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Eldritch Hunters

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Aeldari gangs stalk the Underhive!

The Aeldari, a race whose dark history stretches for thousands of years before man's civilisation arose. A strange and enigmatic people who have been and are both allies and enemies of the Imperium of Man. Often the only contact between humans and Aeldari are lone traders and scouts, or if they are extremely unlucky, the Pirates and Raiders. The latter are quick tempered and unpredictable, equally likely to slaughter those they meet, yet may also show the greatest compassion to defeated enemies.

Aeldari sometimes visit human worlds, openly and clandestinely, depending upon their mission and the level of xenophobia on the planet. Their mastery of the Webway - a network of tunnels that extend through warpspace – means that they can often appear on worlds without resorting to using spacecraft. On very rare occasions Rangers and less often, the feared Aeldari warriors, are seen in the depths of the Underhive, on missions undertaken on behalf of their Seers, who guide the Aeldari race.

Armed with superior weapons and equipment and possessing inhuman reflexes they are dangerous foes to those who seek to stop them performing their tasks. Yet the lure of these artifacts can sometimes be enough to provoke a Gang leader to take the risk. Spyrers find them formidable foes worthy of attention, whilst to the Redemption and House Cawdor, they are foul Aliens intent on spreading corruption in the Hive. Ratskins and Scavvies do not take kindly to any invading their territory, though the latter find that they have little meat on them.

The Imperium of Man, represented by House Helmawr do not want unknown aliens trespassing on their planet, especially since this can draw unwanted investigations from the Adeptus Arbites or worse the Inquisition. Agents for the Imperial and Noble Houses within and outside the Merchant's Guild keep a watch for such potential problems. Captured Aeldari often disappear uphive, as slaves, pawns in some larger game, bargaining chips for off-world contact, or simply to be handed over to the Arbites as examples of the efficiency of House Helmawr in apprehending infiltrators.

Files


Houses

  • Aeldari

Gang Attribute

Xenos
  • Xenos

    Xenos are not tolerated on Necromunda, so Aeldari gangs are always Outlaws and can never become Law-abiding. In addition, treat all Aeldari fighters as Non-sanctioned Psykers for the purposes of claiming bounties. However, they cannot be sold immediately when captured without the opportunity for a Rescue Mission.

Fighters & Vehicles

Aeldari

Aeldari Warlock

180¢
Leader · Aeldari
M WS BS S T W I A Ld Cl Wil Int
5" 3+ 3+ 3 4 2 2+ 2 4+ 5+ 4+ 5+
Rules Group Activation (2)Sanctioned PsykerTools of the TradeXenos
Skills None
Psyker No disciplines assigned
Gear Rune armour (Aeldari)Seer runes
Weapons
None

Aeldari Exarch

150¢
Champion · Aeldari
M WS BS S T W I A Ld Cl Wil Int
5" 3+ 3+ 3 4 2 2+ 2 4+ 5+ 4+ 5+
Rules Group Activation (1)Tools of the TradeXenos
Skills None
Gear Exarch armour
Weapons
None

Aeldari Aspect Warrior

70¢
Champion · Aeldari
M WS BS S T W I A Ld Cl Wil Int
5" 4+ 4+ 3 3 1 3+ 1 6+ 6+ 6+ 6+
Rules Tools of the TradeXenos
Skills None
Gear None
Weapons
None

Aeldari Ranger

60¢
Ganger · Aeldari
M WS BS S T W I A Ld Cl Wil Int
5" 4+ 3+ 3 3 1 3+ 1 6+ 6+ 6+ 6+
Rules Xenos
Skills Infiltrate
Gear None
Weapons
None

Aeldari Guardian

50¢
Ganger · Aeldari
M WS BS S T W I A Ld Cl Wil Int
5" 4+ 4+ 3 3 1 3+ 1 7+ 6+ 6+ 6+
Rules Xenos
Skills None
Gear None
Weapons
None

Aeldari Windrider

30¢
Crew · Aeldari
BS Ld Cl Wil Int
4+ 7+ 6+ 6+ 6+
Rules Vehicle CrewXenos
Skills None
Gear None
Weapons
None
Non-gang (Outlaw)

Drukhari Succubus

240¢
Bounty Hunter · Non-gang (Outlaw)
M WS BS S T W I A Ld Cl Wil Int
6" 2+ 2+ 3 4 3 2+ 4 6+ 4+ 5+ 6+
Rules ContemptuousKinstrifeOutlawUninvited Companion“We’ll Get Our Bit…”“You Get What You Pay For”
Skills DodgeInfiltrateHit and Run
Gear Chem-synth
Weapons S L S L Str Ap D Am
Agoniser whip E 2" +1 - - - - -
Entangle, Exotic, Melee, Toxin, Versatile
Splinter pistol 6" 12" +2 - - -2 - 4+
Exotic, Scarce, Sidearm, Silent, Toxin

Special Rules

  • Capture

    Aeldari gangs may take captives and be captured as normal, with the following exceptions.

    When a gang holds an Aeldari captive, they must roll a D6 after each game. On a 1, the Imperial authorities discover the captive and confiscate them. In addition, Roll a D6 and consult the following list

    • 1 - Outlawed: Harbouring enemies of the Imperium is a vile crime. The authorities have discovered the gang’s treachery and will hunt these traitors until the end of their days. The gang becomes and Outlaw gang, if the gang is already outlawed, there is no effect.
    • 2-4 - Suspicion: the gang is the subject of an investigation and cannot gain income from any source during this post-battle sequence.
    • 5-6 - Commendation: The condition in which the xenos scum was held were suitably unpleasant. The authorities begrudgingly respect the gang’s dedication to cruelty. There is no further effect.

    If an Aeldari fighter is captured by a Cawdor gang, they cannot be sold or traded for, instead they will be ritually burned as heretical xenos scum. If the Aeldari gang does not successfully rescue the captured fighter at the first opportunity, the captured fighter suffers a memorable death. Cawdor gangs must still roll on the Harbouring Xenos Captives table as normal.

  • Territory

    Aeldari gangs travel to and from the Underhive via a hidden Webway gate which is their only sure means of communication and aid from their Craftworld.

    In campaigns, instead of starting play with a Settlement, Aeldari gangs start with one randomly determined Territory in which a Webway gate opens. The Webway gate is very important to the gang! If the Aeldari gang completes its Mission whilst holding this Territory, they immediately leave the Underhive via the gate and all their previously held Territories become unoccupied. If an Aeldari gang loses the Territory containing their Webway gate, they must recapture it to leave the Underhive once their Mission is complete.

    Aeldari gangs capture Territories as normal but do not work them to collect income (as either credits or equipment). Instead, Aeldari receive additional equipment and warriors only as long as they control the Webway gate to the Craftworld. Aeldari gangs may still receive credits as normal from other sources.

  • Xenos

    Xenos are not tolerated on Necromunda, so Aeldari gangs are always Outlaws and can never become Law-abiding. In addition, treat all Aeldari fighters as Non-sanctioned Psykers for the purposes of claiming bounties. However, they cannot be sold immediately when captured without the opportunity for a Rescue Mission.

  • Gang Composition (Aeldari)

    Aeldari gangs must always follow these rules:

    • There must be one fighter with the Leader special rule.
    • The total number of fighters with the Gang Fighter (X) special rule in the gang must always be equal to, or higher than, the total number of fighters without the Gang Fighter (X) special rule combined, not counting Hangers-on or Hired Guns.

    Since Aeldari gangs cannot recruit new members like other gangs, they do not need to track gang composition once the gang has been founded.

  • Experience

    The Aeldari are a long-lived race and do not gain experience in the same way as short-lived humans. Being able to live for a thousand years or more means that they are able to pass through many different lifestyles or Paths, each new role does not totally replace those that went before, but adds to the Aeldari's accumulated experience.

    The Aeldari Path was conceived after the Fall as a way of allowing each Aeldari to live within their full emotional and intellectual capacity in a safely controlled and progressive manner. The way that the Aeldari move through life means that they are less likely to advance quickly in Necromundan terms. The 'new' experiences may have already happened to the Aeldari on a previous Path. In addition, the Aeldari are usually fully mature and less prone to sudden physical advances than young human gangers.
    Aeldari generate experience normally. However, before rolling an advancement, roll 2D6 and apply the following modifiers:

    • +1 If wounded in scenario.
    • +2 If wounded/killed a follower of Slaanesh.
    • +4 If wounded/killed a Daemon of Slaanesh or a Drukhari.
    • +1 If carrying a Spirit Stone at end of the Lost Souls scenario.

    If the modified result is 7+, the fighter gains an advancement as normal, otherwise, the fighter does not gain an advancement and cannot advance until the next post-battle sequence.

    If a Warlock rolls an unmodified 2 or 12, roll a further 2D6, if the result is below their Leadership score, they gain a Wyrd Power in addition to normal advancement. If the result is a further unmodified 2 or 12 the Warlock is assailed by Daemons from the and goes into Recovery and does not learn a new Wyrd Power.
    When gaining an advancement a Howling Banshee Aspect Warrior may choose to improve movement instead of determining randomly.

  • Disdainful

    Aeldari hold Mon’keigh technology in haughty disdain and would never debase themselves by using it, since their own technology is superior, if often more fragile. Of course, Guilders and traders are forbidden from owning Alien artifacts, however certain unscrupulous individuals still trade them at a premium. 

    Any Wargear an Aeldari gang purchases must be suitable for use with their xenos physiology. Treat any items of Wargear purchased from the trading as Illegal 5 unless the Illegal rating would normally be higher, in which case, add 2 to the Illegal rating.

  • Death of a Leader (Aeldari)

    The Aeldari are lead into the Underhive by a Warlock and guided in battle by their runic prophesies. Should the Warlock be killed, a new leader will be nominated:

    • If the gang contains an Exarch, they will assume the role.
    • If the gang does not include an Exarch an Aspect Warrior will assume the role followed by Rangers and finally Guardians.
    • If two or more eligible fighters have the same Leadership characteristic, use Advancements as a tie-breaker; if there is still a tie, the controlling player can decide which fighter will become the new gang leader
  • Mission

    The Aeldari do not enter the Underhive unless they have a reason to do so. You should choose why then this particular group of Aeldari have ventured into the depths of the Hive.

    • Assess human genetic stock - Kill or capture one member from each gang participating in the campaign. To assess the material the Aedari must win the scenario in which this happens.
    • Search for a lost artefact - After winning a scenario, roll 2D6, plus an additional 2D6 for each Ranger in the gang. If the result of any 2D6 roll is 12, the Aeldari gang has identified that the defeated gang has unwittingly acquired the artefact. Once the Aeldari gang beats them again, they are able to recover the artefact.
    • Training - The Farseer of their Craftworld has foreseen the need for warriors experienced in fighting humans in the confines of a hive city. Each fighter (including reinforcements from the craftworld) must a gain at least two advancements and the gang must gain a cumulative total of 5D6 advancements.
    • Recovery of Lost Souls - D6+6 Spiritstones have been lost in the Underhive, their spirits cry out to be joined with the Craftworld's Infinity Circuit. The Aeldari gang must recover this many spirit stones via The Lost Souls scenario.

     

    Once the Aeldari have completed their mission, they leave the Hive, their purpose achieved.

  • Ammo

    Whilst an Aeldari gang retains the Territory with their Webway gate, fighters in that gang ignore the Scarce and Exotic trait and treat the Ammo value of their weapons as 4+ unless it would normally be better.

  • Starvation

    If playing an Uprising campaign, Aeldari gangs are not affected by Starvation whilst they control the Territory containing their Webway gate. If they lose this territory, they suffer the effects of Starvation as normal.

  • Petition for Aid

    Aeldari gangs come to the Underhive equipped with what the Farseers believe is required to complete their mission. However, the Farseer may direct additional equipment or warriors to be dispatched. This request is not made unless truly required, as all Aeldari resources, especially their people, are in short supply.

    Whilst the Aeldari gang controls the Territory containing their Webway gate, the leader of the Aeldari gang can petition the Craftworld for aid as a Post-battle Action. Roll 2D6 on the Resources Table, applying the following modifiers.

    • +2 if the victorious in the previous battle.
    • +1 if any spirit stones were recovered in the previous battle.
    • +4 if a follower of Slaanesh was killed or captured in previous battle.
    • -1 the leader of the gang is an Exarch.
    • -2 the leader of the gang is a Ranger, Guardian or Aspect Warrior.

    If the Aeldari gang caused a Drukhari or Daemon of Slaanesh to go Out of Action in the previous battle, they may choose a result from the Resources Table instead of rolling.

    Resources Table

    0-2 - A Guardian or Aspect Warrior can no longer follow the Path of Khaine and after consulting the Runes, the Seer bids them return to the Craftworld. The Aeldari player randomly determines an Guardian or Aspect Warrior who returns home and takes no further part in the campaign.
    3-7 - Nothing can be spared from the Craftworld.
    8 - D6 × 10 worth of equipment may be chosen from Close Combat or Pistols table.
    9 - A single weapon or Wargear item with a maximum value of 3D6 × 10 may be chosen from any Aeldari table.
    10 - A Ranger joins the quest with D6 × 10 of equipment.
    11 - A Guardian joins the quest with D6 × 10 worth of equipment.
    12+ - An Aspect Warrior joins the quest with D6 × 10 worth of equipment.

  • Death of a Leader

    The Aeldari are lead into the Underhive by a Warlock and guided in battle by their runic prophesies.

    Should the Warlock be killed, a new leader will be nominated:

    • If the gang contains an Exarch, they will assume the role.
    • If the gang does not include an Exarch an Aspect Warrior will assume the role followed by Rangers and finally Guardians.
    • If two or more eligible fighters have the same Leadership characteristic, use Advancements as a tie-breaker; if there is still a tie, the controlling player can decide which fighter will become the new gang leader.
  • Contemptuous

    The Succubus loathes the presence of the repugnant Mon'keigh in her presence, especially those who consider her a friend or ally. Once her patience runs out and her contempt and boredom reach a breaking point, she attacks a gang member whilst they're alone. She will take their head as a trophy and leave the rest as a memento for her erstwhile companions. 

    At the end of the post-battle sequence, roll a D6 and add 1 to the result for each battle since the Drukhari Succubus joined the gang and add 4 if the gang lost the previous battle. On a 6+, randomly determine a fighter to be the Succubus' victim. Roll a D6, on a 1-5 the Succubus takes the fighter's head as a trophy and the fighter suffers a Memorable Death. On a 6, the fighter somehow manages to escape but with life-changing injuries. The fighter immediately resolves a Multiple Injuries lasting injury. After the Drukhari Succubus has attacked a fighter in this way, she leaves the gang.

  • Uninvited Companion

    The Drukhari Succubus is not interested in what the cretinous Mon'keigh think of her presence. Once she joins the gang, she will not leave as a result of the “We’ll Get Our Bit…” rule and will only leave the gang as a result of the Contemptuous or Kinstrife rules.

  • Kinstrife

    A Drukhari Succubus may never be part of an Aeldari gang. In addition, if the Drukhari Succubus fights in a scenario against an Aeldari gang, she gains the Frenzy skill for that scenario. If the Aeldari leader goes Out of Action in that scenario, she leaves her current gang at the beginning of the post-battle sequence.


Gear

  • Rune armour (Aeldari)

    Warlocks wear specially constructed hermetically sealed armour spun from wraithbone which, in conjunction with the Warlock’s powers, forms a psychic force field which can deflect even the ravening energies of a lascannon. Rune Armour grants a 6+ save and includes an industrial respirator and photo visor. If the wearer is an Aeldari psyker, Rune Armour also grants 3+ field save and the wearer may choose not to become Prone and Pinned when hit by a ranged attack

  • Exarch armour

    The Exarch wears a suit of psycho-sensitive material which is meshed with the warriors very being. The soulstones mounted on the armour lends the Exarch the combat prowess of their ancestors. Exarch armour grants a 3+ save and includes an industrial respirator and photo goggles. In addition, a fighter wearing exarch armour a fighter is immune to the Blaze and Rad-phage traits and can choose not to become Prone and Pinned when hit by a ranged attack.

  • Ranger armour

    The armour worn by Rangers is a special cameleoline mesh suit with wraithbone carapace plates attached to it to provide enhanced protection, while still maximising ease of movement and the ability to move quietly and undetected. Ranger armour grants a 6+ save. Ranged attacks made against a fighter wearing ranger armour suffer a -1 penalty to hit if the wearer did not move in their previous activation.

  • Seer runes

    Warlocks are very aware of the dangers of using the energy from the Warp and use seer runes to help protect them. Once per battle, the first time a fighter with seer runes suffers Perils of the Warp, roll 2D6, if the result is something other than a 1 or a 12, do not roll on the Perils of the Warp table.

  • Banshee mask

    The Banshee’s distinctive howl is formed by a psycho sonic amplifier, enemies exposed to this suffer almost total paralysis. When a fighter with a Banshee Mask charges, no fighter may target them with Overwatch and must hold his ground, also he does not roll any attack dice in the first round of combat, acts as normal in the second and subsequent rounds – the mask has no effect if the Banshee is charged.

  • Targeter

    Composed of a complex array of sensory and range-finding equipment incorporated into the helm of a Dark Reaper's Aspect Armour and tied directly into their weapon, Dark Reapers are able to target their enemies swiftly and accurately thanks to this equipment. While functionally similar to an Imperial Targeter, the Dark Reaper's version is much superior, allowing them, for example, to accurately hit a fast-moving target with ease or target a weak area. A fighter equipped with a targeter ignores penalties to hit for ranged attacks. If a fighter with a Targeter causes an unsaved injury with a ranged attack, they can reroll a single injury dice, but must accept the second result.

  • Mandiblaster

    Mandiblasters are neurally activated weapons which fire a hail of deadly metallic shards. These shards, while capable of cutting and lacerating flesh, are not particularly powerful alone; they act as a conductor to a follow-up intense laser burst. The laser flashes the slivers of metal into plasma, which can cause significant injury or death. When a fighter with a Mandiblaster charges, before making a fight (basic) action, resolve a S4, AP -1, D1 hit against all enemy fighters within 1". If this causes all enemy fighters within 1" to go Out of Action, and if this fighter did not move its full charge distance, it may continue to move up to this distance and can Engage other enemy fighters, however it may not use this ability more than once per charge.

  • Shimmershield

    A Shimmershield is an advanced Aeldari Force field generator, that is strong enough to protect the wearer and those around them from melee attacks. A fighter equipped with a Shimmershield has a 4+ field save. In addition, any friendly fighters within 3" also have a 4+ field save as long as this fighter is Standing and Active or Standing and Engaged.

  • Gloom field

    Gloom Fields are Aeldari devices which generate a small pool of darkness allowing the bearer to hide in plain sight. Attacks made against a fighter equipped with a Gloom Field always use the Visibility (9") rule unless visibility would usually be less.

  • Jetbike

    A fighter equipped with a jetbike increases their Movement characteristic to 10", ignores all terrain, may move freely between levels without restriction, can never fall, may move over enemy fighters ignoring the 1" rule and gains the Mounted condition. They may not, however, ignore impassable terrain and may not end their movement with their base overlapping an obstacle or within 1" of another fighter’s base. This Wargear cannot be combined with any other Wargear that affects a fighter’s movement. In addition, they may be equipped with Twin-linked Shuriken Cannons, which do not take up weapon slot for the fighter and are considered to be fitted with suspensors:

    • Twin-linked Shuriken Cannons.......................................................................+150 credits

Weapons

S L S L Str Ap D Am AL
Shuriken catapult (25¢) 18"24"+1-4-215+ R11
Exotic, Rapid Fire (1), Scarce
Shuriken pistol (10¢) 6"12"+2-4-215+ R11
Exotic, Rapid Fire (1), Scarce
Fusion gun 6"12"+1-8-434+ R11
Exotic, Melta, Scarce
Ranger long rifle 24"48"-+14-214+ R11
Exotic, Knockback, Scarce
Reaper Launcher
Starshot 24"48"+1-7-326+ R11
Exotic, Unwieldy
Starswarm 24"48"-+15-115+
Blast (3"), Exotic, Unwieldy
Shuriken cannon 20"40"--5-115+ R11
Exotic, Knockback, Unwieldy
Tempest launcher 24"48"-+16-116+ R11
Exotic, Rapid Fire (2), Unwieldy
Witchblade -E-+1S+1-11- R11
Exotic, Force, Melee, Parry
Singing spear E2"-1-S-11- R11
Exotic, Force, Melee, Versatile
Witch staff E2"--S-1- R11
Exotic, Force, Parry, Versatile
Biting blade E1"--S+1-11- R11
Exotic, Melee, Sever, Shred, Versatile
Chainsabres
melee -E--S+1-11- R11
Exotic, Melee, Paired, Parry, Power
ranged 6"12"+1-4-115+
Exotic, Scarce
Scorpion's claw -E--S+3-33- R11
Exotic, Melee, Power, Pulverise
Diresword -E--S+1-21- R11
Exotic, Melee, Power, Sever
Mirrorswords -E--S+1-21- R11
Exotic, Melee, Paired, Parry, Power
Triskele E3"--2S+1-21- R11
Exotic, Melee, Power, Versatile
Executioner E2"-+1S+2-22- R11
Exotic, Melee, Versatile
Agoniser whip E2"+1----- E
Entangle, Exotic, Melee, Toxin, Versatile
Splinter pistol 6"12"+2---2-4+ E
Exotic, Scarce, Sidearm, Silent, Toxin

Weapon Traits

  • Exotic

Weapon Accessories

  • Gyrostatic arm (20¢)

    A weapon fitted with a Gyrostatic Arm feels almost weightless. Ranged attacks made with the weapon always gain the benefit of the Aim (Basic) action.


Activity

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Weapon profile (Splinter pistol)

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Splinter pistol (Weapon)

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