I've worked some special rules into the Eldar. Here is what the two Eldar faction types will look like.
First, the Craftworlds:
Now, the Exodites:
EDIT: Ugh. My spelling and grammar are atrocious. I'll give everything a few proof reads before everything is finalized.
First, the Craftworlds:
Spoiler :
Craftworld Eldar:
(I don’t know Eldar that well, recommendations/revisions requested)
The path that has chosen you is a lonely one, farseer. I do not envy the responsibility you hold. Our entire civilization rests in your hands. Yes, I know that there are other craftworlds in the webway, and in real-space, but they might as well be in another galaxy. We have fought on alone for millennia countless.
We have struggled on, survive, while others have not. Most of our people are content to continue on as we always have, but there a few who still see a future for us.
We have the good fortune to be able to see what may be. We have always been good at stopping the Ork Waagh before it starts or cutting down this or that Mon’Keigh liege before he becomes a threat. Small, controlled campaigns to control the barbarians have ensured our survival.
Those who see a future of more than just that point to the uninhabited maiden worlds just waiting for a return of the Eldar. There are also the Exodites, who despite their devolution to near-barbarity, are still Eldar.
No matter, it is for you to decide our fate. The seers have cast into our future, and they see dark times, but they assure me that there are glimmers of hope. May we find our way to them together.
Special Rules:
The Eldar raise units in a different manner than other races. All Eldar are effectively part of the military, either as guardian militias, or as professional aspect warriors. Eldar do not buy units, they merely mobilize them. If you wish to mobilize a unit, you simply pay their upkeep cost for the current turn. Mobilized units will need their upkeep paid to remain mobilized.
Titans and Exodite Rangers are a different matter, rangers must be hired from outside of the craftworld while the machinery of Titans is of much, much greater expense and weight that the crew required to operate it.
The mobilization of Eldar units is still constrained by the unit production capability of the Eldar Craftworld.
Eldar spacecraft can be built at shipyards or by using the craftworld’s unit production capability.
It costs extra for Eldar to colonize a world due to their significantly lower population growth.
State Creation limits:
Background wise, create your craftworld I any way you wish. You are not allowed to purchase any additional worlds or shipyards during state creation.
Craftworld Eldar Units:
Gaurdian Division: Every Eldar, no matter what path they follow, is technically liable to serve as a Guardian. The guardians are the best armed militia force in the galaxy, armed with weapons and armour easily the equal of the Imperial Guard. They are not professional warriors, but due to the long life of the Eldar, some have more battle experience than some human veterans. They tend to have some artillery and armoured support integrated, including Wave Serpents, jetbikes, and anti grav artillery.
Number: Maximum of 1 per 200 economy
Upkeep: 20
Production Requirement: 1
Exodite Rangers: The Eldar have always been masters of stealth and ambush. The Eldar tendency towards conservation of resources emphasizes the single sniper’s bullet over the blunt force of a thousand shuriken catapults. The Exodites have continued this philosophy, but they have had to do it with few fewer resources and under harsher conditions. These regiments are exodites who have been equipped with Craftworld technology and trained by Elder Rangers. Together, they form a fearsome skirmishing force.
Number: Maximum of 2 per allied Exodite world
Cost: 100
Production Requirement: 2, allied Exodite world
Aspect Warrior Regiment: An Eldar will walk down many paths in his or her life. All of these paths are essential. Among these paths are the specialised paths of the professional warriors who protect the craftworld. From the elegant Swooping Hawks to the graceful Howling Banshees, to the teleporting Warp Spiders, these specialized warriors are a terror on the battlefield. They are transported by Falcon grav tanks where appropriate.
Number: Maximum of 1 per 500 economy
Upkeep: 40
Production Requirement: 2
Armoured Regiment: These are the Armoured Eldar units. At the core are Falcon grav tanks filled with experienced guardians, but the real power lie in the Fire Prisms, Night Spinners, and super heavy grav tanks.
Number: Maximum of 1 per 500 economy
Upkeep: 60
Production Requirement: 2
Warlock Team: Warlocks are trained in the many arts. Among them are the arts of psychic divination and warfare. They are elite warriors whose ability to sow confusion in the enemy ranks is much appreciated by the other branches of the Eldar military. Having warlocks will give you some ability to see possible futures, though they are sometimes cryptic or misleading. Having more warlock teams will give you a greater ability to see these warnings.
Number: Maximum of 1 per 1200 economy
Upkeep: 80
Production Requirement: 2
Eldar Aerial Group: Eldar aircraft are some of the best in the galaxy. None can math their manoeverability and few can match their speed or firepower. These units are made up of Night Wings, Pheonix Bombers, and a handful of Vampires.
Number: Maximum of 1 per 500 economy
Upkeep: 80
Production Requirement: 3
Titan Detachment: Eldar titans are not protected by meters and meters of ceramite and and plasteel. They are instead protected by holo-fields, void-shields, and a thin layer of hardened wraithbone. The elegance of the Eldar titans is not to be underestimated. Though they may be structurally weak, the point is not to get hit in the first place. Either by guiding the enemy’s fire off target with misdirection, or by killing him before he has a chance to even fire. These units include several Warlock and Phantom titans supported by at least an equal number of Revenant titans.
Number: Maximum of 1 per 2500 economy
Upkeep: 1000
Production Requirement: 6
Military Transport Fleet
Cost: 300
Description: These are dedicated transport for military units. They include Q-ships, converted merchantman, and purpose built military transports. They have the capacity to defend themselves and have light armour. They are not, however, ships of war and still need escorts.
Shipyard level: Craftworld or 2
Eldar Escort
Cost: 400
Description: This is a pair of standard escorts. They are small, fast units usually with specialized equipment. They are necessary support vessels for larger warships and transports. These are represented by the Eldar ships such as the Hemlock Destroyers, or the Hellebore Frigates.
Shipyard level: Craftworld or 2
Eldar Cruiser
Cost: 650
Description: The heavier Eldar ships follow the same basic design doctrine as their land forces: inflict as much damage as possible on the enemy while using speed and deception to minimize damage. The Shadow and Eclipse classes of ships are included under this section.
Shipyard level: Craftworld or 3
Eldar Battleship
Cost: 800
Description: The Eldar Void Stalker is the most fearsome ship in the entire fleet. It does everything that should be expected of any Eldar vessel, only better. Fast, large and powerful, but without sacrificing manoeuvrability. It is easily the match for a human ship of its class, and may whatever deity they believe in help the lesser races who come into the sights of the Void Stalker’s guns.
Shipyard level: Craftworld or 4
(I don’t know Eldar that well, recommendations/revisions requested)
The path that has chosen you is a lonely one, farseer. I do not envy the responsibility you hold. Our entire civilization rests in your hands. Yes, I know that there are other craftworlds in the webway, and in real-space, but they might as well be in another galaxy. We have fought on alone for millennia countless.
We have struggled on, survive, while others have not. Most of our people are content to continue on as we always have, but there a few who still see a future for us.
We have the good fortune to be able to see what may be. We have always been good at stopping the Ork Waagh before it starts or cutting down this or that Mon’Keigh liege before he becomes a threat. Small, controlled campaigns to control the barbarians have ensured our survival.
Those who see a future of more than just that point to the uninhabited maiden worlds just waiting for a return of the Eldar. There are also the Exodites, who despite their devolution to near-barbarity, are still Eldar.
No matter, it is for you to decide our fate. The seers have cast into our future, and they see dark times, but they assure me that there are glimmers of hope. May we find our way to them together.
Special Rules:
The Eldar raise units in a different manner than other races. All Eldar are effectively part of the military, either as guardian militias, or as professional aspect warriors. Eldar do not buy units, they merely mobilize them. If you wish to mobilize a unit, you simply pay their upkeep cost for the current turn. Mobilized units will need their upkeep paid to remain mobilized.
Titans and Exodite Rangers are a different matter, rangers must be hired from outside of the craftworld while the machinery of Titans is of much, much greater expense and weight that the crew required to operate it.
The mobilization of Eldar units is still constrained by the unit production capability of the Eldar Craftworld.
Eldar spacecraft can be built at shipyards or by using the craftworld’s unit production capability.
It costs extra for Eldar to colonize a world due to their significantly lower population growth.
State Creation limits:
Background wise, create your craftworld I any way you wish. You are not allowed to purchase any additional worlds or shipyards during state creation.
Craftworld Eldar Units:
Gaurdian Division: Every Eldar, no matter what path they follow, is technically liable to serve as a Guardian. The guardians are the best armed militia force in the galaxy, armed with weapons and armour easily the equal of the Imperial Guard. They are not professional warriors, but due to the long life of the Eldar, some have more battle experience than some human veterans. They tend to have some artillery and armoured support integrated, including Wave Serpents, jetbikes, and anti grav artillery.
Number: Maximum of 1 per 200 economy
Upkeep: 20
Production Requirement: 1
Exodite Rangers: The Eldar have always been masters of stealth and ambush. The Eldar tendency towards conservation of resources emphasizes the single sniper’s bullet over the blunt force of a thousand shuriken catapults. The Exodites have continued this philosophy, but they have had to do it with few fewer resources and under harsher conditions. These regiments are exodites who have been equipped with Craftworld technology and trained by Elder Rangers. Together, they form a fearsome skirmishing force.
Number: Maximum of 2 per allied Exodite world
Cost: 100
Production Requirement: 2, allied Exodite world
Aspect Warrior Regiment: An Eldar will walk down many paths in his or her life. All of these paths are essential. Among these paths are the specialised paths of the professional warriors who protect the craftworld. From the elegant Swooping Hawks to the graceful Howling Banshees, to the teleporting Warp Spiders, these specialized warriors are a terror on the battlefield. They are transported by Falcon grav tanks where appropriate.
Number: Maximum of 1 per 500 economy
Upkeep: 40
Production Requirement: 2
Armoured Regiment: These are the Armoured Eldar units. At the core are Falcon grav tanks filled with experienced guardians, but the real power lie in the Fire Prisms, Night Spinners, and super heavy grav tanks.
Number: Maximum of 1 per 500 economy
Upkeep: 60
Production Requirement: 2
Warlock Team: Warlocks are trained in the many arts. Among them are the arts of psychic divination and warfare. They are elite warriors whose ability to sow confusion in the enemy ranks is much appreciated by the other branches of the Eldar military. Having warlocks will give you some ability to see possible futures, though they are sometimes cryptic or misleading. Having more warlock teams will give you a greater ability to see these warnings.
Number: Maximum of 1 per 1200 economy
Upkeep: 80
Production Requirement: 2
Eldar Aerial Group: Eldar aircraft are some of the best in the galaxy. None can math their manoeverability and few can match their speed or firepower. These units are made up of Night Wings, Pheonix Bombers, and a handful of Vampires.
Number: Maximum of 1 per 500 economy
Upkeep: 80
Production Requirement: 3
Titan Detachment: Eldar titans are not protected by meters and meters of ceramite and and plasteel. They are instead protected by holo-fields, void-shields, and a thin layer of hardened wraithbone. The elegance of the Eldar titans is not to be underestimated. Though they may be structurally weak, the point is not to get hit in the first place. Either by guiding the enemy’s fire off target with misdirection, or by killing him before he has a chance to even fire. These units include several Warlock and Phantom titans supported by at least an equal number of Revenant titans.
Number: Maximum of 1 per 2500 economy
Upkeep: 1000
Production Requirement: 6
Military Transport Fleet
Cost: 300
Description: These are dedicated transport for military units. They include Q-ships, converted merchantman, and purpose built military transports. They have the capacity to defend themselves and have light armour. They are not, however, ships of war and still need escorts.
Shipyard level: Craftworld or 2
Eldar Escort
Cost: 400
Description: This is a pair of standard escorts. They are small, fast units usually with specialized equipment. They are necessary support vessels for larger warships and transports. These are represented by the Eldar ships such as the Hemlock Destroyers, or the Hellebore Frigates.
Shipyard level: Craftworld or 2
Eldar Cruiser
Cost: 650
Description: The heavier Eldar ships follow the same basic design doctrine as their land forces: inflict as much damage as possible on the enemy while using speed and deception to minimize damage. The Shadow and Eclipse classes of ships are included under this section.
Shipyard level: Craftworld or 3
Eldar Battleship
Cost: 800
Description: The Eldar Void Stalker is the most fearsome ship in the entire fleet. It does everything that should be expected of any Eldar vessel, only better. Fast, large and powerful, but without sacrificing manoeuvrability. It is easily the match for a human ship of its class, and may whatever deity they believe in help the lesser races who come into the sights of the Void Stalker’s guns.
Shipyard level: Craftworld or 4
Now, the Exodites:
Spoiler :
Exodite Eldar:
(Ok, this is made from an incomplete understanding of the Exodites. I have seen no original GW sources on the exodites, so I only have fan made stuff and forums to work off of. I hope I kept the spirit in tact.
I’ve had to make them more modern than my image of them in order for them to stand a snotling’s chance in the Warp. They must be included in my opinion, because they are so necessary for the Craftworld Eldar’s survival. We need more non-humans anyways.)
My liege, there is much to be done. It has been only a short time since your father led our people back to the stars. While our first meetings with the foreign barbarians were fruitful, they did send a shock throughout the aristocracy. In our arrogance, we have stayed stagnant while the Mon’Keigh and others have technology that far surpasses our own.
Your father know what to do. He has led us back to the stars. We have found ourselves not to be alone. Other Exodites have survived the long night, and now we find entire nomad worlds filled with Eldar of strange customs.
They might, perhaps, be used to our advantage.
We will need whatever advantage we can find, as we are still weak as we emerge into a barbarous galaxy. But we will be strong again one day.
Special Rules:
Be ware that some of your units require you to have an alliance with craftworld Eldar in order to obtain them.
You gain 1 free units of Exodite Knights for each Medieval world you control at the beginning of the game.
You can never have shipyards greater than level 3 in any system.
Things will be tough for you, but a skilful player can turn any situation to their advantage.
State Creation limits:
Your society will have to be feudally based, but you have otherwise complete freedom in the creation of your background. You cannot buy Forgeworlds or Hive worlds as an Exodite player when you create your empire. You cannot buy shipyards higher than level 2 to start out.
Exodite Infantry Warhost: Exodite infantry are armed with a mix of archaic and modern weaponry. They fight in feudal warbands organised in larger hosts under the command of the most powerful nobles. Their more modern weaponry is reserved for the best troops and lesser nobles and tend to be a mix of ancient heirlooms, off-world imports, but do include some limited locally manufactured advanced weaponry.
Cost: 50
Production Requirement: 1
Exodite Rangers: The Eldar have always been masters of stealth and ambush. The Eldar tendency towards conservation of resources emphasizes the single sniper’s bullet over the blunt force of a thousand shuriken catapults. The Exodites have continued this philosophy, but they have had to do it with few fewer resources and under harsher conditions. These regiments are exodites who have been equipped with Craftworld technology and trained by Elder Rangers. Together, they form a fearsome skirmishing force.
Number: Maximum 1 per planet unless allied to a Craftworld
Cost: 80
Production Requirement: 1
Exodite Cavalry Warhost: ‘Cavalry’ is a lose term for a variety of units. The animals that the Eldar have seeded the maiden worlds with are startlingly like the dragons and dinosaurs of ancient myths from holy Terra. They are odd anachronisms, but they are surprisingly effective against modern weapons of war.
Cost: 100
Production Requirement: 1
Exodite Knights: The most powerful Exodite nobility pilot the mighty knight suits. Halfway between a dreadnaught and a scout titan, these surprisingly manoeuvrable humanoid machines of war stride unstoppable through the battlefields of the Exodites. These suits are hand made by artisans trained in the ancient arts of their ancestors using a fair proportion of the limited manufacturing capacity of the Exodite worlds.
Number: Maximum 1 per 1000 economy
Cost: 200
Production Requirement: 1
Exodite Armoured Regiment: These are not as powerful as craftworld Eldar Armoured Regiments, but they fill a necessary niche in the Exodite order or battle. The majority of tanks are the Falcon grav tanks, but they are supported by Night Spinners, Fire Prisms, and a bare few super heavy grav tanks of various types.
Number: 6 per allied Craftworld
Cost: 300
Production Requirement: 2, allied Eldar Craftworld
Eldar Aerial Group: Eldar aircraft are some of the best in the galaxy. None can math their manoeverability and few can match their speed or firepower. These units are made up of Night Wings, Pheonix Bombers, and a handful of Vampires. These units are crewed by members of the allied craftworld.
Number: 3 per allied Craftworld
Cost: 400
Production Requirement: 3, allied Eldar Craftworld
Civilian Transport Fleet
Cost: 150
Description: Basic Warp capable transports. These ferry food and other resources between planets. Without them, trade, communications, and government begins to break down. With them, economic growth continues. They can also be press ganged into military service if needed.
Shipyard level: 1
Military Transport Fleet
Cost: 250
Description: These are dedicated transport for military units. They include Q-ships, converted merchantman, and purpose built military transports. They have the capacity to defend themselves and have light armour. They are not, however, ships of war and still need escorts.
Shipyard level: 2
Exodite Escort
Cost: 400
Description: This is a pair of standard escorts. They are small, fast units usually with specialized equipment. They are necessary support vessels for larger warships and transports. These are often broken down machines bought from rouge traders and other merchants, or primitive warp-faring vessels manufactured by those Exodites who have achieved the level of technology to produce these ships.
Shipyard level: 2
Exodite Capital Ship
Cost: 700
Description: This is a catch-all for the larger vessels crewed by the Exodites. These are often broken down machines bought from rouge traders and other merchants, or primitive warp-faring vessels manufactured by those Exodites who have achieved the level of technology to produce these ships.
Shipyard level: 3
(Ok, this is made from an incomplete understanding of the Exodites. I have seen no original GW sources on the exodites, so I only have fan made stuff and forums to work off of. I hope I kept the spirit in tact.
I’ve had to make them more modern than my image of them in order for them to stand a snotling’s chance in the Warp. They must be included in my opinion, because they are so necessary for the Craftworld Eldar’s survival. We need more non-humans anyways.)
My liege, there is much to be done. It has been only a short time since your father led our people back to the stars. While our first meetings with the foreign barbarians were fruitful, they did send a shock throughout the aristocracy. In our arrogance, we have stayed stagnant while the Mon’Keigh and others have technology that far surpasses our own.
Your father know what to do. He has led us back to the stars. We have found ourselves not to be alone. Other Exodites have survived the long night, and now we find entire nomad worlds filled with Eldar of strange customs.
They might, perhaps, be used to our advantage.
We will need whatever advantage we can find, as we are still weak as we emerge into a barbarous galaxy. But we will be strong again one day.
Special Rules:
Be ware that some of your units require you to have an alliance with craftworld Eldar in order to obtain them.
You gain 1 free units of Exodite Knights for each Medieval world you control at the beginning of the game.
You can never have shipyards greater than level 3 in any system.
Things will be tough for you, but a skilful player can turn any situation to their advantage.
State Creation limits:
Your society will have to be feudally based, but you have otherwise complete freedom in the creation of your background. You cannot buy Forgeworlds or Hive worlds as an Exodite player when you create your empire. You cannot buy shipyards higher than level 2 to start out.
Exodite Infantry Warhost: Exodite infantry are armed with a mix of archaic and modern weaponry. They fight in feudal warbands organised in larger hosts under the command of the most powerful nobles. Their more modern weaponry is reserved for the best troops and lesser nobles and tend to be a mix of ancient heirlooms, off-world imports, but do include some limited locally manufactured advanced weaponry.
Cost: 50
Production Requirement: 1
Exodite Rangers: The Eldar have always been masters of stealth and ambush. The Eldar tendency towards conservation of resources emphasizes the single sniper’s bullet over the blunt force of a thousand shuriken catapults. The Exodites have continued this philosophy, but they have had to do it with few fewer resources and under harsher conditions. These regiments are exodites who have been equipped with Craftworld technology and trained by Elder Rangers. Together, they form a fearsome skirmishing force.
Number: Maximum 1 per planet unless allied to a Craftworld
Cost: 80
Production Requirement: 1
Exodite Cavalry Warhost: ‘Cavalry’ is a lose term for a variety of units. The animals that the Eldar have seeded the maiden worlds with are startlingly like the dragons and dinosaurs of ancient myths from holy Terra. They are odd anachronisms, but they are surprisingly effective against modern weapons of war.
Cost: 100
Production Requirement: 1
Exodite Knights: The most powerful Exodite nobility pilot the mighty knight suits. Halfway between a dreadnaught and a scout titan, these surprisingly manoeuvrable humanoid machines of war stride unstoppable through the battlefields of the Exodites. These suits are hand made by artisans trained in the ancient arts of their ancestors using a fair proportion of the limited manufacturing capacity of the Exodite worlds.
Number: Maximum 1 per 1000 economy
Cost: 200
Production Requirement: 1
Exodite Armoured Regiment: These are not as powerful as craftworld Eldar Armoured Regiments, but they fill a necessary niche in the Exodite order or battle. The majority of tanks are the Falcon grav tanks, but they are supported by Night Spinners, Fire Prisms, and a bare few super heavy grav tanks of various types.
Number: 6 per allied Craftworld
Cost: 300
Production Requirement: 2, allied Eldar Craftworld
Eldar Aerial Group: Eldar aircraft are some of the best in the galaxy. None can math their manoeverability and few can match their speed or firepower. These units are made up of Night Wings, Pheonix Bombers, and a handful of Vampires. These units are crewed by members of the allied craftworld.
Number: 3 per allied Craftworld
Cost: 400
Production Requirement: 3, allied Eldar Craftworld
Civilian Transport Fleet
Cost: 150
Description: Basic Warp capable transports. These ferry food and other resources between planets. Without them, trade, communications, and government begins to break down. With them, economic growth continues. They can also be press ganged into military service if needed.
Shipyard level: 1
Military Transport Fleet
Cost: 250
Description: These are dedicated transport for military units. They include Q-ships, converted merchantman, and purpose built military transports. They have the capacity to defend themselves and have light armour. They are not, however, ships of war and still need escorts.
Shipyard level: 2
Exodite Escort
Cost: 400
Description: This is a pair of standard escorts. They are small, fast units usually with specialized equipment. They are necessary support vessels for larger warships and transports. These are often broken down machines bought from rouge traders and other merchants, or primitive warp-faring vessels manufactured by those Exodites who have achieved the level of technology to produce these ships.
Shipyard level: 2
Exodite Capital Ship
Cost: 700
Description: This is a catch-all for the larger vessels crewed by the Exodites. These are often broken down machines bought from rouge traders and other merchants, or primitive warp-faring vessels manufactured by those Exodites who have achieved the level of technology to produce these ships.
Shipyard level: 3
EDIT: Ugh. My spelling and grammar are atrocious. I'll give everything a few proof reads before everything is finalized.