The Dying Race - Proposed Rules For Eldar PCs

By SgtLazarus, in Only War House Rules

I forgot the Eldritch Mastery Trait that Eldar Psykers get, so here it comes.

Eldritch Mastery - When making a Focus Power Test, an Eldar Psyker chooses to use the Fettered, Unfettered or Push level for the test:

Fettered: The Psyker counts his Psy Rating as half of it's normal value (rounded up) for the Technique but automatically succeeds on the Focus Power Test (he need not roll), and is considered to have scored a number of Degrees of Success on the Test equal to his Psy Rating minus 1d5 (to a minimum of 0).

Unfettered: The Psyker uses his full Psy Rating for the Technique. If he rolls doubles or fails his Focus Power test, he must roll on the Psychic Phenomena Table.

Push: The Psyker uses his full Psy Rating for the technique, plus a number of his choice up to 4. If he rolls doubles or fails his Focus Power Test, he must roll on the Perils of the Warp table, adding +15 per point by which he increased his Psy Rating when he decided to Push.

I'd remove guardian seargant and make warlocks leaders of guardians - great in cc, knowing offensive psychic techniques, combination of sarge, commi and psyker.

Besides you should add bonesinger as suport specialist in place of healer. They can be either tech priest, medic or psyker and youre not repeating after ow core rb.

And the farseers-they are too powerful to be player characters. I'd remove them or give them to only most exp players.

I hear what you're saying but I'm afraid I disagree with you. Bonesingers have no place on a battlefield and the storm guardian is not a Sergeant.

I'm leaving Farseer in as a playable class. It's effectively a Seer Exarch fluffwise

Well Im sceptic about that whole joining an aspect thing, so maybe thats why I dont like players being farseers. Path of Seer is the hardest and only the most experienced warlocks choose to be lost in it. They often become great figures, leader of man, very high above mere guardians. Way too high to be balanced with other PCs. They are rather Rogue Trader characters than Only War ones.

Im afraid there is plenty of bonesingers everywhere the wraithbone needs shaping, battlefields included. Field repairs or war infrastructure construction, crafting ammo, bionics and weapons, thats where theyre useful.

Edited by Commediante

Well Im sceptic about that whole joining an aspect thing, so maybe thats why I dont like players being farseers. Path of Seer is the hardest and only the most experienced warlocks choose to be lost in it. They often become great figures, leader of man, very high above mere guardians. Way too high to be balanced with other PCs. They are rather Rogue Trader characters than Only War ones.

Im afraid there is plenty of bonesingers everywhere the wraithbone needs shaping, battlefields included. Field repairs or war infrastructure construction, crafting ammo, bionics and weapons, thats where theyre useful.

Yes, absolutely. Behind the lines work, or spending the whole game. 'I blow my space flute, here have a magazine. I blow my space flute, you're welcome. I blow my space flute...etc'.Occasionally they may say 'I fire my shuriken pistol. Then blow my space flute.'

^ Drath. I just died of laughter.

Honestly, Commediante. This is my set of house rules, structured the way that I feel is best balanced, and some measure of fluff has been sacrificed in order to construct a reasonably balanced game, without tipping the odds too far one way or another.

Ultimately, the discussion is a moot point. There will be no Bonesinger specialisation in this ruleset. If you wish, you are more than welcome to go and write your own ruleset, if this one doesn't suit what you want from the game.

At the end of the day, me putting my work up on the forums is my doing the community a kindness. I've read your posts, and already stated that I do not agree with your reasoning. The matter is closed.

Well Im sceptic about that whole joining an aspect thing, so maybe thats why I dont like players being farseers. Path of Seer is the hardest and only the most experienced warlocks choose to be lost in it. They often become great figures, leader of man, very high above mere guardians. Way too high to be balanced with other PCs. They are rather Rogue Trader characters than Only War ones.

Im afraid there is plenty of bonesingers everywhere the wraithbone needs shaping, battlefields included. Field repairs or war infrastructure construction, crafting ammo, bionics and weapons, thats where theyre useful.

Yes, absolutely. Behind the lines work, or spending the whole game. 'I blow my space flute, here have a magazine. I blow my space flute, you're welcome. I blow my space flute...etc'.Occasionally they may say 'I fire my shuriken pistol. Then blow my space flute.'

Yeah, crafting is such a funny feature in rpg. Especially with some kind of tool. Who would include it in the rules I wonder. Those tech-priests are for loosers.

^ Drath. I just died of laughter.

Honestly, Commediante. This is my set of house rules, structured the way that I feel is best balanced, and some measure of fluff has been sacrificed in order to construct a reasonably balanced game, without tipping the odds too far one way or another.

Ultimately, the discussion is a moot point. There will be no Bonesinger specialisation in this ruleset. If you wish, you are more than welcome to go and write your own ruleset, if this one doesn't suit what you want from the game.

At the end of the day, me putting my work up on the forums is my doing the community a kindness. I've read your posts, and already stated that I do not agree with your reasoning. The matter is closed.

Thats all obvious to me. Im just sharing my opinion on a forum.

I suppose I was perhaps a little over-hostile. I just have a lot of issues with people demanding I change my rules to suit what they want, you know? Even within my own group. My instinct reaction at this point is to just be even more draconian in response.

You seem to think I was being an ass. I was just making a point. I just believe crafting should be a side-role, not a class focus.

I suppose I was perhaps a little over-hostile. I just have a lot of issues with people demanding I change my rules to suit what they want, you know? Even within my own group. My instinct reaction at this point is to just be even more draconian in response.

What did you expect? :P

You seem to think I was being an ass. I was just making a point. I just believe crafting should be a side-role, not a class focus.

This is the same thing that people were talking about tech-priests. Or navigator in RT.

I can imagine bonesinger taking a role of a healer - just think how useful could be creating wraithbone stuff, mechanisms, tools, inside someone elses body only by psychic force. The same ability could be used as a deadly weapon and his base fighting tactic. Summoning small, temporary objects at an instant, swinging them at the enemy. He'd be also perfect as someone who actually improves his body with wraithbone bionics and therefore makes it even more powerful (of course eldar style: very smooth ones or even concieved).

Eldar bionics is another topic worth discussing, I think. What do you think they should function and look like? I can see them as artificial wraithbone cells that cirulate with their blood or some kind of tatoos.

Eldar bionics is another topic worth discussing, I think. What do you think they should function and look like? I can see them as artificial wraithbone cells that cirulate with their blood or some kind of tatoos.

Probably similar to Imperial bionics but smoother, tougher and all round better, but essentially the same.

Eldar bionics is another topic worth discussing, I think. What do you think they should function and look like? I can see them as artificial wraithbone cells that cirulate with their blood or some kind of tatoos.

Probably similar to Imperial bionics but smoother, tougher and all round better, but essentially the same.

You think that an eldar would like to use servo-arms or replace their eyes with mechanical ones?

Eldar bionics is another topic worth discussing, I think. What do you think they should function and look like? I can see them as artificial wraithbone cells that cirulate with their blood or some kind of tatoos.

Probably similar to Imperial bionics but smoother, tougher and all round better, but essentially the same.

You think that an eldar would like to use servo-arms or replace their eyes with mechanical ones?

If they had to, although they could probably find some psychic power to let them see. But they would need replacement limbs etc if necessary. Also, 'like' may not entirely be the equation. The Wraithguard don't like being reawoken, but they don't have a choice. I also imagine something along the lines of 'Auto-sanguine' to be fairly common in the higher Eldar ranks.

They could be using some kind of limb regeneration enhancers, that could help severed limbs or internal organs to regrow. Shaped in situ where they want it to grow by skilled bonesinger, being replaced by flesh in time.

As to auto-sanguine i think that this would be the most popular kind of enhancement. It can be discrete and elegant, as most eldar would like.

What about the fact that every eldar has psychic abilities? What rules could reflect that?

They could be using some kind of limb regeneration enhancers, that could help severed limbs or internal organs to regrow. Shaped in situ where they want it to grow by skilled bonesinger, being replaced by flesh in time.

As to auto-sanguine i think that this would be the most popular kind of enhancement. It can be discrete and elegant, as most eldar would like.

What about the fact that every eldar has psychic abilities? What rules could reflect that?

Not sure really. I'd do something like an extra fate point or something.

I suppose it could be possible to give them the Psyker trait as a racial trait, though that's opening the door to all manner of potential horror from powergamers, when suddenly you have a Striking Scorpion with Psy Rating 5 using biomancy to turn himself into death incarnate.

In battlefield conditions I'd give them a psychic bond that allows to communicate telepathically with squadmates and commander. A micro-bead without micro-bead, except that it can transmit vision, memories and emotion as well as voice. For free, no test required.

Having gone back and re-read this some time on from when it was originally written, and after having developed on my work substantially, I've come to the conclusion that this particular House Supplement needs to be re-written in a more user friendly format, with less comments and suggestions amid rules to generally make it easier to read. I'm not going to put a timescale on this given everything that's going on IRL for me, but it is on my radar.

Is it still? :P

If there are people still interested in working on this, I have a few comments.

- Though 'specialty' is the lingo of Only War, fluffwise, calling them paths is much more eldary.

- I agree that Farseer really shouldn't be a playable path. A farseer is what happens to a warlock that becomes trappedo n the path of the seer, much like an exarch, so if you are committed to players being farseers, it would make sense as a very late advance when the character has 'completed' the path of the warlock. However, even then, farseers are ludicrously powerful, can see far into countless possible futures, which I don't know how you'd represent as an in-game ability, other than letting them read all the GM notes before each session. Also, as farseers travel along their path they begin to crystallize, so would lost agility and gain toughness as stat advances.

- The ranger longrifle isn't a shurken weapon, so they need an additional weapon proficiency in laser weapons.

- On that point, the ranger longrifle should have some other bonuses, based on their tabletop stats; at the very least, a telescopic sight.

- Based on table top stats, eldar mesh armor (5+ save) should have better stats than Imperial Guard flak (6+ save); I would recommend all over 5, which puts it between flak and carapace armor.

- I don't think the Hate characteristics make sense for Alaitoc and Saimhann craftworlds. Craftworld eldar live in a rigid society, one in which everything is tightly controlled in order to prevent themselves from letting their emotions drive them, because down that path lies the Fall. It doesn't make sense to me that eldar coming from that kind of society would suddenly lose their cool upon seeing a human or ork or anything.

- I think Ulthwe should have set stat increases like the other named craftworlds; Willpower definitely, to resist the Warp, and perhaps Toughness so their bodies mirror their minds.

- Why do shuricats take so long to reload?

- Where are the fields? Also, where are the holofields? They could easily be integrated in as giving a -10 to hit per certain amount of movement.

- I don't have the most recent codex, but the runic armor given to warlocks seems underpowered compared to the tabletop equivalent. In 2nd edition, the armor was a 4+ save like a field, and I think after that become an invulnerable save. Mechanics wise, it would be better represented as including a defense field.

- I would go with the plan that all eldar have a psy rating of 1, but give them significantly higher risks of perils of the warp. Eldar are natural psykers, having hugely more potential than any human, like comparing a bonfire to a match. By that token, though, eldar easily attract attention of malevolent entities, and so tapping into that power is profoundly dangerous without protection - viz, a ghosthelm. Eldar would receive training to suppress these natural abilities and never use them, lest they roll out the all you can eat buffet for daemons.

In terms of checking powergamers, I'd give all eldar a psy rating of 1, with access to all the powers that would entail. When using those powers, though, they provoke the perils of the warp on a roll of 6, 7, 8, or 9. I would also make a new table for eldar characters that significantly raises the risk of daemon attack. Those two things ought to be enough to discourage from thinking they can power game the eldar's natural abilities, and reflects how those abilities are both a gift and a curse.

- In general, eldar wargear should be superior to their Imperial counterparts, so there should be larger bonuses for things like rebreathers, chameoline cloaks, etc.

- I don't have a copy of the latest codex, but the armor values seem off. Do Howling Banshees now have the same armor save as Dark Reapers? Didn't Striking Scorpions have heavier armor than Howling Banshees?

- Why do eldar warlocks start with psy rating 1, when Imperial psykers start with psy rating 2?

- On that point, unique eldar psychic powers would probably be a good idea.

- Storm guardians are definitely not sergeants; they're close combat guardians, that's all. There are guardian squad leaders, so if you want a sergeant type path you can go with that.

Edited by TYP