Chapter 15 - The Eldar ====================== +------------------------------------------------------------------+ | "We are the Eldar, amongst the oldest of the races and perhaps | | once counted amongst the wisest. But we are ever reminded of | | our great Folly and even greater Fall. Now we are but few in | | number and our time left in this galaxy is short. The Age of | | the Eldar is over, now is the Time of Man, the upstart, the | | hairy savage." | +------------------------------------------------------------------+ 15.1 Introduction =-=-=-=-=-=-=-=-= The Eldar are an ancient and enigmatic race, present in the galaxy long before Mankind set foot in the stars. They watched as Man took his first faltering steps off the Terran surface, and as the Dark Age of Technology and Age of Strife tore at Mankind. They saw the Emperor for what he was, a man of great power, capable of challenging the Farseers of the Eldar if it had taken him to do so. Once, the Galaxy was the Eldars' oyster, now the race has taken a back seat to the emerging race of man, the 'hairy savage'. Nevertheless, the race of Eldar bears examination for both their part in the Galaxys history and their role in its future to come. The Eldar race was born in a cluster of planets that now lie at the centre of what is now called the Eye of Terror. It was the dawn of the Eldar race, and they lived in peace with one another. Always a skilled and highly psychic race, they quickly developed technologically, using their skills to fashion mysterious technoarcana (in the Imperiums eyes anyway), the psychoactive materials they are famed for, such as the Wraithbone they use in their Craftworlds. Physically the Eldar are very much like humans, but thinner, more graceful, and with slightly pointed ears. ("Space Elves!" I hear you cry...). The Eldar term for Humans is "mon-keigh", and they have similar terms for the other races. The Eldar are an intelligent, lithe, graceful and highly psychic race, who once ruled the Galaxy. But they were undone by a great catastrophe of their own making (more on which later) and decimated as a race. The Eldar were forced to rebuild their race, to take to great starships (or "Craftworlds"). Meanwhile, the Galaxy, once ruled by the mighty Eldar was up for grabs. The Orks, always a expansionist race, immediately took advantage, as did Mankind and the Emperor, who launched at the time the Great Crusade to reclaim the Galaxy. But the Eldar were, and are, an arrogant race. While they ruled the Galaxy they held little respect for the other races, and after their fall from grace the majority of Eldar, rather than accept responsibility for their downfall, blamed the "usurper" races. Millenia have passed since the downfall that befell the Eldar, and they still, for the most part, blame the upstart races whom have claimed the Galaxy. The wisest Farseers and the guardians of the Black Library (more on both of which later) know better. Most Eldar, however, hold respect only for their own race, viewing the other races as little better than animals. The Eldar mind is utterly different to that of Humans. They have a Dark Side (more on which later), which brought about their own decimation. They are arrogant and self-righteous to a fault. They callously manipulate other races to further their own, often making decisions that only have significance in the distant future, apparently motiveless and random. Also, the Eldar usually peaceful, can be highly viscious when they need to be. Whatever an Eldar turns his mind to, he excludes from his mind all else. The sensations they feel from this, especially when the task at hand is war, can be addictive. All of this marks them different from humans, making more than simply humans with pointy ears. 15.2 The Great Enemy =-=-=-=-=-=-=-=-=-=-= There are few things more frightening to an Eldar than to contemplate the Great Enemy, the One Who Thirsts. Long long ago, an disaster of catastrophic proportions bestruck the Eldar race, a disaster they will not discuss with any other race and which they simply refer to as the Fall. Few outside the Eldar race truly know what happened, and only those who have been trusted to enter the galaxys ultimate respository on the mysteries of Chaos: the Black Library. It tells a tale of woe the Eldar race cannot bear to let the galaxy at large be a party to. The Eldar were undone as a race by that which they refer to as their Dark Side. It is both a blessing and a curse to the Eldar that they possess an ability to, for want of a better word, *experience* things in a far more intense way than any other race. While making for great poets, musicians and artists, it also fed their hedonistic side, a side that holds that pure *sensation* is what counts. The sensation of pleasure and pain. The caress of the hedonistic embrace. Though long lived, many hundreds of human years, no Eldar is immortal, and the soul of an Eldar, even dead, is a psychic beacon, a light shining in the warp, an lasting island floating in the Sea of Souls, an echo of sensual pleasures never experienced... The Warp being what it is, these souls naturally, slowly coalesced. The entity that would one day become known as Slaanesh was born of the unlived desires of the Eldar race, and as it became stronger its birth pangs were to cause Warpstorms never before imagined. The birth pangs of Slaanesh were felt by the Emperor of Earth. Slaanesh was a timebomb waiting to explode, and its birth would rock the galaxy. When it finally happened, Slaanesh boomed forth with a psychic cry that was felt across the Galaxy, being felt even over the Astronomican. Slaanesh had waited millenia and his psychic cry of victory left many a sensitive psyker mindless, mad, or both. To the sensitive Eldar it was a catastrophe unprecedented in their long history. Across the galaxy, the Warp spilled into the Material universe through the Eldar minds. Whole Eldar worlds were destroyed or sucked into the Void beyond. It was in the region now called the Eye of Terror that the effect was worst. Always the centre of Eldar population, the Material universe quite literally melted in with the Warp, creating an area of crossover between the two that would become infamous. In that instant, something momentous had happened that would change the face of the Galaxy. A Chaos god was born, a whole area of space had been surrendered to the Warp and, most importantly to Human history, the Age of Strife came to an end. 15.3 A New Age =-=-=-=-=-=-=-= Far away on Earth, the Emperor knew of what was happening. Powerless to stop it, he worked to help Mankind flourish when it came to its close. For long millenia the Earth had been embroiled in violent Warpstorms, growing ever more pronounced as Slaanesh grew in power. Finally, with the psychic scream of new birth, the Warpstorms that had for so long isolated the Earth abated. For humanity, the era that would become known as the Age of the Imperium had begun, a time for galactical conquest. Sadly, it was not so fortunate a time for the Eldar race. All but decimated, they knew what had to be done to save the race. Over years, the Eldar built great starships that were to become their new homes, slowly travelling at sublight speeds through space. They were the great starships later to become known as the Craftworlds. As large as a planet, a Craftworld was where an average Eldar would be born, live and die. Each was built with a Wraithbone core, designed both to provide infinite power to the Craftworld and to give those Eldar that died on the Craftworld a safe haven when they died. They now knew the danger that awaited them in the Warp. No Eldar ever speaks the name of Slaanesh, the god that was born from their very desires. Instead they refer to the Great Enemy, the One Who Thirsts, the One Who Waits. The title is apt, as their is no greater terror to an Eldar than to have his soul consumed by the Great Enemy upon their death. Instead, all Craftworld Eldar wear a Spiritstone, a gem formed of a psychoactive material that, worn constantly, bonds to the Eldars very soul. Upon their death, the departing soul is not scattered to the Warp but drawn into the Spiritstone, from where it can be later released into the safety of the Craftworlds Wraithbone core to join its ancestors. Not only does this keep the Eldar soul from the Great Enemy, but the souls that flow through the ancient Wraithbone core provide psychoactive power sufficient for the Craftworlds every need. The Eldar only wish it were not so necessary. 15.3.1 The Ways ---------------- The Eldar learned another bitter lesson from the Great Fall. That it was necessary to channel the intensities of the Eldar psyche into Paths that would not lead to the hedonism and depravity that led to the creation of Slaanesh. To this end the Craftworld Eldar pledged to each follow a Way or Path, a focused way of life to channel the Eldar mind into the learning and mastery of one or more crafts. Many, many Paths exist, from the skill of Bonesinging (the art of crafting psychoactive materials into works of art and function) to the psychic honing of the Seers and the ways of war followed by the Aspect Warriors. The life of an Eldar is long indeed, and many master many Paths before their soul joins their ancestors in the Craftworlds Wraithbone core. All Craftworld Eldar must serve for part of their long lives as Guardians, infantry fighters and defenders of the Craftworld from alien attack. From time to time, an Eldar attack is necessary on an alien world or craft, and the Guardians play a core role in the Eldar armies. Many Eldar commit to the Way of war and become one of the Aspect Warriors, who each specialise in a particular Way of combat. Many temples of Aspect Warriors exist, founded by the legendary Exarchs, but the best known ones include:- * The Warp Spiders. There is a type of spider that evolved from the psychoplastic Wraithbone core of the Craftworlds, able to travel effortlessly through the Wraithbone core, coalesce anyway they wish in it, and attack any psychic intruders (such as the rare Warp daemon) they find therein. These creatures were the inspiration for the Warp Spider Aspect Warriors. Armed with Warp Jump packs and Webguns, they specialise in surprise attacks, defensive fighting, like their namesakes. They wear black and yellow Aspect Armour. * The Fire Dragons. Specialising in the art of war by fire, Fire Dragons are experts with such arms as flamers and melta weapons, constantly practicing deep in the Aspect halls in Craftworlds across the galaxy. They wear red Aspect Armour. * The Howling Banshees. A legend exists that if an Eldar ever hears the cry of a banshee, his soul is destined to go to Slaanesh when he dies. Indeed, some souls who claim to have heard the banshee but have been safely released into the Wraithbone core, have later been known to have escaped in retransferance to a Spiritstone, lost to the Warp. Regardless, the Howling Banshees herald from this legend, representing death to the enemies of the Eldar. With screaming holo-masks that inspire terror in the Eldars enemies, they are expert warriors. * The Striking Scorpions. Taking the mantle of the scorpion, these close combat specialists deliver just as much as a sting to their enemies. With special close combat laser weapons called Mandiblasters built into their Aspect Armour, they live up to their name. They wear green Aspect Armour. * The Dire Avengers Each Aspect temple has its own principle Exarch, and the Exarch of the Dire Avengers is the one that can quite legitimately be said to have been the first Aspect Warrior, training all that followed in his life, including the other Exarchs. The temple he created specialises in deadly long range fire using the Eldar Shuriken Cannon and Missile Launcher. They wear black or dark blue Aspect Armour. * The Swooping Hawks. These warriors wear only the lightest armour, and literally fly on self made wings to come on the enemy from above, gliding away before the enemy can react. They wear light blue Aspect Armour. * Shining Spears. Shining Spears ride sleek jetbikes and carry the deadly laser lance. Their phenomonal speed enabled them to carry the fighting directly to the enemy, whilst thieir weaponry is sufficiently powerful to pierce even the thickest armour. Other Eldar follow other Paths, and almost as dangerous as the Way of the Warrior is that of the Seer, also called the Witch Path. Seers probe the paths of destiny, following the strands of probability from their present position in time and space to work out how best to further the Eldar race and guide the Craftworld. Now and then, it is necessary to launch an attack on some alien world, craft or outpost, and it is these apparently random and unprovoked attacks that make the Eldar such an enigmatic people in the minds of the other races. Equally as often the Eldar may ally with an alien force against a common enemy or come to the aid to a stricken alien force to push back the tide of defeat. 15.3.1.1 The Second Peril -------------------------- If there are two things that scare an Eldar witless, the greatest is Slaanesh, the Great Enemy, the One Who Thirsts. The second is to become so honed on any single Way or Path that the Eldar mind becomes trapped and unable to break off the Path. Such is the entrapment that binds an Aspect Warrior to the warrior path to become an Exarch. The peril exists, to a greater or lesser extent, on all Ways and Paths, and those who travel too far along the Way of the Seer, or Witch Path, become Farseers. Just as Exarchs (and the legendary Phoenix Lords) are the most able and gifted warriors the Eldar race has, so the Farseers are the most powerful psychics in the whole of the Eldar race. A Farseer guides every Craftworld in its travels, constantly probing the strands of destiny to best guide the Craftworld and continue the declining Eldar race. For the Eldar race is in decline. Seers and Farseers are trained in the art of Rune Casting, a highly reliable form of predicting the future. Imbued with psychic power, the Runes are chosen at random from a bag, the first floating in the air where it is placed, the others moving in its orbit with various facets and colours showing. By virtue of the Runes chosen, and the aspects and colours they present to each other, the Seer can reliably predict to a degree what the future holds, sometimes even being able to view a psychic vision of the future by the power of the Runes. Some Seers and Farseers powers go beyond prediction and they are called Warlocks, using their psychic powers against the enemy on the battlefield. Slowly but surely, Eldar souls are being lost. For in the end, the Great Enemy will claim the last Eldar soul. Simply put, Eldar souls are not 'created ' as new human souls are, but reborn after a time floating on the Seas of the Warp. Of course, since the birth of the Great Enemy, such has not been possible. Instead, souls have been released to the Infinity Circuit of the Craftworlds' Wraithbone cores, and the Eldar race is a dying one. The galaxy, once the Eldars', now belongs to humankind. It is up to the Eldar Farseers to see that the Eldar play their last, final part in the history of the Galaxy. This may seem a noble goal, but coupled with the arrogance and self-righteousness of the Eldar it makes them one of the most selfish races in the Galaxy. The Eldar, especially the Farseers, callously manipulate other races to further their own. An Eldar Farseer will gladly start a war that will claim billions of Human lives if it means that in 5000 years time an Eldar life is saved. 15.4 The Settlers =-=-=-=-=-=-=-=-=- Some Eldar did not leave to wander the galaxy on their Craftworlds. Those far from the Eye of Terror, the epicentre of the birth of Slaanesh, managed to survive relatively unscathed, but still deeply touched by the birth of the Great Enemy. The hedenistic degeneration of the Eldar did not go unchallenged. Some openly criticised their more hedonistic cousins, and were in turn treated as narrow-minded fools and fanatics. Some, the more far sighted, saw there could be no end to the reign of chaos and depravity and took away to the far edges of the Galaxy away from their ancestral worlds. These Eldar are now known as the Exodites. They left their worlds, many dying in space or destroyed by alien forces or natural predators. Of those that survived to begin their new life in exile on the fringes of the galaxy, most took to farming and similar pursuits. Megadon breeding (Megadons are a form of Dragon the Exodite Eldar either took away with them or found on the planets they colonised) became a major part of their work. Today, the passage of time has not changed them much, and they are still regarded as rather simple and rustic by the Craftworld Eldar. On the fringes of the galaxy, far from the reach of chaos, they can afford to be more liberal in what they do. They do not have to follow the Eldar Paths in the same way as the Craftworld Eldar, and so are more adventurous and individualistic in comparison. But Chaos has a long reach, and even the Exodite worlds are not safe from its reaches. Even on the Exodite worlds, to die and have ones soul consumed by the Great Enemy is still *the* thing most guaranteed to leave an Exodite scared witless. To this end they built on the Exodite worlds great psychoplastic networks, similar to the Wraithbone cores of the Craftworlds. The psychomotive network spanning each world is called the World Spirit and it is to this that an Exodites' soul goes when he dies. In the same way, all Exodite Eldar wear a Spiritstone like their Craftworld counterparts. On the Exodite worlds, life is much more physical and demanding than on the Craftworlds. Where the Craftworlds try to hold on to the grandeur of their lost civilisation, the Exodite worlds have turned their backs on it, in favour of the simpler, hardier way of life. While physically and mentally tougher than their Craftworld counterparts, they are ultimately less powerful. Yet they have survived, and on balance, appear the most likely to continue to do so. 15.5 The Eldar Webway =-=-=-=-=-=-=-=-=-=-=- Established long ago by the Eldar, before the Fall, was a vast subspace tunnel network that co-existed and, in a sense, actually exists in the Warp. While no Eldar would willingly travel through the Warp on such as an Imperial spacecraft, and no Craftworld is capable of Warp travel, they do feel relatively safe travelling via the Webway, as it is called. The Webway is vast, spanning the galaxy, across every Exodite world and with now sealed gates that once led to worlds that now lie in the Eye of Terror. Every Craftworld has a gate to the Webway, and it is by the Webway that the Eldar travel vast distances in short time spans when it is so necessary. Like any network, the Webway sports both wide paths, the main routes wide enough to allow the passage of whole Craftworlds along them, and smaller side paths, which must be taken by smaller craft or on foot. But the Webway has perils of its own. Some gates still openly lead to worlds that no longer exist, or which have long since been lost to Chaos. There are paths that allow you to travel not only through space, but through time itself. And somewhere, deep in the Webway, doubtless along some such perilous path though time itself, lies the Black Library, the Galaxys largest collection of material on Chaos, collected to fight its grave threat not only to the Eldar but to the Galaxy itself. Only those utterly pure of chaos taint are allowed access to the Black Library, and some Imperial Inquisitors have been given the honour of its access, though all non-Eldar must be attended and closely guarded at all times while in its confines. And then, of course, there is the worst peril of the Webway, said to be none other than the Keepers of the Black Library themselves. 15.6 The Laughing God =-=-=-=-=-=-=-=-=-=-=- Of all the Eldar, none know the Webway better than the Eldar Harlequins. Travelling performers all, these Eldar travel in troupes through the Webway, visiting Exodite worlds, Craftworlds, human worlds, ... On many an Imperial world, these travelling troubadours are welcomed, but are also said to carry bad luck with them whereever they travel, and as heartily as they are welcomed, they are equally gladly waved off on their travels elsewhere. In truth, Harlequins follow none other than the Laughing God of Eldar legend, said to be forever wandering the Webway, now and again making a foray into the Warp to harass Slaanesh and perhaps steal an Eldar soul or two back in the bargain. Sometimes the haplass soul is rescued. Equally often the Prince of Chaos gets his way and consumes it, the Laughing God having little option but to slip back into the Webway away from Slaaneshs' reach. The Laughing God is one of two Eldar gods who survived the Fall, the other being Kaela Mensha Khaine, the Eldar god of war. In the struggle of Slaaneshs birth, Kaela Mensha Khaine is said to have fought Slaanesh. In the struggle, none could destroy the other, but Khaine was struck and splintered into countless shards, which took root as Avatars of the god in the Eldar Craftworlds. The Laughing God is said to have survived by using his wile and cunning to stay out of sight of the Great Enemy as he fought Khaine, before slipping away into the deepest recess of the Webway where Slaanesh could not find him. The leader of a Harlequin troupe is called the Great Harlequin, and typically plays the Eldar hero of the ancient Eldar tale (or "mythic cycle") being portrayed. The role of death itself is played by the Harlequin called the Death Jester, while that of the Great Enemy, Slaanesh, is played by the enigmatic Solitaire of the troupe, and a troupe never has more than one Solitaire. The Solitaire has come closer to Chaos than any other troupe member, has seen insights into Chaos few others could comprehend, and lives apart from the rest of the troupe. Psychic support, and theatrical holo-effects and illusions are provided by Shadow Seers. These are not the only troupe members, and other, generally untitled troupe members play lesser roles in the mythic cycles. 15.7 The Young King =-=-=-=-=-=-=-=-=-=- At the heart of every Craftworld is the Avatar of Khaela Mensha Khaine, the bloody handed god of Eldar legend. Most of the time, the Avatar of Khaela Mensha Khaine lies motionless. When battle is due, however, a certain mood takes hold in the minds of the Craftworlders, which as it gathers stirs the Avatar. The Exarchs of the Craftworld gather outside the Hall of the Young King. A ritual is held, where a lone Eldar, one of the Exarchs, is dressed with a special stole and walks into the chamber of the waking Avatar, and the great doors of the chamber closed. This lone Eldar is called the Young King. Noone knows for sure what happens inside the chamber, but soon the doors open once more to reveal the fiery hot metal form of the Avatar, the stole on his shoulders, although grown many times. Noone speaks of the fate of the Young King, but he is never seen again. The traditional weapon the Avatar of the Eldar god of war carries is the Wailing Doom, a weapon only he can use. 15.8 Scouts, Outcasts and Pirates =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- And yet, there are other ways Eldar live. Some leave their Exodite world or Craftworld to see the Galaxy, becoming Scouts. They have to brave the rigours of the outside world, and the dangers of Chaos that lie around every corner there. Some eventually return to their home world or Craftworld, where they are welcomed back, but never quite treated the same again, as if perhaps now tainted in some small way by Chaos from the wider galaxy. For others, the rigid constraints placed on them on their homeworlds or Craftworlds are too much to bear. They leave the Craftworld and become known as Outcasts. They must bear the burden of their heightened consciousness without the safety net of the Eldar Ways. They must be exeptionally strong, both mentally and physically, if they are to survive the Outcast life. After years of travelling, most return to their homeworld or Craftworld. Otherwise, they are not welcome among Craftworlds even briefly, for they can draw daemons and other melevolent psychic entities to the Craftworlds, which can take lodge in the psycho-support network of the Infinity Circuit. Others still, travel in bands in open space, living a life of looting and pillaging spacecraft. Eventually they may return to their homeworld or Craftworld. Often they continue to visit and trade with their home world and their Craftworld over the years that they plunder and pillage from other races. 15.9 The Dark Eldar =-=-=-=-=-=-=-=-=-=- And then there are others still. It is not known how they are related to the Craftworld and Exodite Eldar, or why they took a different path, but it is known that at some point in the long ago past, probably at around the time of the Great Fall, the Dark Eldar struck off on a vastly different path to the mainstream Eldar, or Light Eldar. What is understood is that the Light and Dark Eldar share an intense hatred of each other. The Dark Eldar inhabit a realm called Commorragh, beyond space and time, possibly somewhere deep in the Warp or down some dark, long forgotten path of the Webway - except to the Laughing God and the Eldar Harlequins that is. Whereever it is, it is from here the Dark Eldar make their slave raids on alien races, where those unfortunate enough not to be killed are carried back to Commorragh. The Dark Eldar are experts in pain and torture of all kinds, unquestionably evil, and their prisoners can expect a long and drawn out suffering before they beg to be finally allowed to die. Yet, the same fear of the Great Enemy drives the Dark Eldar as it does their Light Eldar counterparts. There is something that fills their race with terror and dread, driving them to ever more despicable acts of wanton bloodshed and torture: the One Who Thirsts. What the relationship between the Great Enemy and the Dark Eldar is, it is impossible to say. Although the Dark Eldar revel in their own wickedness and evil, there is a desperation about them: an all-consuming horror that forces them to kill and maim each other, to fall upon their prey without mercy, as if their very survival depended upon the extremity of the grievous deeds they perform. Dark Eldar revel in all kinds of pain, torture and agony. Many are expert torturers. The natural hyper-sensation the Light Eldar possess is every bit as potent in the Dark Eldar, and focussed quite specifically in the infliction of pain, agony, fear and outright terror in their victims. They drink deep of the pain and fear they cause, and it somehow makes them stronger, faster, and more deadly. The affliction of fear and agony is like a drug to a Dark Eldar - an addictive one. Dark Eldar are aligned loosely into groups called Kabals. In the world of the Dark Eldar, fellow Kabal members are the closest thing to friends you're likely to find, and even they can't be trusted. Dark Eldar society is rife with wanton skullduggery, bloodshed and murder. Deceit, poisoning, blackmail, assassination and bloody coups are standard fare in Dark Eldar politics, and a Dark Eldar leader has more to fear from his close subordinates than any external forces. Dark Eldar thrive on domination and power, and those who are vicious, ruthless and cunning enough will quickly rise to positions of authority. Kabals are ruled by a Kabal Lord, often many centuries old. He/she employs a Hierarch, the second most powerful individual in the Kabal, who acts as the Lords eyes and ears and his main advisor. The Hierarch is responsible for sniffing out plots and ploys arrayed against the Kabal Lord, and ones not good at their job tend to die quickly - usually as a part of an ambitious underlings attempt to take over the Kabal. Below this is an ever changing political map of Archons, and below them Dracons. Some of the most talented Dark Eldar are titled Incubi and help form the elite combat forces. Several special kinds of Dark Eldar exist. Haemonculi are master torturers, even more so than other Dark Eldar. The need to inflict pain and suffering can become obsessive, and the result are Grotesques, those who have turned on their own bodies. Others become Grotesques in a less voluntary manner, those who have fallen victim to Haemonculi, whether for some past misdeed, or merely happening to be in the wrong place at the wrong time... Grotesques are not usually noted for their intelligence or rational reasoning. Many have suffered such mutilation their sanity has completely snapped. Mandrakes are the most malevolent of the Dark Eldar, who prey on their own kind from the shadows of Commorragh, masters of stealth. To add to their natural skills they employ special equipment to endow them with a Chaemeleon like ability to blend into their surroundings, similar in part to the effect of a Holosuit, but much more effective and advanced. Wyches spend their lives perfecting the skills of gladiatorial combat. They fight selected captives in the gladiatorial arenas, for the entertainment of those who come to watch. The better the fight and more painful the captives death, the better. The leaders of the Wyches are called Succubi. Wyches also learn to control and lead Warp Beasts. Warp Beasts are, according to the best Imperial sources, "spawned from the bloody nightmares of mortals", death and pain embodied. Those most able to control Warp Beasts are called Beastmasters, whose job it is to catch these creatures, control them, fight them in the arena and guide them into battle. Another subset of the Wych cults are Hellions, who learn to attack unexpectedly from the air from anti-gravitic Skyboards. Then there are Scourges. Scourges carry heavy weapons and ride powerful wings to carry them almost effortlessly from melee to melee and out again. Their leaders are called Sybarites. Other especially fast, mobile troops (especially in as much that the Dark Eldar tend to be highly quick and fast attacking anyway) are Jetbike riders. Dark Eldar also employ fast Raider transports and Ravagers, a variant of the Raider with a greater array of awesome weaponry. Another vehicle is the Talos, best described as a sort of mobile torture device with wicked electro-mechanical claws and armed with the unique Talos Sting for missile support. If anything is a greater enigma than the Eldar, is the Dark Eldar. The Light Eldar and Dark Eldar have an uneasy relationship. Different as they are, they are still distant kin, and the Dark Eldar share both the arrogance of the Light Eldar towards other races and their intense fear of the Great Enemy. The two branches of the Eldar race have been known to share objectives and occasionally work together, especially in cases where the Great Enemy has a hand in events or Eldar souls are at risk. It has been known for the Light Eldar, judging a member of a "lower" race guilty of such heinious crimes that death itself is not enough to atone for it, to seek out the Dark Eldar and give the lesser mortal, quite literally, a lifetime of hell with the Dark Eldar Haemunculi... 15.10 Eldar Technology =-=-=-=-=-=-=-=-=-=-=-= Apart from the Eldars mastery of psychic energy, manipulating it well as humans do electricity. They are also experts in anti-gravity technology, and are known for some unique weapons. 15.10.1 Banshee Mask --------------------- The Banshee Mask is a weapon worn as a mask by the Howling Banshees. It contains a special psychosonic amplifier which intensifies the Eldars screaming battle cry to a piercing shriek. Howling Banshees are trained how to release their rage as they charge into combat, and how to focus and project the resultant psychic scream against their enemies. Enemies exposed to this psychic scream suffer almost total paralysis as their central nervous system is flooded with unbearable levels of psychic energy. The Banshee Mask is usable only within close combat range. Rules for it can be found in the Wargear chapter. 15.10.2 Harlequins Kiss ------------------------ The Harlequins Kiss is, unsurprisingly, a weapon used by the Eldar Harlequins, and only by them. Its Eldar name translates to 'Kiss of Evil'. It is a tubular weapon that straps to the back of the forwarm. By punching forward, the Harlequin releases a tightly curled 100 metre long monofilament wire (a wire only one molecule thick). If the tip touches the enemy the filament pierces armour and slices flesh, uncoiling inside the victims body and reducing their insides to the consistency of soup, before the wire whips into the Harlequins Kiss. Rules for the Harlequins Kiss can be found in the Wargear chapter. 15.10.3 Mandiblaster --------------------- The Helmets of the Striking Scorpions incorporate a pair of weapon pods positioned and shaped much like the mandibles of a scorpion. Each pod houses a mandible blaster, or Mandiblaster,a unique and deadly device also known as the Sting of the Scorpion. The Mandiblaster is an extremely short range weapon, useful only at a distance of a foot or so. The weapon is activated by a psychic pick-up in the helmet, and fires a stream of tiny metallic needles straight forward into the target. These needles cannot do damage themselves against armoured targets, but they act as a conduitive medium through which the Striking Scorpion delivers an intense energy sting. This laser energy vaporises the tiny slivers of metal into plasma which rips through into the target. The Mandiblaster is a highly effective first strike weapon which is designed to be used to disorientate or kill an opponent before combat is joined. It is brought into play while the Aspect Warriors opponent is still a metre or two away, enabling the Eldar to get in close to deliver a vital attack before the enemy can recover. Rules for the Mandiblaster can be found in the Wargear chapter. 15.10.4 Wailing Doom --------------------- Most of the time, the Avatar of Khaela Mensha Khaine which lies at the heart of every Craftworld lies motionless. When battle is due, however, a certain mood takes hold in the minds of the Craftworlders, which as it gathers stirs the Avatar. A ritual is held, where a lone Eldar is dressed with a special stole and walks into the chamber of the waking Avatar, and the great doors of the chamber closed. Noone knows for sure what happens inside the chamber, but soon the doors open once more to reveal the firy hot metal form of the Avatar, the stole on his shoulders, although grown many times. Noone speaks of the fate of the Eldar who enters the chamber, but he is never seen again. The traditional weapon the Avatar of the Eldar god of war carries is the Wailing Doom, a weapon only he can use. The Wailing Doom is aptly named. It shrieks as it tastes mortal flesh. The Wailing Doom is not a mortal weapon, it is a part of the power of Khaela Mensha Khaine made solid. The Wailing Doom is fully capable of wounding a daemon, unlike most mortal weapons (with the exception of Force Swords and related weapons). The Wailing Doom can also be used to shoot a powerful energy bolt up to 24 yds. This energy bolt too has the ability to would daemons. The Wailing Doom inflicts 8+2D6 damage. When used as a missile weapon, it has a short range of 12 yds and a long range of 24 yds. 15.10.5 Shuriken Catapult -------------------------- The Shuriken Catapult (Eldar: 'Tuelean') and related weapons is almost unqiue to the Eldar. It is built around a gravitic accelerator similar to the anti- gravitic motors which power such vehicles as the Imperial Land Speeder. The accelerator creates a peristaltic shift which hurls the Shuriken missiles, solid discs of razor sharp metal, out at tremendous velocity. A burst of several discs can be fired in a fraction of a second in this way. The discs are usually star shaped, but may be triangular or circular. Shuriken Capatults are also known as Star Slingers, Slingers or Sling Guns, and can easily slice through flesh and bone. Rules for the Shuriken Catapult can be found in the Wargear chapter. 15.10.6 Shuriken Pistol ------------------------ The Shuriken Pistol (Eldar: 'Murehk') is a pistol version of the larger Shuriken Catapult. Although smaller, and less powerful, its missiles are the same as used in its larger cousin. Rules for the Shuriken Pistol can be found in the Wargear section. 15.10.7 Death Spinner Monofilament Gun --------------------------------------- Also known simply as the Spinner, the Death Spinner is based on a similar concept to the Harlequins Kiss and the larger Doom Weaver support weapon. All of these weapons project a long thread of monofilament wire, a technology unique to the Eldar. The Spinner has a magnetic containment field which spools the wire together and hurls it at the enemy in a rapidly expanding mist-like mass called a Spinner Cloud. Where the tendrils touch flesh or finds chinks in armour, the Spinner pierces the body and uncoils inside the victim, reducing them to the consistency of chicken soup. Rules for the Death Spinner can be found in the Wargear chapter. 15.10.8 Laser Lance -------------------- The Laser Lance is the tall laser carried by the Shining Spears and Exodite dragon knights. It has a short range but is very powerful. It can be discharged upon physical contact making it ideal for a close pass. The Laser Lance, however, is too clumsy to be otherwise used in protracted close combat. Rules for the Laser Lance can be found in the Wargear chapter. 15.10.9 Pack Grenade Launcher ------------------------------ The Pack Grenade Launcher (Eldar: 'Creidann') consists of a light pack harness that fits onto the shoulders. It is loaded with grenades that are fired over the wearers shoulder. The grenades are fitted with whistles to make them shriek as they climb and a sombre drone as they plummet toward their target. Rules for the Pack Grenade Launcher can be found in the Wargear chapter. 15.10.10 Swooping Hawk Grenade Pack ------------------------------------ This is a basic launcher used exclusively by the Swooping Hawks. It straps onto the Aspect Warriors leg, allowing him to drop grenades on the enemy below as he flies over them. Single grenades can be taken from the pack and thrown normally. It can be loaded with either Frag or Krak grenades. 15.10.11 Wraithcannon ---------------------- Where Imperial Space Marines have Dreadnoughts, so the Eldar have Wraithguard, machines powered and piloted by the consciousness of a long dead Eldar drawn from the Infinity Circuit, the Craftworlds wraithbone core. The primary weapon carried by Wraithguard is the Wraithcannon. The weapon creates a temporary rift between reality and warp space within the target, tearing it apart or warping it a distance away. The effects are similar to the D-Cannon, but the results are more tightly controlled and more accurate. Rules for the Wraithcannon can be found in the Wargear chapter. 15.10.12 Shuriken Shrieker Cannon ---------------------------------- The Shuriken Cannon (Eldar: 'Buanna') is a larger version of the Shuriken Catapult with a longer barrel. It can fire either normal Shuriken ammunition, or special Shrieker ammo (Eldar: 'Margrech'). The special Shrieker ammo is hollow and contains a genetically tailored enzyme-based serum. As the missile hits the centripetal forces on the spinning disc force the serum through microscopic holes and into the target. The characteristic shrieking noise is caused by the rush of air into the hollow missile as serum is forced into the victim, so that Imperial forces christened it the Shrieker Cannon. The serum works to combine with the victims own genetic material, twisting and distorting tissues and causing organs to malfunction in spectacular fashion. Eventually the subject is driven into a violent delirium as the serum reaches his brain and he loses control of his body. Finally the serum reacts explosively with the victims natural fluids. Rules for the Shuriken Cannon can be found in the Wargear chapter. 15.10.13 Distort Cannon ------------------------ The Distort Cannon, or D-Cannon, is a large support weapon and often mounted on an anti-gravity platform. It creates a rift between real space and the Warp in a beam fired at its target. The target is wrenched momentarily between reality and Warpspace. This massive internal distortion tears the target apart, and usually destroys it. Living creatures are instantly burst apart, vehicles and other constructions ripped to pieces and wrecked. Local spatial distortion around the target can also cause some apparent movement of anyone nearby. Rules for the D-Cannon can be found in the Wargear chapter. 15.10.14 Scatter Laser ----------------------- The Scatter Laser (Eldar: 'Sierbahn') is another large support weapon, mounted on War Walkers and Dreadnoughts, and also sometimes mounted on its own gravitic platform. It is similar to the Imperial Multi-laser, but far more refined and accurate. It has six laser chambers which may be fired simultaneously or at separate targets. Rules for the Scatter Laser can be found in the Wargear chapter. 15.10.15 Vibro-Cannon ---------------------- Another support weapon mounted on a gravitic platform, the Vibro-Cannon uses resonant force as a powerful means of destruction. A vehicle hit by a Vibro-cannon shakes violently and may fall apart, troops are flung to the ground and even the ground itself can be ripped apart by shock waves. The weapon is directed at a specific target on the battlefield, but its effects are felt at all points lying on a straight line along the ground between the target point and the location of the weapon. A particularly frightening application of the Vibro-cannon can be seen when two cross their fire on a single target, as the ground is torn apart explosively. Rules for the Vibro-cannon can be found in the Wargear chapter. 15.10.16 Falcons, Wave Serpents and Fire Prisms ------------------------------------------------ These are not weapons, but vehicles. They are transports and attack tanks of various sizes, propelled by anti-grav fields and furnished with an array of weapons. %%% 15.10.17 Bright Lance ---------------------- The Bright Lance fires a beam of energy highly effective in annihilating anything it strikes. It is a heavy weapon especially effective against heavily armoured vehicles, whose defences have increasingly less effect on the beam the thicker their armour is. Range is 72 yds, damage is 4+9D6. A smaller, hand held, version of the Dark Lance is the Blaster, whose range is 24 yds and causes 8+6D6 damage. The Disintegrator fires a particle of dark matter, in a similar way to that which a Plasma Cannon fires super-heated plasma. It can be set to fire either a large bolt (range 72 yds, damage 4+8D6) or a burst of smaller bolts (range 48 yds, damage 7+6D6). 15.11 Dark Eldar Technology =-=-=-=-=-=-=-=-=-=-=-=-=-=- 15.11.1 Agoniser ----------------- An Agoniser is a close combat weapon that affects a targets nervous system, causing such severe pain that they can disable or even kill even the largest opponent. They come in a variety of types, but most take the form of a gauntlet. Agonisers do not follow the normal rules for calculating damage on a successful hit. Instead, test against the targets Toughness. Failure means an automatic, unmodified D6 Wounds are inflicted, regardless of Stength, Toughness and armour. Even marginal successes to the Toughness test are punished - if the test was only passed by 10 points or less, D3 Wounds are inflicted, again regardless of Strength, Toughness and armour. 15.11.2 Dark Lance, Blaster and Disintegrator ---------------------------------------------- The Dark Lance fires a beam of dark energy highly effective in annihilating anything it strikes. It is a heavy weapon especially effective against heavily armoured vehicles, whose defences have increasingly less effect on the beam the thicker their armour is. Range is 72 yds, damage is 4+9D6. A smaller, hand held, version of the Dark Lance is the Blaster, whose range is 24 yds and causes 8+6D6 damage. The Disintegrator fires a particle of dark matter, in a similar way to that which a Plasma Cannon fires super-heated plasma. It can be set to fire either a large bolt (range 72 yds, damage 4+8D6) or a burst of smaller bolts (range 48 yds, damage 7+6D6). The origin of the 'dark energy' these weapons fire is unknown, although there are a number of theses claiming that it can be found in black holes, Warpstorms, and other celestial phenomena of great magnitude. It reacts catastrophically with its target, producing a blast capable of destroying any vehicle regardless of its armour, or totally vapourising a foot soldier. How the Dark Eldar contain or create this is unknown. The Disintegrator fires a more unstable form of this dark matter. 15.11.3 Crucible of Malediction -------------------------------- These contain the tortured souls and psychic cries of captured psykers, flayed to within an inch of their lives - and then beyond. When released, the souls shriek over the battlefield, crying out on a psychic frequency audible only to other psykers. The despair and pain inherent in those cries is enough to stun an enemy psyker, or in some cases even drive them insane. Any non-Dark Eldar psyker within 48 yds must pass a WP test or at the very least be unable to act for one round. Further effects are at the GMs discretion. 15.11.4 Destructor ------------------- Used almost exclusively by Haemunculi, this fires a spray of virulent organo- acidic compounds, which can melt through armour and sear flesh. The effects of these toxins can include blood vessel explosion or implosion, pharyngal contraction, extensive haemolysis, skeletal disintegration, sclerotic corrosion, intercostal spasms, hyper-reacted thermoreceptors and chemoreceptors, eustachian damage, retinal scarring, cardiac and respiratory atrophy and aqueous humour deprivation. In simple terms, the victims are hideously blinded and disorientated, their skin feels as if it is burning, their respiration and even the circulation of their blood is erratic and extremely painful. Damage is caused over a cone shaped area extending 16 yds from the weapon, with a maximum width of 5 yds. Any hit suffer 4+2D6 damage, with other effects (blinding, permanent disfigurement, etc.) at the GMs discretion. 15.11.5 Hellglaive ------------------- This is the weapon of the Wych Hellions. It incorporates a Splinter Rifle and a set of vicious cutting blades that are capable of slicing a man in half. If used as a close combar weapon, the Hellglaive counts as a spear for purposes of WS and damage modifiers. The Hellglaive requires two hands to use. 15.11.6 Hellion Skyboard ------------------------- Hellions soar through the air on Skyboards; flat, durable boards propelled by anti-gravitic motors. They move at M6 and may ignore difficult ground terrain. 15.11.7 Hell Mask ------------------ Similar in principle to the Banshee Masks of the Light Eldar, these generate an aura that causes unnatural dread. Characters fighting someone wearing a Hell Mask must either avoid looking at the Mask, or else fight off this psychological invasion in their minds. If the former, they suffer at the minimum a -10 WS penalty, possibly higher at the GMs fiat. If the latter, they must make a series of WP rolls. On a successful roll, they can push out the Hell Masks effects for a number of rounds equal to the amount they make the roll by divided by ten (round up - so that if someone had WP 29 and rolled 43, 43-29=14 -> 14/10=1.4 -> 2 rounds). If the roll is failed, however, they must flee the combat as best they can immediately. 15.11.8 Punisher ----------------- The Punisher comes in a great range of shapes and forms, all of them two-handed close combat weapons. It incorporates a Shock Field generator, with a similar effect to that of the Power weapon family. It is used exclusively by Dark Eldar Incubi. It causes 6+1D6 damage. Examples of these and other Dark Eldar close combat weapons have been recovered by Imperial analysts, and they employ a method of power generation and transference as yet not understood. 15.11.9 Shadow Field --------------------- This is a special protection field, surrounding the character with a dark miasma of energy. It absorbs the energy of any hits upon it, making the wearer almost immune to damage as long as it works. However, if the field is overloaded, it cuts out and the field is destroyed. Only the attention of an appropriately skilled technician can make the field work again. For this reason they are rarely used. They provide the same protection as a Conversion Field, with the proviso that if any damage ever penetrates the field it is overloaded and cuts out, requiring maintenance as mentioned above. 15.11.10 Soul Seeker Ammunition -------------------------------- The Dark Eldar use captured Wraithbone looted from the bodies of slain Eldar Wraithguard to make a special kind of ammunition that 'homes in' on the enemy. 'To hit' rolls made using Soul Seeker ammunition may be re-rolled on a miss. If the second roll is also a miss, that result stands. Soul Seeker ammunition may only be used with a Splinter Rifle, Splinter Pistol, Tormentor Helm or Hellglaive. 15.11.11 Splinter Pistol, Splinter Rifle, Splinter Cannon ---------------------------------------------------------- The Splinter Rifle is the standard armament of the Dark Eldar. It fires poisonous, monomolecular splinters of some unknown material. They have a range of 48 yds and inflict 4+4D6 damage. A Splinter Pistol is a smaller version of the Splinter Rifle, the only disadvantage of its smaller size being a more limited range of 24 yds. The Splinter Cannon is a larger, more efficient and recoil-less support weapon version of the Splinter Rifle, with 96 yds range and causing 6+6D6 damage. 15.11.12 Shredder ------------------ The Shredder is a Dark Eldar weapon drawing on the technology of the Light Eldar. It unleashes a web or mesh of monofilament wire, often with miniscule barbs or serrations along its lines. This entangles the victim, slicing them to pieces as they struggle. It causes 6+5D6 damage over a range of 36 yds. 15.11.13 Stinger ----------------- A Stinger fires darts containing a virus serum. The virus, if it gets into contact with the targets blood, creates anti-bodies that react with the targets natural metabolism to create explosive by-products. It can, quite literally, cause the target to explode. If hit and wounded by a Stinger, a character must roll against his/her Toughness. If passed, either it fails to penetrate to the bloodstream or the bodies defences fight the virus off before it does too much damage. If failed, the victim explodes, causing a S6 explosion over a radius of 1.5 yards. In working out whether the Stinger wounds a target, it has a S of 4. 15.11.14 Terrorfex ------------------- The Terrorfex is a wrist-mounted grenade launcher that fires grenades made from captured Eldar Wraithbone. The effect of this causes is to produce nightmarish, psychically induced visions that terrify the users enemies. Characters affected by the visions are mentally stunned, unable to take any action until a WP roll is passed. The roll may be retaken every round. 15.11.15 Tormentor Helm ------------------------ This is worn by Incubi, and incorporates a neurally activated Splinter Pistol that can be fired by thought alone. This means it can be used even if the user is carrying something in both hands. 15.11.16 Webway Portal ----------------------- This is a mobile form of the portal used by the Dark Eldar to link together places via the Webway. Examples of these have been found by the Imperial authorities on worlds and stations ransacked by the Dark Eldar. How they work is as yet a mystery to the Tech-Adepts of Mars. 15.12 Famous Craftworlds =-=-=-=-=-=-=-=-=-=-=-=-= The Eldar took to many Craftworlds, and some have become famous, or even infamous. The names of Ulthwe, Biel-Tan, Alaitoc, Iyanden, Iybraesil, Saim-Hann and other craftworlds are familiar to many races of the Galaxy. Each Craftworld has its own distinct colours, its own culture and "personality". 15.12.1 Ulthwe and Altansar ---------------------------- The Craftworld of Ulthwe lies closest to what is now the Eye of Terror. It has suffered much from Chaos attacks, and its colours are black and yellow. Black, because it is the colour of mourning, and this Craftworld has much to mourn for. The warriors of this Craftworld wear black armour with yellow helmets. Altansar also used to lie close to the Eye of Terror, but got too close. It got pulled in, and was lost. The Craftworld is mourned for among the Eldar as the first shrine of the Dark Reapers, and once home of Maugan Ra, Exarch of that Aspect. 15.12.2 Biel-Tan ----------------- Biel-Tan is located towards the southern rim of the Galaxy. Among the Eldar the Biel-Tan have a well deserved reputation for being warlike, and it is they who most strive to rebuild the ancient Eldar empire. The name Biel-Tan itself means "rebirth of ancient days". They place much more emphasis on the Path of the Warrior than do other Craftworlds, and believe that if a new Eldar empire is to be forged it must be done in the heat of battle. While most Craftworlds armies are mainly composed of Guardians, Biel-Tan has a proportionately larger number of Aspect Warriors. On Biel-Tan, the Guardians are a secondary force, to be used only in the greatest peril or need. The traditional colours of Biel-Tan are green and white. The few Guardians on Biel-Tan wear light grey or pale green with dark green helmets. The very real "military" personality of Biel-Tan has implications in the way it is run. The Court of the Young King, composed of Exarchs, has as much power on Biel-Tan as the traditional Council of Seers. Every year, an Exarch is chosen and named as the Young King, who joins the Court of the Young King and will be the one whom is sacrificed to Khaela Menha Khaine should the Craftworld go to war in that time. The Court of the Young King, therefore, is composed of the current Young King and the collection of Exarchs who have served as the Young King but have not been required to sacrifice themselves to the Avatar. As the Court of the Young King holds more power on Biel-Tan than the Exarchs on many other Craftworlds, it is more often that Biel-Tan goes to war. The assembled warhost of Biel-Tan is composed mainly of its Aspect Warriors, and known as the Bahzhakhain, or "Swordwind". The Swordwind relies on a single attack, attacking in one swift blow. The Swordwind is particulary effective against alien colonies, whom the Biel-Tan attack as a threat to the future growth of the Eldar race. The Imperium must provide heavy garrisons for newly-settled worlds on the southern rim to protect them from Eldar attack. Orks are also a favourite target of the Biel-Tan. Often the Biel-Tan have joined with Imperial forces to turn back Orks or other aliens, only to turn on their Imperial allies when the enemy has been destroyed. The Biel-Tan also see it as their duty to protect the Exodite worlds from invasion. As the Biel-Tan see it, when the Eldar emerge from the shadows to reclaim the Galaxy, the Exodite worlds will be the first staging points to conquering the alien worlds that litter the Galaxy. 15.12.3 Alaitoc ---------------- Alaitoc is on the frontiers of the Galaxy, a sprawling zone of petty empires and outlaw worlds. Its Guardians wear blue costumes with yellow helmets. 15.12.4 Iyanden ---------------- Iyanden was once one of the largest Craftworlds, but is now partly ruinous due to a devestating Tyranid attack. Caught in the path of the Tyranid hive fleets, and like all Craftworlds lacking any Warp travel capability to escape the Tyranid path, it was only a matter of time before Iyanden was at war. It survived, but only just. Its Guardians wear yellow uniforms with helmets in a contrasting colour, usually blue. 15.12.5 Saim-Hann ------------------ Saim-Hann is the most wild and barbaric of the large Craftworlds, where the Way of the Warrior is least stringent and controlled. It has a high number of Exarchs and Aspect Warriors (though not as many as Biel-Tan). Its Guardians wear red or bright orange armour, with contrasting black or white helmets. 15.13 The Phoenix Lords =-=-=-=-=-=-=-=-=-=-=-=- The Phoenix Lords are the legendary founders of the Aspect Temples on the Craftworlds. Each has its own Phoenix Lord, one who is destined to eternally die, only to be reinvigorated by someone finding the armour and becoming the Phoenix Lord in turn. The personality of each Phoenix Lord is an emalgomate of those whom have worn the armour over the eons since they were born following the Eldar Fall. It is said these mighty Exarchs will finally meet their deaths at the Rhana Dandra, the final battle against Chaos. 15.13.1 Asurmen - the first Phoenix Lord ----------------------------------------- Asurmen was the first Aspect Warrior, the first Exarch, and the first Phoenix Lord. He taught the other Phoenix Lords in the art of war, and travelled the Craftworlds creating the Aspect of the Dire Avengers. He carries the Sword of Asur. 15.13.2 Jain Zar - the Storm of Silence ---------------------------------------- Jain Zar, the first disciple of Asurmen, is the founder of the Howling Banshee Aspect. She carries the Blade of Destruction and the Jainas Mor (or "Silent Death", a triple bladed throwing weapon that always returns to her hand. 15.13.3 Baharroth - the Cry of the Wind ---------------------------------------- The founder of the Swooping Hawks, Baharroth learned the arts of war from Asurmen himself while the Fall was a living memory in the minds of the Eldar. As Asurmen was the first Exarch, and Jain Zar his first chosen, so Baharroth wis believed to have been his finest pupil. 15.13.4 Karandras - the Shadow Hunter -------------------------------------- Legends of Karandras the Shadow Hunter tell of one of the most mysterious of all the Phoenix Lords. No one knows where he originally came from, but it is thought he was not the first Exarch of the Striking Scorpions. It is said that before him was one called Arhra, the Father of Scorpions, and that Arhra turned to the darkness and waged war upon his own kin. Eventually he fled into the Webway to become the Fallen Phoenix. The shrine of Asurmen was destroyed by the Fallen Phoenix. 15.13.5 Fuegan - the Burning Lance ----------------------------------- Fuegan founded the Aspect of the Fire Dragons. He was thought lost when he refused to flee the destruction of the temple of Asurmen by the Fallen Phoenix, but reappeared hundreds of years later. He carries the Firepike and the Fire Axe. It is said that Fuegan will call together the Phoenix Lords for the Rhana Dandra, and that he will be last to die in that conflict. 15.13.6 Maugan Ra - the Harvester of Souls ------------------------------------------- It is said that Maugan Ra is the only survivor of Altansar, the Craftworld dragged to its doom in the Eye of Terror. Maugan Ra founded the Dark Reapers. He carries the Maugetar and wears the morbidly decorated armour of his now destroyed temple. 15.14 Profiles =-=-=-=-=-=-=-= Guardian, Typical Craftworld Eldar M WS BS S T W I A Dex Ld Int Cl WP Fel 4 41 34 3 3 5 60 1 40 43 66 66 43 30 Exodite Farmer M WS BS S T W I A Dex Ld Int Cl WP Fel 4 41 34 3 3 5 60 1 40 43 66 66 43 30 Khaela Mensha Khaine, Avatar of (causes Terror) M WS BS S T W I A Dex Ld Int Cl WP Fel 6 89 89 8 8 41 100 5 70 89 89 89 89 14 Aspect Warrior, Dire Avenger M WS BS S T W I A Dex Ld Int Cl WP Fel 5 41 34 3 3 5 60 1 40 66 66 66 43 30 Aspect Warrior, Fire Dragon M WS BS S T W I A Dex Ld Int Cl WP Fel 5 41 34 3 3 5 40 1 40 43 66 66 43 30 Aspect Warrior, Howling Banshee M WS BS S T W I A Dex Ld Int Cl WP Fel 6 41 34 3 3 5 60 1 40 66 66 66 43 30 Aspect Warrior, Striking Scorpion M WS BS S T W I A Dex Ld Int Cl WP Fel 5 41 34 3 3 5 60 1 40 66 66 66 43 30 Aspect Warrior, Swooping Hawk M WS BS S T W I A Dex Ld Int Cl WP Fel 5 41 34 3 3 5 60 1 40 66 66 66 43 30 Aspect Warrior, Dark Reaper M WS BS S T W I A Dex Ld Int Cl WP Fel 4 41 34 3 3 5 60 1 40 43 66 66 43 30 Aspect Warrior, Warp Spider M WS BS S T W I A Dex Ld Int Cl WP Fel 4 41 34 3 3 5 60 1 40 43 66 66 43 30 Aspect Warrior, Shining Spear M WS BS S T W I A Dex Ld Int Cl WP Fel 5 41 34 3 3 5 60 1 40 66 66 66 43 30 Seer, Warlock (psyker) M WS BS S T W I A Dex Ld Int Cl WP Fel 5 41 34 3 4 5 70 1 40 66 66 66 43 30 Seer, Farseer (psyker) M WS BS S T W I A Dex Ld Int Cl WP Fel 5 65 62 4 5 15 90 3 40 89 66 66 43 30 Craftworld Scout M WS BS S T W I A Dex Ld Int Cl WP Fel 5 33 25 3 3 5 40 1 40 43 66 66 43 30 Exarch M WS BS S T W I A Dex Ld Int Cl WP Fel 5 57 52 4 4 11 80 2 40 89 66 66 43 30 Phoenix Lord M WS BS S T W I A Dex Ld Int Cl WP Fel 5 65 62 5 5 17 80 3 50 89 66 66 43 30 Harlequin, Typical M WS BS S T W I A Dex Ld Int Cl WP Fel 6 49 43 3 3 5 70 1 40 89 66 66 43 30 Harlequin, Shadow Seer (psyker) M WS BS S T W I A Dex Ld Int Cl WP Fel 6 65 62 4 5 15 90 3 40 89 66 66 43 30 Harlequin, Great Harlequin (troupe leader) M WS BS S T W I A Dex Ld Int Cl WP Fel 6 65 62 4 4 17 90 3 40 89 66 66 43 30 Harlequin, Death Jester M WS BS S T W I A Dex Ld Int Cl WP Fel 6 57 52 4 4 11 90 2 40 89 66 66 43 30 Harlequin, Solitaire M WS BS S T W I A Dex Ld Int Cl WP Fel 6 73 72 4 4 17 90 3 40 89 66 66 43 30 Light Eldar Pirate M WS BS S T W I A Dex Ld Int Cl WP Fel 5 33 25 3 3 5 40 1 40 43 66 66 43 30 Dark Eldar M WS BS S T W I A Dex Ld Int Cl WP Fel 5 41 34 3 3 6 50 1 40 43 56 43 66 33 Dark Eldar Archon M WS BS S T W I A Dex Ld Int Cl WP Fel 5 57 52 3 3 12 70 3 40 66 66 66 66 53 Dark Eldar Dracon M WS BS S T W I A Dex Ld Int Cl WP Fel 5 49 34 3 3 10 60 2 40 66 61 66 66 43 Dark Eldar Haemonculus M WS BS S T W I A Dex Ld Int Cl WP Fel 5 41 34 3 4 11 40 2 60 43 61 43 66 33 Dark Eldar Incubus M WS BS S T W I A Dex Ld Int Cl WP Fel 5 49 34 3 3 6 50 1 40 43 61 43 66 33 Dark Eldar Grotesque M WS BS S T W I A Dex Ld Int Cl WP Fel 4 41 0 4 3 11 30 2 30 18 24 24 24 33 Dark Eldar Wych M WS BS S T W I A Dex Ld Int Cl WP Fel 5 41 34 3 3 6 60 1 40 43 61 43 66 33 Dark Eldar Wych Succubus M WS BS S T W I A Dex Ld Int Cl WP Fel 5 41 34 3 3 6 60 2 40 43 66 43 66 33 Dark Eldar Beastmaster M WS BS S T W I A Dex Ld Int Cl WP Fel 5 41 34 3 3 6 60 1 40 43 61 43 66 33 Warp Beast M WS BS S T W I A Dex Ld Int Cl WP Fel 6 41 0 4 3 6 50 3 0 10 10 89 10 0 Dark Eldar Mandrake M WS BS S T W I A Dex Ld Int Cl WP Fel 5 41 34 3 3 6 50 1 40 43 61 43 66 33 Dark Eldar Sybarite M WS BS S T W I A Dex Ld Int Cl WP Fel 5 41 34 3 3 6 50 2 40 43 61 43 66 33 Dark Eldar Hellion M WS BS S T W I A Dex Ld Int Cl WP Fel 5 41 34 3 3 6 60 1 40 43 61 43 66 33 Dark Eldar Scourge M WS BS S T W I A Dex Ld Int Cl WP Fel 5 41 34 3 3 6 50 1 40 43 61 43 66 33