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Asuryani - Other Gods: Kurnous, God of the Hunt - Kurnous was the father of the Aeldari race and the companion and consort of Isha. He is often shown in conjunction with hounds, hawks, and other trappings of the hunt. Along with his wife Isha, the goddess of the harvest, he too was imprisoned by Khaine for violating Asuryan's edict against communion between the gods and mortals, an act which helped to unleash the mythical War in Heaven and the battle between Khaine and the smith god Vaul.Gea - Gea was a minor goddess who existed within the ancient Aeldari pantheon. She is notable for being the consort of the twin deities Khaine the Bloody Handed God and Asuryan the Phoenix King.Hoec - Revered amongst the near-invisible assassins known as Pathfinders, the mysterious wandering Aeldari divinity named Hoec is said to be one with the Webway, and has walked the paths between planets since the stars themselves were young.Lileath, Goddess of Dreams (also known as Lilcarth) - Lileath the Maiden was the goddess of dreams and fortune in the Aeldari pantheon.The Cosmic Serpent - In Aeldari myth, the Serpent is the only creature believed to exist in both the material and the psychic universes at the same time. Hence, the Serpent is said to know all secrets past and present. Saim-Hann means "Quest for Enlightenment," for the Aeldari Lexicon word for snake and secret knowledge is identical: "Saim." The Asuryani of Craftworld Saim-Hann bear the world-rune that represents the Serpent as their heraldry, emblazoning it on the cowlings of their jetbikes, grav-tanks and air support.Cobra-God - The Cobra-God is an animistic creature of destruction who does not care who is caught in his wake; he is venerated by the Exodites.Scorpion-God - The Scorpion-God is an animistic spirit of defence, brother of Cobra; he is also an animistic spirit deity venerated by the Exodites.Serpent-God - The Serpent-God is an animistic creature of secrets and wisdom who knows all there is to know in the universe; he is the third major spirit deity venerated by the Exodites.
Asuryani - Relations With Other Races: As with most of the primary factions in the 41st Millennium, the Eldar have no particular love for any of the other major intelligent races in the universe. Though they abhor the Forces of Chaos more than any other since they have lost more than most civilisations to the predations of the Ruinous Powers, they do not particularly desire to share their knowledge or co-exist with their fellow space-faring species. They have been known to trade and have relations with the other Elder Races.
Asuryani - Mankind: Relations between Mankind and the Eldar were not always sour, but perhaps the current state of warfare between the Eldar and the species they derogatorily refer to as the mon-keigh (literally "mammals" in the Eldar Lexicon, though with a derogatory meaning closer to "monkeys" in Low Gothic) could be blamed on the events preceding the Horus Heresy -- most notably, the meeting between Fulgrim, Primarch of the Emperor's Children Legion of Space Marines and the Eldar Farseer Eldrad Ulthran upon the Eldar Maiden World of Tarsus during the Great Crusade. Both leaders had come in peace to discuss the Imperial Compliance of the planet and Fulgrim's willingness to ignore Imperial doctrine on the matter and leave the Eldar's Maiden Worlds unconquered by the Imperium, but the main issue that Eldrad was attempting to pursue was that the Imperial Warmaster Horus had turned to Chaos, and sought to betray the Emperor of Mankind. However, Eldrad was unaware that Fulgrim had already been tainted by contact with the Slaaneshi daemonblade that he had recovered from the world of Laeran, and the supposedly peaceful meeting soon turned into a bloody battle when Ulthran sensed that the Emperor's Children had already been corrupted by She Who Thirsts. Being that Fulgrim was unaware of the existence of a Chaotic taint on himself and his Astartes, or even what Chaos was at the time of their meeting with the aliens, the Ulthwe Eldar's actions were seen as a betrayal and great insult to the offer of friendship and peace that Fulgrim had offered them with the Imperium of Man. Hence, Mankind and the Eldar have been at nearly open war since the days of the Horus Heresy.Though they have had no love for the Imperium of Man, which they view as a brutish, repressive and extraordinarily arrogant government (though in truth no more arrogant than the Eldar themselves were before the Fall) the Eldar typically leave human settlements alone and have fought side-by-side with the Imperial Space Marines and troops of the Imperial Guard on multiple occasions, though they have been known to attack unprovoked for reasons of their own and have used other races as shields against certain threats such as the Orks. In campaigns like the Gothic War and the 13th Black Crusade, both races have been seen working together against their common foe of Chaos. In truth, though neither species will ever truly understand the other, and there are a great many differences between them, they both need the other to survive the terrible threats that face both races and they are both far more alike in their mutual arrogance and disdain for other species than either would be comfortable admitting.
Asuryani - Orks: As the most primitive intelligent starfaring race in the galaxy, the Eldar look down upon the Orks and all of their actions. Essentially a green wrecking ball hurling through space, the Orks destroy and loot every world in their path. This has put them at odds with the Eldar many times. However, due to their limited intelligence, the Orks have often made excellent pawns in Eldar schemes designed to save Eldar lives from another, even more potent threat from the Imperium or the Tyranids.
Asuryani - Chaos: As the first race most predominantly affected by Chaos, the Eldar have devoted all of their resources to battling the forces of Chaos whenever possible. This has made them temporary allies of the Imperium on occasion though such partnerships rarely last beyond the span of a few battles.
Asuryani - Tyranids: The Tyranids are a seemingly unstoppable force in the universe, the origins of which are still unknown. The Eldar have dedicated much of their time and sacrificed many in the fight to stem the spread of the Tyranid Hive Fleets. Though only three major Tyranid incursions have actually occurred, the universe is forever under threat from further Hive Fleet invasions. Billions on all sides were sacrificed in the fight to stem the Tyranid flow, but the Eldar are not above sacrificing entire human worlds in favor of diverting the swarm away from their own Craftworlds.Perhaps the most notable conflict between the Eldar and the Tyranids was the bloody battle between the Craftworld Iyanden and Hive Fleet Kraken, which reduced the massive Eldar cityship to mere remnants of its glory, and which was saved only through the timely intervention of the Pirate Prince Yriel and his Eldritch Raiders.
Asuryani - Necrons: The Eldar have much experience with these dark, evil beings since they were originally created by the Old Ones to aid them in their ancient war with the Necrons. The Eldar have been searching for ways to rid the universe of the foul Necrons for thousands of years. As a relatively recent addition to Warhammer 40,000 lore, the Necrons are a threat to all life in the universe, putting the Eldar in alliance with the Imperium once more against this foe. As usual, such alliances are fleeting and do not last beyond major battles against the Necrons.
Asuryani - Tau Empire: So far, there have been no reports of any major contact between the Eldar Craftworlds and the Tau Empire. However it can be assumed that one of three things would happen should the Eldar and the Tau have more contact: The Tau see the Eldar as a threat to their Empire and the Greater Good, the Eldar Craftworlds come to view Tau expansionism as a threat to their way of life, or the Tau offer the Eldar a place in their Empire, which the Craftworlds would view with outright scorn. As the Eldar ultimately want to re-establish their own interstellar empire, they have no desire to bow to the effectively newborn interstellar civilisation of the Tau. As such, the Tau's hopes for the Eldar would be ill-founded. Finally, the Eldar and the Tau may come into conflict because the Eldar don't believe in the Tau's overriding philosophy of the Greater Good. The Eldar were sailing the stars long before Mankind, never mind the Tau, and have actually physically interacted with their own Gods in the past. The Tau Empire's philosophical belief of the Greater Good would seemingly have little appeal to the far older, more cynical Eldar, most of whom would likely consider Tau ideology to be grossly naive.
Asuryani - Avatar of Khaine: An Avatar of Khaine is the term normally applied to the physical form that the spirit of an Eldar God has managed to possess and animate. This term is most often applied to the physical body possessed by a fragment of the spirit of the Eldar God of War Kaela Mensha Khaine, though the term can actually apply to any divine entity of the Warp that has found some way to take on a corporeal form within realspace. During the Fall of the Eldar, Khaine fought with the newborn Chaos God Slaanesh shortly after "She Who Thirsts" birth, following the destruction of the other Eldar Gods by the newly emergent Prince of Chaos. During the battle, Khaine's essence was shattered and scattered across the universe, ultimately coming to reside in the psychically-reactive Wraithbone hearts of the remaining Eldar Craftworlds. Wherever his essence landed, a wraith artefact was created, allowing future Eldar to be able to summon the spirit of Khaine back into the Materium to defend his race when a Craftworld faces a particularly dire crisis. The Avatar of Khaine is an ancient god incarnate, and his massive form is fearsome to behold. His eyes glow red as bubbles of fiery ichor burst and solidify upon his incandescent skin. Tendrils of acrid smoke and flying cinders enwreathe him like a dark crown, and thick red gore drips from the fingers of his left hand. Clasped in his right hand is the Wailing Doom, the sacred weapon of the Bloody-Handed God. Summoned to war through arcane rituals, the Avatar marches at the forefront of his army, and the Eldar who march in his wake are galvanised by his sheer bloodlust. Their fear and hesitation is burned away in an instant, replaced by an unholy joy in the anticipation of battle, and a murder-thirst that must be slaked. In those precious moments, the Eldar reach the pinnacle of greatness, transformed from survivors to conquerors once more. A cry of pure exultation echoes across the battlefield. It is then that the killing begins.
Asuryani - Autarch: An Autarch is one of those few members of the Eldar species who have mastered many of the Eldar Paths over the centuries, including one or more facets of the Path of the Warrior. They possess a consummate understanding of the art of war and serve as the supreme commanders of an Eldar Craftworld's warhost. This Eldar Path, known as the Path of Command, is pursued by highly skilled individuals who believe martial excellence can be achieved by gaining a wider perspective of battle that allows the Eldar warhost to achieve victory in the most efficient and lethal way possible. When an Eldar leaves an Aspect shrine, he abandons its teachings and disciplines, forsakes its weapons and wargear, and absolutely disassociates himself from it in the pursuit of a completely new Path. Not so the Autarch, whose duty it is to learn about each Aspect in turn so that he might better guide them in defence of the craftworld. To this end, the Autarch will join each of his Craftworld's most prevalent shrines for a time, learning all that he can of the rituals, skills and battle doctrines of that Aspect. Once he has taken the teachings of that shrine into himself, he will leave, though he will first participate in a ceremony with the shrine's Exarch known as the Rhaan Lona, or the Covenant of Wargift. In this secretive rite, a selection of weapons, armour and wargear of the shrine are laid out before the Autarch, from which he chooses a single item to take with him on his ritual journey. The Autarch retains this wargear throughout his life, using it -- and the knowledge that it represents -- for the betterment of his craftworld.The Autarch possesses an unparalleled strategic ability which far outshines an Exarch's obsession with only a singular facet of war. This enables an Autarch to lead a warhost that operates in perfect unison, with each component of the Eldar war machine functioning in perfect synchronicity. It is not only at the aspect of command that an Autarch excels, for they are consummate warriors as well, and often spearhead assaults, fighting an enemy army's leader in personal combat or contemptuously destroying war machines with ease. Autarchs are considered integral parts of Eldar culture due to their versatility and ability to lead the Eldar on the myriad paths of life and death.
Asuryani - Farseer: A Farseer is the most potent and respected form of Eldar psyker or Seer. The Path of the Seer is the most dangerous and convoluted journey of all, for all psykers are intimately connected to that heinous mirror of reality, the Warp. To proceed along the Witch Path without caution would be to invite damnation, for the minions of the Great Enemy lurk within the Warp ready to rend the souls of overambitious Seers. Even when used wisely, the Path itself can claim an adherent for the rest of his life. Just as Eldar who are trapped on the Warrior Path become Exarchs, so Seers who progress too far along their own Path become Farseers. Masters of prediction, the Farseers are the strangest and most visionary of a Craftworld's advisors. Even in battle they can perform their divinations, casting the complex wraithbone runes of the Eldar into the air and interpreting changes as the glowing icons orbit around them. In this way, the Farseers explore the myriad skeins of present and future, studying the consequences of the smallest decision, the better to guide their people to victory. A council of the most powerful Farseers generally governs a Craftworld. Farseers possess a wide diversity of psychic specialities with divination being the most common skill. They are most often known for using their vast psychic powers to see the possibilities of the future to be able to manipulate events to better ensure the survival of the Eldar species in the wake of the Fall. Unsurprisingly, the primary role of the Farseers is to look into the future and try and discern the best path for the Eldar to take. This is done through the casting of Seer Stones, fragments of Wraithbone and other psycho-sensitive materials that react to the convoluted, probabilistic skeins of space-time. By reading the throw of these stones, the Seers can often determine what will be the most beneficial course of action, though it is rare that they can discern true results any great distance into the future. On occasion a powerful Seer will receive a portent of some calamitous event, and be able to steer the Eldar away from disaster and doom.
Asuryani - Warlock: A Warlock is an Eldar Seer or psyker who previously walked the Path of the Warrior as an Aspect Warrior of the Eldar Craftworlds and now uses his potent psychic powers to help lead Eldar warhosts. Perahps because of some hidden mark that Khaine has left on their soul, those Seers who have trained as Aspect Warriors find it easier to develop destructive psychic powers. These individuals become their warrior-seer selves by returning to their old shrines. If his blood sings with the need to fight, a Warlock accepts his mask, and recreates the two-fold division of the mind into self and warrior. Warlocks who lose themselves upon this Path ultimately become Farseers. The most aggressive and warlike of all the potential variants of the Path of the Seer is that of the Warlock. Since Warlocks are Seers who once trod the Path of the Warrior, their previous experience as Aspect Warriors allows them to harness their more destructive impulses when using their psychic powers in combat. In battle, Warlocks often lead from the front, splitting off from their Seer Councils and casting the runes of battle to bolster the warhost and to bring havoc to their enemies. Few can match the arcane might of an Eldar Warlock in the midst of a battle trance, his destructive aura crackling outward to destroy those foes beyond his reach. The ornate helmets worn by Warlocks in the field are kept in the shrines of the Warrior Aspects as a sign of the close link between Warlocks and their former status as Warriors. A Warlock can only attain that status by returning to the Aspect Shrine that he once belonged to and receiving his helmet from the shrine's Exarch as part of the same blood-ritual undergone by Aspect Warriors.
Asuryani - Phoenix Lord: A Phoenix Lord is one of the greatest warriors of the Eldar and the leaders of their particular group of Aspect Warriors. Each Phoenix Lord founded one of the Aspect Shrines of the Eldar, and is the embodiment of that aspect of the Eldar War God Khaine. They have transcended the bounds of normal mortality, in a fashion. The spirit of the original Phoenix Lords was infused into a Spirit Stone within their armour, and merges with the current personality of the wearer of that armour, who is always chosen from among the mightiest of the Exarchs of that particular Aspect Shrine. When the Phoenix Lord falls in combat, another Exarch will don the armour and assume the memories and abilities of the Phoenix Lord. However, many believe that the Phoenix Lords are animated suits of armour possessed by the spirits of the dead Exarchs of that Aspect. This theory, however, is contradicted by the existence of Soul Stone technology, which all Eldar make use of to protect their souls from being consumed by Slaanesh within the Warp when they die.Asurmen - Asurmen, whose name means the Hand of Asuryan, is the first and oldest of the legendary Eldar Phoenix Lord, those most ancient of Exarchs from whom the Aspect Warriors themselves were created and who are the absolute masters of their Aspect's form of combat. Each is a demigod of battle whose legend spans the stars, imbued with supernatural powers that grant them the ability to cheat death. Asurmen himself is the living embodiment of the warrior, just as the Avatar is the incarnation of the Bloody-handed God himself. Asurmen acts as Asuryan's immortal scion since that Eldar God was devoured by Slaanesh during the Fall. Asurmen led his people into exile, abandoning his homeworld in the Eldar empire to the horrors of the Eye of Terror's birth. It was Asurmen who founded the first of the Aspect Shrines, the Shrine of Asur, the forerunner of the Dire Avengers Aspect. Asurmen is the forefather of the Dire Avengers, most noble and vengeful of all the Aspects. Today, this Warrior Aspect is the most common amongst the Eldar, and their shrines are the largest amongst all the Craftworlds.Karandras - Karandras, "the Shadow Hunter," is the Eldar Phoenix Lord of the Striking Scorpions Aspect Warriors. Legends of Karandras the Shadow Hunter tell of one of the most mysterious of all the Phoenix Lords. Unlike his fellow Phoenix Lords, Karandras was not the first of the Exarchs of the Striking Scorpions. It is said that this singular honour belongs to the one that came before him, Arhra, the Father of Scorpions, the most sinister of all the Phoenix Lords. Arhra was lured to darkness and betrayed Asurmen and the other Asurya, the first Phoenix Lords, by bringing daemons into the First Shrine to wage war upon his fellows. Those loyal to Asurmen were defeated and scattered across the stars, but Arhra himself would eventually flee into the Webway, becoming "the Fallen Phoenix who burns with the dark light of Chaos."Jain Zar - Jain Zar, "The Storm of Silence," is the Phoenix Lord and founder of the Eldar's Howling Banshees Aspect Warriors. Jain Zar was the first warrior chosen to serve at the side of the first Phoenix Lord, Asurmen, and the first of her race to become an Exarch, those Eldar who can never leave the path of the Warrior for they can never take off the war mask of Khaine.Fuegan - Fuegan, "the Burning Lance," is the Phoenix Lord of the Fire Dragons Aspect Warriors, who schooled the first of them in the art of war with fire and flame. He learned the arts of war in the Shrine of Asur, under the eyes of Asurmen in the distant time many millennia ago when the first Aspect Warriors of the Eldar were trained. Fuegan was thought lost when the Shrine of Asur was destroyed by Arhra, the Fallen Phoenix. Fuegan disappeared for many centuries, before reappearing during the final battle at Haranshemash, "The World of Blood and Tears" in the Eldar Lexicon, to fight alongside the Eldar. The eventual fate of Fuegan is foretold in the last stanza of the Asuryata, the legend of the Phoenix Lords, known in full only to the Bards of Twilight. This passage says that it will be Fuegan who calls all of the Eldar Phoenix Lords for the Last Battle, the Rhana Dandra, and the Burning Lance will be the last of his brethren to die in that conflict, when the footsteps of Daemon kings and demigods shake the earth, resulting in the final death of the Eldar race, and their Gods alike as the price for the elimination of Chaos within the Immaterium.Baharroth - Baharroth, "the Cry of the Wind," is the Winged Phoenix, the oldest of the Swooping Hawks and the first Exarch of those winged Aspect Warriors. Baharroth is the founder of the Eldar Warrior Path that is represented today by the Swooping Hawks Aspect Shrines. Baharroth is also known for his speed and is said to be the fastest of all the Eldar who have ever lived, a formidable claim that would make him a deadly opponent indeed. Though he moves with the subtlety and grace of a zephyr, he attacks with the force of a hurricane.Maugan Ra - Maugan Ra, "the Harvester of Souls," is the founder and Phoenix Lord of the Eldar's Dark Reaper Aspect Warriors. He was the lone survivor of the once-lost Craftworld of Altansar, which was swallowed by the Eye of Terror five hundred Terran years after the Fall. During the 13th Black Crusade, Maugan Ra led a daring raid into the Eye and rescued the remnants of his long-lost home Craftworld, guiding them out of the Eye of Terror and denying Abaddon the Despoiler his ultimate victory over the Imperium of Man.Irillyth - Irillyth, "the Shade of Twilight," is the Eldar Phoenix Lord of the long-extinct Shadow Spectres Aspect Warriors. Lost for millennia, the Shadow Spectres were long forgotten and Irillyth's Aspect Shrines were abandoned. During the Betalis III Campaign in 894.M41, the Shadow Spectres of the Mymeara Craftworld returned from the mists of legend and managed to recover the armour of Irillyth, giving the Eldar new hope that other portions of their lost patrimony and culture might one day be recovered.
Asuryani - Striking Scorpions: Striking Scorpions are Eldar Aspect Warriors who epitomise the deadly attributes of their namesake, and they are the most skilled of all the close-assault Warrior Aspects on the Eldar Path of the Warrior. They are merciless killers without exception, reveling in the hunt and the kill, using stealth and shadow to cloak themselves from sight until the moment of attack. The Striking Scorpions represent the wrath of the War God Kaela Mensha Khaine, which can fall without warning and with extraordinary savagery upon his foes. The Striking Scorpions are one of the Eldar Warrior Aspects dedicated to close combat, particularly close combat during infiltration missions in which they must first close with the enemy undetected before unleashing their wrath. Many Striking Scorpions are physically more powerful than standard Eldar, and can match their Dark Eldar counterparts for sheer physical power. The signature attack of the Striking Scorpion is made by the weapon pods housed on either side of the warrior's helmet, known as Mandiblasters. These are small, short-ranged laser weapons used to deliver a deadly energy sting in close combat that can be psychically triggered.
Asuryani - Fire Dragons: The Fire Dragons are Eldar Aspect Warriors who seek to embody the writhing, sinewy dragons of Eldar Mythology. No Eldar Aspect Warriors revel more in destruction than those who serve the Shrine of the Fire Dragons. Taking as their totem the fierce, fire-breathing creatures of Eldar legend, they epitomise the brutal, wanton destruction of war. When called to arms their goal is the total annihilation of their foes, to the exclusion of all else. Fire Dragons are aggressive and warlike close combat fighters who utilise heat-based weaponry to destroy enemy armoured vehicles and drive the foe from his fortified strongpoints. They have an unsurpassed mastery of their chosen and highly dangerous weapons, and take savage delight in the devastation they create. For this reason, the Eldar believe that the Fire Dragons are the embodiment of the Eldar War God Kaela Mensha Khaine's penchant for pure destruction. It is said that Fire Dragon Exarchs generate a corona of lambent flame around themselves when the battle lust is upon them.
Asuryani - Howling Banshees: The Howling Banshees are the all-female Eldar Aspect Warriors who specialise in highly mobile melee combat and represent the Eldar War God Khaela Mensha Khaine's ability to instill fear in his foes. The banshee is a harbinger of woe and death in Eldar Mythology. Their cry is said to herald ill fate and can even wrench a soul from its Spirit Stone. It is fitting that these most feared of all the Eldar Aspect Warriors draw their inspiration from this creature. These lightly-equipped warrior-women are fearsome melee combat specialists who draw their inspiration from the unearthly creature with which they share a name. What the Howling Banshees lack in brute strength they make up for with their uncanny and inhuman precision and efficiency. The piercing warcry of these Aspect Warriors has heralded the coming doom of countless enemies of the Eldar people.
Asuryani - Harlequin Troupe: A Harlequin, known in the Eldar Lexicon as a Rillietann, is a member of a very distinct sub-group of the Eldar race that belongs to none of the existing Eldar sub-races, including the Craftworld Eldar, the Exodites or the Dark Eldar. They are the keepers of the Black Library and serve the enigmatic Eldar deity called the Laughing God. They are welcomed by all of the other Eldar factions, including the Dark Eldar of Commorragh and the Webway, and are known for their brightly coloured clothing, incredible agility (even for an Eldar), and use of unusually powerful weapons. Harlequins always organise themselves into groups they call Troupes, which are led by a Troupe Master. The Harlequin lifestyle is very like the life of a roaming mime or troubadour of the medieval times. They wander the Webway and occasionally appear at Eldar settlements: on a Craftworld, on Commorragh, an Exodite Maiden World, or even a human world in the Imperium of Man. They perform frenetic, acrobatic dances for the spectators there which are called Masques. Their artistic works portray the Fall, the legendary decline that destroyed the Eldar empire, the birth of the Chaos God Slaanesh, and many other tales from the long history and ancient mythology of the Eldar people.
Asuryani - Dire Avengers: The Dire Avengers were the first amongst the Aspect Warriors of the Eldar. They represent the Eldar War God Khaela Mensha Khaine in his aspect as the noblest and yet most merciless of warriors. The Dire Avengers show no mercy to their foes and are unwavering in their devotion to their people. These warriors are the least specialised and the most tactically flexible of all the Warrior Aspects, as they serve Eldar armies as elite ranged infantry. The Dire Avengers are also the most common of the Warrior Aspects amongst the Eldar, and their shrines are the largest to be found on all the Craftworlds.
Asuryani - Rangers: Rangers are the scouts of the Eldar Craftworlds, well-trained survivalists and marksmen able to find the eye sockets and neck joints of even the most heavily armoured enemy troops with their Long Rifles. The most skilled of the Eldar Rangers are known as Pathfinders. In order to defeat the constant claim of the Chaos God Slaanesh on their souls, the Craftworld Eldar practice a form of deprivation, narrowing their entire focus onto a single craft, perfecting it and then moving on to another, a system known as the Paths of the Eldar. Many Rangers remain loyal to their Craftworlds and the kin who live upon them even if they do not feel the need to live there, so when the Craftworld goes to war, they almost always provide their aid, offering to conduct reconnaissance of enemy forces and wield their expert marksmanship to harry and cripple enemy forces and eliminate select targets like commanding officers that will cripple the foe's command and control. While some Rangers never return to their Craftworlds, their lives claimed by the alien dangers of some unknown world or consumed by their own passions and ultimate fall into the embrace of Slaanesh, many others do, scarred and finally ready to settle into another Path, their experiences as a Ranger having granted them both a better understanding of themselves and their place in the Eldar society of their Craftworld.
Asuryani - Guardians: Guardians are the militia troops of the Eldar Craftworlds. In times of peace the Guardians pursue their normal civilian roles. All adult Eldar, however, are trained in the arts of warfare and can be called to arms if their Craftworld is threatened. It is a painful irony that, in the Eldar race's endless quest for survival, the very civilians the warhosts fight to protect are all too often forced to take up arms. Every Eldar is trained and ready to fight as a Guardian if need be. In some Craftworlds, Ulthwé foremost amongst them, the Guardians are the most common of all Eldar warriors. As the number of dedicated, professional Eldar troops -- the Aspect Warriors -- in a Craftworld are simply too few to meet all threats, those Eldar dedicated to a civilian path serve as Guardians in battle, forming the bulk of the Eldar armies. Guardians are also called upon to pilot and crew the majority of the Eldar’s many war machines, providing vital armoured support and transportation for the warhost in battle. Guardian forces consist of two main types; the tactically flexible Defenders, and the more assault-oriented Storm Guardians. Both are equipped with Eldar Mesh Armour.
Asuryani - Windrider Jetbike Squad: Those Guardians who pilot Eldar jetbikes into battle are known as Windriders. So carefully wrought are the incredible machines they ride that a skilled pilot can cross leagues in the space of a few heartbeats before shredding his awed foes with the paired shuriken catapults that allow the jetbike its famously deadly rate of fire. The Windriders are rightfully proud of their mastery of flight. Upon the cowling of each jetbike, the heraldry of the craftworld and sometimes the specific Windrider squadron are emblazoned in pride of place. These colours are invariably bold and defiant, for the Windriders have no fear of the foe, for their steeds mock gravity itself.
Asuryani - Shining Spears: The Shining Spears are one of the rarest and most specialised of the Eldar Aspect Warriors. The Shining Spears possess a bright and clear virtue that marks each one out as a warrior hero and a champion of the Eldar race. Eldar mythology is replete with examples of noble heroes at one with their steed and in the Shining Spears, the glories of legend are made manifest once more. In battle, they fight as the Spear of Kaela Mensha Khaine, the invincible weapon of the Eldar God of War that struck like lightning and killed any foe with a single blow. Shining Spears can be distinguished from all of the other Eldar Warrior Aspects for they are the only Aspect Warriors to make use of anti-gravity Jetbikes. The identity of the Shining Spears Aspect's Phoenix Lord Drastanta is not known to Imperial scholars.
Asuryani - Swooping Hawks: The Swooping Hawks are the aerial Aspect Warriors of the Eldar. They wear cunningly constructed anti-gravitic wings that enable them to launch high into the air at a moment's notice. They are able to launch lightning-fast aerial assaults against their foes, cutting them down with the deadly energy weapons known as Lasblasters in a blur of colour. The Swooping Hawks take their name from the wild hunting birds of Eldar Mythology, who symbolise revenge and retribution. Just as these birds of legend contained the spirit of a murdered Eldar, hovering over their killers as a mark of guilt, so too do the Swooping Hawks fly across the battlefield, dealing swift death as retribution to the enemies of the Eldar.
Asuryani - Warp Spiders: The Warp Spiders are Eldar Aspect Warriors who specialise in the use of a personal teleportation device built into their Aspect Armour to make a series of rapid jumps through the Immaterium that make them nearly impossible to target and allow them to attack the enemy suddenly and disappear before he can strike back. Taking their name from the same creatures who protect the Infinity Circuits of their Craftworlds, the Warp Spiders epitomise the concept of an aggressive defence.
Asuryani - Crimson Hunters: The Crimson Hunters are amongst the most unusual of the Eldar Aspect Warriors. Their ritual wargear is not blade or sidearm, but instead a sleek aerial fighter that represents the pinnacle of Eldar aeronautics. These formidable aircraft, known as Nightshade Interceptors, are just as much a part of the Crimson Hunter's battlegear as the Howling Banshees' Power Sword or the Dire Avengers' Shuriken Catapult. Their lethality, however, is measured on a different scale altogether. The Crimson Hunters are few in number, though their Aspect Shrines are becoming ever more widespread amongst the Eldar Craftworlds. These temples to Khaela Mensha Khaine, the Eldar God of War, are unlike any other. They are not buildings or landscapes at all but tunnel-linked collections of transparent atriums that float around the periphery of their Craftworlds like archipelagos at the edge of a vast landmass.
Asuryani - Hemlock Wraithfighters: The Hemlock Wraithfighter is a weapon of utmost terror and is the subject of much controversy among the Craftworlds. To use such a device is to teeter on the brink of atrocity. Only the most dire circumstances could force the Eldar to employ such an abhorrent device, and those who do so have a stain upon their soul that is not easily erased. Yet the Autarchs know that they have little option -- they must use every weapon in their quest for survival. The Hemlock blends the psychic abilities of is Spiritseer pilot with the sinister gestalt energies of the Eldar dead, their co-pilots -- Spirit Stones -- whose psychically reactive wraithbone core functions like a miniature infinity circuit. Each Spiritseer pilot risks being driven slowly insane by the whispering voices within his Hemlock, or, after communing with his co-pilots one too many times, having his spirit forever join the ghosts within the craft and leaving behind nothing more than an empty husk.
Asuryani - Vyper Squadrons: Vyper Squadrons fly the sleek skimmer known as the Vyper Jetbike, fighting in the midst of the Eldar's fearsome Windrider hosts, offering a perfect compromise between the speed of a jetbike and the heavier armament of a grav-tank. A military innovation initially pioneered by the artisans of Saim-Hann, Vypers are two-seater attack craft capable of mounting a variety of heavy weapons. Their relatively small size means that they can travel through all but the thinnest arterials of the Webway, and their prodigious armament enables them to rival many tanks in terms of firepower. Their sheer speed provides more surety against incoming fire than any amound of armour plating -- it is rare for a Vyper squadron to move at anything less than breakneck pace while a battle rages.
Asuryani - Dark Reaper: The Dark Reapers are the most menacing of the Eldar Aspect Warriors. They exemplify the Eldar War God Kaela Mensha Khaine in his aspect as the Destroyer, and their skull-masked costume echoes that of their founder and Phoenix Lord, the "Harvester of Souls," Maugan Ra. Although the Dark Reapers are comparatively slow-moving compared to other Eldar warriors as a result of their heavy armour, this is of little consequence, for their role on the battlefield is to serve as long-ranged heavy weapons fire support for the more mobile Eldar units. They are perhaps the most sinister and lethal of all the Aspect Warriors and their dark armour is adorned with symbols of death and destruction.
Asuryani - Vaul's Wrath Support Batteries: Whilst the artillery of most races can be considered crude and brutal, the Eldar employ support weapon platforms that are as silent as they are lethal. Known to the Eldar as Vaul's Wrath in honour of their smith-god's deadly skills, these large yet graceful war machines are crewed by two experienced Eldar Guardians. Each platform mounts a huge gun with which to slaughter the enemy -- but where the artillery of man or Ork employs blunt explosions and weight of fire, Eldar support weapons utilise a varity of dazzling technology to slay their foes. When Vaul's Wrath support weapons combine their firepower, they hammer the foe just as their namesake hammers the fates of mortal men upon his anvil. The following are the support weapons batteries often employed by the Eldar in battle:D-Cannon - An Eldar Distort Cannon, or D-Cannon, uses the Eldar's advanced knowledge of Warp technology to unleash a miniature sphere of Warp energy onto the battlefield, tearing apart its targets. The weapon emits a low droning noise which builds in pitch until it fires with a high-pitched shriek, spewing a beam of impenetrable blackness towards its target -- a momentary rift between Realspace and the Warp. The target is enmeshed in blackness and wrenched momentarily between warp space and reality. The massive internal distortion this causes tears the target apart, and usually destroys it. D-Cannons are often mounted upon anti-grav platforms or Eldar Titans.Vibro Cannon - A Vibro Cannon is a uniquely Eldar weapon which uses resonant sonic waves to shake its targets apart and fling troops to the ground. A vehicle hit by a Vibro-Cannon shakes violently and may fall apart, troops are thrown to the ground and quiver uncontrollably, and even the ground itself is ripped asunder by shock waves. The weapon can be directed against a specific point on the battlefield, but is forces are transmitted at ground level, and targets between the weapon and its aiming point can be affected. It is as if a huge plow were cutting a mighty furrow deep into the earth, casting aside rocks and soil, and scattering troops and tanks to either side. A particularly frightening aspect of the Vibro-Cannon is revealed when two weapons cross their line of fire over the same target. When this happens the results are often very spectacular as the ground is torn apart explosively. This particular weapon is often mounted upon an anti-grav platform.Shadow Weaver - The Shadow Weaver is a heavy monofilament weapon. It creates a dense monofilament mesh from an organo-polymer compound, which is kept in a liquid state within a magnetic reservoir. This mesh is released through thousands of microscopic firing ducts and woven into a web-like cloud by spinning gravity clamps. When fired, it unleashes a cloud of razor-sharp monofilament wire high into the air, which drifts down onto the enemy, slicing through the flesh and bones of the targets as they struggle to free themselves.
Asuryani - Cobra: The Cobra is an Eldar super-heavy grav-tank that supports Eldar heavy armour assaults. This huge vehicle carries heavy firepower, and is broadly comparable to Imperial Guard super-heavy tanks. The Cobra is an Engine of Vaul, much like it's counterpart, the Scorpion, but re-armed with a large Distortion Cannon (D-Cannon). This weapon is known as a Warp Cannon or Vortex Cannon. There are two versions of the Cobra. Type I has a turret-mounted D-Cannon, while the Type II has a fixed forward firing D-Cannon. The Cobra is designed to find and destroy enemy war machines, as their protective force fields are little defence against the D-Cannon's heinous energies. As with all Eldar vehicles, crew numbers are kept to a minimum. The dwindling civilisation of the Eldar means they must rely upon sophisticated technology and the Wraithbone construction of their vehicles, freeing more warriors from crewman duties to fill the ranks of Guardian and Aspect Warriors squads.
Asuryani - Grav-Tank: Known as "Engines of Vaul", Eldar grav-tanks are immaculate beyond the ken of the lesser races -- aeronautical triumphs that combine ethereal grace with a deceptive lethality. Not for them the ground-churning rumble of Imperial tanks or the oil-drizzling incontinence of the vehicles cobbled together by Ork Mekboyz. Instead, the sleek battle craft of the Eldar guide through the smoke-filled skies, the nimble Falcon as silent as the deadly Fire Prism and the giant Cobra. The only signs of their passage are the blasted bodies left in their wake; regardless of type, they mount weaponry capable of breaking open a battleline.
Asuryani - Falcon: The Falcon is the primary main battle tank of the Eldar. It an anti-gravitic tank that is named for the mythical figure who delivered one of the Swords of Vaul to the hero Eldanesh so he could continue fighting Khaine, the Eldar War God. The Falcon's graceful curved silhouette is a familiar but much dreaded sight to their enemies. The Falcon has a twin role upon the field of battle. It has a passenger compartment enabling it to carry a small squad of infantry to the battle front, or rescue a beleaguered unit when resistance proves too fierce. The Falcon is armed with a Pulse Laser and twin-linked Shuriken Catapults. An additional mount is provided on its turret, capable of accepting almost all heavy weaponry used by the Eldar. It is also fitted with an advanced targeting system to make the best of this armament. However, like most Eldar vehicles, the Falcon has light armor. Its impressive speed compensates for this, as it can cruise at speeds exceeding 800 km/h, and at high altitudes.
Asuryani - Fire Prism: The Fire Prism is an Eldar anti-armour gravity tank based on the design of the Falcon. It replaces the Falcon's infantry-carrying capacity and turret weapons with a massive crystal array, known to Imperial forces as the Prism Cannon. It can fire a dispersed beam that damages targets over a wide area rather than concentrating its fire on a single target but this drastically reduces the weapon's damage. However, two or more Fire Prisms can pool their firepower by combining their Fire Prism beams to geometrically increase their Prism Cannons' firepower. This ability makes Fire Prisms extremely dangerous units when deployed in squadron strength against other armoured vehicles.
Asuryani - Firestorm: The Firestorm is a variant of Eldar Falcon grav-tank. Utilised as the Eldar's standard land-based anti-aircraft defence vehicle, the Firestorm mounts a complex triple-barrelled array of Scatter Lasers in a single-seater turret that fills the sky with streaking laser bolts above an Eldar grav-tank formation. Highly accurate and capable of sustained bursts, the Firestorm is also a potent anti-infantry weapon, particularly effective when used against hordes such as Ork warbands and Tyranid swarms. The Firestorm is also armed with a hull-mounted twin-linked Shuriken Catapults and/or a Shuriken Cannon, and can be further equipped with Vectored Engines, Star Engines, Holo-Fields and Spirit Stones. With a crew of two, the Firestorm retains its troop transport capacity and can assist Eldar attacks by delivering a squad of Aspect Warriors to the battlefield before withdrawing to its usual anti-aircraft role.
Asuryani - Night Spinner: The Night Spinner is an Eldar anti-gravity combat vehicle. It is based on the Eldar Falcon grav tank chassis and is designed to provide indirect mobile fire support to fast-moving Eldar offensives. It is armed with a Shadow Weaver and Shuriken Catapults or a Shuriken Cannon. The Shadow Weaver creates a dense monofilament mesh from an organic polymer compound. The compound is kept in a liquid state within a magnetic reservoir and when released through the thousands of microscopic firing ducts, is woven into a web-like cloud by spinning gravity clamps. The clouds are forces high into the air before they drift down, making them ideal for disrupting an attack and causing the Eldar's enemies to seek shelter. A Night Spinner may also be outfitted with Vectored Engines, Star Engines, Holo-fields and Eldar Spirit Stones.
Asuryani - Scorpion: The Scorpion is an Eldar super-heavy grav-tank utilised exclusively by the Eldar, and is amongst the largest vehicles recorded capable of anti-gravitic movement in the galaxy. Known to the Eldar as one of the Engines of Vaul, it combines sophisticated and powerful weaponry with the grace and speed that have come to be associated with the Eldar's vehicles. Protected by a Holo-Field and armed with twin-linked Pulsars, the Scorpion has earned nicknames like the "Grave-maker" and "Deathsled" from the Imperium's tank crews. The Eldar regard the huge machines of the Imperium or Orks as crude and ungainly when compared with the grace of a Scorpion as it skims into battle.
Asuryani - War Walker Squadron: A War Walker is a one person, lightly armoured, bipedal combat walker used by the Eldar. They are manned by a standard Eldar Guardian. The War Walker plays an essential role for Eldar military forces very similar to that of an Imperial Guard Sentinel. Both are nimble, lightly armoured scouting units, though the War Walker is closer in size to the Wraithlord. War Walker pilots often become emotionally attached to their mounts, and a union of the pilot's mind with their machine ensues. This union is aided by the presence of an Eldar Spirit Stone, containing the spirit of a deceased Eldar that has been melded with the walker. The conjoined minds of the pilot and the individual personality within the Spirit Stone provides a much sharper focus and a deadlier concentration in combat that enhances the mission effectiveness of the walker.
Asuryani - Wraithguard: The Eldar Wraithguard are not living warriors; they are artificial robotic constructs created from the complex psycho-plastic material, crafted by the Eldar of the Craftworlds, known as Wraithbone. Each Wraithguard has a Spirit Stone containing the soul of an elite Eldar warrior that was drawn out of the Infinity Circuit of a Craftworld. Wraithguard are smaller in size than Wraithlords, and carry a weapon known as a Wraithcannon which is a short-range, but potent weapon capable of opening a small rift into the Warp which sucks the target, or pieces of the target, within the Immaterium. When used against infantrymen, the result is invariably fatal. Due to their Wraithbone construction, Wraithguards can suffer damage that would cripple, or even kill, a living Eldar warrior and still continue to fight, making them useful in situations that would be suicide for living soldiers. They see through the Warp using what is known as "Wraithsight" but as the Warp is a tumultuous place, Wraithguards often have trouble discerning the true nature of realspace and so can find themselves blinded and unable to function effectively. Because of this tendency Wraithguard are often led into battle by Warlocks who help to guide them.
Asuryani - Wraithblade: The most feared of all the Wraithguard are usually referred to as Wraithblades -- a few Eldar will speak their true name, Klaivaulch, for fear of inciting the wrath of Khaine. Tradition has it that each craftworld keeps these vengeful constructs apart from other ghost warriors so that the immortal anger that pervades their wraithbone shells does not taint those who might one day attain peace. When the call to war is heard, these beings are awakened by the most gifted Seers. Their spirit stones glow hot as the slow-burning anger of the dead flows through their cores. Once kindled, the wrath that animates their wraithbone bodies becomes an unstoppable fury that can only be quenched in the blood of their foe. Wielding twin ghostswords that leave glowing traces in the air, the Wraithblades cut down their foes with both merciless precision and the great might afforded by their long-limbed forearms.
Asuryani - Wraithlord: A Wraithlord is a lithe but mighty noble robotic combat walker that contains no living warrior; rather, it is merely a robotic shell, a repository of the animating soul of a dead Eldar hero. Wraithlords are graceful but mighty giants that dwarf their Wraithguard cousins. These large constructs are extremely precious to their Eldar Craftworlds and have a supernatural toughness due to being made from the psychically-active substance called wraithbone. Summoned into being by the necromantic processes of the Eldar Spiritseers, only a true hero of the Eldar race has psychic power enough to animate the gigantic wraithbone shell of a Wraithlord.
Asuryani - Wraithknight: Looming ghost warriors many times larger than even the might Wraithlords, the war machines known as Wraithknights are still dextrous enough to run through the ruin of a shattered city, leaping from pillar to spar as their arcane weapons bring oblivion to the enemies of the Eldar. Each carries either a pair of heavy Wraithcannons, their lengthy forms capable of sending their targets straight into the hell-dimension of the Warp; a suncannon, powerful enough to obliterate a platoon of human soldiers in a single blast of roiling plasma; or a great ghostglaive and scattershield with which to engage even the Daemon Lords of Chaos in single combat. Their contoured shells house the spirits of the wakeful dead in much the same way as lesser ghost warriors, though their armoured chests each hold a living Eldar pilot within. These pilots are not normal steersmen such as those at the helm of grav-tanks and Eldar aircraft, but rare and unusual warriors who were each born a twin.
Asuryani - Wave Serpent: The Wave Serpent is an armored personnel carrier based on the same design as the Falcon. It is the standard transport vehicle of the Craftworld Eldar. Armed with twin-linked shuriken catapults and a set of twin-linked heavy weapons, the Wave Serpent is capable of carrying up to twelve Eldar passengers in the expanded passenger compartment. In addition, the prow of the Wave Serpent is protected by an advanced energy shield, reducing the effectiveness of enemy weapons and ordnance.
Asuryani - Craftworld Aeldari Voidships: Craftworld Aeldari voidships, when compared to the massive cruisers and battleships of the Imperium, seem almost fragile. Their voidships lack the thick plating, heavy prows, and bristling towers of Imperial Navy vessels, instead sporting long masts which support the vessel's sail-like solar collectors.Aeldari starships also have a sleeker shape, generally possessing rounded, almost oval hulls, and an "organic" look, although nowhere near the quasi-insectoid appearance of Tyranid vessels.Imperial naval officers sighting Aeldari voidships for the first time often dismiss them as easy prey for Imperial Macrocannons and Lances. Nothing, however, could be further from the truth.The Aeldari are perhaps the most accomplished starfarers in the galaxy. Their ships are significantly more advanced than those of the Imperium, and are equipped with technologies far beyond the abilities of the Adeptus Mechanicus to understand, much less duplicate.The hull of an Aeldari ship is made not from adamantium plating, but from a material called "wraithbone." Molded by Aeldari craftsmen known as Bonesingers, Wraithbone is literally grown into what ever shape is needed, be it armour, weapons, buildings, or kilometres-long voidships.Durable, difficult to damage, and even capable to a certain degree of self-repair, wraithbone is psychically active and on Aeldari starships replaces the Vox units and Cogitators found on Imperial vessels.Wraithbone also manifests innate psychic shielding, partially protecting the vessel (and its crew) against certain manifestations from the Warp.Instead of crude Plasma Drives, the Aeldari use vast solar sails to collect the light of the stars. These sails allow Aeldari ships to move swiftly and securely, and are one of the reasons behind their impressive and unparalleled manoeuvrability.Small spacecraft may only have a single solar sail, while larger voidcraft may have two or three, giving the ships the appearance of winged creatures.Defensively, the Aeldari forego the use of Void Shields and instead rely on their Holo-Fields for protection. A Holo-Field confuses an enemy voidship's targetting sensors by creating multiple "ghost ships" randomly across an area of space.These sensor ghosts mask the actual location of the Aeldari ship. While this means an Aeldari voidship can be nigh-impossible to hit, their lack of Void Shields renders them vulnerable to those shots that do find their target.While immensely sophisticated, even Aeldari construction is not as durable as multi-metre thick adamantium armour layers and thousands of redundant components and replacement crew.
Asuryani - Trivia: The Eldar are a race of fey-like humanoids similar in appearance and culture to the sylvan elves of ancient Terran mythology and literature, and they are the most ancient and technologically advanced of all the intelligent races of the Milky Way Galaxy, with the exception of the Old Ones, and their ancient enemies the Necrons. Their armies usually have the advantages of great mobility, potent psychic abilities and technology that is more advanced than that deployed by the human Imperium. In the sense that Warhammer 40,000 races are generally derived from the earlier Warhammer Fantasy universe, the Eldar are derived from the High Elves of the Warhammer World, except for the Eldar faction known as the Exodites who are the equivalent of the Wood Elves.
Asuryani - Etymology and Inspiration: The name Eldar is drawn from J. R. R. Tolkien's work the Silmarillion, where the hunter Valar Oromë discovers Elves far from the Blessed Realm of Valinor, in Middle-earth.In their own language the Elves were given the name "Eldar" (Quenya for "Star People") by the Valar Oromë, presumably for the fact their birth came in a time before the sun and the moon existed and because the elves have a particular love for the stars. The history of the Eldar in Warhammer 40,000 mimics that of Tolkien's elves, to the point that they are a "dwindling race" in the game universe, as the elves were in Middle-earth's Third Age.The inspiration for the Eldar is heavily drawn from Celtic culture, such as their largely Gaelic-influenced language (similar to the dominant Sindarin Elvish in Tolkien's works which was somewhat based on Welsh), the names of their craftworlds, their iconography and even one of their units, which is called the Howling Banshees.The different Eldar Aspect Warrior paths can be seen as reminiscent of the many different styles of Chinese martial arts (kung fu). The Eldar cultural arrogance is similar to the ethnocentrism displayed by the Chinese of the Ming and Qing Dynasties when they first encountered European cultures that they considered barbaric and inferior. The late nineteenth century Chinese Confucian scholar Gu Hongming, speaking to an Englishman, is quoted as saying "Why, when you lived in caves and clothed yourselves with skins, we were cultured people."The Eldar may also be seen to borrow from Japanese culture to a lesser extent in the appearance of some of their wargear and the use of shuriken-like kinetic ammunition in their most common ranged weapons. The Eldar "Path of the Warrior" can be seen to be akin to the "Way of the Samurai", Bushido.
Asuryani - Sources: Black Crusade: Core Rulebook (RPG), "The Fall of the Eldar," pg. 322Black Crusade: Tome of Excess (RPG), pg. 6Citadel Journal 5, "Eldar (Space Hulk 1st Ed.)", pp. 34-47Citadel Journal 12, "Eldar Exodites: Rules & Conversions", pp. 26-30Citadel Journal 17, "Harlequin", pp. 3-10Citadel Journal 18, "Eldar: The Lightning Assault" & "Behind the Masque: (Eldar) Harlequin Tactics", pp. 3-5, 65-67Citadel Journal 19, "Harlequin Dreadnought: Eldar", pg. 17Citadel Journal 39, "Codex Harlequins: Eldar", pp. 4-13Citadel Journal 44, "Codex Harlequins Update: Eldar", pp. 36-39Codex: Eldar (3rd Edition), pg. 42Codex: Eldar (4th Edition) pp. 14, 16, 20, 50-53, 84-86Codex: Eldar Craftworlds (7th Edition) (Digital Edition), pp. 15-16 ("Warhosts"), 33-37 ("The Doom of the Eldar")Codex: Craftworlds (8th Edition), pp. 6-29, 110-113, 116 (Quote), 122-123Craftworld Iyanden (6th Edition) (Digital Edition), pg. 83Dark Heresy: Creatures Anathema (RPG), pp. 76-85Deathwatch: The Outer Reach (RPG), pg. 64Liber Xenologis: Observations from a Blackstone Fortress (Background Book), pp. 40-43Rogue Trader: Battlefleet Koronus (RPG), pp. 84-85Imperial Armour Aeronautica, pp. 48-56Imperial Armour Apocalypse (2008), pp. 54-64Imperial Armour Apocalypse (2013), pp. 93-101Imperial Armour Apocalypse II, pp. 54-56Imperial Armour Apocalypse Second Edition, pp. 57-68Imperial Armour II - Ork, Eldar & Dark Eldar Vehicles for Warhammer 40,000, pp. 10-20Imperial Armour Tactica Aeronautica, pg. 36Imperial Armour Update 1, pp. 34-37Imperial Armour Update 2, pp. 18-27Imperial Armour Volume Eleven - The Doom of MymeraPlanetstrikePsychic Awakening: Phoenix Rising (8th Edition), pp. 4-9, 76 (Quote)The Art of Warhammer 40,000, pg. 181The Gathering Storm - Part Two - Fracture of Biel-Tan (7th Edition), pp. 4-101Warhammer 40,000 Compilation (1st Edition), pp. 35-77Warhammer 40,000: Rogue Trader (1st Edition)Warhammer 40,000: Rulebook (2nd Edition)Warhammer 40,000: Rulebook (4th Edition)Warhammer 40,000: Rulebook (5th Edition)Warhammer 40,000: Rulebook (6th Edition)White Dwarf 101 (US), "Chapter Approved: Eldar; The Infinity Circuit, The Spirit-Warriors & Eldar Ghost-Warriors", pp. 52-55White Dwarf 105 (US), "Harlequins" by Graeme Davis, pp. 35-46White Dwarf 106 (US), "Harlequins Army List" & "Eldar Jet Bike: Stats", pp. 11-18, 40White Dwarf 107 (US), "Eldar Harlequin Jet Bike: Stats & Background", pg. 15White Dwarf 110 (US), "Eldar - Eldar Phantom Class Titans: Shade & Spectre Variants & Eldar Vehicles", pp. 60-69White Dwarf 124 (US), "Eldar: Jes Goodwin's Sketch Book", pp. 30-33White Dwarf 126 (US), "Knights: Eldar & Human War Machines", pp. 28-45White Dwarf 127 (US), "Eldar" by Rick Priestley, Jes Goodwin, William King & Lindsey D. Le Doux Paton, pp. 13-52White Dwarf 136 (US), "'Eavy Metal: Eldar Guardians", pp. 18-21White Dwarf 138 (US), "Alaitoc Craftworld Eldar Army", pp. 20-29White Dwarf 141 (US), "Alaitoc Craftworld vs. The Blood Angels: Battle Report", pp. 32-45White Dwarf 143 (US), "Stompers!" & "(Eldar) Alaitoc Craftworld vs. The Blood Angels: Battle Report", pp. 12-20, 41-59White Dwarf 144 (US), "Epic Forces: Eldar" & "Titan Data Sheets: Eldar Titans", pp. 24-33, 62-72White Dwarf 147 (US), "Eldar Avatar and War Walker" & "The Eldar Craftworlds Colour Schemes", pp. 9-11, 12-14White Dwarf 159 (US), "Eldar in Tyranid Attack" & "Space Marine & Eldar Scouts", pp. 5-12, 14-17White Dwarf 160 (UK), "The Assault on Barbarius: Battle Report - Imperial Guard vs. Eldar", pp. 20-39White Dwarf 164 (UK), "Doom of the Eldar", pp. 27-32White Dwarf 170 (UK), "Epic Eldar Armies", pp. 39-42White Dwarf 171 (US), "Warp Spider Aspect Warriors: Eldar", pp. 38-41White Dwarf 172 (US), "The Eldar", pp. 5-16White Dwarf 173 (US), "Eldar Pheonix Lords", pp. 6-9White Dwarf 177 (US), "Hold the Line: Battle Report - Eldar vs. Space Wolves", pp. 52-72White Dwarf 186 (UK), "Titan Legions - Eldar Revenant Scout Titans", pp. 37-42White Dwarf 189 (US), "The Great Devourer!: Battle Report - Imperial Guard & Eldar Alliance vs. Tyranids", pp. 46-63White Dwarf 191 (US), "Tyranid Invasion: GW Campaign of Ichar IV Defense by Ultramarines, Imperial Guard and Eldar", pp. 76-81White Dwarf 196 (US), "Civil War: Battle Report - Eldar vs. Eldar", pp. 92-109White Dwarf 207 (US), "Aerial Supremacy: The Eldar Vyper Jetbike" & "A Clash of Patrols: Battle Report - Ultramarines vs. Eldar", pp. 10-17White Dwarf 304 (US), "Index Xenos: Discussing the Eldar of the Biel-Tan Craftworld", pp. 88-91Xenology by Simon Spurrier (Background Book), pp. 25-26Warhammer Community - Grim Dark Corners: The Fall of the Aeldari and the Birth of SlaaneshWarhammer Community - Psychic AwakeningWarhammer 40,000 Website (Faction Icons)
Asuryani Outcasts - Asuryani Outcasts: Asuryani Outcasts, known as Anhrathe in the Aeldari Lexicon, are those rare members of the Aeldari species who have taken up the Path of the Outcast and left their home craftworld to wander the galaxy when they find the rigid Asuryani lifestyle suffocating. Some may even leave the Asuryani Path altogether.Such exile can also occur because these Aeldari have committed some unforgivable crime against their fellow Asuryani, such as walking the Path of Damnation that leads to consumption by the Aeldari's darkest impulses.There are many kinds of Outcast, each with a varying degree of dissociation from their kin. Some craftworlders simply yearn for the undiscovered vistas of open space, and take the road less travelled -- codified among the people of the craftworlds as the Path of the Outcast -- until their wanderlust is sated.The majority of these Outcasts eventually return home to take up a new Path and rejoin their people, bringing with them alien treasures and tales of new worlds, fabulous discoveries, and battles on the edges of the galaxy that help to enrich the broader Asuryani society.Many Asuryani leave the Path entirely, spending Terran years or solar decades in exile. During this time, they must bear the terrible burden of their heightened consciousness without the protection of the rigid self-discipline offered by the Asuryani Path. Their psychically potent and sensitive minds are a beacon to predatory Daemons and in particular to the Great Enemy Slaanesh, so only Aeldari of especially strong character and will can survive for long.These Outcasts leave their craftworlds to carve out lives elsewhere, often wandering the galaxy and visiting the worlds of Humanity or seeking to experience the wild and technologically primitive lives of the Exodites of the Maiden Worlds. These inscrutable nomads are welcome aboard craftworlds only briefly, for their minds are dangerously unguarded and can attract predators from the psychic realms of the Warp.Such Outcasts are also disruptive in another sense, for simply by their presence they can distract young and inexperienced Aeldari from the Asuryani Path, as romantic tales of travel and freedom follow in their wake.The wildest of all Outcasts become Aeldari Corsairs and raiders. They often continue to trade with and visit their home craftworld whilst plundering the starships of Humans, Orks and even other Aeldari. These mavericks may even sometimes hire out their services as mercenaries to alien races, while many a voyage of exploration has turned into a military venture.As home -- and the disciplines of the Asuryani Path -- become increasingly remote, the naturally wild and amoral character of the Aeldari resurfaces. Aeldari pirates are quick-tempered and unpredictable, equally inclined to magnanimity and wanton slaughter, and many of their fleets have become infamous.On occasion, Corsair fleets will join with the ships of a craftworld in response to a common threat, while at other times a craftworld may aid its Corsair -- or, in rare circumstances, even Drukhari -- cousins on a mission of war, all of which adds to the illusion of Mankind that the Aeldari as a whole are little more than a race of piratical raiders and slavers hellbent on indiscriminate slaughter.It is for this reason that so many Asuryani Outcasts are often confused with their Drukhari counterparts.
Asuryani Outcasts - Role: Sometimes the rigid behavioral constraints of the Asuryani Path are intolerable even for an Asuryani raised among that society to bear; such individuals leave their craftworlds and willingly walk the Path of the Outcast, or even leave the Path all together.Many Asuryani spend Terran years or solar decades as Outcasts before they return to the Asuryani Path, though most do eventually feel the need to return to Asuryani society unless they have been forcibly exiled from their former home.Outcasts must bear the terrible burden of their intense Aeldari emotions and psychic abilities without the mental protections offered by the Asuryani lifestyle. Only Asuryani of remarkably strong characters can survive for long as Outcasts.After standard years of adventure and wandering, or sailing the seas of space with the Aeldari pirate fleets, most Asuryani eventually return to the sanctuary of the Asuryani Path and the warm, collective familiarity of the craftworlds.There are many kinds and degrees of Asuryani Outcasts. They can serve as Rangers, the scouts of their craftworlds, well-trained survivalists and marksmen able to find the eye sockets and neck joints of even the most heavily armoured enemy troops with their Long Rifles.The most skilled of the Asuryani Rangers are known as Pathfinders. Others choose to leave their craftworlds and live elsewhere, often wandering the galaxy and visiting the worlds of Mankind or the Exodites.Outcasts are not welcome aboard craftworlds except briefly, for their minds are dangerously unbounded and attract predators from the psychic realms of the Warp.Daemons or other Warp entities can home in on the undisciplined and extremely powerful mind of an Outcast and lodge in the psycho-supportive environment of the craftworld's wraithbone core and Infinity Circuit, threatening the very survival of a craftworld.Outcasts are also disruptive to the highly structured societies of the craftworlds in another sense, for their presence can distract the young and inexperienced from the Asuryani Path through their romantic tales of travel, plunder and freedom.The Outcasts rarely divulge the hardships of their lives or their constant mental struggle to maintain themselves uncorrupted by the darker impulses of the Aeldari nature without the aid of the Asuryani Path.Asuryani Outcasts are extremely pragmatic realists and are often very tough, sinister individuals. In their manner and actions they are often complete opposites of the Craftworld Aeldari.Those Outcasts who walk this path for too long may ultimately be consumed by the Path of Damnation and so begin to be enslaved by the same lust for suffering and death that corrupted both their Drukhari cousins and the ancient Aeldari pleasure cults that led to the Fall of Aeldari civilisation more than 10,000 Terran years ago. More than a few Outcasts have made their way to Commorragh and found a new home among the sadistic folk of the Dark City.Not all who leave their craftworlds become wandering nomads or piratical Aeldari Corsairs. A select few Outcasts hear the laughter of the Aeldari god Cegorach in their dreams, and join the enigmatic Harlequin troupes who travel between the realms of their divided kin as performers and messengers, seeking to keep alive a common Aeldari culture.Many more Outcasts have joined the growing Ynnari movement, flocking to the banner of Yvraine, the prophet of Ynnead, the god of the dead. The elders of the craftworlds have, for the most part, condemned the new faction's radical beliefs as dangerous and misguided, branding those of the Asuryani who turn their backs on the old ways as "the Pathless."
Asuryani Outcasts - Notable Asuryani Outcasts: Relhadhar Antariel - An Aeldari Corsair and famed xenos pirate of the Koronus Expanse, has suffered long years of torment at the hands of first the Kabal of the Splintered Talon and then the Wych Cult of the Withered Blade. Antariel’s shaggy white mane falls around a delicate face usually split by a hateful grin, and his arms are badly scarred from some incident he refuses to mention. The pirate’s solid black eyes are as unreadable as those of any of his kin, but the Hawk makes no effort to conceal the rage that nourishes him. Only by nursing a deep hatred and burning thirst for revenge has Antariel survived, doing whatever it takes to stay alive and one day see the open space of the Koronus Expanse again.Ilistaneth Anturien -The deadliest and most experienced warrior of the Crow Spirits, Ilistaneth Anturien has been directly responsible for more death than almost any other individual within the Expanse. Cold and utterly ruthless, Ilistaneth harbours a profound loathing for all that is not Aeldari and knows joy only in the moment of triumph. Ilistaneth does not question the instructions given to him by his masters; his hatred for the enemies of his kind dwarfs any empathy he might have for the plight of his targets. A master of many weapons and just as many poisons, Ilistaneth is a terrifying adversary to face, and as many foes have died to his blades with a look of dread upon their face, as have perished at a great distance never knowing the cause of their demise. Ilistaneth possesses a vast and bewildering array of armaments and tools. The most astounding is a Holo-Suit—normally worn by the mysterious Aeldari warrior-troubadours known as Harlequins, gifted to him by a troupe of Harlequins as a reward for slaying a target whose fate interfered with their own.Caeluthin Baharrudor, the Stormchaser - The Stormchaser is a legend spoken of fearfully amongst many of the crews that ply the Koronus Expanse, the vicious xenos pirate lord whose fleet emerges to strike vessels caught within the storms and tides of the Warp, attacking when their prey cannot escape, and leaving survivors enough only to whisper his name. The truth is little different. Caeluthin was born to a life of structure and discipline upon the Craftworld of Kaelor, becoming a Mariner and sailing the void for many years before his boredom and wanderlust became too great. Leaving his home in search of something more, Caeluthin became an Outcast, a willing exile from his people for so long as his wanderlust consumed him. Some five centuries later, Caeluthin’s sense of adventure is still strong, and he has risen to become the leader of the Twilight Swords Corsairs, and does not feel he shall ever return to the life he had upon Kaelor. Caeluthin is cunning, but easily bored, and prone to variegated and ever-changing moods. He views humanity with a sense of faint amusement at times, as a man might look at an animal capable of an interesting trick, while in other moods, he deems them little better than vermin, worthy only of annihilation. Overall, he sees humanity as worthless creatures, useless to his plans. This viewpoint conflicts with the guidance of Ela'Ashbel of Craftworld Kaelor, and is the cause of contention as the two sides work together more often. It is possible that the Farseer's council may moderate Caeluthin's views -- or that her preference to use Humanity to further Aeldari goals may have some appeal.Alasiel Belanir - Alasiel Belanir is an Aeldari Corsair consumed by a single drive—revenge. His every waking moment is filled by thoughts of fiery retribution upon those that have wronged him. His very essence is now built upon the need to exact vengeance. But it was not always like this. Alasiel spent his youth, like many Asuryani in the region, drifting between the stars aboard a long-forgotten craftworld, one of the magnificent floating cities constructed by the Asuryani to house their people, last trace of their once great culture. Like a great many Asuryani before him, Alasiel walked numerous paths, learning statecraft, art, and warfare. He bent his talents to mastering each of these disparate fields; he knew the risks in delving too deeply into any one path and strove to maintain balance in all he did. It was a battle he often struggled to win. As he grew, Alasiel found the struggle to remain balanced becoming more and more difficult. Even his meditations amongst the spirit stones of his ancestors could not help him. Afraid of becoming subsumed by one path or another, Alasiel, and a crew of like-minded Asuryani, elected to leave the confines of the craftworld and travel the stars alone. Several centuries ago, Alasiel and his crew returned to the craftworld after an extended voyage into the depths of the Koronus Expanse. He was in good spirits and looked forward to seeing familiar faces and spending time with his ancestors in the gardens. As his vessel exited the webway, he was confronted with a scene of carnage. The blackened structure of the shattered craftworld drifted aimlessly through the void, clouded in debris. Alasiel and his crew left the remains of the craftworld much as they found it, an echoing tomb of former glories. Searching the debris around the wreck, he discovered more evidence of the race that performed this violation. He saw wrecks of vessels that looked familiar, ships belonging to a supremely primitive and unutterably arrogant race called humans. Knowing his prey, Alasiel set off in pursuit of his vengeance. He tracked the attackers across the stars, catching their ships in twos and threes. Wherever he found them, he annihilated them utterly, leaving no trace of their existence. Throughout his campaign, he drew ever closer to his true prize: regaining the lost spirit stones of his craftworld. By chance, he discovered the ships carrying the stones were due to meet up with a larger fleet just beyond the rim of the Screaming Vortex. The vile perpetrators had not fled, but had instead been cut down by another force of humans. Knowing he was too weak to tackle the newcomers alone, he bided his time, shadowing them as they moved away through the Warp. Thinking them nothing more than pirates with little knowledge of the treasures they carried, Alasiel approached the lead ships, offering to pay handsomely for the stones. He was greeted by a counter offer. A pompous and self-important insect calling itself Vir Modren offered to return the stones to Alasiel if he would help him better understand some relics he carried in his hold. With little alternative, Alasiel agreed. The relics turned out to be trophies of the Ruinous Powers, monstrous totems of the ancient evils dwelling beyond the veil. Realising what manner of creature he now dealt with, Alasiel feared for the safety of the stones, but was powerless to move to rescue them. Since that day, Belanir has become trapped by the abhorrent Modren, bound to perform certain tasks for him in return for the continued safety of the stones. Resentment and hatred burn deep in this Aeldari's heart, and given the chance, he will gladly murder Modren and his entire race for the unspeakable crimes they have perpetrated against his people.Ulthyr Ellarion - Among the few Asuryani who traverse the Calixis Sector, none are as infamous as the corsair lord Ulthyr Ellarion. Some say he remains in order to recover a special Soul Stone, precious to him for some personal reason. Others claim that he revels in the thrill of the hunt, and finds Mankind to be most excellent sport. Battlefleet Calixis has pursued Ellarion's elusive ship throughout the Drusus Marches for over four centuries. Though he has been brought to battle more than once, the Asuryani and his vessel have either triumphed or disengaged in every encounter. Merchant vessels, however, have had even worse luck—over a thousand shipments have been raided by Ellarion's piratical crew. A figure of some myth and legend, Ulthyr Ellarion keeps no counsel but his own, striking when and where he wishes with seemingly no regard for the Imperial Navy’s orbital defences or patrols. More than a few Inquisitors of the Ordo Xenos have lost their lives or vanished into the depths of space attempting to confront this alien marauder and end his predations once and for all. A handful of dedicated Radicals, however, seek Ellarion more to learn from him than to slay him, for he has shown he can be bargained with on a number of previous occasions.Garadhûn - A Corsair of the Crow Spirits, Garadhûn serves as the Istaurmen—diplomatic liaison—for his Cruiser Fate’s End. Because of this, he is far more tolerant of humans and other non-Aeldari species than most of his kind. However, the Crow Spirits are renowned for their wanton slaughter of all non-Aeldari they encounter.Ebahn Lauma - The master of the Balestorm Avengers is a being known to his enemies as the Black Prince of Slinnar, and to his wayward kin as Ebahn Lauma, meaning "Night Sky" in the tongue of the Aeldari. Like his underlings, Prince Lauma is an outcast of an unknown Craftworld, and he appears blessed of the skill to unite those of his species that might otherwise fall to the path that leads only to the gates of the Dark City under his banner. While outwardly jocular and bloodthirsty, Prince Lauma is in fact utterly dedicated to the welfare of his Corsairs and entirely uncaring of the fate of those he preys upon.Illic Nightspear - An Asuryani Ranger of Craftworld Alaitoc, and has wandered the Path of the Outcast for thousands of Terran years, striding the skeins of fate and seeking out the unknown paths that span the galaxy. He is known to different Ranger bands by many different titles; the Sentinel of the Stars, the Wayforger, and the Shield of Alaitoc. To Illic, one name is as good as another. Such is Nightspear's knowledge of the Webway that it is said by the Aeldari that he can arrive unheralded upon any planet, stepping through its portals and out across the galaxy with the ease of a man drawing breath. Whilst this is undoubtedly an exaggeration, Illic clearly knows more of the hidden paths than any other living being save the Harlequins themselves. Indeed, some say that he knows too much.Syndilian Shanyr, the Traveller - Among the Asuryani scouts and spies of the Jericho Reach, Syndilian Shanyr is the most mysterious of them all. Originally from the Il-Kaithe craftworld located near the Eye of Terror, Syndilian and others from his people undertook the epic journey through the Maw-Jericho Warp Gate and into the Jericho Reach at the behest of their Farseers. This was a result of what would become known as the Prophecy of the Crooked Path, laid down by the Il-Kaithe Farseers hundreds of Terran years ago, and identifying the role their people would have to play in this region of space. Syndilian Shanyr is an extremely dangerous foe with decades of training and experience in stealth and subversion. It is for this reason that only the tiniest whispers of his presence have ever reached the Imperium, and even the Inquisition has only the vaguest information on him -- little more than a name and some sketchy second-hand reports of a deadly Aeldari assassin. To date, however, Syndilian has yet to be cornered by a Kill-team, and his few brief encounters with other Imperial forces have been brief and very one-sided.
Asuryani Outcasts - Aeldari Corsairs: Aeldari Corsairs are those Asuryani Outcasts who have deliberately chosen to make their living by raiding the commerce of the other star-faring intelligent species of the Milky Way Galaxy, particularly the shipping of the Imperium of Man. They are a constant threat to Imperial merchant shipping, though they lack the ability to face off against a true Imperial Navy battlefleet of any real size.Aware that it was the ineffable power of their own whims and intense desires that brought about the downfall of their species and led to the birth of Slaanesh, the uncorrupted survivors of the Fall of the Aeldari, the Asuryani of the craftworlds, have developed a way to control their own inner natures. Every Asuryani chooses for themselves a discipline which they then make it their purpose to master. It may take many standard years to successfully accomplish this, perhaps more than a single, normal Human lifetime.Each discipline is called a Path, and each Path may necessitate further choices and specialisations. For example, the Path of the Warrior has many Aspects, and whilst all enable the Asuryani to master the skills of combat, each Warrior Aspect brings with it its own special techniques and abilities.Other Asuryani Paths include that of the Bonesinger, as the psycho-technicians of the craftworlds are called, who craft wraithbone and other psycho-plastic materials to fashion the material artefacts of the Aeldari civilisation. There are innumerable Paths, some of which are chosen only rarely, but each offers its followers a complete way of life during the time which they tread upon it.Sometimes the rigid constraints of the Asuryani Path are intolerable even for an Asuryani to bear; such individuals leave their craftworlds and become known as Outcasts. Set free within the universe they are dangerously vulnerable without the rigid mental protection offered by the Path.After many standard years of adventure and wandering, or sailing the seas of space aboard the pirate fleets, most Asuryani eventually return to the sanctuary of the Asuryani Paths. Aeldari pirates are always followers of the Path of the Outcast -- Asuryani who have found their way by ironically turning away from all Paths and abandoning their craftworld.These eldritch wanderers live quite apart from the orderly, disciplined Asuryani of the craftworlds, and form ravenous bands of pirates, corsairs and raiders. As with other outcasts, some of these eventually return to the Asuryani Path, or may retain some ties to their craftworld of origin.However, the willful and unaccountable actions of the Outcasts stand far apart from the carefully scryed and considered actions of the Craftworld Aeldari, and for the most part the Farseers show great reluctance for their own peoples to mix with the wayward and dangerous Outcasts.Outright alliance between fleets acting on the will of a craftworld's Seers and the more volatile, self-serving Aeldari Corsairs is relatively rare, but certainly not unknown. It usually only occurs when a knowledgeable Corsair leader of great influence is present, able to both satisfy the measured desires of the Seers at the same time that he can prove his raw might to the more aggressive Aeldari pirates.Such leaders, like the legendary Prince Yriel of Iyanden, are rare, but the fleets they command are invariably very powerful and capable of giving even the most potent forces of the Imperial Navy substantial opposition.Some Aeldari Corsairs have been known to hire themselves out as mercenary forces for various foolish and often very wealthy Human factions within the Imperium. A fleet of Corsairs can prove to be a powerful force on the battlefield for their patrons.But the fickleness of Aeldari Corsairs is legendary and more than one group of these xenos pirates has been known to suddenly change sides or even turn on their Human patrons after a battle is won to seize a greater share of the rewards. In these situations, the Corsairs' employers usually find their own blood coating the Outcasts' potent blades.
Asuryani Outcasts - Aeldari Corsair Organisation: Corsair Prince - An Aeldari Corsair band is usually led by a member of the ancient Aeldari nobility with the title of prince (or princess) who has chosen the Path of the Outcast. To a Human these Aeldari might seem aloof and arrogant, but the remnants of the lost Aeldari Empire's ancient aristocracy are natural leaders, brilliant tacticians and bold warriors in battle.Blade Sworn Retinue - A Blade Sworn Retinue serves as the personal bodyguard of a Corsair band's prince or princess and is composed of the finest warriors in the band. They accompany their sworn leader wherever he or she goes. The retinue is composed of close kinsmen, bridge officers or Outcasts whose skills have made them infamous enough for their master to seek them out and swear them to his or her service.Void Dreamer - Void Dreamers are the helmsmen and navigators of Corsair starships. They are powerful Aeldari psykers, closely related to Warlocks, but use their powers of divination and prophecy to guide their vessels and protect their crews from the Daemons of the Warp and other dangers.Voidstorm Squad - During raids a Corsair prince will gather hand-picked veteran Corsairs together to form a Voidstorm Squad. Equipped for close-quarters combat, these veterans will be in the thick of the fighting or the first to storm a breach during a boarding action.Corsair Squadron - The rank and file of the Corsair band are its ship crews, led by their Felarch (a rank broadly equivalent to the bosuns of the Imperial Navy). They are lightly equipped for fast raiding, utilising Corsair Jet Packs, Venoms and Falcons for rapid insertion and battlefield mobility. Corsair squads tend to be much more experienced and battle-hardened troops in comparison to Craftworld Guardians.Wasp Assault Walker Squadron - Wasp Assault Walkers are light vehicles that provide Corsair bands with mobile heavy fire support. Corsair bands adapt them for rapid insertion mission alongside the Corsairs, fitting them with jump jets, and jet-supported anti-gravitic systems that enable them to rapidly redeploy where needed as part of a Corsair raid.Corsair Jetbike Squadron - Jetbikes form an important part of Corsair attacks, speeding ahead as scouts or sweeping around enemy flanks to encircle the foe before plunging into the melee with deadly effect.
Asuryani Outcasts - Notable Aeldari Corsair Fleets: Alai Mercenary CorpsAlaitoc Warp HuntersBalestorm Avengers - The Balestorm Avengers are one of the Aeldari Corsair groups operating within the Jericho Reach, though the region is far from the only one they have haunted over the millennia. Since the Reach's Age of Shadow, however, the Avengers have concentrated their efforts in the Outer Reach and even established a number of havens on the outer verges of the Slinnar Drift. Far from using the lambent clouds of the Drift as a place to hide from vengeful enemies, the Avengers appear to be using them as places from which to watch surrounding space. Exactly what these outcast, piratical Aeldari are watching for remains unknown though some of the masters of the Dead Cabal hold that it must surely relate to the accursed Dark Pattern.Black SunsChildren of Thorns - When voidfarers in the Koronus Expanse speak of the fickle and vicious ways of Aeldari Corsairs, their tales most often speak of the Corsairs known as the Children of Thorns. Clad in glossy beetle-black armour, the proud and capricious warriors of the Children of Thorns are merciless in combat and are said to slaughter their enemies to the last once battle is joined. It is said that one is fortunate to hear the keening war cries of the Children of Thorns and live to tell of it. The leader of the Children of Thorns is a female who long ago cast herself from the strictures of the Asuryani Path to lead her Children of Thorns in bloodshed across the Halo Stars. Her true names long ago discarded, she is now simply known as the Mother of the Shadows. When attacking in the void, the night-black ships of the Children of Thorns prize stealth above all tactics. Only once they have ensured complete surprise and a perfect position of attack, they strike with ferocity and precision, crippling their prey and leaving the ship reeling and boarded by screaming, dark, and graceful shapes that kill and kill until there is nothing left alive and the prize is theirs. Despite their terrifying reputation, the Children of Thorns have had dealings with a number of Rogue Traders in the Expanse and have even made compacts with a few or fought as mercenaries for those brave enough to seal such a bargain. It is perhaps these ties that give the Children of Thorns the phenomenally accurate information that allows them to strike at human craft close to the Maw with such accuracy. One or more Rogue Traders have sealed a compact with the Children of Thorns -- one paid for in the blood of their rivals.Crow Spirits - The Crow Spirits are grim, cold killers who seem bent not on piracy but the selective annihilation of humanity within the Koronus Expanse. Clad in glittering armour that shines as if filled with moonlight, they make no sound in battle and are led by witches robed in pale tatters with tall helms of gleaming bone. Their starships are like pale dead things driven by a cold and broken will. Their tattered ethereal sails propel them from the depths of the void to strike at Imperial ships, colonies, and stations in Expanse's Foundling Worlds, Accursed Demesne, and Unbeholden Reaches. Cloaked and unseen until it is too late, the Crow Spirits are borne on a storm within the Warp and realspace that boils and screams with ethereal voices. They destroy and kill with a cold precision -- and then leave, taking no prizes. Who leads these mysterious Corsairs and what their purpose is remains unknown, but some have speculated that they are guarding something, or keeping something from being discovered. At least one Inquisitor of the Ordo Xenos believes that the Crow Spirits have some tie to a notorious Aeldari Corsair in the Calixis Sector -- Ulthyr Ellarion.Eldritch Raiders - The Eldritch Raiders Corsair fleet is commanded by the High Admiral, Prince Yriel. Yriel is an Asuryani Autarch of the Iyanden Craftworld and High Admiral of the Iyanden fleet. Yriel is widely considered to be the greatest Aeldari naval genius to have ever lived. Though Yriel and his Corsairs have officially left their Craftworld of Iyanden to raid Imperial shipping, the Eldritch Raiders still respond to the defense of their Craftworld in times of need.Ellarion's Raiders - This infamous Aeldari Corsair band plagues the Calixis Sector. Led by the Corsair Lord Ulthyr Ellarion, his elusive warship has been pursued throughout the Drusus Marshes Sub-sector by the starships of the Battlefleet Calixis for over four centuries. Though he has been brought to battle more than once, the Aeldari pirate lord and his vessel have either triumphed or successfully disengaged and lost Imperial pursuit in every encounter. Some say he remains in the region in order to recover a special Soul Stone, precious to him for some personal reason. Others claim that he revels in the thrill of the hunt, and finds Mankind to be most excellent sport. Over a thousand Imperial shipments have been raided by Ellarion's Raiders.Golden SquadronMyan Agents of SilenceScarlet CommandSky Raiders - The Sky Raiders was an Aeldari Corsair band that was allied with the two main Aeldari factions from Craftworlds Alaitoc and Mymeara during the full-scale Asuryani retreat from the world of Betalis III in 894.M41 at the end of the Betalis III Campaign. During the massive naval engagement near the Karina Nebula, the Sky Raiders became notorious for the viciousness of their attacks, and later analysis of the remains of their victims was commonly mistaken by less experienced Adepts for attacks more akin to those made by Drukhari hunting cadres. Due to the reputation for ferociousness they gained during the Battle of the Karina Nebula, boarding assaults upon starships belonging to the Sky Raiders were spearheaded by the Astartes drawn from Great Wolf Bran Redmaw's Great Company of Space Wolves. This resulted in very few of the Corsairs onboard the Sky Raiders' vessels surviving the campaign and those ships of the band which did escape were all reported to have been heavily damaged.Sky Serpents - Known as "The Serpent," Duke Traevelliath Sliscus is the infamous Drukhari pirate lord of the Sky Serpents Corsairs. Over thousands of Terran years, Duke Sliscus and his Corsair band's reputation has spread from Alpha Prime to the Omegon Belt. The Duke's trio of flagships, stolen from the Kabals of three humiliated Drukhari Archons, are surrounded by a flotilla of Cruisers and other warships that have flocked to his banner. The Sky Serpents' low-orbit raids continue to plague the the worlds of the rich and privileged across the Imperium, their legend growing with every fresh slaughter.Sunblitz Brotherhood - The Aeldari Corsair band known as the Sunblitz Brotherhood is believed to be aligned with Craftworld Alaitoc. During the battle for the Betalis System, the pilots of the Sunblitz Brotherhood's fleet were ultimately responsible for the destruction of the Watchful Saviour, Betalis III's orbiting defence platform. Later, the Sunblitz Brotherhood temporarily allied with the ships of the Void Dragons Corsair cadre to patrol the inner regions of the Betalis System. Wreckage recovered from the star system after the campaign ended indicates that this alliance proved tenuous at best, as it appears that more than one Sunblitz vessel was damaged by Void Dragons weaponry during that time.Twilight Swords - The Twilight Swords are another Aeldari Corsair group that operates within the Slinnar Drift within the Jericho Reach. Their Corsair lord harbours an abiding hatred for the Corsair lord of the rival Balestorm Avengers, and the two groups have fought a series of bitter wars for no reason that can be ascertained by outsiders to the dispute.Ulthwé Steal Eye ReaversVoid Dragons - One of the most infamous and dangerous bands of Aeldari Corsairs in existence, the Void Dragons operate across the galaxy. The Imperial Navy estimates that they command a fleet in excess of 3,500 warships, and have been encountered in places as far apart as the Cadian Gate, the distant Tau Empire and the Halo Stars. Currently commanded by the haughty Princess Saaraina, the Void Dragons' attacks hold no predictable pattern, and range from ambushes against Chaos raiders near the Eye of Terror, to the mass enslavement of the Imperial penal colony of Vorenz VI, to fighting against the Orks of the empire of Charadon.Void WarriorsXian's Black Raiders
Asuryani Path - Asuryani Path: The Asuryani Path, also once called the Eldar Path or Ai'elethra in the Aeldari Lexicon, is a rigid code of behaviour that every Asuryani submits to in their day-to-day life to protect their souls from the predations of Slaanesh.These behaviour patterns act as a form of physical and psychic protection against the Aeldari's baser nature, and allows an Aeldari to experience their species' incredibly intense emotions without repeating the terrible excesses that led to the cataclysmic Fall of the Aeldari in the past.There are as many different Paths as there are roles in Aeldari society, but the core philosophy is common to all of the Paths.The Craftworld Aeldari developed strict controls over their own inner natures so that what remains of their ancient civilisation will never again fall victim to the thirst of Slaanesh.Every craftworld Asuryani chooses for themselves a discipline that they then make their purpose to master to the exclusion of all else in their life. Each discipline is called a "Path," and each Path may require further choices and specialisations as an Asuryani walks further upon it.Once an Asuryani has mastered one Path, they choose another and in this way creates a toolbox of abilities and skills during the course of their long lifespan over which they have complete control. An Asuryani may travel many different Paths in their life, and the skills they learn in each Path serve to greatly enrich all of their further accomplishments.In this way, the Asuryani avoid temptation and tame their naturally wanton and excessively turbulent natures. To the Asuryani all Paths are strewn with potential dangers, for the Aeldari mind is capable of a depth of emotion and understanding that cannot be described by the simple Human concept of "obsession." Such dangers are similar to psychic traps waiting to catch the unwary upon an Asuryani Path and hold them fast there forever.When an Aeldari's mind becomes so intently focused upon one thing that they are no longer capable of leaving one Path for another, they are said to have been "lost upon the Path." This is a terrible and frightening fate for all Asuryani, as it is an outcome that can befall any of them despite the intense discipline and training they have sought to maintain to keep their minds balanced.In the case of the Path of the Warrior, these individuals are known as Exarchs, and there are other examples of this fate such as the Crystal Seers and the doomed Bards of Twilight.There are a great number of Paths within Asuryani culture, and while some are as rarely trod upon as the Path of the Seer, others are as common as the Path of the Artisan. Each offers its followers a complete and all-encompassing way of life for the time they tread upon it.The Path of the Seer is the most treacherous and complex of them all, but Aeldari who have mastered the less consuming and esoteric Paths are no less respected than their more militant kin. The Artisans are those Asuryani who create and maintain the craftworlds and all the wonders that they contain, calling the masterpieces of aesthetically pleasing form and function into being with the care and skill that a musician might lavish upon their instrument or a warrior upon their blade.It is from the ranks of those Aeldari who walk these "civilian" Paths that the Asuryani Guardians are mustered to defend their craftworlds when needed.
Asuryani Path - History: An Asuryani Path is an extremely rigid, codified and structured social code of behaviour, to which all Aeldari living inside a craftworld must adhere. To understand how the Asuryani have been forced to rely upon such a system of behaviour, one must understand something of the Aeldari psyche. For all the physiological differences between a Human and an Aeldari, they are nothing compared to the mental differences between the two species.The Aeldari are a highly psychic race, and therefore the depth of their emotions and perceptions are much, much keener than those of any other intelligent species in the galaxy. Each experience is for an Aeldari a true feast for the senses, to the extent that a reckless Aeldari can actually die from sensory overload.The extreme gratification the Aeldari receive from any accomplishment inexorably led their ancient interstellar empire into a downward spiral of hedonism and overindulgence marked by the quest for ever more intense sensations. This long period of hedonistic debauchery eventually culminated in the cataclysmic Fall and the birth of the Chaos God Slaanesh, the Prince of Pleasure, known to the Aeldari as "She Who Thirsts."After the horrors of the Fall, the few surviving Aeldari realised that this new major Chaos God would not rest until it had devoured every last Aeldari soul, and that they needed some form of protection to ensure their continued survival.The Drukhari managed to find a way to strengthen their own psyches from Slaanesh's hunger by absorbing the psychic energies produced by pain and despair in other intelligent beings, sacrificing what they steal from others to Slaanesh in order to protect their own souls from being devoured by She Who Thirsts.For their part, the Craftworld Asuryani found their solace in the Paths. Preventing an Aeldari from intensely experiencing their surroundings proved impossible, so the survivors defined a way to be able to experience their emotions without falling prey to the danger of overindulging them. Each Asuryani chooses a discipline, a role they will fulfill in their day-to-day life, and focuses on perfecting their chosen craft as much as they can.The key point of this development is to induce a particular mental state similar to that which Humans might consider schizophrenia in an Aeldari, fragmenting the mind to allow them to call on their emotions while they are busy with their chosen craft, and safely store them away in their mind when they are not.This psychic compartmentalisation allows an Aeldari to call on their emotions and fully experience the heights they can provide when they are needed to maximise their efficiency at their chosen task, but not fall prey to the excesses of feeling that led to the Fall and that attract the unwanted attention of Slaanesh.Once an Asuryani has achieved mastery of their chosen Path, an event that can take many Terran decades, they will choose another Path to tread. There is no predefined choice, and some Asuryani choose new Paths that are closely linked to their previous experiences, while others prefer to switch between completely unrelated roles. Each Asuryani builds their own personal toolbox of different skills and experiences, with each Path trodden making them a more accomplished being.Despite the protection they offer against the eternal thirst of Slaanesh, the Paths are not perfect; a danger still lurks within them, as a Path only allows an Aeldari to control their emotions -- it does not rid them of their passions. Despite all their care, some Asuryani ultimately fail at storing their emotions away, and become consumed by them.Those Asuryani who fail to maintain their psychic equilibrium will gradually transform into a living embodiment of their Path, losing their personality in an all-consuming desire for perfection within its confines. Such unfortunate Asuryani are said to be "lost" on their chosen Path.Despite the dire warnings provided by the history of their people for what happens when rigid mental control is not maintained, some Craftworld Aeldari still find the Paths all too restrictive. Those who cannot bear this burden will leave their craftworld, and become Outcasts, which is itself one of the Paths.These Aeldari are at an enormous risk of being consumed by Slaanesh, so they are viewed with suspicion by their peers, and are often unwelcome amongst their craftworld kin while they remain on the Path of the Outcast.Their unstructured experience is, however, invaluable in certain situations that may be confronted by their home craftworlds, and they often assist their fellow Asuryani as Rangers when war calls and knowledge of the outlying galaxy and its myriad alien races is required.Most Outcasts manage to slake their wanderlust during a couple of solar decades of travel and adventure around the galaxy, and eventually return to the safety of the craftworld and the Paths.For others, the call of this freedom is too strong and they become Aeldari Corsairs, little different from their Drukhari kin in their penchant for raiding the commercial shipping and planetary settlements of the "lesser races" in search of valuables and slaves.As astonishing as it may sound, there have also been instances of Drukhari who, sickened by a constant existence defined only by malice and the infliction of pain and misery on other sentients, have sought out the solace of the Paths amongst their craftworld cousins, giving up what is considered by the Asuryani the "Path of Damnation" for something more constructive.
Asuryani Path - Path of the Warrior: The Aeldari as a race are beset on every side by warfare. The Aeldari would prefer that it were not that way, for Aeldari generations are born all too few and far between, and what remains of the species cannot afford to lose any more of their reduced numbers.Young Aeldari often believe that they can rebuild their lost but once glorious empire with fire and passion, but the Seers know well that what remains of the Aeldari's ancient civilisation is locked in a simple battle for survival.When the Aeldari go to war, they do so as a group of specialists who perfectly complement one another's assigned tactical role in combat. Each unit plays its own part with masterful skill, their abilities combining to produce a true symphony of destruction and careful grace that is distinctively Aeldari. From the most numerous horde to the the mightest enemy war engine, there is an Aeldari squad with the skills and wargear that is perfectly suited to the foe's destruction.Combined with the prescience of the Farseers and the strategic skill of the Autarchs, even a small Aeldari strike force can devastate its opponents before they can muster an effective counter-attack. The Aeldari martial ideal is to slaughter their foes without suffering a single loss of their own, for the usurpers of the galaxy are many and the remaining Aeldari are few; their lives far more precious.They cannot afford to throw away their lives in the reckless manner of the brutish warriors who serve the "lesser races" like the Mon-Keigh and the Orks.
Asuryani Path - Aspect Warriors: The Path of the Warrior teaches the arts of death and destruction. Due to the inherent dark side of the Aeldari psyche, this Path calls to almost all Asuryani at some point in their long lives. Exactly what will draw an Asuryani onto the Path of the Warrior, to put on their "war mask" as the Exarchs say, is uncertain.Perhaps it is the recognition of the innate destructive impulse in the dark side of their psyche that only the ritual training and vicious combat of this Path can purge. In ages past, the Phoenix Lords taught the arts of war to both male and female Aeldari, and as such, Aeldari Aspect Warriors come equally from both genders.As with many of the more complex Paths, the Path of the Warrior is divided into many different specialisations. Each of these is known as a Warrior Aspect, representing a different facet of the Aeldari god of war Khaela Mensha Khaine, and bringing with it unique fighting disciplines, wargear and abilities.The Aspects differ greatly from one another in their methods of warfare, and offer many specialist skills intended to allow them to carry out specific tactical roles on the battlefield. Each Aspect present on a craftworld maintains at least one Aspect Shrine in which its adherents can practice and master their version of the Path of the Warrior.When the Aeldari of a craftworld go to war, the Aspect Warriors fight in the predetermined manner associated since ancient times with their Phoenix Lord and their Aspect Shrine. They have their own warrior garb and wargear, distinctive ritual battle armour and highly individualised weaponry.Their minds and bodies are honed with endless exercise, both physical and spiritual, until they become suffused with the aspect of Khaine that their Aspect Shrine is intended to honour.The Aspect Warriors do not live in the Aspect Shrines, and when they "take off their war masks" they can live in peace within their craftworld. Only the keepers of each Aspect Shrine, the Exarchs, are forced to live within them.Some Aspect Warriors are unique to specific craftworlds. Others are common to almost all of them, including the Fire Dragons, Howling Banshees, Eagle Pilots, Striking Scorpions, Dark Reapers, Dire Avengers, Warp Spiders, Bright Lances, Swooping Hawks, and the most recent to be recovered, the Shadow Spectres.
Asuryani Path - Exarchs: An Aeldari who has become lost upon the Path of the Warrior is called an Exarch. Such a fate does not befall an Aspect Warrior quickly or easily, but the repeated exhilaration of battle can act like a dangerous drug upon a warrior's psyche.Aspect Warriors learn how to control their warrior-selves, putting on and casting aside their "war mask" as they don or discard their ritual Aspect Armour. An Aspect Warrior who becomes an Exarch loses this crucial ability to dissociate themself; to take off their "war mask."This inability has serious consequences because an Exarch's only impulse is to wage war; all other feelings are subordinated to that single, savage desire. The Exarchs are the high priests of Khaine and the keepers of his Aspect Shrines. Exarchs do not leave their shrines except in times of war or high conclave.Even the smallest Aspect Shrines are extensive structures with areas dedicated to training, instruction and the necessary rituals. Each shrine has its own armoury, and its own inner sanctum where the Exarchs administer the rites of war before the altar of the Bloody-Handed God.It is there that the Exarchs recite the battle songs of old and mark their warriors' bodies with runes of blood before they don their battle armour for war. In this way, the Exarchs are the priests and guardians of the Aspect Shrines, as well as armourers and martial instructors who will guide their fellow Asuryani upon the Path of the Warrior.Every Exarch wears an elaborate and often ancient version of the battle armour for their Aspect. This armour boosts their already superhuman combat abilities with ancient and arcane Aeldari wargear, and integrated into their armour are the Spirit Stones that contain the departed souls of all of the armour's previous Exarchs, as a craftworld's Infinity Circuit does not wish to absorb the souls of those who are unable to remove their "war masks."Each Exarch assumes the original sacred name associated with their armour and their own soul mingles with those of all the other Exarchs who have worn it since their Aspect Shrine's inception, becoming a single gestalt personality with memories and experiences stretching back over many millennia of battle.Thus, an Aspect Warrior who suffers the curse of becoming an Exarch is reborn as an ancient warrior hero of their people. Memories and experiences of departed Exarchs merge with the new bearer, and the heroic ideal of that Aspect is reborn once more.An Exarch's weapons are invariably potent and their combat abilities are far more developed than even the already honed warrior skills of their Aspect Warriors.It is the presence of this large pool of Exarch souls and the raw psychic energy that they produce that gives the Exarch Armour and the warrior who wears it their strength, for the two have become indistinguishable, their incredible battle prowess unmatched by any among the Aeldari.
Asuryani Path - Path of the Seer: Seers are essentially the most potent form of Aeldari psykers. They are members of the Aeldari race who have passed through the many different Asuryani Paths, which allows them to master the full power of their minds and thus command their psychic powers without fear of attracting daemons or creating rifts within the Warp when they unleash their abilities in their most potent form.Those that pursue such disciplines are said to walk down the Path of the Seer or the Path of the Witch where they gain proper training and experience in the use of their naturally potent psyker abilities.The development of their powers comes through the use of special Seer Runes that are made of Wraithbone and kept in special bags or cases. These items can be thousands of Terran years old and passed from one Seer to the next with new runes being added by each Seer to use the item.In addition, these Aeldari wear Spirit Stones that hold the souls of dead Seers who serve as spirit-guides who can help their charge master the Path of the Seer whilst protecting them from the dangers of the Warp.These spirits are the ones who gather the power of the Warp and channel it through the runes in order to provide psychic energy to the Seer. Through this manner, both the Spirit Stones and the runes serve essentially as psychic "fuses" that protect the vulnerable Aeldari mind from the great power of the Warp as the Seer channels it to produce various potent effects.Every Seer explores their psychic potential in their own way, with some learning to move objects through telekinetic force and to create living symphonies of shape as well as movement. Others instead use their talents for psychic empathy for healing purposes or to counsel others in psychic pain.The range of abilities open to a Seer is vast and largely dependent on the other roles the Seer has explored and mastered whilst walking the Asuryani Paths. An example of this can be of an individual who lived the life of an Artisan or Bonesinger and then learned to apply their psychic powers to the structuring and arrangement of matter into various edifices needed by their craftworld once they began to walk the Path of the Seer.
Asuryani Path - Farseers: Farseers are the most powerful of the Aeldari psykers who were once Warlocks but have become lost upon the Path of the Seer forever in the same way as the Exarchs are wed forever to the Path of the Warrior.A council of the most powerful Seers generally governs a craftworld. Farseers possess a diversity of psychic specialities with divination being the most common skill. There are two other types of Asuryani Seers: Warlocks and Spiritseers.Warlocks are Seers who follow the Path of the Seer but have not been lost to it, and have previously travelled the Path of the Warrior. They use their powers to assist other Asuryani in battle, shielding them from harm and attacking their enemies. Spiritseers are Seers who specialise in communication with the dead; unsurprisingly they are most prevalent within the Iyanden craftworld and sometimes lead squads of Wraithguard in combat.The role of the Farseer in Asuryani society is to look into the future and try and discern the best course for the Aeldari to take. This is done through the casting of Rune Stones, fragments of wraithbone and other psychosensitive materials that react to the convoluted, probabilistic skeins of space-time.By reading the throw of these stones, the Farseers can often determine what will be the most beneficial course of action, though it is rare that they can discern true results any great distance into the future.On occasion, a powerful Farseer will receive a portent of some calamitous event, and be able to steer the Aeldari away from disaster and doom. With so few Aeldari remaining, the Farseers attempt to preserve every Aeldari life they can.However, this ability to see the future and react upon what is seen has caused the Aeldari to be distrusted by other races. Occasionally, a Farseer will see that by attacking a certain world, fleet or base, Aeldari lives will be somehow saved from a future calamitous event; Aeldari forces will then suddenly attack unannounced, and quickly withdraw as soon as their goal has been accomplished.This, along with the Aeldari tendency to view all other intelligent species as inferior, has led other sentient species to deem them as fickle, aloof and untrustworthy.Also, the most powerful Farseers have even shown the ability to steer future events so that other races fight each other rather than the Aeldari -- one of the greatest examples being when the famed Farseer Eldrad Ulthran of Ulthwé (a craftworld which places greater emphasis on the Path of the Seer) secretly facilitated the rise of an obscure Ork Warlord named Ghazghkull Mag Uruk Thraka, who would eventually become a significant enemy of the Imperium of Man.The Farseers lead in times of war as well as peace. On the battlefield their powers of precognition allow them to foresee the enemy's attacks and movements and warn their comrades against imminent changes on the field of battle.While less capable of foreseeing events in such harried conditions, the Warlocks, especially those who have already spent time as an Aspect Warrior, will often serve as officers in battle, leading units of other Aeldari and helping to coordinate the overall battle, as well as to lend support utilising their considerable psychic powers.As many Farseers age however, their bodies slowly turn into a form of psychically active crystal, a transformation caused by their constant exposure to the chaotic energies of the Warp. When the time has come for this transformation to be completed, they go to the Dome of Crystal Seers that is present within every craftworld and join the crystalline bodies of the Farseers that came before them.
Asuryani Path - Warlocks: A Warlock is an Asuryani Seer or psyker who previously walked the Path of the Warrior as an Aspect Warrior of the Aeldari craftworlds and now uses his potent psychic powers to help lead Asuryani warhosts. Warlocks who lose themselves upon this Path ultimately become Farseers. The most aggressive and warlike of all the potential variants of the Path of the Seer is that of the Warlock.Since Warlocks are Seers who once trod the Path of the Warrior, their previous experience as Aspect Warriors allows them to harness their more destructive impulses when using their psychic powers in combat. The ornate helmets worn by Warlocks in the field are kept in the shrines of the Warrior Aspects as a sign of the close link between Warlocks and their former status as Aspect Warriors.A Warlock can only attain that status by returning to the Aspect Shrine that he once belonged to and receiving his helmet from the shrine's Exarch as part of the same blood-ritual undergone by Aspect Warriors.A Warlock not only learns the use of the psychic runes of war but also how to wield the Witchblade, a powerful Aeldari Force Weapon. Witchblades writhe and twist with living runes of the Aeldari Lexicon that focus the inherent power of the Warlock's mind into destructive psychic energy using a helical psychic matrix that runs through the core of the blade. In the hands of a Warlock, a Witchblade strikes with a devastating burst of psychic force that can incinerate an enemy where he stands.Whenever the Craftworld Aeldari go to war their Warlocks accompany their forces of Aspect Warriors and Guardians. They use their psychic powers both to protect the Aeldari warriors and to wreak havoc among their foes; a thought-wave from a Warlock can instill courage in their comrades or sear the souls of the Aeldari's enemies.Though not as psychically powerful as Farseers, few of the psykers found among the other intelligent species can equal the arcane might of an Aeldari Warlock or match their combat prowess with the power of the Warp.
Asuryani Path - Spiritseers: Those rare Warlocks who specialise in summoning and guiding the spirits of the Asuryani dead that exist within the Infinity Circuits of the craftworlds are known as Spiritseers.Their role in combat is to direct and command the Asuryani Wraithguard and Wraithlord units that are deployed in the more dire military situations faced by the craftworlds' forces.Both of these types of Aeldari units are wraithbone constructs that are animated by a Spirit Stone at their hearts that holds the soul of a dead Aeldari. The use of such units is is seen as little better than engaging in necromancy amongst the majority of the Aeldari, but the practice is tolerated because the Aeldari's low population makes reliance upon their dead a necessity if the species is to survive in its weakened state.Spiritseers' special training has hardened their own souls against the danger of becoming too enthralled by their command over the dead and thus actually becoming a true necromancer. The Wraithguard and the Wraithlord constructs are used only as a last resort by the craftworlds and only when their Farseers believe that they face the direst threat.Spiritseers are more common among the Aeldari of Craftworld Iyanden as this particular craftworld has a very small population and even fewer warriors following the assault upon it in 992.M41 by the Tyranid Hive Fleet Kraken.
Asuryani Path - Path of the Outcast: At times, the rigid constraints of the Asuryani Path prove intolerable even for an Asuryani to bear; such individuals leave their craftworlds behind and become Aeldari Outcasts. Many Asuryani spend many standard years or solar decades as Outcasts before they return to the Asuryani Path, if ever.Outcasts must bear the terrible burden of their heightened Aeldari consciousness and emotions without the psychic protection offered by the discipline of the Asuryani Path.Set free within the galaxy, Outcasts are dangerously vulnerable to all manner of hazards. Their psychically powerful minds are a beacon to Daemons and in particular to She Who Thirsts.Only Aeldari of especially strong willpower can survive for long as Outcasts. After years of adventure and wandering, or sailing the sea of the void aboard the Aeldari Corsair fleets, most Aeldari Outcasts eventually return to the safety and security of the Asuryani Path.There are many different kinds of Aeldari Outcast. They leave their craftworlds and live elsewhere, often wandering the galaxy and visiting the worlds of Mankind or the Exodites. They are welcome aboard other craftworlds only briefly, for their minds are dangerously unbound and can attract predators from the Warp.Daemons and other Warp entities can home in on the mind of an Outcast and then lodge in the psycho-supportive environment that is a craftworld's wraithbone core, perhaps even threatening the Infinity Circuit itself. Outcasts are also disruptive in another way, for their presence can distract the young and inexperienced from the Paths due to their romantic tales of freedom and adventure amongst the stars.Some Aeldari yearn for the undiscovered vista of open space. They join fleets of exploration and disappear into the untravelled reaches of the Labyrinthine Dimension that is the Webway. Most never return, though a lucky few return home laden with alien treasures.They also bring tales of new, alien worlds, extraordinary discoveries and great battles fought at the very edge of the galaxy. It is not unknown for the Humans of the Imperium of Man to come into contact with Outcasts, for these are the only Aeldari a human is likely to meet anywhere in the galaxy that is not a battlefield.The wildest of all the Outcast Aeldari become Corsairs and raiders. They often continue to trade with and visit their home craftworld or the Exodite worlds whilst plundering the vessels of Humans, Orks and even Aeldari of other craftworlds. They may even act as mercenaries, hiring out their services to alien species, while many of their voyages of exploration can soon turn into military ventures in search of a profit.As their homes and the memory of the Asuryani Path become increasingly more distant, the naturally wild and often amoral character of the Aeldari in their natural state can resurface.Aeldari pirates are quick-tempered and unpredictable, equally inclined to benevolence in one moment and bloody slaughter in the next. Corsair fleets such as the Eldritch Raiders, the Steeleye Reavers and the Sunblitz Brotherhood are greatly feared by the people of those star systems they return to plunder again and again.To the ignorant, which usually means Humans, there is little that can be used to distinguish between the Asuryani of the craftworlds, the Corsair fleets of Outcasts and the true Drukhari raiders. All are seen by Mankind as a constant, elusive alien menace that can bring sudden death to the unwary.On occasion, Aeldari Corsair fleets will join with the vessels of a craftworld to defend against a common threat to their species, while at other times a craftworld may aid its Corsair cousins in a mission against alien vessels, all of which adds to the common belief amongst most Humans of the Imperium that the Aeldari as a whole are nothing more than an untrustworthy and feckless race of pirates.The wanderlust that ultimately lurks in the heart of every Aeldari can be expressed in many forms. Some Aeldari of the craftworlds leave for the Exodite worlds, where they live for many Terran years amongst the Exodite tribes, though they are rarely, if ever, fully accepted by their insular hosts. Other Outcasts prefer to become Rangers and travel from world to world to experience all that the wider galaxy has to offer.These Rangers send news of what is occurring in the wider universe back to their home craftworlds whilst they search for the ancient lost treasures of their race and their own spiritual enlightenment. Many of these Aeldari simply lose themselves in the Webway, where they are occasionally discovered by the Harlequins or wash ashore on the deadly banks of the Drukhari's realm of Commorragh, the perilous Dark City.Whatever they may experience or achieve while they are away, an Aeldari Outcast who returns to his craftworld and takes up the Path once more will be welcomed back with open arms as the prodigal son or daughter, all of their sins forgotten as they take up the required disciplines of Asuryani life once more.
Asuryani Path - Known Paths: The Path of the Seer, the Path of the Warrior and the Path of the Outcast are just three of the many Paths to which Asuryani may choose to devote themselves.Some of these other roles are very clearly defined, with their own traditions and behavioural patterns. Others are less structured and offer less guidance to the individual in how best to perfect them.They allow a relative amount of freedom and rely on the inner strength that the Asuryani has already attained during the course of their journey along other Paths.These Paths involve mundane economic roles such as technicians, civil administrators, Bonesingers, colonists, traders, explorers, etc.Regardless of their civilian roles, these Asuryani still take part in battle as Guardians and in other functions as necessary in any military force.Path of Awakening - The Path of Awakening is a Path upon which the Asuryani learn how to closely analyse their surroundings and environments. Those who have mastered this Path can notice things that would seem insignificant or impossible to see, even to a normal Aeldari. The Path of Awakening is the polar opposite of the Path of Dreaming, as it focuses on looking without rather than within. The Path of Awakening is usually a prelude to the pursuit of the Path of the Artisan.Path of the Artisan - The Path of the Artisan is a relatively common Path for an Asuryani. There are many sub-specialisations along the Path of the Artisan, such as the Path of the Poet, the Path of the Musician, the Path of the Sculpter, the Path of the Painter, and so on. Even within each of these minor Paths there are conflicting schools of style, such as the School of Hithrinair, which teaches that the artist should become as much a part of their art as they can be, with its followers often bleaching their skin and marking themselves with stylistic tattoos to show that they have become one with their craft.Path of the Botanist - The Path of the Botanist is a specialised extension of the Path of Service and includes gardeners, farmers and all who concern themselves with tending the enormous quantity of plants living within an Aeldari craftworld, many of them the last surviving species of one of the lost Aeldari homeworlds.Path of Command - The Path of Command is for those Asuryani with a passion for military command and the desire to develop complex military strategy and grand strategy. Its members are the Autarchs who tread this Path to better command larger forces of Asuryani warriors and who lead the entire military forces of their craftworld when a threat makes itself known. Before an Asuryani can tread the Path of Command, he or she is expected to have completed several other Paths already, including at least once the Path of the Warrior.Path of Damnation - Little is known of the Path of Damnation other than that it exists, and the Asuryani refuse to speak about it amongst themselves and certainly not with outsiders. What is known is that the Craftworld Aeldari believe that their malevolent Drukhari cousins chose to walk this Path after the Fall, unwittingly or not. It can be surmised that the Path of Damnation allows an Aeldari to benefit from the same psychically protective benefits of the other Asuryani Paths, but instead of pursuing a productive discipline, they absorb the psychic energies generated by inducing pain and torment in other sentient beings. By feeding on this energy they can prevent their own soul from being consumed by Slaanesh and maintain their physical vigour unimpeded indefinitely, but the price is nothing less than damnation, a pursuit of the same course of hedonistic and sadistic excess that destroyed the original Aeldari civilisation and led to the Fall.Path of the Dreamer - The Path of the Dreamer is a meditative path undertaken by many Asuryani in which the Aeldari learns to control and direct their dreams. An Asuryani Dreamer can stay entranced within their own directed dreamscapes for solar days at a time. During these dreams it is usual for another Asuryani Dreamer who is more expert at this path to act as a "Dream Watcher," to ensure that the Dreamer does not starve by remaining in their dreamscape for too long a period.Path of Grief - The Path of Grief is a Path in which one grieves for the death and suffering at Aeldari remembrance services and funerals, essentially transforming the Asuryani into what other cultures would consider a professional mourner. This Path allows the other Asuryani to remember their lost loved one or friend without succumbing to the potentially violent and all-consuming emotions that would be in violation of the entire philosophy of the Asuryani Path and tempt the wrath of She-Who-Thirsts.Path of the Healer - The Path of the Healer is pursued by those Asuryani who find spiritual satisfaction in bringing living things back to full wellness. Asuryani Healers include all physicians, surgeons and what Humans might consider biomedical researchers.Path of the Mariner - Those Asuryani who embark upon the Path of the Mariner serve as the crewmen and officers of their home craftworld's fleet of starships. Those who seek this Path out often wish to see the sights of the galaxy and also seek inner peace after a period in which they have felt lost. The Path of the Mariner is also known as the Path of the Steersman.Path of the Outcast - The Path of the Outcast is the Path, paradoxically, of those Aeldari who abandon the disciplined life of the Asuryani Path. Those who desert the Asuryani Path are known as Outcasts on the craftworlds. The intensely potent and volatile Aeldari mind sometimes rebels against the highly structured delineation of achievement which the Asuryani Paths offer. Without the protection of the Asuryani Paths an individual is likely to eventually succumb to self-destructive urges. The worst fate of all for an Outcast is to fall to the Path of Damnation, but no Asuryani will speak of this aberration and so almost nothing is known about it save that they believe it is the Path walked, unknowingly or not, by their Drukhari kin. Sometimes young, inexperienced or disgraced Asuryani leave their craftworlds to wander among the stars. Most of the time such Outcasts become Rangers. Some eventually return to their craftworlds and to the safety of the Paths. Those who are unable to return, for one reason or another, perhaps because they become lost upon the Path of the Outcast, eventually become the Rangers known as Pathfinders. Other Outcasts become pirates, raiders, and Aeldari Corsairs.Path of the Scholar - Asuryani Scholars are those Aeldari who find fulfillment only in mastering a specific area of academic knowledge and then passing this knowledge along to other Aeldari who are travelling this Path or who wish to benefit from understanding the discipline. Asuryani on the Path of the Scholar includes all those of their kind who create or transmit knowledge, including teachers, scientific researchers, archaeologists, etc.Path of the Seer - The Path of the Seer, also sometimes referred to as the "Witch Path," is the longest, most treacherous, most complex, and least trodden of all the Asuryani Paths. Its members are the potent Asuryani psykers known collectively as Seers. Spiritseers are specialists in the handling of the Spirit Stones that are necessary for the raising of the Aeldari combat walkers known as Wraithguard and Wraithlords. Warlocks are those Seers who previously served along the Path of the Warrior and now lead the Asuryani warhosts into battle. Bonesingers are Seers who use their psychic talents to manipulate the growth of wraithbone. The Farseers are those Asuryani Warlocks that have become lost upon the Path of the Seer, and are the most powerful Aeldari psykers of all. The ultimate fate of a Farseer is to become wholly part of the craftworld as a Crystal Seer and join his or her peers in the Dome of Crystal Seers. Amongst all the Asuryani Paths, this is by far the most difficult and dangerous one to tread.Path of Service - The Path of Service is a Path in which Asuryani give themselves over to the direct service of others, finding in such activity both spiritual fulfillment and the knowledge that the labour they do is necessary for their craftworld to continue to thrive. Though most of a craftworld's economy is fully automated, there are still some personal services that require physical labour, and it is to these tasks that those who tread the Path of Service seek to apply themselves. Asuryani take up the Path of Service out of the same sense of duty that inspires others of their kind to take up the more militant Paths. They perform jobs that Humans may describe as menial, including such roles that provide basic services to the craftworld community, i.e. cooks, clothesmakers, manual labourers, etc.Path of Shaping - The Path of Shaping is a specialisation of the Path of the Artisan, closely linked to the Path of the Seer. It is undertaken by those Asuryani who become Bonesingers, the skilled artisans who are part psyker, part artist and part engineer. Bonesingers train their innate psychic powers to create and mend all of the constructs of wraithbone used by the Aeldari. Wraithbone is a solidified substance crafted out of the psychic energy of the Warp that is the primary substance used to construct almost all Aeldari edifices, artefacts and starships.Path of the Thought Talker - A Thought Talker is an Asuryani telepath who is trained to function as both an interpreter between the Aeldari and other intelligent species and as an ambassador to these beings for their craftworld. A Thought Talker does not need to known their interlocutors' spoken languages; they simply transmits their meanings directly into others' minds using a conceptual language that any intelligent being can understand as long as their minds and conceptions of reality are not too radically different from that of the Aeldari.Path of the Warrior - The Path of the Warrior is trod by those who become the Asuryani's Aspect Warriors. Those who lose themselves upon this path become the Exarchs. Some Aspect Warriors are unique to specific craftworlds. Others are common to almost all of them, including the Fire Dragons, Howling Banshees, Eagle Pilots, Striking Scorpions, Dark Reapers, Dire Avengers, Warp Spiders, Shining Spears, Swooping Hawks, and the most recent to be recovered, the Shadow Spectres. It must be mentioned that Asuryani Guardians are not following the Path of the Warrior even though they engage in combat on behalf of their species. They are actually pursuing other, more "civilian" Paths, and are summoned or called up as a militia force to fight for their craftworld for the duration of a given emergency.
Asuryani Wargear - Asuryani Wargear: This page briefly summarises all the forms of advanced wargear used by the Aspect Warriors and Guardians of the Asuryani.Despite the differences between the dozens of craftworlds of the Asuryani, all share essentially the same technology base, with few cultural variations.In addition, Craftworld Aeldari weapons and equipment (or very similar variants) are also used by the Harlequins and various groups of Aeldari Exodites, Outcasts, and pirates.
Asuryani Wargear - Biting Blade: Main article: Biting BladeBiting Blades are available only to Exarchs of the Striking Scorpion aspect. They are large, two-handed chainswords similar to the Eviscerator chainswords used by some soldiers of the Imperium and are capable of cutting through flesh and armour with ease. Each hit scored by the biting blade increases the strength of the weapon.
Asuryani Wargear - Chainsabres: Main article: ChainsabreChainsabres are available only to the Exarchs of the Striking Scorpion aspect. They are paired chainswords incorporating twin-linked shuriken pistols.
Asuryani Wargear - Diresword: Main article: DireswordDireswords are available only to Exarchs of the Dire Avenger aspect. They are one-handed power swords incorporating an Eldar spirit stone. Any target wounded by a Diresword can be killed outright by the spirit residing within the spirit stone. The Phoenix Lord Asurmen carries the very first diresword, the Sword of Asur. It contains the soul of his brother Tethesis, who was killed by a Daemon.
Asuryani Wargear - Executioner: Main article: Executioner (Eldar weapon)The Executioner is a large two-handed power glaive available only to Howling Banshee Exarchs, which is capable of slicing an opponent in half with a single blow. The Phoenix Lords Jain Zar and Maugan Ra also use Executioners.
Asuryani Wargear - Harlequin's Kiss: Main article: Harlequin's kissThe Harlequin's Kiss is one of the more horrifying close combat weapons employed by the Eldar, and is used only by Harlequins. It is a sharpened tube containing monofilament wire, like those used in the Death Spinners, and worn on the forearm. The tube is punched into the target and the wire uncoiled, ripping the victim's innards apart in a spectacular and bloody fashion.
Asuryani Wargear - Mandiblasters: Main article: MandiblasterMandiblasters are a close-range weapon attached to either side of the wearer's helmet. They function in a similar manner to Dark Eldar Incubi's tormentor helms. Activated by a psychic pick-up on the interior of the helmet, they fire a hail of micro-needles which act as a short-range conductor for a highly charged laser. These add to the wearer's com. Mandiblaster-equipped helmets are worn by members of the Striking Scorpion aspect, as well as some Autarchs. The Phoenix Lord Karandrashas has a more powerful type of mandiblaster, known as the Scorpion's Bite.
Asuryani Wargear - Mirrorswords: Main article: MirrorswordMirrorswords are employed by Howling Banshee Exarchs, and take the form of two matched power swords used in a complex ambidextrous sword-form.
Asuryani Wargear - Power Blades: Main article: Power BladesPower Blades are matched power weapons mounted on the forearm, leaving the user's hands free. They are currently only available to Exarchs of the Warp Spiders Aspect.
Asuryani Wargear - Scorpion Chainsword: Main article: Scorpion chainswordThe Scorpion chainsword is available to Autarchs and members of the Striking Scorpion aspect. This weapon is a one-handed close combat weapon effective against lightly armoured targets. It increases the Strength of the bearer.
Asuryani Wargear - Scorpion's Claw: Main article: Scorpion's clawThe Scorpion's Claw is a ritual weapon used by Exarchs of the Striking Scorpion aspect. It is similar to the Imperial Power Fist, giving the bearer vastly increased strength and armour penetration at the price of speed. The Scorpion's Claw also has a built-in shuriken catapult for ranged engagements.
Asuryani Wargear - Triskele: Main article: TriskeleThe Triskele is a thrown power weapon used by Exarchs of the Howling Banshees aspect, giving them a powerful short-ranged attack.
Asuryani Wargear - Witchblade: Main article: WitchbladeWitchblades are the standard weapon of Warlocks and Farseers, and when wielded by a Psyker they are devastating. Using the psychic power of the wielder, witchblades are effective against all targets, human, beast, daemon or vehicle.A variant of the witchblade is the Singing spear. This weapon is essentially a witchblade that can be thrown a short distance, automatically returning to user's hand after each throw. However, it is a two-handed weapon, so its use in close combat is reduced.
Asuryani Wargear - Wraithsword: Main article: Wraithsword
Asuryani Wargear - Specific weapons: Main articles: Staff of Ulthamar, Eye of Wrath, and Spear of Twilight
Asuryani Wargear - Flamers: Main article: Dragon's Breath FlamerThe Eldar use identical analogues to the Imperial Flamer which function as a battlefield flamethrower. These weapons are carried by either Storm Guardians or can be mounted on Wraithlords.
Asuryani Wargear - Shuriken Weapons: Shuriken weapons are the most common weapon type amongst the Craftworld Eldar. These weapons are dependent on a solid core of ammunition, which is normally cylindrical (although many variants do exist). When the weapon is fired, high-energy impulses shear off a monomolecular layer from the ammunition core, before hurling the disc from the barrel of the weapon. Up to a hundred shurikens can be fired in a two-second burst, with a standard ammunition core sufficient to provide at least ten such bursts before depletion. However, the method of firing does not lend itself to long-range accuracy, leaving the standard Eldar weapon to be outreached by opponents.Shuriken weapons come in several forms:Shuriken pistolsThese small but deadly shuriken pistols are used by many troops in the Eldar army. The shuriken pistols are used by some farseers, howling banshee aspects, some autarchs, strikeforce guardians, and striking scorpions.Shuriken catapultsThe shuriken catapults of the Craftworld Eldar are two handed weapons used by guardians. The dire avenger aspect warriors carry similar weapons known as "avenger shuriken catapults" that are shuriken catapults with detachable laser sights. The exarch may call the dire avengers to empty all their ammunition by blasting it out in an uncontrollable storm of blades (known as "bladestorm"). The shuriken catapults are only standard issue weapons, so they are not very strong, but since guardians travel in heavy numbers, all the shuriken catapults' combined strength could rip through even the many plates of a Leman Russ tank.Currently these weapons are elongated delta shapes, but they were initally shaped with two projections on either side of the muzzle that lent the catapult the superficial appearance of a crossbow.Shuriken cannonsMost of the vehicles of the Eldar race have massive shuriken cannons that are twice the size of ordinary shuriken catapults and are much stronger. Some vehicles such as the wave serpent carry twin linked shuriken cannons that fire simultaneously in a rapid fashion. One example of this type of weapon is carried by Maugan-Ra the Harvester of Souls.Shrieker cannonsThese man-portable shuriken cannons are carried by the Death Jesters of the Webway, and the Vypers of the Saim-Hann Craftworld. Shrieker cannons employ shuriken impregnated with "virulent genetic toxins" that cause their targets to explode and spray acidic blood in all directions that can damage even the most heavily armored foes. Although these weapons are rarely seen on the battlefront, they are powerful weapons that can terrify even the most battle-worn veterans of the Space Marines.
Asuryani Wargear - Laser Weapons: Main article: Prism CannonAlthough similar in concept to Imperial 'las' technology, the laser-based weapons used by the Craftworld Eldar are significantly more advanced than those of the Imperium. This is due to both the use of more efficient generation and transmission systems and the artificial growth of special focusing crystals through which the laser energy is filtered and refined before discharge.There are seven main types of Eldar laser weaponry:BrightlancesThe brightlance constitutes the main anti-tank firepower of the Craftworld Eldar. It is a laser weapon, similar in concept to its Imperial counterpart, the lascannon, but it fires an extremely focused shot, negating the value of extra-heavy armor.Scatter LasersA much more efficient analog of the Imperial Guard's multi-laser, scatter lasers use crystalline power cells to store a concentrated charge, before releasing the energy in a concentrated burst.Pulse lasersLike the bright lance, the pulse laser is similar in concept to Imperial lascannon. However, like all Eldar weapons, it is superior in efficiency. It differs from the bright lance in that it fires a burst of several shots, but is less effective against heavy armour.LasblastersCarried by the Swooping Hawks Aspect Warriors, the lasblaster is analogous to Imperial Hellguns. Exarchs use a more effective triple-barrelled version called a hawk's talon, and also have access to the sunrifle, a weapon which fires a high number of laser shots per second.Laser lancesThese are wielded by the jetbike-riding Shining Spear Aspect Warriors. They provide a heavy close range punch as the Shining Spears charge into battle. The Exarch may carry a more powerful version of the laser lance called a starlance.Ranger Long RifleThe Ranger Long Rifle is the favoured weapon of Eldar Rangers and Pathfinders. It is a long-barrelled rifle, superficially similar to the Imperial Sniper Rifle and Imperial Long-Las Rifle, that fires energy bolts capable of piercing most armour when aimed correctly. Unlike the mass-produced weapons of the Imperium, these potent Eldar weapons are hand-grown by Bonesingers with specific attention paid to the eyesight and grip, creating a weapon perfectly adapted to its user. The Ranger Long Rifle uses a Gyrostatic Arm to keep the weapon stable, dispensing with the clumsy bipods that must be used by the lesser races with their Sniper Rifles. The Gyrostatic Arm also all but eliminates recoil. Whereas the artificial crystals used by Imperial laser–technology struggle to maintain a focused beam over long distances, the psychically-grown crystals used by Eldar laser weapons are able to focus a tight beam of coherent light over a much greater distance, allowing a skilled user to punch through weak points in armour at great distances.
Asuryani Wargear - Plasma Weapons: Main article: StarcannonLike their Imperial counterparts, the Eldar make use of Plasma weaponry in various forms. While Eldar plasma weaponry tends to be of slightly-less destructive power than Imperial weapons, they can boast a higher rate of fire and pose no danger to their operators, as Eldar weapons do not overheat.Plasma MissileWhile the Eldar Missile Launcher is capable of launching the standard Krak missile like most missile launchers, the weapon can also launch Plasma missiles. A plasma missile, upon detonation, explodes in a large area, negating cover and piercing medium armor with ease.
Asuryani Wargear - Monofilament weapons: These weapons utilise a liquid organo-polymer compound to create monomolecular wire nets. These nets are created as the liquid compound exits the weapons, before being directed at the target (inaccurately in the case of shadow weavers). The net is extremely hard to remove, as it is made up of molecule-thick strands which are capable of cutting through unprotected flesh. The compound is designed to contract when disturbed, resulting in the victim slicing themselves apart as they struggle to free themselves. Although effective, it can be defeated by stronger forms of rigid armor.Death Spinners are the ritual weapons used by the Warp Spider Aspect. The Exarchs of the Warp Spiders often carry dual death spinners, in the artificial 'arms' of their ritual armor, therefore, the Exarch has his hands free to mount optional Power blades.Monofilament Rifle is an upgrade for the Warp Spider Exarch. While similar in principal to the Death Spinners utilized by the rest of the squad, it has a much lower rate of fire, and the monofilament net is stored in an armor-piercing shell, designed to pierce armor and then unravel inside the target.Shadow Weavers are indirect support weapons utilized by the Eldar. They are usually fielded in batteries of three. Once fired into the air, the mono-filament nets drift down on unlucky targets. While the strength and armor penetration of this weapon is similar to the Death Spinners of the Warp Spiders, it is dispersed in a much larger range, possibly disrupting entire formations.
Asuryani Wargear - Grenades: Haywire Grenades are used for neutralizing various vehicles. They send out an extremely high-powered, short range shockwave of magnetic energy which shorts out electrical equipment and energy systems of an enemy vehicle. These weapons are often carried by the Swooping Hawk and Warp Spider Aspect Warriors.Plasma Grenades are used to temporarially stun the victim, leaving them useless for a few seconds, giving the attacker time to leap onto their victim and rip them to shreds. These are commonly used by Striking Scorpion and Swooping Hawk Aspect Warriors.Hallucinogen Grenades are used by Harlequin Shadowseers to support them as they charge into melee combat. They release a large cloud of drugs which disrupt enemy infantry, and have the same effect as multiple Plasma Grenades.Aeldari Melta Bombs are in pretty much every way the same as Imperial Melta Bombs, using a sub-molecular fuel to penetrate tank armor. Aeldari Melta Bombs, however, are much more advanced and compact. They are carried by Fire Dragons, who use them to destroy fortifications and tanks that do not succumb to their Fusion Guns.
Asuryani Wargear - Vibro-cannon: A large weapon used on support platforms, Vibro-cannon are sonic-based weaponry that generate a rapidly distorting wave of sonic energy that ranges from ultrasonics to hypersonic frequencies. This wave is directed down a magnetised tunnel and, when it hits its target, literally shakes the target to pieces. It is able to cross the sonic beams of two or more Vibro-cannon to increase the already severe damage done to the target, making them capable of destroying even the most armoured foe if used properly.
Asuryani Wargear - Fusion weapons: Fusion guns are used by the Fire Dragons Aspect, and are similar to the Meltaguns used by the Imperium. It is comparable in strength to its Imperial counterparts. There is also an improved fusion weapon, called a firepike, which boasts enhanced range in comparison. There is also a Fusion Pistol, used in small numbers by Harlequins for extra close-range fire; however, although they are similar in power to Fusion Guns, their range is amazingly short.
Asuryani Wargear - Projectile Weapons: Main article: Reaper launcherEldar Missile Launcher - An Eldar Missile Launcher is also sometimes carried by Dark Reaper Exarchs but more commonly fitted as heavy weapons to Eldar vehicles. Similar to the Missile Launchers of the Imperium, they can fire either Krak Missiles, but can also fire Plasma Missiles, much like an Imperial Frag Missile with better armour penetrating abilities.Tempest Launcher -  The Tempest Launcher is a rare weapon only carried by the Dark Reaper Exarchs in place of the standard Reaper Launcher. This weapon differs from the standard Reaper Launcher in that it is used to saturate an area with smaller, armour-piercing missiles via indirect fire in volleys like a long-range highly potent shotgun.
Asuryani Wargear - Exarch/Aspect Weapons: Eldar Exarchs, particularly the Phoenix Lords, often carry unique weapons far more effective than normal Eldar Weaponry.
Asuryani Wargear - Phoenix Lords: Each Phoenix Lord usually possesses at least one unique weapon.Asurmen, the Dire Avenger Phoenix Lord, possesses a unique Twin Avenger Shuriken Catapult which leaves his hands free to wield The Sword of Asur, the very first Diresword. The Sword of Asur contains the spirit stone of Asurmen's fallen brother and it is this very spirit that makes the sword so deadly. The Sword functions similarly to a wraithsword.Jain Zar, the Howling Banshee Phoenix Lord, is armed with an ornate Executioner known as the Blade of Destruction, and the Silent Death, a three-bladed weapon which functions in the same way as a Triskele, except the Silent Death is much more powerful in terms of raw strength.Baharroth, the Phoenix Lord of the Swooping Hawks, possesses no unique weapons, only a Power Sword and a Hawk's Talon.Karandras, second Phoenix Lord of the Striking Scorpions, carries both a Scorpion's Claw and a Scorpion Chainsword, and is also armed with The Scorpion's Bite, a potent set of twin Mandiblasters that is far more powerful than the normal type, and is capable of firing more shots as well.Fuegan, the Fire Dragon Phoenix Lord is armed with a Firepike and the Fire Axe, a power weapon whose flaming blade can slice through infantry and vehicle armor with equal ease. The Fire Axe functions like a close combat melta-weapon, sans the incredible strength but keeps the armor penetration.Maugan Ra, Phoenix Lord of the Dark Reapers, carries but one weapon; The Maugetar. It is a massive weapon which reflects his specialization in ranged warfare. Comparing it to a Reaper Launcher would be an insult; it possesses far more stopping power than the basic Reaper Launcher, and fires much faster as well. Even the most hardened veterans dive deeper into cover when confronted with this weapon, and with good reason; the sheer volume of projectiles this weapon puts out can tear infantry or vehicle targets to shreds in a matter of seconds. The weapon also has a built-in Executioner, used much like a bayonet, although obviously more powerful.
Asuryani Wargear - Wraithbone: Main article: Wraithbone
Asuryani Wargear - Infinity Circuit: Main article: Infinity Circuit
Asuryani Wargear - Spirit Stone: Main article: Spirit Stone
Asuryani Wargear - Webway: Main article: Webway
Asuryani Wargear - Vehicles: Most of the vehicles of the Eldar (except War Walkers, Wraithlords and the largest Titans) incorporate powerful "grav-thrusters", allowing them hover over the ground. This makes them significantly faster than their Imperial equivalents, and their speed is better protection than any amount of armour plating.
Asuryani Wargear - Jetbike: Main article: Jetbike (Eldar)
Asuryani Wargear - Vyper: Main article: Vyper
Asuryani Wargear - War Walker: Main article: War Walker
Asuryani Wargear - Falcon: Main article: Falcon Grav Tank
Asuryani Wargear - Wave Serpent: Main article: Wave Serpent
Asuryani Wargear - Fire Prism: Main article: Fire Prism