Eldar Rangers

Eldar Rangers

Over their long lives, the Eldar master many disciplines, walking a single path at any one time to the exclusion of all else. Whereas most such paths form a key part within their society, there are those paths that take the Eldar far from home. Those Eldar that walk the Path of Wandering are consumed with great curiosity and wanderlust that takes them away from their Craftworlds to travel under strange stars.
Those that walk the Path of Wandering are typically young and restless youths who crave satisfaction they cannot achieve amongst their own peoples. Such a temperament is dangerous and, if left unleashed, can quickly lead to the pursuit of dark passions and a descent into debauchery and decadence. These youths are encouraged to leave the craftworld in the hope that experience of the wider world will lead to their ambitions being cooled, their wanderlust being tempered, and their passions tamed.
Such Eldar are known as Rangers. They travel across the galaxy, exploring far–flung worlds and making contact with other races. They roam far from their craftworlds, often tasked with carrying out lengthy and involved missions by the Farseers, tasks which require subtlety and cunning. Whilst abroad in the galaxy, Rangers may be tasked to search for lost maiden worlds, forgotten Exodite colonies, or ruined webway gates. Often such missions can be carried out without ever bringing them into contact with Mankind, such is the cunning and stealth of a Ranger. However, the innate curiosity of these Eldar sometimes leads them to cross paths with the agents of the Imperium. Such contact might be peaceful if the humans remain oblivious to their mysterious visitor’s true nature. All too often , however, the contact turns violent, and the Ranger melts back into the shadows, with cleanly killed humans the only evidence he was ever there.
In appearance, an Eldar Ranger looks much like a man—tall and slight, his pale face angular but beautifully proportioned and his ears ending in elegant points. His every motion is smooth and graceful. Those who have seen an Eldar up close speak of an overwhelming and captivating beauty. Eldar Rangers wear inherently practical clothing— travel–worn, comfortable tunics over weatherbeaten armour of thermoplastic mesh, woven as though it were wool. They typically wear finely woven cameleoline hooded cloaks, allowing them to seamlessly blend in with their surroundings. Even the coarsest weave of Eldar cloth makes a fine silk garment seem like sackcloth, the colours and patterns shifting in the light as though ethereal. Eldar camouflage, when noticed, is no different, the subtleties of its patterns transfixing and beautiful.
The fate of most Eldar Rangers is to eventually return home, their wanderlust spent, ready to reintegrate as a productive member of Eldar society. However, there are those who lose
themselves along the Path of Wandering. These Rangers are known as Pathfinders, roaming the stars in a form of eternal exile, never resting long in any one place and shunning the
comforts of civilisation. Pathfinders are solitary individuals, choosing to remain alone even when in the company of their own kind. Some such individuals eke out an existence amongst other races, most of whom never realise the true identity of the Pathfinder, while others are content simply to explore the vast emptiness of space.
There is a dark side to the Path of Wandering, however, and not all that become lost on it become Pathfinders. The dark urges that led to the Fall of the Eldar lurk in their hearts still, and only through strict discipline can they be kept under control. Those individuals that walk the Path of Wandering are inherently passionate, and not all find that the path sates
such urges. Instead of exploration, those Eldar give themselves up to experience, lust replacing wanderlust and arrogance, and excess triumphing over ambition and discipline. The Path of Damnation is the dark side of the Path of Wandering, and those exiles that find themselves walking it do so knowing that there can never be any way back. They live amongst the lesser races, indulging in excesses that become ever more extreme. Some are content to languish in obscurity, whereas others seek to gather followers about them, lesser creatures upon which the darkest desires of an Eldar’s soul can be enacted. It is perhaps fitting, then, that the task of tracking and slaying such depraved Eldar falls to the Pathfinders and Rangers that hold true.

Eldar Ranger Profile

WS 45 BS 55 S 31 T 32 Ag 50 Int 38 Per 54 WP 36 Fel 38 Move: 5/10/15/30 Wounds: 11

Acrobatics (Ag), Awareness +10 (Per), Climb (S), Concealment +20 (Ag), Deceive (Fel), Disguise (Fel), Dodge (Ag), Forbidden Lore (Xenos) (Int), Inquiry (Fel), Navigation (Surface (Int), Scrutiny (Per), Search (Per), Security (Ag), Shadowing (Ag) +10, Silent Move +20 (Ag), Speak Language (Eldar, Low Gothic, High Gothic), Survival +20 (Int), Tracking +20 (Int).

Arms Master, Basic Weapon Training (Las, Primitive), Catfall, Crack Shot, Deadeye Shot, Exotic Weapons Training (Shuriken Pistol, Ranger Long Rifle), Foresight, Heightened Senses (Sight, Hearing), Jaded, Leap Up, Melee Weapon Training (Primitive), Marksman, Pistol Weapon Training (Las), Rapid Reaction, Sprint.

Unnatural Agility (x2).

Xeno–mesh armour (Body 4, arms 4, legs 4).

Ranger long rifle (200m; S/–/–; 1d10+3 E; Pen 2; Clip 40; Reload Full; Accurate, Reliable),
Shuriken pistol (20m; S/3/5; 1d10+2; Pen 4; Clip 40; Reload 2Full),
Best quality mono–knife (1d5+4† R; Pen 2).
† Includes Strength Bonus

Cameleoline cloak, 2 clips of Ranger Long Rifle ammunition, 2 clips of Shuriken Pistol ammunition, xeno–craft magnoculars, waystone gem, token of a xenos deity.

Eldar Rangers

The Murder of Crows Skampaw