Eldar Based Scenario for Dark Heresy

By BlkSabbath74, in Dark Heresy

Eldar in Dark Heresy

Does anyone have any good advice on generating Eldar Characters for Dark Heresy?

This started off when I was adapting the D&D Module ‘Beyond the Glitering Veil’ for my Dark Heresy group. As some point, I realized that it would be implausable for even the most experienced and liberal of acolytes to use mystic artifacts to travel to lost cities of forgotten alien races.

However, it seemed that would be much more along the lines of the Eldar.

Anyway, I am currently just starting that adventure for an Eldar RPG I have taken over. It is largely diceless, so stats aren’t that important.

http://games.groups.yahoo.com/group/HollowWorldEL

However, I am also planning to run this for my Sunday Night group as a stand alone adventure. Therefore, I won’t have to develop the characters, but I will still need the stats for some hammered out characters. I am looking at one each from all the Aspect Warriors.

Can anyone help me or point me in the right direction?

BlkSabbath74 said:

As some point, I realized that it would be implausable for even the most experienced and liberal of acolytes to use mystic artifacts to travel to lost cities of forgotten alien races.

Why?

The "mystical artifact" could easily be replaced with a wraithbone key to a web-way node of some sort. Something neither an Inquisitor of the Ordo Xenos, nor his/her Acolytes would shy away from using.

This would be some pretty intensive work to produce Eldar classes.

My recommendation is to purchase the Eldar 40k army book and base your stats from that. My understanding is there have been some pretty decent conversions out there set up as xenos opponents for Acolytes, but I've never seen rules for playing Eldar.

I'd really be keen on seeing those rules, but I think it would be fan based since I can't see FFG coming up with a game book just on playing Eldar or other alien races.

Your best chance is to base stats on the Eldar Army book for 40k or just reverse engineer the existing stats out there and extrapolate what the classes such as Ranger, Guardians and the other Aspect Warriors may look like.

Varnias Tybalt said:

BlkSabbath74 said:

As some point, I realized that it would be implausable for even the most experienced and liberal of acolytes to use mystic artifacts to travel to lost cities of forgotten alien races.

Why?

The "mystical artifact" could easily be replaced with a wraithbone key to a web-way node of some sort. Something neither an Inquisitor of the Ordo Xenos, nor his/her Acolytes would shy away from using.

You'd have to read the plot. I just see it more likely that the Inquisitors would destroy or seal away the Travel Stone rather than using it...or uproot it and jettison it into the nearest star.

Still, it wouldn't be impossible to use for Acolytes. It's just that the theme seemed more suited to the Eldar...lost city of a forgotten race and all that.

I have another, based on The Titan's Dreams, that I am adapting to the Ultramarines.

Dark Reign said:

There is some discussion about Eldar in Dark Heresy on the Dark Reign forum.

Maybe you could take a look or even participate:

http://darkreign40k.com/forum/index.php?board=36.0

Thanks, I will!

BlkSabbath74 said:

You'd have to read the plot. I just see it more likely that the Inquisitors would destroy or seal away the Travel Stone rather than using it...or uproot it and jettison it into the nearest star.

Still, it wouldn't be impossible to use for Acolytes. It's just that the theme seemed more suited to the Eldar...lost city of a forgotten race and all that.

Of course the Inquisitor would do that... As soon as his/her Acolytes have used the artifact, scouted out the ancient city and positively confirmed that there is nothing there of interest to their master (and if there is, they bring it back to him/her).

Radical Ordo Xenos Inquisitors do this kind of stuff all the time, and its not really the Acolytes place to question their masters orders. Sure i might be missing some parts from the plot, but from the way I see it, its perfectly acceptable for an Inquisitor to sen his/her Acolytes to a lost city of a forgotten race for exploration purposes (read: look around and loot the crap out of the place in question).

After all, if the most holy Inquisition doesnt do it, a stupid civilian rouge trader might find the place and start selling the alien artifacts on the black market. Now we cant have that happen now can we? XD

Well, the problem is that the Travel Stones used to travel to this city are breaking down and allowing warp entities to bleed through.

But yeah, it could be done by Acolytes as well, in a different setting.

BlkSabbath74 said:

Well, the problem is that the Travel Stones used to travel to this city are breaking down and allowing warp entities to bleed through.

But yeah, it could be done by Acolytes as well, in a different setting.

Hmm, well if we were to convert the way of travel to the WH40K -setting, I would definatly use the webway (used by Eldar and Dark Eldar). Its like a network of nodes placed on different worlds (if you think of the Stargate in SG1 and Stargate: Atlantis you wouldn't be far off). Although the webway use the warp for instant travel its usually much safer (sort of like stable wormholes built within the warp, that keeps the more malignant sides of it at bay, allowing for safe passage). However if it is important to the story that warp entities start to break through you could say that this particular route within the webway is a bit "unstable" (as you said, it leads to a city of a long forgotten civilisation) If no one has used that particular route in quite a while, and if the Eldar have forgotten about it, the route might be in slight disrepair, allowing the GM so send in warp entities as a nasty surprise (but still not having to send in quite as many as if the Acolytes were travelling in the naked warp).

How does that sound?

Its not that im trying to stop you from creating a campaign with Eldar PCs. Its just that from my point of view it seems like you have to do a lot more work creating rules for Eldar PC creation, and that it would be much simpler to just send in human Acolytes, and convert the campaign accordingly.

for base stat use the human homewolds and add 10 to agility and for careers just rename the existing ones to something eldary