The Dying Race - Proposed Rules For Eldar PCs

By SgtLazarus, in Only War House Rules

Proposed scenario / Progression Structure.

Base/Guardian Specialties -> Advanced / Aspect Specialties

And "Support Specialties"

Players take the role of a Guardian (with 600xp) who is approaching the end of their required term as a Guardian. On reaching 2500xp, they decide whether or not to actively take up an Aspect Warrior role.

At each milestone, the character can choose to change Aspect or become an Exarch. Becoming an Exarch would be similar to Dedicating, except it permanently locks you to your Aspect, but is accompanied by an upgrade of your Aspect Equipment to Best Quality

Currently unsure how to handle Wraithguard, but possibly a support specialism would be appropriate. I'd like opinions on this.

Proposed specialties -

Guardian Specialties;

Heavy Defender - Heavy Gunner

Healer - Medic

Storm Guardian - Sergeant-Like / Melee Specialist.

Weapon Specialist

Pilot - Operator

Support Specialties;

Ranger

Farseer
Warlock

Aspect Specialties

Dark Reaper

Dire Avenger

Fire Dragon

Howling Banshee

Shining Spear

Striking Scorpion

Swooping Hawk

Warp Spider

Wraithguard (Prerequisites)

Will develop this more with time, reading and input.

Will look into the mechanics of full balancing this later, but the likelihood of them trading Unnatural Agility (2) in favour of the Machine trait on becoming Wraithguard is pretty high.

Edited by SgtLazarus

I really like it. A lot of weapons/abilities could come from the Rogue Trader Beastiary as well.

Regarding the Wraithguard, it may be that every player is issued a soulstone, and if the player is killed, and IF the others can recover it, then they could be interred into a Wraithguard as a sort of heavy infantry, like a buffed Stormtrooper + a Sentinel Walker?

RE Storm guardian: Given eldar guardians aren't melee strong at all as a rule, aside from their psykers, and use psykers as command units, it might be fluffier to ditch sergeant entirely and make a hybrid command/psyker/melee class.

I would do what Fiddler suggested, or, if they die in a suitably cool/character suitable guide, you could award them with the right to make a wraithguard.

"Storm Guardians are Eldar who were once members of an Aspect Shrine which specialised in close combat...armed with a potent combination of shuriken pistol and close combat weapon..."

Eldar 3rd and 4th Edition codices as source.

Hence the logic of having them as pseudo "veterans" as leader figures and melee specialists. Obviously the fluff and the crunch don't totally align.

Another option would be, yes, to forego a Guardian Leader specialty altogether and move Warlocks into Support with Farseer, allowing them to handle the bulk of the Leadership and Psyker duties.

Changed the Warlock to a Support Class due to the natural way in which Only War already seems to handle Psykers, and made Wraithguard into an "Aspect" class although they'll come with a number of caveats.

Next phase of development will be to assign aptitudes based on research into existing sources on the Eldar both from the Tabletop Wargame and the RPG. Input welcome.

Heavy Defender

Characteristics Bonus - +5 Perception

Aptitudes - Ballistics Skill, Defence, Fellowship, Offence, Perception, Toughness

Starting Skills - Athletics or Survival, Forbidden Lore (Eldar), Common Lore (War), Tech-Use

Starting Talents - Weapon Training (Shuriken Weaponry, Heavy Weaponry, One Weapon Training of your Choice), Combat Sense

Specialist Equipment - Eldar Missile Launcher with Five Plasma Missiles Or Shuriken Cannon, Grav Platform

Starting Wounds - 8 + 1d5

Edited by SgtLazarus

Healer

Characteristics Bonus - +5 Intelligence

Aptitudes - Fieldcraft, Intelligence, Knowledge, Perception, Willpower, Fellowship

Starting Skills - Medicae, Scholastic Lore (Chymistry), Scrutiny or Charm

Starting Talents - Weapon Training (Shuriken), Meditation or Total Recall.

Starting Equipment - Eldar Medkit

Starting Wounds - 6 + 1d5

Edited by SgtLazarus

Pilot Guardian

Characteristics Bonus - +5 Agility

Aptitudes - Agility, Fellowship, Fieldcraft, Tech, Intelligence, Ballistic Skill

Skills - Navigate (Surface), Operate (Surface) or Operate (Aeronautica), Tech-Use

Starting Talents - Weapon Training (Shuriken, Low-Tech), Catfall

Specialist Equipment - MIU Equivalent? Eldar Scanner?

Starting Wounds - 4 + 1d5

Edited by SgtLazarus

Storm Guardian

Characteristics Bonus - +5 Strength

Aptitudes - Offence, Strength, Defence, Perception, Fellowship, Toughness, Weapon Skill

Starting Skills - Navigate (Surface), Dodge or Parry

Starting Talents - Weapon Training (Chain, Low-Tech, Shuriken), Ambidextrous or Disarm

Specialist Equipment - Shuriken Pistol, Eldar Chainsword

Starting Wounds - 8 + 1d5

Weapon Specialist

Characteristic Bonus - +5 Weapon Skill or +5 Ballistic Skill

Aptitudes - Agility, Ballistic Skill, Fellowship, Fieldcraft, Finesse, Weapon Skill

Starting Skills - Athletics or Survival, Navigate (Surface), Common Lore (War), Forbidden Lore (Eldar)

Starting Talents - Weapon Training (Choose 3), Rapid Reload or Quickdraw

Specialist Equipment - Good Craftsmanship Shuriken Catapult or Common Flamer or Favoured Weapon, 4 Plasma or Krak grenades.

Starting Wounds - 6 + 1d5

Edited by SgtLazarus

I'd be tempted to swap the Heavy Defender 'Intimidate' skill, for either a Scholastic lore, or a deceive. Intimidate doesn't seem Eldar style.

I'm entirely open to suggestions. I thought intimidate was still reasonable considering the guns these guys operate.

Maybe tactics would be more appropriate?

It might. I was just thinking that Eldar don't often intentionally intimidate. (Sometimes.) All your choice, naturally.

Didn't really feel deceive was appropriate for the Heavy but I'm not sure really. I'm of half a mind to say Acrobatics but that really doesn't make sense using grav platform mounted heavy weapons.

That said, maybe remove the skill due to the additional specialist equipment of starting play with a grav platform.

Didn't really feel deceive was appropriate for the Heavy but I'm not sure really. I'm of half a mind to say Acrobatics but that really doesn't make sense using grav platform mounted heavy weapons.

That said, maybe remove the skill due to the additional specialist equipment of starting play with a grav platform.

Maybe. I'll see what strikes me whilst I'm working.

After some discussion on Skype, it has been decided that instead of a +10 when dedicating to an Aspect Path, people who Dedicate to an Aspect Path and become Exarchs will be locked into the path but receive good or best (to be decided) quality versions of their specialist equipment.

Edited by SgtLazarus

They're using a grav platform? Give them skills that reflect that. They at least need basic tech use to reflect they know how to handle the thing.

Edited by DeathByGrotz

They're using a grav platform? Give them skills that reflect that. They at least need basic tech use to reflect they know how to handle the thing.

Here I was digging for answers and it was right there under my nose. Thank you for your insights sirrah.

Guardian Comrade Upgrades

Heavy Defender - Loader, Stabilise (As per Imperial Guard Heavy Gunner)

Healer - Medical Assistant, Field Treatment (As per Imperial Guard Medic)

Pilot - Gunner, Field Repairs (Gunner as per Operator ability)

Field Repairs; The Pilot's comrade may attempt to assist the Pilot by conducting minor field repairs using the Pilot's Tech-Use skill. (XP Cost as per Put That Out!)

Storm Guardian - Watch My Back!, Hardy (Watch My Back! as per Brawler.)

Hardy - The Storm Guardian's comrade gains an additional wound state. (XP Cost as per Little'un)

Weapon Specialist - Armsman, Set-Up Shot (Armsman as per Imperial Guard Weapon Specialist, Set-Up Shot as per Ratling)

Edited by SgtLazarus

Eldar Homeworld/Origins

Alaitoc - +3 Ballistics Skill, +3 Perception. Skills; Stealth. Linguistics (Low Gothic), The Hunted: The Eldar of Craftworld Alaitoc are very strict in their ways, which results in an inordinately large number of Outcasts from their world. Due to the frequent torture and persecution of these outcasts by the Imperial Inquisition, Eldar of Craftworld Alaitoc have acquired a burning Hatred for the Imperium of Man and benefit from the talent Hatred (Imperium), but must make a challenging Willpower test to resist the desire to attack Imperials on sight.

Biel-tan - +3 Toughness, +3 Strength, Skills - Survival, Scholastic Lore (Tactics) Linguistics (Low Gothic). The Cleansing; Eldar of the Craftworld Biel-Tan are dedicated to retaking the Maiden Worlds the Eldar reared in the hopes of renewing their fallen Empire - an objective made infinitely difficult and complex by the Ork scourge. Eldar of the Craftworld Biel-Tan gain the benefit of Hatred (Orks), but also must make a challenging Willpower Test to resist the urge to assault Orks on sight.

Iyanden - +3 Toughness, +3 Willpower. Skills: Linguistics (Low Gothic), Psyniscience. Ghostworld: Due to the sheer number of the unliving housed within Iyanden - both in it's Infinity Matrix and the Wraith constructs that occupy much of it - the Eldar that occupy the Craftworld must make every effort to support their dead bretheren in this new existence. All Eldar of Craftworld Iyanden increase their character's starting Psy-Rating by 1.

Saim-Hann - +3 Agility, +3 Strength. Skills: Operate (Surface). Navigate (Surface), Linguistics (Low Gothic). The Bold; Eldar of Craftworld Saim-Hann are brave and daring, trying their skills against one another. They gain the benefits of the talent Resistance (Fear). Feudal; The Craftworld of Saim-Hann enforces a strict, feudal hierarchy in which answer to a Chieftain and blood-born nobility. Eldar of Saim-Hann must make a challenging willpower test to disobey the orders of their superiors.

Ulthwe - Pick two characteristics to increase by +3. Due to Ulthwe's reliance on the tactical flexibility of their Black Guardians, they have a varied force able to work together and adapt to face their chaotic foes. Skills: Linguistics (Low Gothic), Forbidden Lore (Chaos, The Warp, Daemons). Shield Against Corruption: Eldar of the Craftworld Ulthwe are regularly exposed to the madness of Chaos and the Warp and must be steadfast in their resistance against it. Ulthwe characters reduce all Corruption Points gained by 2, to a minimum of 1. Ulthwe characters gain the benefits of the talent Jaded.

Edited by SgtLazarus

For Commanders I'm thinking keep them the same for the most part.

Change Phlegmatic and Supine to have Eldar relevant Lores.

Divisions will serve as the Eldar equivalent of Regiments, in the interest of keeping the game structure working smoothly, even if it isn't entirely fluffy.

Armoured Division
-3 Weapon Skill, +3 Intelligence
Starting Skills: Operate (Surface)
Starting Talents: Technical Knock
Standard Kit: One Fire Prism per squad. One Eldar toolkit per player character. Suit of Xeno-Mesh Armour per player character,

Reconnaisance Division
+3 Perception, -3 Willpower
Starting Skills: Awareness
Starting Talents: Combat Sense
Standard Kit: One War Walker per squad, and one set of Magnoculars per player character. Suit of Xeno-Mesh Armour per player character.

Hunter-Killer Division
+3 Ballistic Skill, -3 Strength
Starting Skills: Operate (Surface)
Starting Talents: Resistance (Fear)
Standard Kit: One War Walker or One Vyper per Squad. One suit of Xeno-Mesh Armour per player character.

Light Infantry
+3 Agility, -3 Toughness
Starting Skills: Navigate (Surface)
Starting Talents: Sprint
Standard Kit: One shuriken catapult with three reloads per player character, one suit of Xeno-Mesh Armour. Two plasma grenades, two Krak Grenades

Mechanised Infantry
+3 Agility, -3 Perception
Starting Skills: Operate (Surface)
Starting Talents: Rapid Reload
Standard Kit: One Shuriken Catapult with four reloads. One suit of Xeno-Mesh Armour. Two plasma grenades. Two krak grenades. One Falcon Grav Tank per squad.

Artillery Regiment
+3 Ballistic Skill, -3 Toughness
Starting Skills: Operate (Surface)
Starting Talents: Bombardier
Standard Kit: 1 Shuriken Catapult w/ 4 Clips. 1 Night Spinner per Squad, 1 pair of Magnoculars, 1 Vox-Caster)

Edited by SgtLazarus

Thinking largely to keep the doctrines much the same albeit with xenotech versions of the gear in them. I recommend copious use of your imagination if you're using this WIP resource.

Today we're going to make a start on the far trickier support classes; Ranger, Warlock, Farseer, Bonesinger.

Ranger

Characteristic Bonus - +5 Agility, +5 Perception, -5 Willpower

Aptitudes: Agility, Ballistic Skill, Fieldcraft, Finesse, Perception, Toughness

Skills: Stealth or Awareness, Deceive, Survival.

Starting Talents: Deadeye Shot, Paranoia or Light Sleeper, Weapon Training (Shuriken)

Specialist Equipment: Chameleoline Cloak, Ranger Longrifle

Starting Wounds: 6 + 1d5

Comrade Advances;

Spotter (As per Ratling)

Terrain Expert (As per Scout)

Edited by SgtLazarus

Warlock

Characteristic Bonus - +5 Fellowship

Aptitudes: Fellowship, Weapon Skill, Perception, Psyker, Willpower, Leadership

Starting Skills: Command, Forbidden Lore (Psykers), Psyniscience, Scholastic Lore (Tactics)

Starting Talents: Weapon Training (Shuriken, Low Tech, Force), Up to 400xp worth of Psychic Powers, Air of Authority

Starting Traits: Psyker, Psy Rating 1, Eldritch Mastery

Specialist Equipment: Shuriken Pistol, Witchblade. Ghosthelm. Runic Armour.

Starting Woubds: 8 +1d5

Advances

Increase Psy Rating

Bodyguard (As Overseer)

Combat Seer - May use Willpower as the test characteristic for the purpose of Dodge or Parry tests. (250XP)

Edited by SgtLazarus