
Traits: Dark Sight, Unnatural Agility (x2), War-Leader
War-Leader: One of a Warlock‟s main roles in battle is to lead and guide Guardians, using his powers to bolster and protect them and his experience to direct their efforts. A Warlock
must nominate a single group of Guardians – either in a Horde, or as individuals – as his charges. While he remains within 10m of at least one of those Guardians, they may use his Willpower
instead of their own, will act on the same Initiative as him, and benefit from the effects of his Psychic Power where applicable.
Weapons: Shuriken Pistol (20m; S/3/5; 1d10+2 R; Pen 4; Clip 40; Rld 2 Full; Reliable), Witchblade (1d10+14 R; Pen 5; Balanced, Power Field), Best Craftsmanship Mono-blade (1d5+5, Pen 2)
Armour: Mesh-woven Robes (Arms 3, Body 3, Legs 3), Ghosthelm (Head 5), Rune Armour
Rune Armour: The typical raiment of Eldar Seers in battle are layers of voluminous robes adorned with faintly-luminescent runes and lattices of wraithbone that flicker and pulse in
time with the wearer‟s heartbeat. When the weapons of the enemy are turned upon him, the Seer‟s mind and soul are stronger than any corporeal armour, able to repel even the ravening ener-
gies of a Lascannon. Rune Armour is a Force Field with a Protection Rating equal to the wearer‟s Willpower Characteristic. There is no chance of Rune Armour overloading.
Equipment: 3x Shuriken Pistol magazines, Soulstone, pouch of Psychoreactive Runes (Psy Focus)
Options: Warlocks are skilled in a wide variety of powers and techniques, but in battle, they turn their efforts to the matters of war, drawing about them a mantle of psychic force that remains
persistent and stable rather than grasp urgently at the Immaterium. A Warlock will have one of the following powers, which remains in effect constantly, requiring no Focus Power Test and
with no risk of causing Psychic Phenomena.
Augment: The warlock channels his power into another Seer, granting them greater potency. Another Eldar Psyker within 10m of the Warlock gains a bonus of +1 Psy Rating, which
does not count towards the power level of any powers used (that it, the bonus is added after determining if a power is used Fettered, Unfettered or Pushed)
Conceal: The Warlock‟s talents produce an iridescent mist that confuses the senses and defies the ill-intent of his enemies, preventing them from firing accurately at the Eldar under the
Warlock‟s protection. Any ranged attacks made against the Warlock or his followers suffer an additional –20 Penalty, and weapons may not benefit from the Aim action against a Con-
cealed target.
Destructor: The Warlock focuses his hate and fury into a seething wave of power, blasting aside all in its path. This power functions in all ways exactly as the Psychic Power Avenger,
on page 194 of the Rulebook, though as with all Warlock Powers, it requires no Focus Power Test nor does it risk causing Psychic Phenomena.
Embolden: The Warlock‟s will strengthens the resolve of his charges. The Warlock and his followers gain a +20 bonus to all Willpower Tests to resist Fear, Pinning or Breaking.
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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 Warlock‟s 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, they‟re
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 col-
lectively as a Seer Council.
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Farseer Psychic Powers
Doom
Action: Half Action
Opposed: Yes
Range: 5 metres x PR
Sustained: Yes
Description: The Farseer discerns a foe‟s swiftest demise,
twisting the fates to bring that future true. The Farseer nomi-
nates a single enemy within range, and the target makes a
Willpower Test to oppose the Farseer‟s Focus Power Test. If
the target wins, there is no further effect, but if he fails, then all
attacks directed at the target and any of his allies within a
number of metres equal to the Farseer‟s Psy Rating gain a bo-
nus to damage equal to the Farseer‟s Psy Rating, while this
power remains in effect.
Eldritch Storm
Action: Full Action
Opposed: No
Range: 10 metres x PR
Sustained: Yes
Description: The Farseer conjures a churning, howling mael-
strom 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 crea-
ture 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.
Farseer Irriahael (Master)
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 T Ag Int Per WP Fel
65 60 35 (3) 41 (4) 61 (12) 65 (6) 55 (5) 73 (14) 52 (5)
Movement: 6/12/18/36; Wounds: 19
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 Lan-
guage (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 (Primi-
tive), Pistol Training (Las), Psy Rating 8, Resistance (Psychic Powers), Sprint, Step Aside, Strong Minded, Talented (Psyn-
iscience), 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 Ghosthelm‟s 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.
Rune Armour: The typical raiment of Eldar Seers in battle are layers of voluminous robes adorned with faintly-
luminescent runes and lattices of wraithbone that flicker and pulse in time with the wearer‟s heartbeat. When the weap-
ons of the enemy are turned upon him, the Seer‟s 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 wearer‟s Willpower Characteristic. There is no chance of Rune Armour overload-
ing.
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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, Con-
cealment or Shadowing Test. Allies affected by this power without the
Step Aside Talent gain the benefits of it while this power remains in ef-
fect.
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 magni-tude) within range. Alternatively, the Farseer may choose to centre the effects on any other ally within line of sight, with the same radius of ef-fect. All those affected by the power while it remains in effect may re-roll all Weapon Skill or Ballistic Skill Tests.
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 Per-
ils 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, main-
taining 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 frag-
ile Master-level adversary around, lacking the thick armour, high toughness and copious amounts of wounds pos-
sessed 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.
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Xenos Tactics: Dire Avengers
The common strategies and tactics of the Dire
Avengers emphasise the two key elements of their nature
– merciless to their foes, unyielding in defence of their
people.
Bladestorm (Attack Pattern)
Action: Free Action
Cost: 3
Sustained: No
Effects: Dire Avengers are masters of their wea-
ponry, and at the direction of so deadly a warrior as an
Exarch, can turn this mastery into a finely coordinated
onslaught that few can withstand. When the Exarch calls a
Bladestorm, both he and those in support range may make
an immediate Double Move and a Full-Auto Burst attack
with an Avenger Shuriken Catapult or Shuriken Pistol.
Improvements: If the Exarch spends an additional
point of Cohesion to activate this Attack Pattern, then all
the Shuriken weaponry used during this attack gain either
the Storm or Razor-Sharp quality for this attack only. The
same choice applies to all affected weapons.
Defend (Defensive Stance)
Action: Free Action
Cost: 1
Sustained: Yes
Effects: Through intricate ritual and intense train-
ing, the squad moves as once entity, each performing a
fluid dance of evasive motion that perfectly complements
the motions of their brethren. While this ability is in effect,
each member of the squad may share their Reactions. This
ability is identical to the Tactical Spacing defensive stance.
Improvements: If the Exarch spends an additional
point of Cohesion to activate this Defensive Stance, then
every member of the squad gains the Counter Attack, Dis-
arm and Wall of Steel Talents.
Dire Avenger Aspect Warriors (Elite)
The first and most common form of Aspect Warrior, Dire Avengers are extremely skilled combatants, easily a match for
the Astartes in terms of combat prowess, and while not as strong or resilient as the Emperor‟s Finest, they are far swifter and
more agile. Their principle weapon is an exotic form of Shuriken Catapult, more deadly than those carried by Guardians and
fitted with an array of targeting devices. Dire Avengers are valued for their tactical flexibility, swiftly adapting their approach as
the situation changes with a combat awareness that seems almost supernatural.
WS BS S T Ag Int Per WP Fel
55 55 38 (3) 35 (3) 56 (10) 38 (3) 40 (4) 52 (5) 34 (3)
Movement: 5/10/15/30; Wounds: 15
Skills: Acrobatics (Ag), Awareness (Per) +10, Climb (S), Command (Fel), Dodge (Ag) +10, Forbidden Lore (Xenos) (Int), Forbid-
den 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 Tar-
get, 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 moment‟s notice. Their light armour and low toughness make them fragile warri-
ors, particularly as Elites, but their ability to avoid harm and cross distances quickly allows them a considerable amount of con-
trol over when and where a fight occurs. Dire Avengers are best used in small groups, with individuals cooperating closely to
achieve their goals.
Dire Avenger Exarch (Elite, Leader)
The Shrine-Leaders of the Dire Avengers exemplify the traits of those warriors to an even greater degree, as deadly in me-
lee as at range and perfectly aware of the shifting nature of battle. Dire Avenger Exarchs are powerful and deadly warriors, made
deadlier by the skill and coordination they impart to their students.
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WS BS S T Ag Int Per WP Fel
63 62 44 (4) 46 (4) 59 (15) 43 (4) 53 (5) 58 (5) 37 (3)
Movement: 5/10/15/30; Wounds: 25
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, Primi-
tive), 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 Khaine‟s Fury and the enticing call of the Warsong. While he can no longer live free of the warrior‟s mask he once
donned, he teaches others the ways of Khaine and the means to escape it, guiding the efforts of his shrine‟s 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 Exarch‟s 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 Exarch‟s 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 Exarch‟s 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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Exarch Weapons
The tools of an Exarch are legendary devic-
es, often more potent than contemporary items that
mimic their function, created at a time when the El-
dar were at the height of their power.
The weapons of all Exarchs should be treat-
ed 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 Exarch‟s weapon which
has the Power Field quality,
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 Mono-blade (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, regard-less of their weaponry)
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 com-
bined 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 resili-
ence 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.
Page 10 of 35
Xenos Tactics: Howling Banshees
The common strategies and tactics of the Howling
Banshees emphasise their role as shock assault troops,
driving deep into the enemy line and withdrawing swiftly
to escape the inevitable counter-offensive.
War Shout (Attack Pattern)
Action: Free Action
Cost: 3
Sustained: No
Effects: The Howling Banshees employ a variety of
carefully-designed war-cries that are intended to take ad-
vantage of their Banshee Masks and more effectively disa-
ble their foes. The Exarch activates this ability during a
Charge Attack, leading her students in a song of desola-
tion and doom that leaves enemies incapacitated and vul-
nerable. Until the start of the Exarch‟s next turn, any crea-
ture affected by the squad‟s Banshee Masks is rendered
Helpless for one round, instead of Stunned.
Improvements: None
Acrobatic Dodge (Defensive Stance)
Action: Free Action
Cost: 2
Sustained: Yes
Effects: The Howling Banshees are amongst the
most agile and acrobatic of Aspect Warriors, moving at
bewildering speed towards and amongst their enemies.
With intense training from their Exarchs, this speed and
agility can be honed even further, allowing them to move
seamlessly from the fury of combat even as they avoid the
clumsily-swung blades of the young races. Whilst this
Defensive Stance is in effect, any member of the squad
who successfully passes a Dodge Test in melee may move
up to her normal Half Move rate away from the attacker.
Each Howling Banshee may only do this once per round.
Improvements: None
Howling Banshee Aspect Warriors (Elite)
Named for the creature of Eldar myth that could draw the souls from mortals with its hellish shriek, Howling Banshees
represent the inescapable nature of death, and strive to bring swift oblivion to the enemies of the Eldar. For many who would
oppose the Children of Isha, the last thing they ever hear is the terrible psychic wail of the Howling Banshees as they charge,
rendering them senseless in the moments before they die.
WS BS S T Ag Int Per WP Fel
62 48 43 (4) 35 (3) 63 (12) 38 (3) 40 (4) 52 (5) 34 (3)
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), For-
bidden 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 amplify-
ing a warrior‟s war-cries into a powerful psycho-sonic shriek that overloads their victims‟ nervous systems, leaving them incapa-
ble 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.
Page 11 of 35
Howling Banshee Exarch (Elite, Leader)
The deadliest of Howling Banshees are their Exarchs, who personify the nature of the Aspect almost perfectly. A Howling Banshee Exarch is a shrieking whirlwind of destruction, mov-
ing almost too swiftly to track and striking with inhuman certainty, leaving only corpses in their wake.
WS BS S T Ag Int Per WP Fel
70 55 49 (4) 46 (4) 66 (18) 43 (4) 53 (5) 58 (5) 37 (3)
Movement: 6/12/18/36; 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), Silent Move
(Ag), Speak Language (Eldar) (Int) +10, Tactics (Assault Doctrine) (Int) +20
Talents: Ambidextrous, Assassin‟s Strike, Blademaster, Catfall, Combat Master, Counter Attack, Crippling Strike, Crushing Blow, Disarm, Dual Strike, Exotic Weapon Proficiency (Eldar Power
Sword, Executioner, Mirrorswords, Shuriken Pistol), Foresight, Hard Target, Heightened Senses (Sight, Hearing), Hipshooting, Iron Discipline, Jaded, Leap Up, Lightning Attack, Lightning Re-
flexes, Melee Weapon Training (Power, Primitive), Marksman, Mighty Shot, Nerves of Steel, Pistol Training (Las), Preternatural Speed, Quick Draw, Rapid Reaction, Sprint, Step Aside, Sure
Strike, 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 (Acrobatic Dodge, War Shout)
Exarch: This Eldar is trapped upon the Warrior Path, lost forever to Khaine‟s Fury and the enticing call of the Warsong. While she can no longer live free of the warrior‟s mask he once
donned, he teaches others the ways of Khaine and the means to escape it, guiding the efforts of his shrine‟s 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 Exarch‟s 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 Exarch‟s 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:
Bounding Leap: The Exarch moves swiftly and lithely across charred battlefields, vaulting high over enemies and obstacles to reach her target. When making a Full-round
Move action, a Charge action, or a Run action, the Exarch may make a jump or leap as part of that movement, instead of requiring a distinct Full Action to Jump or Leap. This may be
used to bypass obstacles or even enemies, as the Exarch deftly leaps over gaps and jumps over the heads of barricades and enemies.
Banshee’s Wail: The Exarch‟s rage and bloodlust are unleashed in a single terrifying shout as battle is joined, a bellow of incandescent fury that shakes enemies to their core
and leaves them incoherent and vulnerable. When the Exarch charges, she gains the Fear (1) trait until the start of her next turn.
Weapons: One of the following sets of equipment:
Master-Crafted Eldar Power Sword (1d10+12 E; Pen 8; Balanced, Power Field, extra +10 to Parry), Master-Crafted Shuriken Pistol (20m; S/3/5; 1d10+4 R; Pen 4; Clip 40; Rld 2 Full;
Never Jams), Best Craftsmanship Mono-blade (1d5+8 R; Pen 2)
Paired Mirrorswords (1d10+14 E; Pen 10; Balanced, Power Field, extra +10 to Parry, no penalty for two weapon fighting)
Executioner (2d10+11 E; Pen 10; Balanced, Power Field)
Armour: Howling Banshee Exarch Armour (All 9)
Equipment: 2x Shuriken Pistol magazines, Soulstone, “Hegscream” Banshee Mask
Page 12 of 35
“Hegscream” Banshee Mask: More powerful than those worn by their students, though still a child‟s toy compared to the original Mask of Jain Zar, “Hegscream” masks leave a linger-
ing 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.
Page 13 of 35
Xenos Tactics: Striking Scorpions
The arts and rites of the Way of the Striking Scor-
pion are focussed upon attacking from the shadows and
fading back into them when their grim task is done.
Shadowstrike (Attack Pattern)
Action: Free Action
Cost: 2
Sustained: No
Effects: At an unspoken command from their Ex-
arch, the squad strikes, appearing from the darkness to
butcher their foes. This Attack Pattern may only be acti-
vated if the squad is hidden from their enemies, and when
activated, allows the Exarch and his squad to make a
Charge Attack action immediately.
Improvements: If the Exarch spends an additional
point of Cohesion when activating this ability, all mem-
bers of the squad deal an additional +5 damage on any
strikes they make against Unaware enemies until the start
of the Exarch‟s next turn.
Stalker (Defensive Stance)
Action: Free Action
Cost: 1
Sustained: Yes
Effects: With the guidance of their Exarch, the
squad move flawlessly and silently through difficult ter-
rain. While this ability is in effect, the squad suffers no
penalties whatsoever for moving through difficult terrain,
and may reroll any failed Silent Move Tests.
Improvements: If the Exarch spends an additional
two points of Cohesion when activating this ability, all
members of the squad may attempt a Very Hard (–30)
Concealment Test as a Reaction when targeted by a
Ranged attack, vanishing into the shadows. Success
means that they are hidden from sight and the at-
tack fails
Striking Scorpion Aspect Warriors (Elite)
Striking Scorpions embody the notion of concealed strength, of potency held in check and unnoticed until the moment it
is used. To this end, they are powerful melee combatants with considerable skill at remaining undetected, striking from their
hidden positions with swift and startling fury. The disorienting blast of plasma grenades and Mandiblaster fire is the herald of
their assault, followed by the whispered growl of their impossibly sharp chain-blades.
WS BS S T Ag Int Per WP Fel
62 48 51 (5) 38 (3) 58 (10) 38 (3) 46 (4) 52 (5) 34 (3)
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 (As-
sault 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 Man-
diblasters, mounted in pods on either side of the warrior‟s 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 Scor-
pion 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 nor-
mal.
Armour: Striking Scorpion Aspect Armour (All 8)
Equipment: 2x Shuriken Pistol magazines, Soulstone
Page 14 of 35
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 Mandi-
blaster 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.
Striking Scorpion Exarch (Elite, Leader)
Lost to the Path of War, Striking Scorpion Exarchs are silent killers, patient and utterly lethal. Their ferocious onslaught is sudden and inexplicable, bringing to mind notions of murder-
ous ghosts who stalk the battlefield.
WS BS S T Ag Int Per WP Fel
70 55 58 (5) 49 (4) 58 (15) 38 (3) 60 (6) 58 (5) 37 (3)
Movement: 5/10/15/30; Wounds: 25
Skills: Acrobatics (Ag) +10, Awareness (Per) +20, Climb (S), Command (Fel) +10, Concealment (Ag) +20, Dodge (Ag) +10, Forbidden Lore (Xenos) (Int), Forbidden Lore (Warp) (Int), Medicae
(Int), Silent Move (Ag) +20, Speak Language (Eldar) (Int) +10, Tactics (Assault Doctrine) (Int) +10, Tactics (Recon and Stealth) (Int) +10
Talents: Ambidextrous, Catfall, Crippling Strike, Crushing Blow, Dual Strike, Exotic Weapon Proficiency (Biting Blade, Chainsabre, Eldar Chainsword, Mandiblaster Helm, Scorpion‟s Claw,
Shuriken Pistol), Foresight, Hard Target, Heightened Senses (Sight, Hearing), Hipshooting, Iron Discipline, Jaded, Leap Up, Lightning Attack, Lightning Reflexes, Melee Weapon Training
(Chain, Power, Primitive), Nerves of Steel, Pistol Training (Las), Preternatural Speed, Quick Draw, Rapid Reaction, Sprint, Swift Attack, Step Aside, Talented (Concealment, Silent Move), 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 (Shadowstrike, Stalker)
Exarch: This Eldar is trapped upon the Warrior Path, lost forever to Khaine‟s Fury and the enticing call of the Warsong. While she can no longer live free of the warrior‟s mask he once
donned, he teaches others the ways of Khaine and the means to escape it, guiding the efforts of his shrine‟s 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 Exarch‟s 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 Exarch‟s 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:
Stealth: Through subtle motion and psychic misdirection, the Exarch can move about the battlefield almost entirely unseen by his foes. All Awareness tests versus the Exarch
suffer a -30 penalty. The Exarch can attempt a Concealment test as a half action instead of a full action, and may attempt the test even if being observed at the time.
Crushing Blow: The Exarch‟s blows are powerful, his blades cutting deep and leaving hideous wounds. The Exarch adds an additional bonus to all damage rolls in melee
equal to his Strength Bonus.
Weapons: Master-Crafted Mandiblaster Helm (1m; S/–/–; 2d10+4 E; Pen 5; Shocking, Twin-Linked), 3x Eldar Plasma Grenades (15m; S/–/–; 1d10+8 E; Pen 6; Blast (4), Concussive, Volatile),
and one of the following sets of equipment:
Master-Crafted Eldar Chainsword (1d10+17 R; Pen 3; Balanced, Razor-Sharp, Tearing), Master-Crafted Shuriken Pistol (20m; S/3/5; 1d10+2 R; Pen 4; Clip 40; Rld 2 Full; Reliable), Best
Craftsmanship Mono-blade (1d5+5 R; Pen 2)
Page 15 of 35
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), Scorpion‟s 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.
Page 16 of 35
Xenos Tactics: Fire Dragons
Individually, Fire Dragons are capable of overcom-
ing most armoured threats… but as a group, there are few
things that can stand before the destructive forces they
wield.
Tank Hunter (Attack Pattern)
Action: Half Action
Cost: 2
Sustained: No
Effects: The Exarch‟s keen eye and carefully-honed
skill allow him to find the weaknesses in any armour or
fortification in an instant, and within seconds, this insight
is spread to his squad, whose attacks are all the deadlier
for it. The Exarch nominates a single enemy vehicle or
fortification he can see. Until that target is destroyed, the
squad gains a bonus to their Pen values equal to the Ex-
arch‟s Perception Bonus against that target.
Improvements: If the Exarch spends an additional
point of Cohesion to activate this Attack Pattern, then any
Fusion Gun fired by a member of the squad (including the
Exarch‟s Fire Pike, if he has one) gain an additional +1d10
of damage against the chosen target if their attack roll
succeeds by two or more Degrees of Success.
Serpent’s Scales (Defensive Stance)
Action: Free Action
Cost: 1
Sustained: Yes
Effects: The armour of the Fire Dragons is adorned
with many spines and overlapping plates designed to
help turn aside enemy attacks. At a psychic imperative
from their Exarch, the squad‟s movements shift subtly to
take best advantage of their armour, increasing their AP
by +4 while this power remains in effect.
Improvements: If the Exarch spends an additional
point of Cohesion to activate this Defensive Stance, the
bonus AP increases to +8.
Fire Dragon Aspect Warriors (Elite)
Representing Khaine‟s aspect as the destroyer, Fire Dragons prove that not even the toughest armour or the strongest for-
tifications are proof against the ire of the Eldar. Destruction and desolation are the gifts of the Fire Dragon, and there is little that
can withstand their onslaught.
WS BS S T Ag Int Per WP Fel
51 58 38 (3) 35 (3) 51 (10) 44 (4) 48 (4) 52 (5) 34 (3)
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 Train-
ing (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
Usage: Fire Dragons specialise in breaking open hard targets such as battle tanks and fortified bunkers, though their powerful
Fusion Guns also serve them well against heavy infantry such as Astartes Terminators and Tau Crisis Battlesuits. Their effective-
ness in such a role is considerable, with a few Fire Dragons easily able to overcome extraordinarily tough adversaries in a rela-
tively short space of time thanks to the variety of tools at their disposal. In particular, their Evaluate skill allows them to cut
through static defences in almost no time at all
Fire Dragon Exarch (Elite, Leader)
A Fire Dragon Exarch knows only destruction, uncaring of all other things. With a moment‟s study, he can discern the ti-
niest weakness in any armoured hull or fortified structure and determine how to exploit those vulnerabilities. No vehicle or for-
tress is safe from the piercing gaze of a Fire Dragon Exarch.
Page 17 of 35
WS BS S T Ag Int Per WP Fel
60 66 44 (4) 46 (4) 57 (15) 51 (5) 58 (5) 58 (5) 37 (3)
Movement: 5/10/15/30; Wounds: 25
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 (Dragon‟s 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, Serpent‟s Scales)
Exarch: This Eldar is trapped upon the Warrior Path, lost forever to Khaine‟s Fury and the enticing call of the Warsong. While he can no longer live free of the warrior‟s mask he once
donned, he teaches others the ways of Khaine and the means to escape it, guiding the efforts of his shrine‟s 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 Exarch‟s 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 Exarch‟s 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 Exarch‟s 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)
Dragon‟s 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
Page 18 of 35
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 war-
riors. 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.
Page 19 of 35
Xenos Tactics: Dark Reapers
An individual Dark Reaper can be overcome, for
he is only one warrior… but many can lay waste to
scores of enemies, their fury delivered swiftly and
without hesitation.
Inescapable Devastation (Attack Pattern)
Action: Free Action
Cost: 1
Sustained: No
Effects: The Exarch understands precisely when
and how to apply firepower to achieve his ends, and
directs his warriors to that effect. Until the start of the
Exarch‟s next turn, all warriors in his squad gain either
the Storm or Felling (1) qualities on their ranged at-
tacks.
Improvements: If the Exarch spends an addi-
tional point of Cohesion to activate this Attack Pattern,
this ability may be Sustained, and the warriors in the
squad may choose freely between the two weapon
qualities from turn to turn.
Immovable (Defensive Stance)
Action: Free Action
Cost: 3
Sustained: Yes
Effects: Dark Reapers embody the supernatural
prowess of their forebear, Maugan Ra, with their skills
and their wargear, and just as Maugan Ra is immovable
in the face of his enemies, so too do Dark Reapers stand
firm when confronted with their foes, their deeds reso-
nating with the psychic echoes of the first of their kind.
While this ability remains in effect, all members of the
squad gain Unnatural Toughness (x2).
Improvements: This ability may not be im-
proved.
Dark Reaper Aspect Warriors (Elite)
Drawing deep from mythology, Dark Reapers embody Khaine‟s aspect as the Reaper, bringing brutal and indiscriminate de-
struction to his enemies. Following the example of their founder, Maugan Ra, the Dark Reapers bring death from afar, cutting down
the enemies of their kind with rapid-firing missile launchers. Their skills and armament are such that few soldiers can stand before
their barrage for long, and none are safe that linger within their sights.
WS BS S T Ag Int Per WP Fel
51 61 38 (3) 41 (4) 51 (10) 44 (4) 48 (4) 52 (5) 31 (3)
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), Fore-
sight, 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 doesn‟t 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 Mo-
tion Predictor and Preysense Sight, and any attempts to Dodge shots from a Reaper Rangefinder suffer a –10 penalty due to its so-
phisticated 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.
Page 20 of 35
Dark Reaper Exarch (Elite, Leader)
The Exarchs of the Dark Reapers exemplify the fine art of dealing death from great distances, and there are few beings skilled enough to elude their deadly attentions. Even those who
linger in solid cover are not beyond a Dark Reaper Exarch‟s ability to strike down; these warriors whose ancient eyes can find a target after the most fleeting of glimpses.
WS BS S T Ag Int Per WP Fel
60 72 46 (4) 52 (10) 57 (15) 51 (5) 58 (5) 58 (5) 37 (3)
Movement: 5/10/15/30; Wounds: 28
Skills: Acrobatics (Ag), Awareness (Per) +20, Climb (S), Command (Fel) +10, Dodge (Ag), Forbidden Lore (Xenos) (Int) +10, Forbidden Lore (Warp) (Int), Medicae (Int), Silent Move (Ag), Speak
Language (Eldar) (Int) +10, Tactics (Assault Tactics) +10, Tactics (Defensive Doctrine) (Int) +10
Talents: Ambidextrous, Bulging Biceps, Catfall, Crack Shot, Deadeye Shot, Exotic Weapon Proficiency (Dragon‟s 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, Marksman, Melee Weapon Training (Primitive), Marksman, Mighty
Shot, Nerves of Steel, Pistol Training (Las), Quick Draw, Rapid Reaction, Rapid Reload, Sharpshooter, Sprint, Step Aside, Swift Attack, Unarmed Warrior, Unarmed Master
Traits: Dark Sight, Exarch, Touched by the Fates (1), Sturdy, Unnatural Agility (x3), Unnatural Toughness (x2), Xenos Tactics (Inescapable Devastation, Immovable)
Exarch: This Eldar is trapped upon the Warrior Path, lost forever to Khaine‟s Fury and the enticing call of the Warsong. While he can no longer live free of the warrior‟s mask he once
donned, he teaches others the ways of Khaine and the means to escape it, guiding the efforts of his shrine‟s 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 Exarch‟s 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 Exarch‟s 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:
Exceptional Resilience: One with his armour, and driven by war, the Exarch feels no pain, and can withstand injuries that would slay mortal Eldar many times over. The Ex-
arch gains the Unnatural Toughness (x2) trait (included above).
Peerless Marksman: The Exarch‟s ability with a gun is incredible, allowing him to strike more distant foes more frequently than even the finest mortal marksman. Increase
the range of any weapon used by the Exarch by half (included below). Further, all Ballistic Skill Tests the Exarch makes count their difficulty as one-step easier, and the Exarch gains
two bonus degrees of success on any successful Ballistic Skill Test.
Weapons: One of the following sets of equipment:
Master-Crafted Reaper Launcher (375m; S/3/5; 2d10+14 X; Pen 10; Clip 60; Rld 2 Full; Never Jams, Tearing), Master-Crafted Shuriken Pistol (20m; S/3/5; 1d10+6 R; Pen 4; Clip 40; Rld
2 Full; Reliable), Best Craftsmanship Mono-blade (1d5+5 R; Pen 2)
Master-Crafted Shuriken Cannon (165m; –/–/10; 2d10+10 R; Pen 6; Clip 150; Rld 3 Full; Never Jams, Razor-Sharp, Tearing), Master-Crafted Shuriken Pistol (20m; S/3/5; 1d10+6 R; Pen
4; Clip 40; Rld 2 Full; Reliable), Best Craftsmanship Mono-blade (1d5+5 R; Pen 2)
Master-Crafted Eldar Missile Launcher (375m; S/–/–; Clip 15; Rld 2 Full; Never Jams; Damage, Pen and Qualities by Missile – Plasma (2d10+9 E; Pen 6; Blast (6), Concussive, Volatile)
or Krak (4d10+10 X; Pen 10; Blast (1)), Master-Crafted Shuriken Pistol (20m; S/3/5; 1d10+6 R; Pen 4; Clip 40; Rld 2 Full; Reliable), Best Craftsmanship Mono-blade (1d5+5 R; Pen 2)
Tempest Launcher (300m; S/3/–; 2d10+6 X; Pen 10; Clip 30; Rld 3 Full; Blast (6), Devastating (1), Never Jams, Tearing, may fire indirectly), Master-Crafted Shuriken Pistol (20m; S/3/5;
1d10+6 R; Pen 4; Clip 40; Rld 2 Full; Reliable), Best Craftsmanship Mono-blade (1d5+5 R; Pen 2)
Page 21 of 35
Armour: Dark Reaper Exarch Armour (All 9, grants Sturdy trait, wearer always counts heavy weapons as Braced if he doesn‟t 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.
Page 22 of 35
Xenos Tactics: Swooping Hawks
The circling hawk in Eldar myth is a symbol of
vengeance and justified retribution, hovering above the
heads of murderers to signal their guilt. On the battle-
field, Swooping Hawks do likewise, descending from the
skies to incite havoc with their grenades and lasblasters
to allow the Warhost to strike against the discordant foe.
Intercept (Attack Pattern)
Action: Free Action
Cost: 1
Sustained: No
Effects: Swooping Hawks are perhaps the swift-
est of Aspect Warriors, capable of crossing great distanc-
es quickly to attack, able even to intercept the advance of
swift-moving enemy vehicles like Land Speeders. When
the Exarch activates this ability, all Swooping Hawks in
his squad may make an immediate Charge Move and
then either fire their Grenade Pack or throw a grenade.
Improvements: If the Exarch spends an addition-
al point of Cohesion to activate this Attack Pattern, then
the squad adds +20 to their rolls to hit with the grenades
and grenade packs.
Skyleap (Defensive Stance)
Action: Full Action
Cost: 2
Sustained: No
Effects: No jump pack infantry can match the
Swooping Hawks for speed in the air, and the Aspect
Warriors regard the skies as their domain, secure from
the aggression of their earth-bound enemies. When the
Exarch activates this ability, he and all Swooping Hawks
in his Squad immediately move to High Altitude, disen-
gaging from melee without provoking attacks if neces-
sary.
Improvements: This ability cannot be Improved.
Swooping Hawk Aspect Warriors (Elite)
The Swooping Hawks are the most mobile of all Aspect Warriors as they have the ability to glide or even fly high into the
air. Their wings are made from vibrating feather plates and incorporate small jet motors and gravitic reaction lifters. They are ex-
perts at seeking out vulnerable parts of enemy formations from above, and raining fire down upon them from the skies, their gre-
nades and volleys of las-fire causing confusion and panic that allows other Eldar to more easily slay the scattered and disrupted
foe.
WS BS S T Ag Int Per WP Fel
52 56 38 (3) 35 (3) 61 (12) 38 (3) 48 (4) 52 (5) 34 (3)
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), Fore-
sight, 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, Vol-
atile), 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 throw-
ing 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
Page 23 of 35
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 wear-
er 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.
Swooping Hawk Exarch (Elite, Leader)
Swooping Hawk Exarchs are keen-eyed and predatory, their supernatural instincts instructing them of the perfect moment to strike and the perfect moment to withdraw. Armed with
heavier weaponry than his charges, a Swooping Hawk Exarch is swiftness and death in equal measure.
WS BS S T Ag Int Per WP Fel
60 63 44 (4) 46 (4) 64 (18) 43 (4) 61 (6) 58 (5) 37 (3)
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, Hawk‟s 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 Khaine‟s Fury and the enticing call of the Warsong. While he can no longer live free of the warrior‟s mask he once
donned, he teaches others the ways of Khaine and the means to escape it, guiding the efforts of his shrine‟s 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 Exarch‟s 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 Exarch‟s 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.
Page 24 of 35
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, Vola-
tile), 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)
Hawk‟s 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 Hawk‟s Talons, or even equipping them-
selves 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 Exarch‟s decisive attacks.
Page 25 of 35
Autarch Fiannathail (Master)
Fiannathail has served his Craftworld for more than four centuries as Autarch, leading Warhosts into battle across all manner of battlefields and against countless foes. His own blades
have tasted the blood of hundreds, perhaps even thousands of enemies over the long ages of his existence, and he has walked the Warrior Path no fewer than three times, and fought in the open
skies at the controls of everything from a Jetbike to a Nightwing Interceptor. Fiannathail‟s wealth of experience has taught him the value of aerial supremacy, and he typically takes to the skies
to oversee and direct a battle from far above, descending only to lend his considerable prowess to the front lines when absolutely necessary.
WS BS S T Ag Int Per WP Fel
62 61 40 (4) 38 (3) 61 (12) 64 (6) 61 (6) 66 (6) 54 (5)
Movement: 6/12/18/36; Wounds: 25
Skills: Acrobatics (Ag)+10, Awareness (Per) +20, Climb (S), Command (Fel) +20, Demolition (Int) +20, Dodge (Ag) +20, Drive (Skimmer) (Ag) +10, Evaluate (Int) +10, Forbidden Lore (Xenos)
(Int) +10, Forbidden Lore (Warp) (Int), Medicae (Int), Pilot (Personal) (Ag) +10, Pilot (Military Craft) (Ag) +10, Scholastic Lore (Eldar Military Lore) (Int) +20, Silent Move (Ag), Speak Language
(Eldar) (Int) +20, Tactics (Air Combat) (Int) +10, Tactics (Armoured Tactics) +10, Tactics (Assault Doctrine) (Int) +20, Tactics (Recon and Stealth) (Int) +10
Talents: Air of Authority, Ambidextrous, Blademaster, Catfall, Counter Attack, Crushing Blow, Exotic Weapon Proficiency (Eldar Power Sword, Forearm Powerblade, Fusion Gun, Shuriken
Pistol), Foresight, Hard Target, Heightened Senses (Sight, Hearing), Hipshooting, Iron Discipline, Jaded, Leap Up, Lightning Attack, Lightning Reflexes, Master Orator, Melee Weapon Training
(Power, Primitive), Mighty Shot, Nerves of Steel, Pistol Training (Las), Preternatural Speed, Quick Draw, Rapid Reaction, Sprint, Step Aside, Swift Attack, Talented (Command), Two-Weapon
Wielder (Ballistic, Melee), Wall of Steel, Unarmed Warrior
Traits: Dark Sight, Master Strategist, Unnatural Agility (x2), Touched by the Fates (3)
Master Strategist: Autarchs are ancient and possess extensive and broad experience of the ways of war, giving them an insight into battle that eclipses the narrow focus of most Ex-
archs. Their many centuries of study and training in several disciplines of the warrior‟s art give them a balanced perspective ideal for overseeing and commanding Warhosts in the field. Wheth-
er working to an intricate strategy that account for countless thousands of variables, or allowing finely-tuned instincts to adapt his command at a moment‟s notice, an Autarch‟s mind is keen
and swift and pure of focus. An Autarch may, as a Half Action, attempt to confer one of the benefits listed below upon his allies. The affected Eldar must be a single group (a squad or Horde)
consisting of no more than the sum of his Intelligence and Fellowship Bonuses, or twice that amount of Magnitude for a Horde, that he is able to see and which is able to hear his commands
(either directly, or over a communications link of some kind). Each benefit requires a Challenging (+0) Command Test to successfully confer upon a group of allies, and each one lasts until the
start of the Autarch‟s next Turn. The possible benefits are as follows:
Gain a single Re-roll which may be used on any failed Test, plus an additional Re-Roll for every two Degrees of Success.
Grant a +10 bonus to a Test, which must be applied before any dice are rolled. The Autarch may grant this bonus to an additional Test for every two Degrees of Success.
Grant the group of Eldar a collective „pool‟ of Degrees of Success equal to 1+ the number of Degrees of Success scored, which may be spent on any successful Tests those Eldar make.
Grant an Eldar squad in Squad Mode a number of bonus points of Cohesion equal to equal to 1+ the number of Degrees of Success scored. These additional points of Cohesion remain
until used, rather than lasting only until the Autarch‟s next Turn.
Allow the group of Eldar to all act at either the Autarch‟s initiative (beginning their turn immediately after his ends), or at the highest initiative of those in the group (for example, if an
Exarch in a squad is acting significantly before the other), for their next action, whichever would allow them to act sooner.
Allow a Horde to count its Magnitude as +10 higher for the purposes of number of attacks and damage dealt.
Grant the group of Eldar an additional Half Action, which must be used for movement, during their next Turn.
Confer the benefits of a successful Evaluate Test (used for the Weak Points or Solid Cover special uses) to the group.
Page 26 of 35
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 inher-
ently 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.
Page 27 of 35
The Avatar of Kaela Mensha Khaine (Master)
Walking the battlefield like a burning god, the Avatars of Khaine represent one of the last remnants of Eldar spiritualism and religion; their gods are dead, save two, and Khaine‟s shat-
tered essence gives the Eldar the strength and fury to overcome their foes in battle. Bound into an iron body, almost a parody of the ancient Yngir who drank the stars and sought to enslave all
life in soulless bondage, these fragments of Khaine‟s power are terrible to behold, their presence indicating the full might of a Craftworld marching to war and their own might beyond that of
most mortals to defy.
WS BS S T Ag Int Per WP Fel
85 60 65 (18) 66 (18) 45 (8) 48 (4) 54 (5) 72 (7) 12 (1)
Movement: 7/14/21/42; Wounds: 130
Skills: Awareness (Per) +10, Climb (S), Dodge (Ag), Intimidate (S) +20, Forbidden Lore (Black Library) (Int) +10, Forbidden Lore (Warp) (Int) +10, Forbidden Lore (Xenos) (Int) +20, Psyniscience
(Per) +10, Speak Language (Eldar) (Int) +20, Tactics (All) (Int) +20
Talents: Berserk Charge, Blademaster, Combat Master, Counter Attack, Crippling Strike, Crushing Blow, Die Hard, Exotic Weapon Training (The Wailing Doom), Hatred (all), Heightened Sens-
es (Sight, Hearing), Iron Jaw, Lightning Attack, Lightning Reflexes, Precise Blow, Preternatural Speed, Sure Strike, Swift Attack, True Grit, Wall of Steel,
Traits: A God Incarnate, Dark Sight, Fear 4, From Beyond, Improved Natural Weapons, Heart of Fire, Size (Massive), Skin of Iron, Sturdy, The Stuff of Nightmares, Touched by the Fates (3), Unnat-
ural Agility (x2), Unnatural Strength (x3), Unnatural Toughness (x3)
A God Incarnate: To witness the Avatar‟s march is to witness the presence of a god of war and bloodshed, its every motion a testament to the uncounted ages of slaughter that predate
the existence of Man. To the Eldar he is more even than this, for he is their god, the manifest embodiment of every violent impulse, every hateful thought and every murderous deed. The minds
of Eldar are filled with thoughts of bloodshed at his presence, and are made bolder and more ruthless in battle; all Eldar within 50m of the Avatar gain the Hatred (all), Duty unto Death and
Fearless Talents.
Heart of Fire: The Avatar is wrought of iron and fire, and its burning heart cannot be quenched nor can its fury be surpassed by any mortal creation. The Avatar is immune to all heat-
based attacks, including but not limited to, melta, plasma and flame weaponry. It cannot be harmed in any way by such attacks. Further, the palpable aura of searing heat that emanates from the
Avatar is a very real danger for those in its path. Any creature, except the Avatar‟s allies (who it spares from the full intensity of its heat), within 25m of the Avatar must pass Challenging (+0)
Toughness Test or suffer a level of Fatigue from the intense heat. Any creature who strikes the Avatar in melee combat, or is engaged with it in a grapple, suffers 1d5 E damage ignoring
Toughness Bonus and Armour, and must pass a Challenging (+0) Agility Test or catch light.
Skin of Iron: The Avatar‟s body is not composed of flesh and bone, or even warp-spawned simulacra of such things. Instead, it is made of burning iron and liquid flame sustained by
the endless rage of a war god, and consequently is extremely resistant to the weapons of mortals. The Avatar has AP 12 to every location, but so enduring is its form and fury that no attack can
ever reduce its Armour to less than half its original value (that is, AP 6), even if it has a sufficiently high Pen value to do so.
Weapons: The Wailing Doom (2d10+20 E; Pen 9; Balanced, Devastating (1), Volatile, Warp Weapon), the Bloody Hand (1d10+20 I)
The Wailing Doom: Also known as the Suin Daellae in the tongue of the Eldar, the Doom That Wails is the great weapon of the Avatar of Khaine. Taking the form of a sword, spear or
sometimes an axe, the blade is a terrifying weapon capable of boundless destruction, and can even be used to project a blast of hellish flame that incinerates foes at a distance. The Wailing Doom
deals 2d10 Energy damage, with a Pen of 9 and the Balanced, Devastating (1) and Volatile qualities, which ignores armour as if the wielder had the Warp Weapon trait (note that, as it ignores
armour in this way, the Pen of 9 is used only against creatures immune to the Warp Weapon trait). In addition, the Wailing Doom may be used to create a blast of intense and unnatural flame
with the following profile: 30m; 3d10+10 E; Pen 13; Felling (1). Any creature struck by the Wailing Doom must pass an Agility Test or catch light, suffering 2d10 damage each turn instead of the
normal 1d10 for being on fire – the flames of Khaine‟s Wrath burn swift and fierce.
Page 28 of 35
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 Craftworld‟s Exarchs as the Avatar‟s retinue.
Page 29 of 35
Eldar Jetbike
Commonly seen amongst Eldar Warhosts, Jetbikes are extremely swift and agile single-seat
craft.
Type: Skimmer
Tactical Speed: 35m Cruising Speed: 300 kph
Manoeuvrability: +30 Structural Integrity: 10
Size: Hulking (+10) Armour: Front 18, Side 15, Rear 10
Crew: Driver Carrying Capacity: None
Weapons
Twin-linked Shuriken Catapults (60m; S/3/10; 1d10+4 R; Pen 6; Clip 100; Rld 2 Full; Relia-
ble, Twin-Linked) mounted under the vehicle‟s nose (Facing Front). Some Jetbikes mount a
single Shuriken Cannon instead (110m; –/–/10; 2d10+6 R; Pen 6; Clip 150; Rld 3 Full; Razor-
Sharp, Reliable, Tearing) (Facing Front)
Special Rules
Exposed: Enemies may target the crew of the vehicle by using a Called Shot action. If some-
one 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 En-
gines 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 Auto-
Stabilised 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.
War Walker
Originally developed by Exodites to help in the defence of their colony worlds, the Craft-
worlds have almost universally adopted these lithe, graceful walkers as scouts and fire sup-
port.
Type: Walker
Tactical Speed: 10m Cruising Speed: 55 kph
Manoeuvrability: +15 Structural Integrity: 15
Size: Hulking (+10) Armour: Front 22, Side 21, Rear 20
Crew: Driver Carrying Capacity: None
Weapons
Two Driver-operated Heavy Weapons (Facing Front/Left and Front/Right) 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; Relia-
ble, Storm)
o Starcannon (180m; –/–/5; 3d10+10 E; Pen 10; Clip 100; Rld 4 Full; Vola-
tile)
o Bright Lance (200m; S/–/–; 4d10+15 E; Pen 20; Clip 100; Rld 3 Full; Accu-
rate)
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))
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 En-
gines 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 Auto-
Stabilised Trait.
Page 30 of 35
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 Walker‟s 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 nego-
tiate obstacles such as rock slides, tank traps, fallen trees and shattered buildings without
penalty
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 Cruising Speed: 280 kph
Manoeuvrability: +25 Structural Integrity: 18
Size: Hulking (+10) Armour: Front 18, Side 18, Rear 15
Crew: Driver, Gunner Carrying Capacity: None
Weapons
Twin-linked Shuriken Catapults (60m; S/3/10; 1d10+4 R; Pen 6; Clip 100; Rld 2 Full; Relia-
ble, Twin-Linked) mounted under the vehicle‟s nose (Facing Front) and a single gunner-
operated heavy weapon in the rear mount (Facing All), 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; Relia-
ble, Storm)
o Starcannon (180m; –/–/5; 3d10+10 E; Pen 10; Clip 100; Rld 4 Full; Vola-
tile)
o Bright Lance (200m; S/–/–; 4d10+15 E; Pen 20; Clip 100; Rld 3 Full; Accu-
rate)
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))
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 En-
gines 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 Auto-
Stabilised 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.
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, El-
dar 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 Cruising Speed: 180 kph
Manoeuvrability: +25 Structural Integrity: 18
Size: Enormous (+20) Armour: Front 37, Side 37, Rear 22
Crew: Driver, Gunner Carrying Capacity: Six Eldar Warriors
Weapons
Twin-linked Shuriken Catapults (60m; S/3/10; 1d10+4 R; Pen 6; Clip 100; Rld 2 Full; Relia-
ble, Twin-Linked) mounted under the pilot‟s 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)
Page 31 of 35
o Scatter Laser (180m; –/–/6; 3d10+10 E; Pen 2; Clip 400; Rld 3 Full; Relia-
ble, Storm)
o Starcannon (180m; –/–/5; 3d10+10 E; Pen 10; Clip 100; Rld 4 Full; Vola-
tile)
o Bright Lance (200m; S/–/–; 4d10+15 E; Pen 20; Clip 100; Rld 3 Full; Accu-
rate)
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))
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 En-
gines 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 Auto-
Stabilised 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.
Wave Serpent Grav-Tank
The standard transport vehicle of the Eldar is, like all Eldar tanks, a fast and solidly-
armoured vehicle, further protected by an arcane force field that seems to sap attacks of
their punch.
Type: Skimmer
Tactical Speed: 25m Cruising Speed: 180 kph
Manoeuvrability: +25 Structural Integrity: 18
Size: Enormous (+20) Armour: Front 37, Side 37, Rear 22
Crew: Driver Carrying Capacity: Twelve Eldar Warriors
Weapons
Twin-linked Shuriken Catapults (60m; S/3/10; 1d10+4 R; Pen 6; Clip 100; Rld 2 Full; Relia-
ble, Twin-Linked) mounted under the pilot‟s cockpit (Facing Front) and a turret (Facing All)
mounting a twin-linked 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, Twin-Linked)
o Scatter Laser (180m; –/–/6; 3d10+10 E; Pen 2; Clip 400; Rld 3 Full; Relia-
ble, Storm, Twin-Linked)
o Starcannon (180m; –/–/5; 3d10+10 E; Pen 10; Clip 100; Rld 4 Full; Volatile,
Twin-Linked)
o Bright Lance (200m; S/–/–; 4d10+15 E; Pen 20; Clip 100; Rld 3 Full; Accu-
rate, Twin-Linked)
o 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
Disruptive Field: The front and flanks of the Wave Serpent are shrouded in a crackling en-
ergy 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 weapon‟s 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 En-
gines 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 Auto-
Stabilised 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.
Page 32 of 35
Fire Prism Grav-Tank
Lacking the transport capacity of its brethren, the Fire Prism instead packs lethal firepower
in the form of the massive Prism Cannon, an advanced laser weapon capable of obliterating
squads of warriors or punching through the hull of a tank as required.
Type: Skimmer
Tactical Speed: 25m Cruising Speed: 180 kph
Manoeuvrability: +25 Structural Integrity: 18
Size: Enormous (+20) Armour: Front 37, Side 37, Rear 22
Crew: Driver, Gunner Carrying Capacity: None
Weapons
Twin-linked Shuriken Catapults (60m; S/3/10; 1d10+4 R; Pen 6; Clip 100; Rld 2 Full; Relia-
ble, Twin-Linked) mounted under the pilot‟s 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 so-
phistication, 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 Prism‟s movement or any of the target‟s
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 Cannon‟s 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 weap-
on 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 En-
gines 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 Auto-
Stabilised 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.
Night Spinner Grav-Tank
Serving as a light Artillery vehicle for Eldar Warhosts, the Night Spinner hurls gossamer-
fine clouds of monofilament wire onto enemy forces, silently entangling and shredding in-
fantry from afar.
Type: Skimmer
Tactical Speed: 25m Cruising Speed: 180 kph
Manoeuvrability: +25 Structural Integrity: 18
Size: Enormous (+20) Armour: Front 37, Side 37, Rear 22
Crew: Driver, Gunner Carrying Capacity: None
Weapons
Twin-linked Shuriken Catapults (60m; S/3/10; 1d10+4 R; Pen 6; Clip 100; Rld 2 Full; Relia-
ble, Twin-Linked) mounted under the pilot‟s 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 weap-
on 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 En-
gines 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
Page 33 of 35
platform, allowing all vehicle-mounted weapons to be fired as if their wielder had the Auto-
Stabilised 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.
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 rea-
son why. Well-armed, naturally elusive and crewed by beings who are naturally gifted pi-
lots, the Nightwing is unmatched in any dogfight.
Type: Spacecraft
Tactical Speed: 30m/36 AUs Cruising Speed: 3,600 kph
Manoeuvrability: +30 Structural Integrity: 28
Size: Enormous (+20) Armour: Front 25, Side 25, Rear 25
Crew: Pilot 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-
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 Nightwing‟s wing position before it moves. The stand-
ard profile, above, represents the wings in their swept-back position. In their forward posi-
tion, the Nightwing‟s speed is reduced to 27 AUs (Cruising Speed 2,700 kph), but its Ma-
noeuvrability 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 En-
gines 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 Auto-
Stabilised 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 pilot‟s choice. It gains all the benefits and drawbacks of skim-
mers and flyers.
Page 34 of 35
Appendices
Appendix I: Eldar Armour
The armour worn by Eldar warriors is more than simple protection. Each contains a
selection of support systems that aid the wearers in their duties.
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 wearer‟s body so perfectly that it does not im-
pede 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 self-
contained life support and sensory filtering systems. These devices draw their power from a
small but extremely efficient power cell in the armour‟s integral backpack, which also pro-
vides 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 re-
mains 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 Warrior‟s entry and below:
Fire Dragon Aspect Armour: The armoured suits of Fire Dragons are, as be-
fits 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
Sturdy Trait, and always counts any Heavy Weapon he carries as being
Braced on any turn in which he does not move.
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 wearer‟s 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 Ex-
archs. 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, in-
sight, 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 GM‟s 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 re-
main 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, senso-
ry 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 body-
suits 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 armour‟s 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 danger-
ous 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.
Appendix II: NPCs in Squad Mode
This document introduces a new concept – groups of NPC warriors using Squad
Mode. The Astartes are notable for their close coordination as combatants – more than al-
most anything else, it is their unity and brotherhood as warriors that makes them truly
mighty, allowing a squad to function as something far greater than the individual Astartes
that comprise it. The Astartes, however, are not alone in this unity of purpose, and some
enemies are just as proficient at fighting as a well-coordinated team. The Aspect Warriors of
the Eldar are one example of this, while the Tau concept of Ta‟ro‟cha employed by Crisis
Suit Teams also exemplifies this ideal (Ta‟ro‟cha literally meaning “three minds, one pur-
pose”).
NPC Squads may enter and leave Squad Mode in the same way as Player Characters,
counting their rank for the purposes of Support Range as equal to the Leader‟s Fellowship
Bonus, with a +1 bonus for being Trained in Command, a +2 bonus for having Command
+10, or a +3 bonus for having Command +20.
NPC Squads cannot use the normal Squad Mode Abilities available to Astartes
Characters – no Aspect Warrior or Shas‟ui Battlesuit Pilot is trained in the ways of the Co-
dex Astartes – but instead may employ unique abilities known as Xenos Tactics, which
function in much the same way. As a unit in Squad Mode, an NPC Squad can suffer from
Cohesion Damage, and attempt to regain lost or used Cohesion in the same was as Player
Characters in Squad Mode. However, due to their nature as NPCs, a few elements must be
considered in a little more detail.
An NPC Squad typically does not have any stated Mission Objectives, which pre-
vents them regaining Cohesion for the completion of objectives. The GM is permitted and
encouraged to define the objectives of an NPC Squad for this purpose, particularly if the
NPC Squad is to be involved in a long or complex encounter or are planned to be recurring
adversaries. On a related note, the GM rewarding a group of NPCs with bonus Cohesion is
more than a little self-serving and should be avoided.
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 character‟s Squad immediately regains a single point of Cohesion: warriors work-
ing so closely together are quick to capitalise on moments of weakness and disarray.