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PLAYING A CRAFTWORLD ELDAR IN ROGUE TRADER AND ALSO RULES FOR RANGERS /tg/ version 0.5B

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Page 1: PLAYING A CRAFTWORLD ELDAR IN ROGUE TRADERsuptg.thisisnotatrueending.com/graveyard/pdfs/24641278/images/... · PLAYING A CRAFTWORLD ELDAR IN ROGUE TRADER ... Talents and the Dark

PLAYING A CRAFTWORLD ELDAR IN ROGUE TRADER

AND ALSO RULES FOR RANGERS /tg/ version 0.5B

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PATH OF THE EXILE Craftworld Eldar rules

Medical Attention All attempts by a non-Eldar character to use the Medicae Skill on an Eldar character of any kind suffer a -10 penalty, though study of xenos physiology, represented by training in Forbidden Lore (Xenos), removes this penalty.

When taking drugs meant for humans, eldar characters (or humans in a reverse situation with eldar drugs) must, in order for the drug to have an effect, take a Challenging (+0) Toughness Test. The GM is left to rule whether success equates to any positive effects or no effect whatsoever, and also whether or not failure causes anything. The GM may decide that drugs unintended for eldar/humans have no effect whatsoever.

Most bionics intended for humans (cortex implants, bionic limbs, etc.) should not function with eldar. The GM may rule on whether or not these integrate with eldar anatomy properly or not.

Alien Appearances When attempting to Disguise himself as a human, a craftworld eldar takes a -30 penalty to any use of the Disguise Skill against the Scrutiny Skill of a member of the race he is impersonating. Arms and Armor Craftworld eldar take no penalties for utilizing human weapon systems, but they do seem very unwieldy to eldar. Additionally, human armor does not fit eldar comfortably.

Common Skills All craftworld eldar characters gain Common Lore (Eldar) (Int), Speak Language (Eldar) (Int), and Charm (Fel). Keen Senses All craftworld eldar characters begin with the Heightened Senses (Sight, Hearing) Talents and the Dark Sight Trait. Matchless Grace All craftworld eldar begin with the Catfall and Sprint Talents and the Unnatural Agility (x2) Trait. Non-Imperial The character suffers a -10 penalty on all Common Lore, Forbidden Lore, and Scholastic Lore Tests relating to the Imperium of Man. Speak Not Unto the Alien The creature suffers a -20 penalty on all Fellowship-based Tests when dealing with humans, and imposes the same penalty on humans. These penalties do not apply when dealing with individuals who have become familiar with them. Finally, the presence of any xenos aboard a human vessel is unsettling for the crew. The continued presence of one or more xenos player characters aboard a ship reduces its Morale by 2.

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Craftworld Eldar Characteristics To determine starting Characteristics, craftworld eldar characters roll 2d10 and apply the following modifiers: Craftworld Eldar Characterstics Characteristic 2d10+ Weapon Skill 25 Ballistic Skill 25 Strength 20 Toughness 20 Agility 30 Intelligence 25 Perception 25 Willpower 30 Fellowship 25 Craftworld eldar characters roll 1d5+1

and add twice their starting Toughness Bonus to the result to determine their starting number of Wounds.

To determine Fate Points, roll a 1d10. On a roll of 1-7, the craftworld eldar has 1 Fate Point. On a roll of 8-10, the craftworld eldar has 2 Fate Points.

All craftworld eldar also begin play with a waystone, a gem of a certain color of the player’s choosing. Upon the death of the eldar character, the waystone traps his soul and becomes his spirit stone. The craftworld eldar can wear this in any fashion imaginable such as in an earing or on a pendant. The character is compelled by nature to keep this stone on his person at all times, and will stop at nothing to retrieve it in the event he loses it.

Path-Walker Choose one of the following options and apply the results to represent previous Paths walked in the craftworlder’s life.

- Path of the Artisan Choose any one of the Performer Skill Groups and gain that as a Basic Trained Skill. Choose either Trade (Armorer) or

(Remembrancer) and gain that as a Basic Trained Skill. Gain the Scholastic Lore (Philosophy) Skill. Gain the Talented (Charm, Performer) Talents. Gain a +5 bonus to Fellowship.

- Path of the Mariner Gain the Command (Fel), Navigation (Stellar) (Int), Pilot (Flyers, Space Craft) (Ag), Scholastic Lore (Astromancy) (Int), Trade (Voidfarer (Ag)) Skills. Gain a +5 bonus to Agility.

- Path of the Seer Gain the Forbidden Lore (Eldar, Psykers, the Warp) (Int), Scholastic Lore (Legend, Numerology) (Int), and Psyniscience (Per) Skills. Gain the Foresight Talent. Gain a +5 bonus to either Intelligence or Willpower.

- Path of the Warrior Gain the Dodge (Ag) Skill. Gain the Ambidextrous Talent. Choose one of the following Talents, as long as you meet any Prerequisites: Blind Fighting, Combat Master, Double Team, Dual Shot, Dual Strike, Hard Target.

SOONER HATED THAN ENSLAVED

The eldar are, as a whole, a proud race – this is one of the few unifying aspects of their collective branches. They universally regard other species as a blight – especially humans, such that “mon’keigh,” their language’s derisive term for aliens, has come to almost exclusively refer to mankind.

A craftworld eldar will almost never subject themselves to the humiliation of Sanctioning. All craftworld eldar characters are unable to access the “Sanctioned Xenos” Elite Advance.

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PATH OF THE OUTCAST: THE RANGER CAREER

“I am filled with a curiosity that Alaitoc cannot satisfy. It is like a hunger growing within me that no sight or sound of this place can sate… “I feel coddled not safe, stifled, not enriched.”

– Aradryan of Alaitoc. The Ranger career is only available to craftworld eldar.

Ranger characters gain the following Skills: Awareness (Per), Climb (S), Concealment (Ag), Disguise (Fel), Silent Move (Ag), Speak Language (Low Gothic) (Int), Tracking (Int).

They also gain the following Talents: Ambidextrous, Basic Weapon Training (Universal), Melee Weapon Training (Universal), Pistol Weapon Training (Universal).

Rangers begin play with a full eldar mesh bodysuit. This is a suit of armor with the following profile:

Eldar mesh bodysuit (All AP 4); Weight - 2 kg.; Availability – Very Rare.

While wearing the distinctive tall helmet the character gains a +20 to all tests to resist the effects of toxic gases, and a +30 to resist overpowering sensory effects such as blind grenades. The helmet also includes the Advanced Helmet Systems modification with both Communications and Preysense effects.

Rangers begin play with one shuriken pistol and 3 clips of ammunition for it. They may choose either a Best-Quality eldar powersword and shuriken catapult with three clips of ammunition or a Ranger long rifle.

The weapons have the following profiles:

†BQ Eldar Power Sword (Melee; 1d10+5 E; Pen 8; Balanced, Power

Field; Wt. 2kg; Near Unique) (+10 to Attack)

†An eldar power sword adds +10 to any Parry attempts by the bearer (with Balanced, this becomes +20 total).

Ranger Long Rifle (Basic; 200m; S/-/-; 1d10+3 E; Pen 2††; Clip 40; Rld Full; Accurate, Customized, Reliable; Wt. 2kg; Unique)

††Ranger long rifles are custom-made for each individual user, resulting in a frighteningly efficient weapon with an incredible ability to focus on a target. When used with the Aim action, the penetration of a long rifle’s next shot is doubled to a maximum of 4. If the wielder Aims as a Full Action, the penetration of the rifle’s next shot is tripled to a maximum of 6. A depleted clip of long rifle ammunition automatically recharges fully over a period of 1d10+10 hours. Alternatively, the character can equip a back-mounted power pack which triples his available ammunition and fully recharges after 1d10+10 hours.

Rangers also begin play with one cameleoline cloak.

Eldar Specialist Rangers count as being trained in use of all weapons of eldar origin. On a Dark Path, Astray Whenever a Ranger spends sufficient XP to rank up, they must make an Ordinary (+10) Willpower Test. In the event of success, nothing occurs. However, if the test is failed, then it must be marked on the Ranger’s sheet. If the Ranger gains three marks (that is, he fails the Test 3 times), he loses himself in the Path of the Exile and descends into eternal wandering as a Pathfinder. See the Pathfinder sub-career for more details.

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ELDAR RANGER CHARACTERISTIC ADVANCES Charcteristic Simple Intermediate Trained Expert Weapon Skill 250 500 750 1,000 Ballistic Skill 100 250 500 750 Strength 250 500 750 1,000 Toughness 500 750 1,000 2,500 Agility 100 250 500 750 Intelligence 250 500 750 1,000 Perception 100 250 500 750 Willpower 250 500 750 1,000 Fellowship 500 750 1,000 2,500

Rank 1 Ranger Advances

Advance Cost Type Prerequisites Acrobatics 200 Skill Awareness 100 Skill Climb 200 Skill Concealment 100 Skill Deceive 100 Skill Disguise 200 Skill Dodge 100 Skill Navigation (Surface) 200 Skill Silent Move 100 Skill Survival 100 Skill Tracking 100 Skill Ambidextrous 200 Talent Basic Weapon Training (Universal) 200 Talent Bloodtracker 500 Talent Hard Target 500 Talent Lightning Reflexes 200 Talent Marksman 200 Talent BS 35 Melee Weapon Training (Universal) 500 Talent Pistol Weapon Training (Universal) 200 Talent Quick Draw 200 Talent

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Rank 2 Ranger Advances Advance Cost Type Prerequisites Awareness +10 100 Skill Awareness Common Lore (Koronus Expanse) 200 Skill Disguise +10 500 Skill Disguise Dodge +10 100 Skill Dodge Forbidden Lore (Xenos) 200 Skill Interrogation 200 Skill Medicae 500 Skill Navigation (Surface) +10 200 Skill Navigation (Surface) Pilot (Flyers) 500 Skill Search 200 Skill Secret Tongue (Rogue Trader) 200 Skill Silent Move +10 100 Skill Silent Move Sleight of Hand 100 Skill Swim 200 Skill Wrangling 500 Skill Deadeye Shot 200 Talent Jaded 200 Talent WP 30 Light Sleeper 200 Talent Per 30 Step Aside 200 Talent Ag 40, Dodge Two-Weapon Wielder (Ranged) 200 Talent BS 35, Ag 35

New Talent: Acclimation (I, II, III) The Ranger is growing accustomed to his new colleagues, and to whatever end, is able to blend in moreso than before. This Talent is taken in three tiers, with the effects of each tier stacking. I. The Ranger’s penalty to Common Lore from Non-Imperial is removed. II. As above, and also the Ranger’s penalty to Disguise from Alien Appearances is reduced to -10. III. As above, and all penalties from Speak Not Unto the Alien are removed.

Rank 3 Ranger Advances Advance Cost Type Prerequisites Acrobatics +10 200 Skill Acrobatics Awareness+20 200 Skill Awareness +10 Concealment +10 100 Skill Concealment Contortionist 100 Skill Demolition 300 Skill Forbidden Lore (Xenos) +10 200 Skill Forbidden Lore (Xenos) +10 Intimidate 200 Skill Logic 200 Skill Medicae +10 500 Skill Medicae Shadowing 100 Skill Tech-Use 400 Skill Tracking +10 200 Skill Tracking Crack Shot 400 Talent BS 40 Foresight 500 Talent Hardy 300 Talent T 40 Leap Up 200 Talent Ag 30 Rapid Reaction 300 Talent Sound Constitution (x2) 300 Talent Sure Strike 400 Talent WS 30 Swift Attack 300 Talent

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Rank 4 Ranger Advances Advance Cost Type Prerequisites Carouse 200 Skill Climb +10 300 Skill Climb Deceive +10 200 Skill Deceive Disguise +10 400 Skill Disguise Dodge +20 200 Interrogation +10 300 Skill Interrogation Navigation (Surface) +20 200 Skill Navigation (Surface) +10 Pilot (Flyer) +10 200 Skill Pilot (Flyer) Scrutiny 200 Skill Search +10 200 Skill Search Survival +10 200 Skill Survival Speak Language (High Gothic) 400 Skill Acclimation I 500 Talent Int 30, Fel 30, eldar Disarm 400 Talent Ag 30 Double Team 300 Talent Mimic 400 Talent Nerves of Steel 500 Talent Paranoia 200 Talent Two-Weapon Wielding (Melee) 400 Talent WS 35, Ag 35 Resistance (Fear) 500 Talent

Rank 5 Ranger Advances Advance Cost Type Prerequisites Chem-Use 300 Skill Concealment +20 200 Skill Concealment +10 Contortionist +10 200 Skill Contortionist Evaluate 300 Skill Logic +10 300 Skill Logic Inquiry 300 Skill Security 300 Skill Shadowing +10 200 Skill Shadowing Silent Move +20 100 Skill Silent Move +10 Swim +10 200 Skill Swim Blind Fighting 400 Talent Per 30 Combat Master 400 Talent WS 30 Dark Soul 300 Talent

Dual Shot 400 Talent Ag 40, Two-Weapon Wielder (Ranged)

Armour of Contempt 300 Talent WP 40 Polyglot 400 Talent Sound Constitution (x2) 400 Talent Talented (Silent Move) 300 Talent Technical Knock 400 Talent Thrown Weapon Training (Universal) 500 Talent

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Rank 6 Ranger Advances Advance Cost Type Prerequisites Acrobatics +20 300 Skill Acrobatics +10 Barter 400 Skill Carouse +10 300 Skill Carouse Command 500 Skill Common Lore (pick any one) (x2) 300 Skill Deceive +20 400 Skill Demolition +10 400 Skill Demolition Disguise +20 400 Skill Disguise +10 Navigation (Stellar) 300 Skill Security +10 300 Skill Security Survival +20 200 Skill Survival +10 Tracking +20 400 Skill Tracking +10 Wrangling +10 500 Skill Wrangling Counter Attack 500 Talent WS 40 Acclimation II 750 Talent Acclimation I, Int 35, Fel 35, eldar Hip Shooting 500 Talent BS 40, Ag 40 Peer (Craftworld Eldar) 300 Talent Fel 30 Sharpshooter 500 Talent BS 40, Deadeye Shot Talented (Concealment) 500 Talent Unarmed Warrior 500 Talent WS 35, Ag 35

Rank 7 Ranger Advances Advance Cost Type Prerequisites Blather +10 400 Skill Blather Chem-Use +10 400 Skill Chem-Use Forbidden Lore (Xenos) +20 200 Skill Forbidden Lore (Xenos) +10 Intimidate +10 400 Skill Intimidate Logic +20 500 Skill Logic +10 Medicae +20 500 Skill Medicae +10 Navigation (Stellar) +10 400 Skill Navigation (Stellar) Scrutiny +10 400 Skill Scrutiny Search +20 200 Skill Search +10 Shadowing +20 300 Skill Shadowing +10 Sleight of Hand +10 200 Skill Sleight of Hand Die Hard 500 Talent WP 40 Dual Strike 500 Talent Ag 40, Two-Weapon Wielder

(Melee) Independent Targeting 300 Talent BS 40 Mighty Shot 400 Talent BS 40 Orthoproxy 500 Talent Rapid Reload 200 Talent Sound Constitution (x2) 500 Talent Talented (Navigation) 500 Talent Wall of Steel 500 Talent Ag 35

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Rank 8 Ranger Advances Advance Cost Type Prerequisites Climb +20 300 Skill Climb +10 Contortionist +20 300 Skill Contortionist +10 Common Lore (pick any one) +10 400 Skill Common Lore (any one) Gamble 300 Skill Intimidate +20 400 Skill Intimidate +10 Navigation (Stellar) +20 400 Skill Navigation (Stealler) Pilot (Space Craft) 400 Skill Security +20 400 Skill Security +10 Scrutiny +20 400 Skill Scrutiny +10 Swim +20 300 Skill Swim +10 Forbidden Lore (Black Library) 400 Skill Acclimation III 1,000 Talent Acclimation II, Int 40, Fel 40, eldar Exotic Weapon Training (choose one) 500 Talent Hard Bargain 500 Talent Hotshot Pilot 750 Talent Any Pilot Skill, Ag 40 Precise Blow 500 Talent Weapon Skill 40, Sure Strike Talented (Contortionist) 500 Talent Talented (Tracking) 500 Talent Talented (Wrangling) 500 Talent Unarmed Master 1,000 Talent WS 45, Ag 40, Unarmed Warrior

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PATHFINDER “Life's a journey. Shame about the destination.”

– The Wastrel’s Stratagem, Act 4, Scene 1.

he rigors of craftworld life and the intensity of the path drive many eldar to seek an escape. The tragedy of these self-exiles then is that they all too-often become

prisoners of their own freedom. A craftworld upbringing makes an eldar by-nature inclined to focus his will onto a certain way of life. In this way, an eldar who first sought escape from the tyranny of the Path instead finds himself caught on it.

The character can now only access Advances described in the Pathfinder Ranks, although he still takes Charateristic Advances from the Ranger Career. This is not an Alternate Career, therefore the character can no longer purchase Advances from the Ranger Career save for any Advances from Ranger ranks 1, 2 and 3. He gains access to two additional tiers of Characteristic Advances (Heroic & Master) (See below) in Ballistics Skill, Agility and Perception, but permanently loses 1d10+5 Fellowship and can no longer improve it.

Becoming a Pathfinder represents a dramatic change in the character’s psyche. He grows much more reclusive and restless, often wandering the halls of the ship, stalking crewmembers for no better purpose than the act itself. The presence of a Pathfinder aboard a vessel causes a -1 to Morale for the duration of his presence. This accumulates with the effects of Speak Not Unto the Alien.

Additionally, other craftworld eldar no longer accept the Pathfinder among their number. He is welcomed aboard craftworlds for a temporary stay to recuperate and tell stories of his time abroad, but he is no longer seen as a member of the community – nor does the Pathfinder generally care to be part of such restrictive entities ever again.

PATHFINDER CHARACTERISTIC ADVANCES

Characteristic Heroic Master

Ballistics Skill 1,000 1,500

Agility 1,000 1,500

Perception 1,000 1,500

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Rank 4 Pathfinder Advances Advance Cost Type Prerequisites Carouse 200 Skill Climb +10 200 Skill Climb Deceive +10 200 Skill Deceive Disguise +10 200 Skill Disguise Dodge +20 100 Skill Disguise +10 Forbidden Lore (Black Library) 400 Skill Navigation (Surface) +20 100 Skill Navigation (Surface) +10 Pilot (Flyer) +10 200 Skill Pilot (Flyer) Scrutiny 200 Skill Search +10 100 Skill Search Silent Move +20 100 Skill Silent Move +10 Survival +10 100 Skill Survival Speak Language (High Gothic) 500 Skill Disarm 400 Talent Ag 30 Meditation 300 Talent Mimic 400 Talent Paranoia 200 Talent Talented (Awareness) 300 Talent Talented (Silent Move) 300 Talent Two-Weapon Wielding (Melee) 400 Talent WS 35, Ag 35

Rank 5 Pathfinder Advances Advance Cost Type Prerequisites Chem-Use 300 Skill Concealment +20 100 Skill Concealment +10 Contortionist +10 100 Skill Contortionist Evaluate 300 Skill Logic +10 100 Skill Logic Inquiry 500 Skill Security 200 Skill Shadowing +10 100 Skill Shadowing Swim +10 200 Skill Swim Blind Fighting 300 Talent Per 30 Combat Master 400 Talent WS 30 Dark Soul 200 Talent

Dual Shot 300 Talent Ag 40, Two-Weapon Wielder (Ranged)

Armour of Contempt 300 Talent WP 40 Hip Shooting 300 Talent BS 40, Ag 40 Lightning Attack 500 Talent Swift Attack Sound Constitution (x2) 400 Talent Talented (Concealment) 300 Talent Technical Knock 400 Talent Thrown Weapon Training (Universal) 500 Talent

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Rank 6 Pathfinder Advances Advance Cost Type Prerequisites Acrobatics +20 200 Skill Acrobatics +10 Barter 300 Skill Carouse +10 300 Skill Carouse Common Lore (pick any one) (x2) 200 Skill Deceive +20 400 Skill Demolition +10 400 Skill Demolition Disguise +20 300 Skill Disguise +10 Navigation (Stellar) 200 Skill Security +10 100 Skill Security Survival +20 100 Skill Survival +10 Tracking +20 200 Skill Tracking +10 Wrangling +10 400 Skill Wrangling Assassin Strike 500 Talent Ag 40, Acrobatics Counter Attack 400 Talent WS 40 Peer (Craftworld Eldar) 400 Talent Fel 30 Rapid Reload 200 Talent Sharpshooter 200 Talent BS 40, Deadeye Shot Talented (Navigation) 500 Talent Talented (Survival) 300 Talent Unarmed Warrior 500 Talent WS 35, Ag 35

Rank 7 Pathfinder Advances Advance Cost Type Prerequisites Blather +10 400 Skill Blather Chem-Use +10 400 Skill Chem-Use Forbidden Lore (Xenos) +20 200 Skill Forbidden Lore (Xenos) +10 Intimidate +10 400 Skill Intimidate Logic +20 300 Skill Logic +10 Medicae +20 500 Skill Medicae +10 Navigation (Stellar) +10 300 Skill Navigation (Stellar) Scrutiny +10 100 Skill Scrutiny Search +20 100 Skill Search +10 Shadowing +20 200 Skill Shadowing +10 Sleight of Hand +10 100 Skill Sleight of Hand Die Hard 500 Talent WP 40 Dual Strike 400 Talent Ag 40, Two-Weapon Wielder

(Melee) Independent Targeting 100 Talent BS 40 Mighty Shot 200 Talent BS 40 Orthoproxy 200 Talent Sound Constitution (x2) 500 Talent Talented (Dodge) 300 Talent Talented (Tracking) 300 Talent Wall of Steel 500 Talent Ag 35

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Rank 8 Pathfinder Advances Advance Cost Type Prerequisites Climb +20 300 Skill Climb +10 Contortionist +20 300 Skill Contortionist +10 Common Lore (pick any one) +10 400 Skill Common Lore (any one) Intimidate +20 400 Skill Intimidate +10 Navigation (Stellar) +20 400 Skill Navigation (Stealler) Pilot (Space Craft) 400 Skill Security +20 200 Skill Security +10 Scrutiny +20 200 Skill Scrutiny +10 Swim +20 300 Skill Swim +10 Forbidden Lore (Black Library) 200 Skill Exotic Weapon Training (choose one) 500 Talent Hard Bargain 500 Talent Hotshot Pilot 750 Talent Any Pilot Skill, Ag 40 Peer (Harlequins) 500 Talent Fel 30 Precise Blow 500 Talent Weapon Skill 40, Sure Strike Talented (Contortionist) 500 Talent Talented (Wrangling) 500 Talent True Grit 500 Talent T 40 Unarmed Master 1,000 Talent WS 45, Ag 40, Unarmed Warrior Unnatural Perception (x2) 500 Trait