Hey, everyone!
I've been looking at Black Crusade a lot as an open toolkit for other 40k RPG topics.
While not my favorite race, I noticed the Eldar had very little support. With help from N01_HER3's "Children of Isha" supplement and /tg/'s (in)famous Shas'O Rmyr, I was able to throw together these tentative rules for playing Eldar using Black Crusade's ruleset. Enjoy and critique!
(Use the Black Crusade rules, but ignore Alignment. Every Alignment counts as Allied for cost. GM’s discretion of psychic powers.)
Race: Eldar
2d10+
WS 25
BS 25
S 25
Int 25
Fel 25
Per 30
Ag 30
WP 30
T 25
Starting Skills: Acrobatics (Ag), Athletics (S), Awareness (Per), Common Lore (Int) (any two), Dodge (Ag), Forbidden Lore (Int) (Xenos), Linguistics (Int) (Eldar), Psyniscience (Per), Trade (any one)
Starting Talents: Catfall, Cold Hearted, Leap Up, Lightning Reflexes, Resistance (Psychic powers), Weapon Training (Shuriken, Primary)
Starting Traits: Ambidextrous, Heightened Senses (Sight, Sound), Psyker (1), Unnatural Agility (+3), Unnatural Willpower (+2)
Starting Gear: good-craftsmanship Shuriken Pistol, 3 magazines of Shuriken ammunition, best-craftsmanship mono-knife, soulstone
Craftworlds:
Altaioc: Harshly regimented way of lives drives many to crave freedom. +5 WP or Per
Biel-tan: Militaristic world makes excellent warriors. +5 WS or BS
Iyanden: A world of survivors almost wiped out by endless war. +5 T or WP
Saim-Hann: Hot-blooded raiders with a strange code of honor. +5 S or Ag
Ulthwe: Guardians of the galaxy from fell forces. +5 WP or Int
Archetype: Aspect Warrior
Starting Skills: Acrobatics +10, Athletics +10, Awareness +10, Command or Intimidate, Dodge +10, Navigation (Surface), Operate (Ground), Parry, Tracking
Starting Talents: Combat Sense, Jaded, Quick Draw
Characteristic Bonuses: +5 BS or +5 WS
Starting Gear: good-craftsmanship Aspect Armor, varies
Path of the Warrior: The Aspect Warrior follows one of the ancient aspects of Khaine, the Bloody-Handed. Choose one of the paths below and make the appropriate modifications to your character.
Dire Avenger
Skills: Command +10 or Tracking +10
Talents: Air of Authority, Rapid Reload
Gear: best-craftsmanship Avenger Shuriken Catapult, 2 magazines of Shuriken ammunition
Howling Banshee
Skills: Intimidate +10 or Parry +10
Talents: Weapon Training (Power), Berserk Charge
Gear: good-craftsmanship Power Sword, Banshee Mask
Striking Scorpion
Skills: Stealth +10 or Tracking +10
Talents: Weapon Training (Chain), Flesh Render
Gear: best-craftsmanship Scorpion Chainsword, Mandiblasters
Dark Reaper
Skills: Intimidate +10
Talents: Weapon Training (Reaper Missile Launcher), Storm of Iron
Gear: Reaper Launcher, ten Reaper missiles
Fire Dragon
Skills: Survival +10
Talents: Weapon Training (Melta, Flame), Rapid Rapid Reaction
Gear: Fusion Gun, 2 reloads for the Fusion Gun
Swooping Hawk
Skills: Operate (Aeronautica) +10
Talents: Marksman
Gear: Swooping Hawk wings, Lasblaster, 2 charge packs
Warp Spider
Skills: Psyniscience +10 or Forbidden Lore (Warp)
Talents: Weapon Training (Deathspinner), Hip Shooting
Gear: Warp Spider Jump Generator, Deathspinner
Archetype: Warlock
Starting Skills: Awareness +10, Command, Forbidden Lore (Warp, Chaos) +10, Inquiry, Intimidate, Linguistics (Low Gothic), Logic, Navigate (Warp), Psyniscience +10, Scrutiny
Starting Talents: Weapon Training (Force), Warp Sense, 500xp worth of Psychic power from Unaligned, Divination, Telepathy, or Telekinesis disciplines
Starting Traits: Psychic Rating (3)
Characteristic Bonus: +5 WP, +5 Int
Starting Gear: Mesh-woven Robes (Arms 3, Body 3, Legs 3), Ghosthelm (Head 5), Rune Armour (Rune Armour is a Force Field with a protection rating equal to the wearer’s Willpower rating,) Witchblade
Path of the Seer: The Warlock has Psy Rating (3), and counts as Bound.
Archetype: Corsair Prince
Starting Skills: Acrobatics +10, Awareness +10, Charm or Intimidate, Common Lore (any two), Deceive, Dodge +10, Inquiry, Linguistics (Low Gothic), Logic or Medicae, Navigate (Surface) or Navigate (Stellar), Operate (Aeronautica) or Operate (Voidship), Parry, Scholastic Lore (any one), Scrutiny or Sleight of Hand or Stealth, Tech-Use or Tracking
Starting Talents: Blind Fighting, Combat Sense, Deadeye Shot or Sure Strike, Excessive Wealth or Radiant Presence or Lesser Minion
Characteristic Bonus: +5 Per, +5 Ag or BS
Starting Gear: Mesh armour, good-craftsmanship Ranger Long Rifle or best-craftsmanship Shuriken Catapult, best-craftsmanship monosword
Darkfire Skyburst: As a Full Action, the Corsair Prince may blot out the sun, so his warriors fight in the shade. Until the beginning of the Corsair Prince's next turn, the battlefield counts as being under Darkness.
Armor:
Aspect Armour: 6 all, 10 Ag
Mesh-Woven Robes: 3 arms, body, legs
Ghosthelm: 5 head
Rune Armour: Force Field of WP
Xeno Mesh Armour: 4 all, +10 Ag
Gear:
Soulstone: Holds an Eldar’s soul upon death.
Banshee Mask: When the wearer makes a Charge, the target must make a Hard (-20) Willpower Test to avoid being Stunned for one round.
Warp Spider Jump Pack: The wearer may move 4d10 feet as a Movement Action, but if three of the four dice come up the same, he disappears for 1d5 rounds, then returns, Stunned for one round and with 1 Corruption point.
Swooping Hawk Wings: Make an Operate (Aeronautica) check to move double your speed in any direction, ending on solid group.
Melee
Monosword (1d10+4 R; Pen 2; Balanced)
Power Sword (1d10+8 E; Pen 8; Balanced, Power Field, extra +10 to Parry)
Scorpion Chainsword (1d10+10 R; Pen 3; Balanced, Razor-Sharp, Tearing)
Witchblade (1d10+14 E; Pen 10; Balanced, Power Field)
Ranged
Shuriken Pistol (20m; S/3/5; 1d10+2 R; Pen 4; Clip 40; Reload 2 Full; Reliable)
Shuriken Catapult (60m; S/3/10; 1d10+4 R; Pen 6; Clip 100; Rld 2 Full; Reliable)
Shuriken Cannon (110m; –/–/10; 2d10+6 R; Pen 6; Clip 150; Rld 3 Full; Razor-Sharp,
Reliable, Tearing)
Scatter Laser (180m; –/–/6; 3d10+10 E; Pen 2; Clip 400; Rld 3 Full; Reliable, Storm)
Starcannon (180m; –/–/5; 3d10+10 E; Pen 10; Clip 100; Rld 4 Full; Volatile)
Bright Lance (200m; S/–/–; 4d10+15 E; Pen 20; Clip 100; Rld 3 Full; Accurate)
Avenger Shuriken Catapult (80m; S/3/10; 1d10+6 R; Pen 6; Clip 100; Rld 2 Full;
Reliable, Tearing)
Reaper Launcher (250m; S/3/5; 2d10+12 X; Pen 10; Clip 60; Rld 2 Full; Reliable, Tearing)
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)
Lasblaster (120m; S/3/6; 1d10+6 E; Pen 4; Clip 90; Rld Full; Reliable)
Deathspinner (40m; S/-/-; 4d10+5 R; pen 2; Clip 30; Rld 2 Full; Reliable, Blast (2), Tearing)
Ranger Long Rifle (200m; S/2/-; 1d10+6; pen 4; Clip 40; Rld Full; Accurate, Reliable, +10 BS)
Dragon’s Breath Flamer: (30m; S/-/-; 2d10+2 E; pen 3; clip 20; Rld Full; Flame)