Eldar

By Dreitan, in Dark Heresy House Rules

I was wandering if anyone has made a good write up for an basic eldar? I'm thinking of throwing one into my next campaign but don't really have any idea where to start on its stats.

They are described in Creatures Anathema, with stats and everything. So it would be a good start to get it if you can.

Ah thanks, I was hoping they would be but i wasn't sure. Well I know which source book i'm getting next.

Creatures Anathema gives stats and descriptions for Dire Avengers, Rangers and a corsair lord called Ulthyr Ellarion. It shouldn't be too hard to extrapolate what the stats for a generic Eldar Guardian/civilian would be.

Yup despite the Anthema being a HUGE rip off in price per content (Yeah Im looking at you FF, that was NOT cool -_- ) it gives you several very nice starting points for exapanding some of the classics. The Eldar, tyranid, and the Ork entries work rather well and really give the feel of the race translated from the table top game and serve as a good spring board for creating the rest. I wish they had flushed them out more butttt FF seems intent on gouging pockets so we will see if them ever make a Anthema 2 (and if it's any longer >.>).

I've started work on adding additional versions of the said races for my campaign, so far Im working with Orks (which really were easy since there aren't a huge variety). If you want to be really really accurate just use those stats as a spring board and compare them to the 40k stats for what your trying to make and what you have to work with and go from there. Can't really do ratios but you can atleast keep the feel of what they are supposed to do rather easily and always remember talents and traits, they can really set hte feel of the creature. To often I know I find myself forgetting this creature has this talent or trait etc.

karn987 said:

Yup despite the Anthema being a HUGE rip off in price per content (Yeah Im looking at you FF, that was NOT cool -_- ) . . .FF seems intent on gouging pockets so we will see if them ever make a Anthema 2 (and if it's any longer >.>)

I’m sure that FFG can shave $10 or more off the cost of the books if you are willing to take a soft cover with black and white interior. If you like the hardback with full color glossy interior you’re going to pay for it. That is just the way it is.

ItsUncertainWho said:

I’m sure that FFG can shave $10 or more off the cost of the books if you are willing to take a soft cover with black and white interior. If you like the hardback with full color glossy interior you’re going to pay for it. That is just the way it is.

I could live with a soft-cover but that artwork is sweet.

ItsUncertainWho said:

I’m sure that FFG can shave $10 or more off the cost of the books if you are willing to take a soft cover with black and white interior. If you like the hardback with full color glossy interior you’re going to pay for it. That is just the way it is.

I imagine you're also paying for the licence - the cash that GW takes from FFG for the privilege of being able to produce 40k and Warhammer-licenced games.

@karn987: If you're looking for something that expands upon the Tyranids in Creatures Anathema, look for the supplement entitled "The Great Devourer" on my webpage (the link is in my signature, below). It sits quite closely to the CA stuff for several reasons - firstly, the genestealer in there was based loosely on the one that eventually ended up in CA, secondly the original Lictor rules I wrote were borrowed by FFG and adapted for the one in CA, and thirdly, the more recent version was updated to better reflect a number of the entries in CA, including the Lictor and Genestealer rules.

Since then, I've been working on something for the Eldar, which I intend to include vehicles (currently based on the vehicle rules PDF that BI released) and PC Eldar characters (which are time consuming to create proper rules for), but which I may delay to make it fully compatible with both Dark Heresy and Rogue Trader.

By way of example of what I've done on the NPC front, though:

Eldar Guardian
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), Drive (Hover Vehicles) (Ag), Drive (Walkers) (Ag), Forbidden Lore (Xenos) (Int), Pilot (Military Craft), Speak Language (Eldar) (Int), Trade (any one) (Varies)
Talents: Catfall, Exotic Weapon Training (Shuriken Catapult), Foresight, Heightened Senses (Sight, Hearing), Hard Target, Melee Weapon Training (Primitive), Pistol Training (Las), Sprint
Traits: Unnatural Agility (x2)
Weapons: Shuriken Catapult (60m; S/3/10; 1d10+4 R; Pen 6; Clip 100; Rld 2Full; Reliable), Eldar Laspistol (35m; S/2/-; 1d10+3 E; Pen 2; Clip 35; Rld Full; Reliable), Best Quality Mono-blade (1d5+5, Pen 2)
Armour: Xeno-Mesh Bodysuit and Helm (All 4)
Equipment: 2x Shuriken Catapult magazines, Soulstone.
Threat Rating: Xenos Minima

Warlock
WS BS S T Ag Int Per WP Fel
55 52 32 (3) 33 (3) 51 (10) 38 (3) 42 (4) 52 (5) 32 (3)
Movement: 5/10/15/30; Wounds: 15
Skills: Acrobatics (Ag), Awareness (Per), Command (Fel) +20, Demolition (Int), Dodge (Ag) +10, Drive (Military Vehicles) (Ag), Forbidden Lore (Xenos) (Int), Invocation (WP) +10, Medicae (Int), Pilot (Military Craft) (Int), Psyniscience (Per) +10, Scholastic Lore (Legend) (Int), Scrutiny (Per), Search (Per), Silent Move (Ag) +10.
Talents: Basic Weapon Training (Las), Catfall, Combat Master, Counter-attack, Deflect Shot, Double-team, Exotic Weapon Training (Shuriken Pistol, Witchblade), Foresight, Heightened Senses (Sight, Sound), Hard Target, Hipshooting, Leap Up, Lightning Reflexes, Jaded, Melee Weapon Training (Primitive, Power), Nerves of Steel, Pistol Weapon Training (Las), Psy Rating 4, Quick Draw, Rapid Reaction, Sprint
Psychic Powers (Psy Rating 4):
Minor Powers - Distort Vision, Dull Pain, Healer, Inspiring Aura, Precognition, Resist Possession, Sense Presence, Staunch Bleeding, Unnatural Aim
Discipline Powers – Fling, Force Bolt, Push, Telekinesis
Traits: Eldar Seer, Unnatural Agility (x2)
Eldar Seer: Eldar psykers – known as Seers – make use of tiny wraithbone runes to conduct, store and channel psychic energy, lessening the risk to their bodies and minds. Whenever an Eldar Seer makes an Invocation Test using Seer Runes as his Psy Focus, he may choose to discard a single 9 rolled, plus an additional 9 for every two Degrees of Success. 9s discarded in this manner do not contribute towards the Power Roll, but also do not count for the purposes of Psychic Phenomena – simply remove the die as if it had never been rolled.
Weapons: Shuriken Pistol (20m; S/3/5; 1d10+2 R; Pen 4; Clip 40; Rld 2Full; Reliable), Witchblade (1d10+8 E; Pen 7; +5 WS, Balanced, Force Weapon)
Armour: Rune Armour (Reduces all damage, even that inflicted in melee, by 2d10+WP Bonus. This is not true armour, and cannot be reduced by an attack’s Pen value, and applies even against attacks with the Warp Weapon quality)
Equipment: 2x Shuriken Pistol magazines, Seer Runes (Psy Focus), Soulstone
Threat Rating: Xenos Minoris

Dire Avenger Exarch
WS BS S T Ag Int Per WP Fel
68 66 41 (4) 33 (3) 63 (12) 44 (4) 52 (4) 48 (4) 39 (3)
Movement: 6/12/18/36; Wounds: 18
Skills: Acrobatics (Ag) +10, Awareness (Per), Command (Fel) +20, Demolition (Int), Dodge (Ag) +20, Drive (Military Vehicles) (Ag), Forbidden Lore (Xenos) (Int) +10, Medicae (Int), Pilot (Military Craft) (Int), Scholastic Lore (Legend) (Int) +10, Scrutiny (Per) +10, Search (Per), Silent Move (Ag) +10.
Talents: Arms Master, Ambidextrous, Basic Weapon Training (Las, Shuriken), Blademaster, Catfall, Chem-Geld, Combat Master, Counter-attack, Crack Shot, Crippling Strike, Deflect Shot, Die Hard, Double-team, Foresight, Heightened Senses (Sight, Sound), Hard Target, Hipshooting, Leap Up, Lightning Reflexes, Jaded, Melee Weapon Training (Primitive, Power), Mighty Shot, Nerves of Steel, Pistol Weapon Training (Las, Shuriken), Quick Draw, Rapid Reaction, Sprint, Step Aside, Swift Attack, Two-Weapon Wielder (Ballistic, Melee)
Traits: Unnatural Agility (x2)
Weapons: Any one of the following choices or equivalent weaponry of exceptional quality and/or rarity:

  • Best-Quality Avenger Shuriken Catapult (80m; S/3/10; 1d10+6 R; Pen 6; Clip 100; Rld Full; Never Jams, Tearing), Shuriken Pistol (20m; S/3/5; 1d10+4 R; Pen 4; Clip 40; Rld 2Full; Reliable), best quality Mono-blade (1d5+5; Pen 2)
  • Two Best-Quality Vambrace-mounted Avenger Shuriken Catapults (Vambrace mounts count as Recoil Gloves) (56m; S/3/10; 1d10+6 R; Pen 6; Clip 100; Rld 2Full; Never Jams, Tearing)
  • Best-Quality Shuriken Pistol (20m; S/3/5; 1d10+4 R; Pen 4; Clip 40; Rld 2Full; Never Jams) and Best Quality Diresword (1d10+9 R; Pen 6; Balanced, Cannot Be Destroyed By Power Field, Can attempt an Opposed WP test against enemy struck 1/turn on effective WP of 45, every degree of success causes 1d10 additional damage, +10 WS when using)
  • Power Glaive (1d10+10 E; Pen 6; Balanced, Power Field, Two Handed) and Shimmershield (Exarch and every warrior from his Aspect Temple within 30m ignore 1d10 points of damage from each blow struck against them in melee)

Armour: Dire Avenger Exarch Armour (All 9)
Equipment: 2x Shuriken Catapult magazines, 2x shuriken pistol ammunition, Xenos-craft Medikit, Soulstone, scanner and helm incorporating re-breather, photo-visors and micro-bead.
Threat Rating: Xenos Majoris

And a simple vehicle, because even Guardians become significantly more formidable when mounted on Jetbikes...

Eldar Jetbike
Type: Hover Vehicle
Size: Average
Armour: Front 10, Hull 8
Traits: Interface Controls (Eldar psychic link), Open
Narrative Speed: 80 kmph/210 kmph
Combat Speed: 25/75/150/225/300
Handling Modifier (Drive (Hover Vehicle)): +20
Armaments: Forward hull Twin Shuriken Catapults (60m; S/3/20; 1d10+4 R; Pen 6; Clip 200; Rld 2Full; Reliable, assisted) or single Shuriken Cannon (110m; S/-/10; 2d10+4 R; Pen 6; Clip 800; Rld 2Full; Reliable)
Crew: 1 (Driver) Passengers: 0
Access Points: Open Driver’s Seat

N0-1_H3r3 said:

Eldar Guardian
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), Drive (Hover Vehicles) (Ag), Drive (Walkers) (Ag), Forbidden Lore (Xenos) (Int), Pilot (Military Craft), Speak Language (Eldar) (Int), Trade (any one) (Varies)
Talents: Catfall, Exotic Weapon Training (Shuriken Catapult), Foresight, Heightened Senses (Sight, Hearing), Hard Target, Melee Weapon Training (Primitive), Pistol Training (Las), Sprint
Traits: Unnatural Agility (x2)
Weapons: Shuriken Catapult (60m; S/3/10; 1d10+4 R; Pen 6; Clip 100; Rld 2Full; Reliable), Eldar Laspistol (35m; S/2/-; 1d10+3 E; Pen 2; Clip 35; Rld Full; Reliable), Best Quality Mono-blade (1d5+5, Pen 2)
Armour: Xeno-Mesh Bodysuit and Helm (All 4)
Equipment: 2x Shuriken Catapult magazines, Soulstone.
Threat Rating: Xenos Minima

Warlock
WS BS S T Ag Int Per WP Fel
55 52 32 (3) 33 (3) 51 (10) 38 (3) 42 (4) 52 (5) 32 (3)
Movement: 5/10/15/30; Wounds: 15
Skills: Acrobatics (Ag), Awareness (Per), Command (Fel) +20, Demolition (Int), Dodge (Ag) +10, Drive (Military Vehicles) (Ag), Forbidden Lore (Xenos) (Int), Invocation (WP) +10, Medicae (Int), Pilot (Military Craft) (Int), Psyniscience (Per) +10, Scholastic Lore (Legend) (Int), Scrutiny (Per), Search (Per), Silent Move (Ag) +10.
Talents: Basic Weapon Training (Las), Catfall, Combat Master, Counter-attack, Deflect Shot, Double-team, Exotic Weapon Training (Shuriken Pistol, Witchblade), Foresight, Heightened Senses (Sight, Sound), Hard Target, Hipshooting, Leap Up, Lightning Reflexes, Jaded, Melee Weapon Training (Primitive, Power), Nerves of Steel, Pistol Weapon Training (Las), Psy Rating 4, Quick Draw, Rapid Reaction, Sprint
Psychic Powers (Psy Rating 4):
Minor Powers - Distort Vision, Dull Pain, Healer, Inspiring Aura, Precognition, Resist Possession, Sense Presence, Staunch Bleeding, Unnatural Aim
Discipline Powers – Fling, Force Bolt, Push, Telekinesis
Traits: Eldar Seer, Unnatural Agility (x2)
Eldar Seer: Eldar psykers – known as Seers – make use of tiny wraithbone runes to conduct, store and channel psychic energy, lessening the risk to their bodies and minds. Whenever an Eldar Seer makes an Invocation Test using Seer Runes as his Psy Focus, he may choose to discard a single 9 rolled, plus an additional 9 for every two Degrees of Success. 9s discarded in this manner do not contribute towards the Power Roll, but also do not count for the purposes of Psychic Phenomena – simply remove the die as if it had never been rolled.
Weapons: Shuriken Pistol (20m; S/3/5; 1d10+2 R; Pen 4; Clip 40; Rld 2Full; Reliable), Witchblade (1d10+8 E; Pen 7; +5 WS, Balanced, Force Weapon)
Armour: Rune Armour (Reduces all damage, even that inflicted in melee, by 2d10+WP Bonus. This is not true armour, and cannot be reduced by an attack’s Pen value, and applies even against attacks with the Warp Weapon quality)
Equipment: 2x Shuriken Pistol magazines, Seer Runes (Psy Focus), Soulstone
Threat Rating: Xenos Minoris


They look great only 2 comments, the guardian seem to have a lot of piloting skills for their intended level, I would make it 1 or 2 of 3, but since they are NPC it doesn't realy matter.

The other comment is the Rune Armour....isn't 2d10+WP Bonus a bit too much....

Nice Work,

S.

2D10+WPB isn't much different to the other force fields out there and as this is psychic armour the higher the strength of mind, the better protection.

Although why the exarch needs a medi kit is a mystery. Their bodies fuse with their armour, leaving nothing but a suit animated by souls behind. Personally I'd make them tougher and stronger. Exarchs are criminially under represented in the current 40k meta story.

Hellebore

Santiago said:

They look great only 2 comments, the guardian seem to have a lot of piloting skills for their intended level, I would make it 1 or 2 of 3, but since they are NPC it doesn't realy matter.

While I fully acknowledge that no individual Guardian is likely to possess or be able to fulfill that variety of roles, the NPC is purely representative and it saves me having to write up several slightly different NPC profiles for various different pilots (Jetbikes, Vypers, Tanks, Aircraft, War Walkers, civilian Eldar vehicles - that's probably two or three different pilot types, plus non-pilot Guardians). Writing them up this way is just easier and saves time, effort and space.

I have, however, just noticed a minor mistake in the Guardian and Warlock stats - not one that influences play at all, but it's going to annoy me if I don't deal with it. The Guardian should have Basic Weapon Training (Shuriken), rather than Exotic Weapon Training (Shuriken Catapult), and similarly the Shuriken Pistol on the Warlock should be governed by Pistol Training (Shuriken) not Exotic Weapon Training - per the rules in the supplement from which these are drawn, there are additional Basic, Pistol and Heavy weapon groups appropriate to Eldar characters (along with additional Peer and Good Reputation talents to represent facets of Eldar society, and a few new Lore skills, though those still need to be worked into the NPC profiles).

Santiago said:

The other comment is the Rune Armour....isn't 2d10+WP Bonus a bit too much....

Not really. The forcefields in The Inquisitor's Handbook tend around the 2d10 level, and Rune Armour is (and has always been) superior to a Refractor Field in wargame terms, so I followed that precedent.

For reference purposes, the Witchblade is a Mono-sword which additionally adds a proficient wielder's WP bonus to Damage and Pen (on a Warlock, this is slightly more damaging than a conventional Force Sword would be, but with higher requirements in terms of training; on a Farseer, the difference becomes much bigger, as a Farseer's WP Bonus is 12). I should've actually removed the Force Weapon note from the end of the entry, as they don't get the Force Weapon's potential for extra damage (but are psychic attacks for any situation where that's relevant). The psychic powers will, in time, be partially replaced by unique Eldar ones, but the ones listed below are appropriate for now.

Hellebore said:

Although why the exarch needs a medi kit is a mystery. Their bodies fuse with their armour, leaving nothing but a suit animated by souls behind. Personally I'd make them tougher and stronger. Exarchs are criminially under represented in the current 40k meta story.

The Exarch's medikit isn't for him. It's for the warriors under his command. If you note the Dire Avenger stats in CA, they've got medikits listed as well, and it seemed entirely appropriate for the Exarch to do likewise - every member of the squad is able to provide medical attention to their wounded brethren, which would be vital in saving Eldar lives.

As for the nature of Exarchs... we've been over this discussion on Warseer, but I don't see Exarchs (or the Phoenix Lords) as simply and solely being animated suits of armour. Beyond that, there's room for variety amongst the abilities of individual Exarchs (if every Exarch's armour contains the soul of every previous Exarch from that shrine, those from newer shrines will have less accumulated prowess to draw from, beyond the factor of individual variation), so it's easier to aim low and let people build them up rather than aim high and require people to scale it down as necessary. The same is true for everything, from underhive thugs to Greater Daemons of Khorne.

Essentially, the Dire Avenger stats give people a solid (if terrifying) baseline to work from... if it's not hard enough for their tastes, then there's nothing stopping them adding to it, and doing that is easier for them and me in equal measure than taking something representing the absolute best of the best of the best of that particular archetype and trying to scale it downwards.

Agreed,

I will shameless rip these and my throw them in just before they finally leave Quaddis....

@N0-1_H3r3 Ahhh for some reason I never put that page and the obvious (now) name at the top to you. I love that stuff and I've been using it for a while as a basis for stuff you haven't covered or just plain out using it. I love the stuff man, keep up the good work and get an eldar pdf out soon! ;D

The exarch is really not much different from a high level Assassin career, with the one trait as unique and to all eldar anyway. Even a low level exarch in my opinion is more than just a veteran assassin. They are their aspect given flesh, embodying it in toto. They live for nothing else. They don't sleep, they don't eat. They don't feel pain.

If this is to be the lowest level of exarch that can scale upward, then there should be some exarch powers unique to him that no one else can use. He should either be a first time exarch with no other souls in his suit, or a soul bound one that is utterly different. What type of exarch is an important point to start from. The majority of exarchs in the 41st millennium are going to be 'soul bound' given the 10,000 years of exarchs before them.

Hellebore

Hellebore said:

The exarch is really not much different from a high level Assassin career, with the one trait as unique and to all eldar anyway. Even a low level exarch in my opinion is more than just a veteran assassin. They are their aspect given flesh, embodying it in toto. They live for nothing else. They don't sleep, they don't eat. They don't feel pain.

If this is to be the lowest level of exarch that can scale upward, then there should be some exarch powers unique to him that no one else can use. He should either be a first time exarch with no other souls in his suit, or a soul bound one that is utterly different. What type of exarch is an important point to start from. The majority of exarchs in the 41st millennium are going to be 'soul bound' given the 10,000 years of exarchs before them.

Bear in mind that what I've presented is from a work-in-progress document, with no elements that do not already exist in the game or which cannot be easily interpreted from that base (it's easy to figure out what the weapon proficiencies and languages do, for example, but I haven't included the Eldar-specific Lore skills or other, perhaps less clear elements). As with the Warlock, a selection of more uniquely Eldar abilities (Exarch abilities will, it should be noted, be based far more on RT and 2nd edition iterations where they were supernatural abilities for the individual rather than the contemporary 'squad special rules' in the 3rd and 4th edition Codices) and further tweaks are still required.

That aside, these are not meant to be complete and absolute depictions of Eldar at these stages in their lives - rather, they're mechanical representations and nothing else. They are given stats, skills and talents in an entirely ad-hoc and structureless manner as I deem appropriate at the time of writing (with later refinement - it took me five or six drafts each to get the Hive Tyrant and Carnifex right in The Great Devourer), while leaving sufficient room for people to alter them to taste in their games.

Your suggestions have been taken into consideration, certainly, but we do appear to have (based on previous discussions) different approaches to both the background and the use of the rules.

One thing is certain, though - the WS won't be going up. I need room to stat up the melee specialists, and setting the most generalist of Exarchs at WS68 (which is inhumanly capable - the highest a human can manage naturally is WS63 including divination and 4 advances, before modifiers for equipment, and remembering that all the melee weapons an Exarch has will be Best Quality) leaves enough room for Banshee and Scorpion Exarchs to be even more skilled in melee.

Hellebore - for comparative purposes, is this Farseer closer to the degree of potency you envisage for Exarchs?

Farseer
WS BS S T Ag Int Per WP Fel
55 52 35 (3) 35 (3) 51 (10) 65 (6) 45 (4) 68 (12) 45 (4)
Movement: 5/10/15/30; Wounds: 14
Skills: Awareness (Per) +10, Climb (S), Command (Fel) +10, Dodge (Ag) +10, 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 Language (Eldar) (Int) +20, Speak Language (Low Gothic) (Int) +10, Speak Language (High Gothic) (Int) +10
Talents: Basic Weapon Training (Las, Shuriken), Catfall, Discipline Focus (Divination, Telekinesis, Telepathy), Foresight, Hatred (Servants of Slaanesh), Heightened Senses (Sight, Hearing), Melee Weapon Training (Primitive, Witch), Pistol Training (Las, Shuriken), Power Well (x2), Psy Rating 6, Psychic Supremacy (Divination, Telekinesis, Telepathy), Sprint, Talented (Psyniscience), Touched by the Fates (6 Fate Points)
Psychic Powers (Psy Rating 6): Note that, before rolling any dice, a Farseer’s Power Roll has a +14 bonus.
Minor Powers - All
Discipline Powers – Divine Shot, Dowsing, Far Sight, Glimpse, Precognitive Strike, Precognitive Dodge, Preternatural Awareness, Psychometry, Personal Augury, Soul Sight, Telepathy, Projection, Soul Killer, Psychokinetic Storm, Precision Telekinesis
Traits: Eldar Seer, Unnatural Agility (x2), Unnatural Willpower (x2)
Eldar Seer: Eldar psykers – known as Seers – make use of tiny wraithbone runes to conduct, store and channel psychic energy, lessening the risk to their bodies and minds. Whenever an Eldar Seer makes an Invocation Test using Seer Runes as his Psy Focus, he may choose to discard a single 9 rolled, plus an additional 9 for every two Degrees of Success. 9s discarded in this manner do not contribute towards the Power Roll, but also do not count for the purposes of Psychic Phenomena – simply remove the die as if it had never been rolled.
Weapons: Shuriken Pistol (20m; S/3/5; 1d10+2 R; Pen 4; Clip 40; Rld 2Full; Reliable), Best Quality Witchblade (1d10+16 E; Pen 14; +10 WS, Balanced, All attacks are psychic)
Armour: Rune Armour (Reduces all damage, even that inflicted in melee, by 2d10+WPB. This is not armour, and cannot be reduced by an attack’s Pen value, and applies even against attacks with the Warp Weapon quality)
Equipment: 2x Shuriken Pistol magazines, Seer Runes (Psy Focus), Soulstone
Threat Rating: Xenos Majoris

Let me include the Solitaire I wrote for my campaign just for the heck of it...
This character not an antogonist, for one, he would wipe most parties.

Yes this is the most insane character I've ever made (disregarding d20)

Eldar Harlequin Solitair

WS 68
BS 49
S 41
T 47
Ag 65
Int 45
Per 47
WP 58
Fel 41

Movement: 12/24/36/72 Wounds: 22 Initiative: 1d10+24

Skills:
Awareness +10, Forbidden Lore (Xenos) +20, Forbidden Lore (Daemonology) +10, Forbidden Lore (Black Library) +10, Forbidden Lore (Web Way) +20, Forbidden Lore (Warp) +10, Forbidden Lore (Inquisition), Common Lore (Imperium), Common Lore (Eldar) +10, Interrogation +10, Concealment +20, Silent Move +20, Speak Language (High Gothic, Low Gothic, Eldar) +10, Chem-Use, Acrobatic +20, Deceive +10, Tech-Use , Command +10, Dodge +20, Scrutiny +10, Charm +10, Intimidate +20, Contortionist, Climb, Disguise +10, Inquiry 10, Literacy +10, Medicae +10, Pilot (Jet Bike), Pilot (Grav Harness) +20, Scholastic Lore (Bureaucracy), Scholastic Lore (Legend) +20, Security, Slight of Hand +10, Performer (Actor) +20, Performer (Dancer) +20, Secret Tongue (Harlequin) +10, Shadowing +10, Survival 10, Swim, Tracking +10

Talents:
Swift Attack, Lightning Attack, Ambidextrous, Basic Weapon Training (Shuriken, Las), Pistol Training (Shuriken, Las, Fusion), Blade Master, Crippling Strike, Disarm, Fearless, Melee Weapon Training (Primitive, Power, Chain), Two Weapon Wielder (Melee, Ballistic), Iron Discipline, Armour of Contempt, Assassin Strike, Berserk Charge, Blind Fighting, Catfall, Combat Master, Counter Attack, Deflect Shot, Hard Target, Heightened Senses (Sight, Hearing), Insanely Faithful, Leap Up, Light Sleeper, Lightning Reflexes, Meditation, Sure Strike, Precise Blow, Quick Draw, Rapid Reaction, Sprint, Step Aside, Takedown, Talented (Dodge, Acrobatics), True Grit, Wall of Steel, Untouchable, The Reaping, Exotic Weapon Training (Harlequins Kiss)

Armour:
Holosuit (Syn Skin, Amulet of Warding, 2 AP All Locations)

Weapons:
Fusion Pistol (BS 49%, Range 10, S/-/-, 3d10+4 E, Pen 12, Clip 3, Rld Full)
- 3 extra clips
Best Quality Power Sword (WS 78%, 1d10+10 E, Pen 6, Balanced, Power Field)
Shuriken Pistol (BS 49%, Range 20, S/3/5, 1d10+2 R, Pen 4, Clip 40, Rld 2 Full, Reliable)
- 3 extra clips
Best Quality Mono Combat Knife (WS 78%, 1d5+6 R, Pen 2)
Harlequins Kiss (WS 68%, 1d10+8, Pen 10, Tearing)

Gear:
Flip belt (Unnatural Speed, +10% Dodge, Unnatural Strength/Agility x2 for Jumping, Climbing and Tumbling) , Personal Gear, Mask of Fear (Dark Sight, Fear 1)

Traits/Mutations:
Unnatural Agility (x2)

Santiago said:

Let me include the Solitaire I wrote for my campaign just for the heck of it...
This character not an antogonist, for one, he would wipe most parties.

Yes this is the most insane character I've ever made (disregarding d20)

Eldar Harlequin Solitair

Nasty, certainly. Personally, I'd give a Solitaire Forbidden Lore (Black Library) +20, though - they are, afterall, amongst the few beings allowed to come and go from the Black Library as they please...

On another note... Exarch Powers. Given that I have a captive and interested audience, I thought I might throw a few ideas at you to see what stuck. The first ideas to recieve the honour of being so flung are Exarch Powers, as they've been a topic of discussion in this thread already.

These powers are based closely off of the Rogue Trader and 2nd Edition 40k powers, as I feel they fit the 'individual master combatant' side of Exarchs better than the "glorified squad special rules" of the 3rd and 4th edition Eldar rules.

A typical Exarch will have one or two of these powers; only the most experienced and deadly (including Phoenix Lords) will have more. These abilities are intended to be unashamedly powerful, the difference between a mortal combatant and these immortal paragons of warfare.

Bounding Leap
The Exarch moves swiftly and lithely across charred battlefields, vaulting high over enemies and obstacles to reach his 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.

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. If the Exarch has the Unnatural Strength, then that trait does not apply for the purposes of this ability – so an Exarch with Exceptional Strength and Strength 50 would still only add an additional +5 to damage because of this ability, instead of +10.

Defend
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.

Distract
The Exarch’s motions are so impossibly fluid and graceful as to be mesmerising. The Exarch may attempt a single Feint action as a Free Action each turn.

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 Exarch gains the Unnatural Toughness (x2) trait.

Exceptional Strength
The accumulated might of generations of Exarchs suffuses the warrior’s body, allowing him to achieve feats of strength that seem impossible. The Exarch gains the Unnatural Strength (x2) trait.

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.

Fast Strike
The Exarch’s arms and weapons are a blur, striking swiftly and surely before the enemy can react. Parrying attacks made by an Exarch with this ability are considered Hard (-20) Weapon Skill Tests.

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 a pair of Mirrorswords, the Lightning Attack talent, and this ability will be able to attack 5 times.

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 is only subtracted once from the roll.

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. 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.

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.

Sustained Assault
As one foe falls, the Exarch crosses blades with 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) before making any remaining attacks.

War Shout
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, he gains the Fear (1) trait until the start of his next turn.

As an aside, I've taken some of Hellebore's advice and added +10 to the Strength and Toughness scores of all the Exarchs currently written up in "Teachings on the Unholy" (the title of my ever-expanding Eldar in 40kRP project, named after Inquisitor Czevak's treatise on the Eldar)