Eldar are one of the oldest and most enigmatic of all the xeno races. Eldar have long regarded humans as an upstart race that has made it to where it is now more from mistakes and blind luck than it has skill and destiny.

Despite the differences between the races many independently high thinkers have mingled with Eldar over the centuries and both races realize the other has much to offer. While the Imperium of Man’s decrees say to destroy the alien where ever possible behind closed doors both races have agreed to disagree and largely stay away from each other.

Rogue Traders with charters of their own commonly trade with Eldar not only for goods but also information. Eldar have long been regarded as witches by Humans, when in truth their psychic ability commonly far exceeds that of even sanctioned psychers of the Imperium and they can see the far reaching effects of any actions millenia in advance.

The greatest of the Eldar farseers have witnessed the end of human and Eldar life in a myriad of different ways and to this day continue to struggle against an almost certain future, even as there race fails to repopulate faster than it is killed off. To be Eldar is to know that the Galaxy and your race is doomed while all the while having the conviction to rail against the quickly approaching future.


The purpose of this document is to outline rules for creating the only viable path available to an Eldar that would take part in a campaign based in the Calixis Sector of Dark Heresy; the Path of the Outcast. Eldar follow normal rules except where stated.


Three options are presented here for an Eldar Character for choice of homeworld.


Roll Result (D100)

01-15 Exodite World: Exodites are tougher and more perceptive than those with easier lifestyles, like Eldar from Craftworlds.

16–75 Craftworld: Craftworld Eldar can come from any of the Eldar Craftworlds, but they are typically well-rounded and disciplined; before leaving, that is.

76-100 Pirate Born: Eldar born in the void typically have pirate origins. They rely more on luck to make it far than most Eldar.

Regardless of homeworld, all Eldar have common traits.


All Eldar can speak and write their native language and gain the Speak Language (Eldar) (Int) skill, Literacy (Int) skill, and Forbidden Lore (Xenos) (Int) skill.


Eldar gain the following traits. Record all of these on your character sheet.

Justifiably Arrogant

Eldar know beyond a doubt that they are the supreme race in the galaxy, and this knowledge manifests itself with a hint (more like a signed edict) of arrogance when dealing with non-Eldar. Penalty: You take a -10 penalty to Fellowship Tests made when dealing with any non-Eldar race.

Keen Senses

Eldar sensory organs perform more acutely than most other races. Benefit: You gain the Heightened Senses (Sight) and Heightened Senses (Hearing) talents.

Naturally Psychic

All Eldar, in some manner, have the ability to manipulate mental energies. Some, as in humans, have this more than others, but all have at least some connection to their own psychic energies. Benefit: Eldar treat Psyniscience as a Basic Skill and gain a +10 bonus to any Psyniscience Skill checks.

Spirit Stone

All Eldar are granted a stone at birth that is attuned to them and will stop their soul from crossing into the warp when it leaves the body. Eldar know that if they ever lose this stone their fate is sealed. Penalty: You carry a Spirit Stone. You will guard this Waystone with your life and will pursue any measure necessary to retrieve it should it ever be lost, for you know this alone keeps you from the predations of the Great Enemy.


Eldar Exodites live on the fringes of the galaxy, meting out a tougher day-to-day existence of living off the land than most Eldar do, similarly to a Feral Worlder from the Imperium of Man. Unlike the Imperium of Man, Exodites do not live this way out of necessity, but out of choice, choosing to keep their inherent chaotic nature at bay through hard work and self-sacrifice. Characters from Exodite worlds could have found their way off-world through a variety of means. They could have been visited by a group of famed Eldar Corsairs or perhaps even Eldar from a Craftworld and were too intrigued by tales of what lied beyond not to go. Perhaps they simply tired of the ‘simple life’, as it were, and wished to seek out something more. Either way, the skills learned early in life will carry on.


Exodites are raised to be in harmony with the animals that assist in their living. Exodites gain the Wrangling (Int) skill.


Exodites gain the following Traits. Record all of these on your character sheet.


Exodites live under a voluntary regime of selfdenial and basic living. Whilst they have not completely shunned technology, they know less than would an Eldar from a Crafworld. Penalty: You take a -10 penalty on Tech-Use (Int) tests and a -10 penalty to Fellowship tests made when dealing with non-Exodites.


Your early life of self-denial has left its mark on you. Benefit: You gain +3 Willpower.


Exodites are constantly on the lookout for danger, be it natural or otherwise. Benefit: Exodites gain a +1 bonus to Initiative rolls.

Wilderness Savvy

Exodites are accustomed to hunting and gathering their food. Benefit: Navigation (Surface) (Int), Survival (Int) and Tracking (Int) count as Basic Skills for Eldar Exodites.


Before the Fall, the space-cities that were called the craftworlds fled from the encroaching cataclysm, carrying a tiny proportion of the Eldar race to safety and permanent exile. Each craftworld originated from one or more of the ancient Eldar planets. Over the centuries, the craftworlds’ occupants sought out other surviving Eldar amongst the far-flung Exodite colonies, and even began to settle new worlds of their own. In this way the paths of Eldar and Mankind met for the first time and Humans became acquainted with the most ancient and enigmatic of the galaxy’s living races. The names of the greatest craftworlds were soon heard upon human lips: Alaitoc, Iyanden, Biel-Tan, Saim- Hann, and Ulthwe. Yet to this day it is doubtful that more than a few humans have ever set foot upon an Eldar craftworld.

Eldar who originate from craftworlds are likely to have left due to the strict and harsh lifestyle enforced there. Some leave because they have yet to see the wisdom of the paths, but others because they know they must exercise their wanderlust before they can return.


Eldar who were born on Craftworlds are forced into a path at an early age, and may choose a single Trade skill (GM’s approval).



Your early life exposed you only to the giant cities of the Eldar, and you are hopelessly lost in ‘less natural’ conditions. Penalty: You take a -10 penalty to all Survival (Int) tests, and while out of the reach of civilization (e.g., places without manufactured goods, solid ceilings, and electrical power) you take a -5 penalty to all Intelligence tests.


You possess a vast knowledge of Eldar history and tactics. Benefit: Craftworld Eldar characters treat Common Lore (War) (Int) and Forbidden Lore (Psykers) (Int) as Basic Skills.


Your early life of strict discipline has left its mark on you. Benefit: You gain +3 Willpower.


The mysteries of technology are not so mysterious to those who live on craftworlds. Benefit: Tech-Use (Int) is a Basic Skill for you.


The wildest of all the spacefaring Eldar become corsairs and raiders. They often continue to trade and visit their craftworld or the Exodite worlds whilst plundering the ships of Humans, Orks, and even other Eldar. They even sometimes hire out their services to alien races, while many voyages of exploration soon become military ventures. As home and the Eldar path become increasingly remote, the naturally wild and amoral character of the Eldar resurfaces. Eldar pirates are quick tempered and unpredictable, equally inclined to magnanimity and wanton slaughter. Pirate born characters did not choose this life but were born into it. Regardless of how they move forward they will carry some of their lessons and habits with them.


Eldar who were born on ships that traverse the webway do not find the mysteries of the webway to be so mysterious, and gain the Forbidden Lore (Webway) (Int) and Navigation (Webway) (Int) skills.


Chaos Unchecked

Your lack of discipline early in life has left you more susceptible to the lures and powers of chaos. Penalty: You take a -5 on all tests made to resist psychic powers that charm or decieve.

Free Spirited

Though Eldar Pirates adhere to strict ship discipline, personal discipline is a bit more lax. Benefit: Pirate Born Eldar gain a +5 bonus to Carouse (Toughness), Charm (Fel) and Deceive (Fel) tests.


Birthed in the depths of a spacefaring craft, you have a natural affinity for such vehicles. Benefit: Navigation (Stellar) (Int) and Pilot (Spacecraft) (Ag) are Basic Skills for you.

Void Accustomed

Due to your spacefaring childhood, you find yourself unphased by changing gravity. Benefit: You are immune to space travel sickness. In addition, zero- or low-gravity environs are not considered Difficult Terrain for you.



―Homeworld Modifiers―

Characteristic Characteristic Base Exodite Craftworld Pirate Born
Weapon Skill (WS) 2D10+ 20 20 25
Ballistic Skill (BS) 2D10+ 20 20 20
Strength (S) 2D10+ 20 20 15
Toughness (T) 2D10+ 20 15 15
Agility (Ag) 2D10+ 30 30 30
Intelligence (Int) 2D10+ 25 25 25
Perception (Per) 2D10+ 20 20 20
Willpower (WP) 2D10+ 20 20 15
Fellowship (Fel) 2D10+ 15 20 25


Eldar who find themselves drawn into consorting with the Imperium of Man and would work with Inquisitorial Acolytes come almost entirely from the Path of the Outcast.

Whilst it is not entirely unreasonable for Eldar from the Path of the Warrior or the Path of the Seer to work with Inquisitors (such things have happened), that type of occurrence is even rarer. As such, the Path of the Outcast is the only path available to those wishing to travel with Inquisitorial Acolytes in the Calixis Sector.


“The young do not desire the discipline of the Path, but rather their curiosity drives them to try every fruit from the tree. Thus it is that so many take the Path of Wandering or the Path of Damnation in their first years of adulthood, and so the great tragedy of our kind is played out again and again as the number of our people shrink from generation to generation.” ― Kysaduras the Anchorite

The wanderlust that lurks in the heart of every Eldar can be expressed in many forms. Some Eldar leave for the distant Exodite worlds, living for many years among the Exodites, though they are rarely ever truly accepted by their hosts. Other Outcasts become Rangers, and travel from world to world to experience the glories and perils of the galaxy. These Rangers send news to the craftworlds whilst adventuring for ancient treasures and spiritual enlightenment. Many Eldar simply lose themselves in the webway, occasionally to be found by the Harlequins or drifting towards the nightmare city of Commorragh. Whatever their exploits when they are away, if an Eldar returns to the craftworld and steps upon the path again, all earlier misdeeds are forgotten as they take up their disciplined life once more.

Eldar Outcasts can be many things, and to each Outcast it is different, but all must learn to survive or they will surely perish, for the galaxy is a harsh place for a single, lonely soul. Because Outcasts so often end up dealing with the Imperium of Man, they often learn Low Gothic (some choose to learn High Gothic) so that they might communicate. Should the lines of communication break down, they are also skilled in the use of Eldar weaponry.

Starting Skills: Speak Language (Low Gothic) (Int) or Speak Language (High Gothic) (Int), Awareness (Per), Common Lore (Imperium) (Int).

Starting Talents: Melee Weapon Training (Primitive), Basic Weapon Training (Las) or Basic Weapon Training (Shuriken), Pistol Weapon Training (Shuriken), Sprint.

Starting Gear: Shuriken Catapult and 1 clip or Ranger Long Rifle and 1 charge pack or monoenhanced Sword, Shuriken Pistol and 1 clip, Knife, Xeno Mesh Armor, Eldar Clothing, Charm (Wraithbone), 1 week high-nutrient rations. Starting Rank: Wanderer ― see below for more details on this career path.



Eldar characters begin play with wounds based off of their homeworld choice.


Home World Base Modifier
Exodite d5+ 9
Craftworld d5+ 8
Pirate Born d5+ 7


Some Eldar are destined for great things, and the surviving Eldar gods may yet help see them on. Despite this, the Eldar race is dying, and such blessings seem in short supply these days.


Dice Roll
1-4 5-8 9-10
Exodite 1 1 2
Craftworld 1 2 2
Pirate Born 2 2 3


Eldar are naturally more agile than humans and so are likely to move faster. They are also capable of quick bursts of speed, represented by Eldar characters beginning play with the Sprint talent. Movement is determined from Table 1-8: Movement In Metres Per Round on Pg. 28 of Dark Heresy.


Normally no Eldar would have to resort to buying his gear for war, with the homeworld industries providing everything those on the Path of the Warrior require. Outcasts, however, must often acquire gear through their own guile and are forced to carry the local currency. For Eldar characters in the Calixis Sector, this is the Imperial Throne.

Eldar equipment is difficult to come by in the Imperium, yet not impossible, even though in some circles owning or selling this type of gear is punishable by execution. Fortunately for Outcasts, the monetary incentive is enough to ensure that somewhere on any given planet with enough citizens there are traders who will sell ‘acquired’ Eldar gear.


Eldar begin play with 100 + 5D10 Thrones.

Players receive all the listed starting gear for their career at no cost. Eldar players may purchase equipment (Eldar and Imperial) during character creation at the listed price with no concern for availability. After character creation, however, it may become difficult to acquire Eldar gear.

For obvious reasons, Inquisitors do not pay Eldar Outcasts through official channels. Any payments made would be under the table and subject to the GM, though the payment for an Assassin is a good reference.


With your basic information in place and recorded, it is time to spent your starting Experience Points (xp). All Eldar characters begin play with 400 xp which they may use to increase Characteristics, acquire or improve Skills, acquire new Talents, and so on. Advances for Eldar Outcasts are detailed below.


At first glance the Eldar are physically similar to Humans, although on closer examination there are several differences. They have longer, cleaner limbs and elegant features with penetrating, slanted eyes. Their ears are pointed, and their fine, alabaster skin is without blemish. The most fundamental difference can be seen when the Eldar move, for they radiate an inhuman elegance.

Eldar are an inherently genetically stable species, having been relatively unchanged for countless millennia. As such, there are likely to be fewer differences between any given Eldar than any given Human, with only the most obvious features such as eye color, hair color, height and slight variation in build differentiating one Eldar from another, at least insofar as a Human is concerned.


As far as is possible to tell, the Eldar have always been a psychic race. This manifests itself in a variety of unusual talents. One natural ability which is common to many Eldar is called psychomorphism by the human Xenobiologists of the Imperium. In crude terms this gives them the ability to shape matter and create simple artefacts from raw materials. More complex things can be made by several individuals working together or with the aid of forging machines to enhance the creative process. Eldar can also move small objects by a form of psychokinesis and it is by this means that they build their most sophisticated devices.

Some Eldar can influence the structure of growing matter by a form of empathic telepathy. This empathic ability may have been particularly important during the early development of the Eldar race enabling them to promote the fruitfulness of edible crops and reshape the growth of trees to make simple shelters. During their primitive evolutionary stage the Eldar undoubtedly benefited greatly from these skills. The first Eldar villages and towns are supposed to have been living structures grown from trees, often covering many square miles and reaching high into the air. Structures like this can still be found on worlds colonised by the Eldar in later times.

The exact game effect of any of these powers is left entirely up to the GM, but every Eldar player should roll once on the following table to determine what level of these innate traits is possessed. Using any of them does not require rolling dice to manifest the power.


Roll Result (D100)

01-60 Psychokinesis: You have the ability to move tiny objects with great dexterity using only mental force.

61-95 Psychokinesis: As above Psychomorphism: You have the ability to shape small amounts of raw materials (raw elements) to create simple artifacts.

96-100 Psychokinesis: As above Psychomorphism: As above Empathic Telepathy: You can influence the structure of growing matter.


You are ready to begin play as an Eldar Outcast. May your wanderings lead to enlightenment.


Sometimes the rigid constraints of the Eldar path are intolerable even for an Eldar to bear; such individuals leave their craftworlds and become Outcasts. Many Eldar spend years or decades as Outcasts befor they return to the Eldar path. Outcasts must bear the terrible burden of their heightened Eldar consciousness without the protection of the Eldar path. Set free within the universe they are dangerously vulnerable. Their psychically sensitive minds are a beacon to the predatory daemons and in particular to the Great Enemy Slaanesh. Only Eldar of especially strong character can survive for long as Outcasts. After years of adventure and wandering, or sailing the seas of space aboard the pirate fleets, most Eldar eventually return to the sanctuary of the Eldar path.

Eldar Outcasts of particular daring may often find themselves working with Humans – sometimes even an Inquisitor. This is a dangerous proposition, as Humans are as likely to embrace the chance to meet an Eldar outside the battlefield as they are to turn the meeting into one. Sometimes, however, Outcasts will find that an Inquisitors agenda lines up with his or her own and offer their services.

Eldar Outcasts can be very different, yet not a single Outcast would survive their first day without having learned the martial arts. Fighting styles can vary, as some may choose stealth where others prefer more brazen action. Some Outcasts will attempt to enhance their natural psychic abilities, a dangerous proposition when free of the mental barriers and constraints of the Eldar path.

However they choose to fight, the Outcast wanders to seek enlightenment and sate their desires, whether that be for freedom, knowledge, adventure, or things more sinister. Only when these desires are quenched will the Outcast be able to return to the discipline of the Eldar path.


XP Level: 0-499


XP Level: 500-999


XP Level: 1,000-1,999


XP Level: 2,000-2,999


XP Level: 3,000-5,999


XP Level: 6,000-7,999


XP Level: 6,000-7,999


XP Level: 8,000-9,999


XP Level: 8,000-9,999


XP Level: 6,000-7,999


XP Level: 8,000-9,999


XP Level: 10,000-14,999


XP Level: 10,000-14,999


XP Level: 10,000-14,999



Shuriken Weapons

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability
Shuriken Pistol Pistol 30m S/3/6 1d10+2 R 3 30 Full Reliable, Tearing 1kg 500 Rare
Shuriken Catapult Basic 50m S/4/8 1d10+2 R 3 40 Full Reliable, Tearing 2kg 800 Rare
Avenger Shuriken Catapult Basic 80m S/5/10 1d10+2 R 3 60 Full Accurate, Reliable, Tearing 2.5kg 1250 Very Rare
Shuriken Cannon Heavy 120m //15 1d10+5 R 4 75 Full Reliable, Tearing 20kg 2500 Very Rare

Las Weapons

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability
Eldar Long Rifle Basic 160m S// 1d10+4 E 2 30 Full Accurate, Reliable 4kg 1000 Very Rare
Lasblaster Basic 90m S/3/6 1d10+3 E 3 60 Full Reliable 2kg 1450 Very Rare


Name Class Range Dam Pen Special Wt Cost Availability
Plasma Grenade Thrown SBx3 2d10+3 E 3 Blast (3) 0.5kg 100 Very Rare

Note: All Eldar ranged weapons count as ‘Good’ quality. ‘Best’ quality weapons are still x10 price.

Ammo for Eldar weaponry is considered Rare and is x10 price.


Ranging in size from sidearms to tank-mounted cannon, all shuriken weapons work on the same principle. The ammunition is stored as a solid core of plasti-crystal material. A series of high-energy impulses originate at the rear of the weapon and fly through the barrel at terrific speed. Each impulse detaches a monomolecular slice of the ammunition core and catapults it from the weapon’s barrel, allowing the weapon to fire up to a hundred bladed discs in a burst of a few seconds.

It should be noted that some shuriken weapons have ‘single shot’ ratings. These ratings do not mean that a single monomolecular slice is fired. A single pull of the trigger on a shuriken weapon can release anywhere from a few to a hundred shurikens (this, indeed, is what grants it the ‘tearing’ quality), but this would count as a ‘single shot’. Knowing this, each ‘shot’ in the clip of a shuriken weapon is actually a larger amount of ammunition. Tracking the thousands of shurikens fired by the slice would be a bit tedious.


The humble shuriken pistol is a marvel of Eldar engineering, comparable to a bolt pistol in stopping power with very little recoil and a much lighter weight. These weapons are highly sought after by criminals, nobles, and inquisitors alike.


The shuriken catapult is an assault gun in the purest sense, capable of laying down a withering hail of fire while on the run. Only the relatively short range of the gun keeps it from dominating a battlefield.


The avenger shuriken catapult is a modified shuriken catapult with a longer barrel and special optics. It fires at a slightly higher rate than the standard version, and the range is greatly extended and the accuracy better. The gun counts as being equipped with sights, so no additional sights may be equipped.


The shuriken cannon is a logical extension of the shuriken catapult platform, only it’s ammo is larger and barrels longer. The rate of fire is also significantly faster, which makes it capable of a withering hail of suppressive fire.


Eldar laser weapons use psychically grown crystals to filter and refine laser bursts to their optimum potency. Many Eldar consider the laser weapon the most elegant of all, exulting in the fact that their technological mastery extends even to light itself.


The Eldar Long Rifle is a favored weapon among Eldar scouts and pathfinders. The powerful laser is delivered accurately to target by a complex sight system even capable of seeing through some thin walls. The sighting system detects and marks weak points in target armor, making a vital hit almost a guarantee. The Pen value of the weapon is increased by 4 when making a Called Shot, to a total of 6. The gun counts as being equipped with sights, so no additional sights may be equipped.


A highly advanced gun similar in concept to the standard lasgun, the lasblaster fires a hail of energy bolts at the target at a much higher rate of fire than the standard lasgun.



The plasma grenade is a powerful yet simple grenade. The inherently unstable plasma charge is thrown at the target and the result is a blinding flash of plasma. The area of effect of the plasma grenade remains dangerous until the plasma reaction stops. Due to the inherently unstable reaction, this time is variable.

After throwing the grenade, the affected area remains affected and anyone passing through will take damage as though hit. At the end of each round roll a D10. On a result of 1 – 4, the reaction dissipates. On a result of 5 – 9, the reaction continues. On a result of 0, the reaction wanders 2D10 metres in a random direction. It is impossible to see through the area of effect of a live plasma grenade.


Primitive Weapons

Name Class Range Dam Pen Special Wt Cost Availability
Eldar Mono-Blade Melee 1D10-2 R 2 Balanced 0.5kg 300 Very Rare
Eldar Mono-Sword Melee 1D10 R 3 Balanced 2kg 375 Very Rare
Eldar Shuriken Thrown 5m 1d5 +1 R 2 Balanced (3) 0.5kg 35 Very Rare

Chain Weapons

Name Class Range Dam Pen Special Wt Cost Availability
Scorpion Chainblade Melee 1d10+4 R 2 Balanced, Tearing 5kg 1550 Very Rare

Power Weapons

Name Class Range Dam Pen Special Wt Cost Availability
Eldar Power Sword Melee 1d10+6 E 7 Balanced, Power Field 3kg 8000 Very Rare
Witchblade Melee Special E 2 Balanced, Power Field 4kg * Very Rare

Note: All Eldar melee weapons count as ‘Good’ quality. ‘Best’ quality weapons are still x10 price.


Eldar melee weapons are as much a piece of art as they are a weapon, constructed by those on the Path of the Artisan to exacting standards. Some of the rarer weapons feature wraithbone components and are treasured by those possessing them.


Eldar Mono-Blade

The Eldar Mono-Blade is essentially a high quality long knife, though to call it as such would be to call a Space Marine a slightly modified human.

Eldar Mono-Sword

A favorite of Eldar Pirates, the Eldar Mono-Sword is the pinnacle of non-powered sword design.

Eldar Shuriken

Created from the same plasti-crystal material that feeds into the shuriken weapons, these are often carried by Dire Avenger Exarchs when out of their armor. It is said they can kill with a single throw.


Scorpion Chainblade

Few things can inspire as much fear as the gentle whirring of a Striking Scorpion’s Chainblade. These diamond-toothed blades leave vicious wounds that few live through.


Eldar Power Sword

Eldar Power Swords are a highly sought after item. These graceful, slightly curved blades are made fitted with a small plasma charge that will detonate (by means of a psychic pickup) with the same effect as a plasma grenade should any non-Eldar grasp the hilt. It is costly and dangerous to remove this device, increasing the cost of the sword by 5,000 Thrones. It can be ordered with the charge still intact at customer request for the standard price.


Witchblades are rarely seen out of the hands of a psyker, as the psychic feedback from a nonpsyker picking it up would kill the wielder in a matter of moments. The sword focuses the psychic energy of the wielder with each strike, delivering a powerful blast of energy that can disintegrate a foe where he stands. The Witchblade does 1d10 R damage to the target, plus any normal bonuses for Strength and Crushing Blow. Should any damage be done to the target after all normal reductions, the sword immediately triggers and blasts the target with psychic energy, doing twice the wielders WP bonus in damage to the target. This extra damage cannot be reduced and is not considered a psychic power.

Should a non-psyker pick up the witchblade, he immediately takes 1d10 E damage per round the blade remains held. This damage cannot be reduced.

As these devices are so rare, and owning one is grounds for immediate execution, they are essentially priceless. Acolytes, however, are resourceful people.


Armour Type Location(s) Covered AP Wt Cost Availability
Carapace Armour Carapace Chestplate Body 6 4.5kg 2250 Very Rare
Carapace Greaves Carapace Greaves Legs 5 3kg 875 Very Rare
Carapace Vambraces Carapace Vambraces Arms 5 2kg 500 Very Rare
Aspect Carapace Carapace All All 6 10kg 8500 Very Rare
Heavy Aspect Carapace Carapace All All 8 18kg 15500 Very Rare

Note: All Eldar armour counts as ‘Good’ quality. ‘Best’ quality armour is still x10 price.


Most commonly seen being worn into battle by Eldar Aspect Warriors, the Eldar carapace is a lightweight yet extremely durable and strong design that is essentially mesh armour with molded and reinforced joints. The heaviest of these suits provides protection comparable to power armor and yet weighs little more than a suit of Storm Trooper Carapace.


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