They should make them playable characters. They'd still be enemies of the Imperium but I think they're very cool and would enjoy playing one. Explore Craftworlds, fight chaos, maybe poke around in the Webway. I think it'd be big fun.
Eldar PCs
Look to Rogue Trader. I believe that there are rules for Eldar PC's in that system.
Doesn't work so well with Dark Heresy.
No official rules for playing Eldar PC's. Only Dark Eldar, Tau, Ork and Kroot. Unofficially though, go to LodgeBlackman99 page which can be found here.
Look to Rogue Trader. I believe that there are rules for Eldar PC's in that system.
Doesn't work so well with Dark Heresy.
That's why I posted the question in the Rogue Trader section. I figured if they were anywhere they'd be here.
No official rules for playing Eldar PC's. Only Dark Eldar, Tau, Ork and Kroot. Unofficially though, go to LodgeBlackman99 page which can be found here.
While I myself do not use Xenos PCs in my games, I can only recommend this post. If you do use Xenos then this is the guide for you, shitton of effort and it shows.
Not just use them in a game like in the Rogue Trader setting but a full Eldar party. I think they deserve their own setting. They're a very interesting race.
Edited by ValarionThough I've neither used them nor even examined them very closely and therefore cannot attest to their quality, I've seen at least two fan-written supplements which cover Eldar as player characters for Rogue Trader.
Edited by VorzakkI checked out that link. It is very well put together. I can see myself using it a great deal. Thank you.
I'm about to GM an all-xeno game, and one guy wants to play an eldar. In fact, a few people want to play races there are no rules for. Given the game isn't at all the most serious game, I'm inclined to let them.
The solution I've come up with, seeing as between us, we have access to all the relevant books, is to simply take a basic npc version of the race they want to play, tack on some aptitudes that make sense from OW or DH2, and go from there.
I'm about to GM an all-xeno game, and one guy wants to play an eldar. In fact, a few people want to play races there are no rules for. Given the game isn't at all the most serious game, I'm inclined to let them.
The solution I've come up with, seeing as between us, we have access to all the relevant books, is to simply take a basic npc version of the race they want to play, tack on some aptitudes that make sense from OW or DH2, and go from there.
I all for sh**s and giggles once in a while, but I also attempt to utilize the KISS method. If you need to say no to your players when choosing certain races to play, remind them this is 40K and not Star Trek or Star Wars. These races do not say "kumbia" to one another and go to live happily ever after. With all that said, I totally encourage players and GM's to go out of their comfort zone once in awhile, as long as everyone is having fun. So if you need any idea's to bounce around with someone just post it.
I'm about to GM an all-xeno game, and one guy wants to play an eldar. In fact, a few people want to play races there are no rules for. Given the game isn't at all the most serious game, I'm inclined to let them.
The solution I've come up with, seeing as between us, we have access to all the relevant books, is to simply take a basic npc version of the race they want to play, tack on some aptitudes that make sense from OW or DH2, and go from there.
Unless you're only going to play a one shot, the Lodge Blackman guides are very good. I rolled up a few recurring high-level Xenos enemies out of their guides, and was very pleased with the results.
There is no "kumbia" in this game, and everything I do I try to keep lore friendly.
The last campaign I ran was the Twilight Crusade campaign (spoilers commencing), and it ended (in my game) with the tau flying off on a kroot warsphere, planning on taking the long way home. Furthermore, the eldar corsairs got their ship shot to **** during the climactic battle, and many of the survivors preferred to go with the kroot rather than the dynasty, due to trusting them even less than the kroot. This was the origin of the xeno campaign.
We are running the game because, as most of us know, certain races just don't go together, especially with humans, yet many are options to play in spite of this. Now that one of the written campaigns (and the way it played out at our table) has actually set up a situation where a multi-species xeno campaign is actually doable, why not give it a go?
As for lodge blackman... not a fan personally, but I did name him off to some of my players in the event they wanted to use his stuff. I prefer making my conversions as simplistic as possible, with as little house-ruling as possible. That, and many in our group want to switch over to the DH2 system for our "next generation" game, so using it in our xeno game seems logical, so that the players can see if they like using it or not.