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An Abundance of Apocryphal

Adversaries: Asuryani
Unofficial Rules for Asuryani threats in Warhammer 40,000: Wrath & Glory
Written and Compiled by Nathan Dowdell

Due to matters of timing and the main Abundance of Apocrypha document growing so large and unwieldy, I’ve
chosen to break the bestiary sections off into their own smaller, more manageable supplements.

This bestiary deals with The Asuryani, the Aeldari kindred dwelling upon world-sized spacecraft drifting in the dark,
focusing their prowess and their minds to preserve what little remains of their species. Though they occasionally fight
alongside humanity against common threats such as the forces of Chaos or the swarms of the Tyranids, they have no
fear of spilling human blood if it serves their goals.

First Complete Version: 26th May 2021

GW, Games Workshop, Citadel, Black Library, Forge World, Warhammer, Warhammer 40,000, the ‘Aquila’ Double-
headed Eagle logo, Space Marine, 40K, 40,000, Necromunda, Space Hulk, Battlefleet Gothic, Inquisitor, Epic,
Gorkamorka, and all associated logos, illustrations, images, names, creatures, races, vehicles, locations, weapons,
characters, and the distinctive likenesses thereof, are either ® or ™, and/or © Games Workshop Limited, variably
registered around the world. All Rights Reserved. Used Without Permission.
Abundance of Apocrypha Adversaries
The Asuryani
Contents
Contents ............................................................................................................................................................................ 2
The Asuryani ..................................................................................................................................................................... 4
Asuryani Technology ................................................................................................................................................. 4
The Asuryani Path ..................................................................................................................................................... 5
Asuryani Encounters ................................................................................................................................................. 6
Common Asuryani Special Rules ................................................................................................................................... 7
Ancient Doom ........................................................................................................................................................... 7
Battle Focus ............................................................................................................................................................... 7
The Witch Path .......................................................................................................................................................... 7
Asuryani Craftworlds................................................................................................................................................. 7
Guardian Defenders ...................................................................................................................................................... 8
Storm Guardians ........................................................................................................................................................... 9
Warlock ....................................................................................................................................................................... 10
Rangers........................................................................................................................................................................ 11
Dire Avengers .............................................................................................................................................................. 12
Dire Avenger Exarch .................................................................................................................................................... 13
Fire Dragons ................................................................................................................................................................ 14
Fire Dragon Exarch ...................................................................................................................................................... 15
Striking Scorpions........................................................................................................................................................ 16
Striking Scorpion Exarch.............................................................................................................................................. 17
Howling Banshees ....................................................................................................................................................... 18
Howling Banshee Exarch ............................................................................................................................................. 19
Swooping Hawks ......................................................................................................................................................... 20
Swooping Hawk Exarch ............................................................................................................................................... 21
Warp Spiders ............................................................................................................................................................... 22
Warp Spider Exarch ..................................................................................................................................................... 23
Dark Reapers ............................................................................................................................................................... 24
Dark Reaper Exarch ..................................................................................................................................................... 25
Autarch ........................................................................................................................................................................ 26
Farseer ........................................................................................................................................................................ 27
Wraithguard ................................................................................................................................................................ 28
Wraithblades ............................................................................................................................................................... 29
Wraithlord ................................................................................................................................................................... 30
Spiritseer ..................................................................................................................................................................... 31
Avatar of Kaela Mensha Khaine .................................................................................................................................. 32
Sons and Daughters of Asuryan .................................................................................................................................. 33

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Abundance of Apocrypha Adversaries
The Asuryani
Adversary Traits ...................................................................................................................................................... 33
Remnants of Glory .................................................................................................................................................. 34

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The Asuryani
The Asuryani
The Asuryani ("children of Asuryan" in the Aeldari technology, nor have the Aeldari applied knowledge
Lexicon), also called Asuryani as they were named from the "primitive" races that have inherited the
before the fall of their lost realm, or the Eldar as they galaxy in the wake of the fall of their empire. The
were long known to outsiders, are an ancient brutality and ignorance of Mankind appals the
humanoid alien species whose vast empire once Asuryani, whilst in return the aloof arrogance and fickle
extended the width and breadth of the known galaxy. nature of the Aeldari race fosters little trust in others.
The Asuryani are a kindred of the Aeldari species who
Asuryani technology adheres closely to natural
now live on vast, city-like starships called craftworlds.
biological shapes and structures. This is quite
The Aeldari Empire was without equal, and they understandable, as there is no real difference between
counted themselves masters of the stars. But over ten technology and nature in the Aeldari mind -- they are a
millennia ago, the Aeldari's overweening pride and single process by which the Aeldari imbue living things
their fall into hedonistic practices led to a cataclysm with function and functional things with life.
that all but eradicated their kind and led to the birth of
The materials the Asuryani use in their engineering are
the Chaos God Slaanesh.
complex and varied psychoplastics that can be formed
Despite their boundless power, the heart of their into solid shapes under psychic pressure. In some
civilisation was torn out by this catastrophe of their respects, they are more like living tissue than inert
own making, forcing many of the surviving Aeldari, now substances, growing and reacting to their environment
calling themselves "Eldar" to outsiders and in a similar way to plants. The completed device or
"Asuryani" among themselves, to flee upon artefact may work in a conventional manner, but it
gigantic, continent-size starships once used for is always operated by psychic means.
commerce and trade that they named
The greatest of the materials the Asuryani
craftworlds. Now the Asuryani cling to
employ is called wraithbone: an immensely
survival by a thread, fighting the horrors of
resilient substance that is grown rather than
the galaxy with ritualised mental discipline
made, more resilient than adamantium and
and consummate martial skill.
far more flexible. When a wraithbone
The Asuryani rely on mystical technologies like construct is damaged, it will gradually repair
psychocrystalline Spirit Stones and the psychoactive itself, a process that can be accelerated by the psychic
wraithbone Infinity Circuits that comprise the chanting of an artisan known as a Bonesinger.
skeletons of their craftworlds to store their souls after Because of this, the greatest Asuryani war-constructs
death and prevent their consumption by Slaanesh. and the craftworlds themselves are made almost
entirely from wraithbone, giving them extreme
It is the use of these technologies and their pursuit of a
durability and strength.
rigid system of behavioural modification to keep their
darker impulses in check that shape the Asuryani As part of their potent psychic inheritance, one ability
lifestyle and define their culture as distinct from that of common to many Asuryani is called psychomorphism
the other Aeldari sub-cultures. by the Human magi biologis of the Adeptus
Mechanicus. In crude terms, this gives the Asuryani the
The Aeldari species has a long and complex spacefaring
psychic ability to shape matter and create simple
history, so long in fact that little is known for certain
artefacts from basic raw materials.
about the course of their physical evolution and early
planet-bound existence. The original Aeldari More complex items can be made by several
homeworld was destroyed during the catastrophic individuals with the ability working together or with
collapse of the Aeldari civilisation known as the Fall of the aid of forging machines that enhance the creative
the Aeldari. process. Asuryani can also move small objects using a
form of psychokinesis and it is by this means that they
Asuryani Technology
build their most sophisticated devices.
No other intelligent race of the Milky Way Galaxy has
ever replicated the Aeldari's unique approach to
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The Asuryani
The Asuryani Path This is a frightening and final fate for all Asuryani, and
As protection against the lure of excess, and to guard it can befall any of their kind despite the discipline and
against any recurrence of the Fall of the Aeldari, the training that they receive. In the case of the Path of the
people of the craftworlds adhere to a set of strictures Warrior, these individuals are called Exarchs, though
known as the Asuryani Path. Through the rigid there are examples that correspond to other Paths,
emotional discipline of the Path, they master their such as the Farseers and the doomed Bards of Twilight.
inclination towards sensation-seeking, instead
Those Asuryani who have mastered the less esoteric
focussing their prodigious intellects and energies upon
Paths are no less respected than their brethren. After
the pursuit of one specific goal.
all, the artisans are those who create the craftworlds
Since the Fall, those Aeldari who fled upon the themselves and their contents, calling masterpieces
craftworlds have faced their inescapable doom. The into being with the care a musician lavishes upon their
battles they have fought in the name of survival have harp or a warrior upon their sword. It is from the ranks
been many and violent. Yet their most important of those upon "civilian" Paths such as these that the
struggle is a spiritual one, for the nature of their psyche Guardian militia are mustered in times of need.
remains fundamentally unchanged.
The Warrior Path
As ever they were, the Asuryani are prone to emotional The Aeldari are a race beset on all sides by warfare.
extremes. Perhaps the greatest difference between the Would that it were not this way, for Aeldari
ancient Aeldari and their descendants is that the generations are few and far between, and they can ill
Craftworlders have learned to fear wanton experience, afford to lose their numbers. Young Asuryani often
shunning the indulgences of the past. To ensure believe they can rebuild the glory of their empire with
temptation is put behind them, the philosophy often fire and passion, but their elders know well that their
called Ai'elethra, or "the Path," governs every aspect of shattered civilisation is locked in a struggle for simple
Asuryani life, enabling the Asuryani to harness their survival.
emotional and intellectual intensity safely, without Because of this unavoidable truth, more and more
jeopardising themselves or those around them. Asuryani walk the Path of the Warrior with every
In adult life, every Asuryani chooses for themselves a passing year. The Path of the Warrior teaches the arts
discipline that they then make their task to master to of death and destruction. Such is the dark nature of the
the exclusion of all else. Each discipline is a Path unto Aeldari psyche that the Warrior Path draws most of
itself, and each Path may necessitate further choices them onto it at some point in their long lives. In aeons
and specialisations. Once an Asuryani has walked a past, the ancient Phoenix Lords taught the arts of war
Path for long enough, they choose another, then to both males and females, and as a result Asuryani
another. Though they forsake each Path in turn, their warriors are as likely to come from either gender.
soul is nourished by the experiences upon it. As with many of the more complex Paths, the Path of
An Asuryani may tread many different Paths in their the Warrior is divided into many separate branches.
life, and the skills they learn on each journey serve to Each of these is known as a Warrior Aspect,
enrich further accomplishments. To the Asuryani, all representing a different facet of the war god Khaine,
avenues of experience are strewn with dangers, for and bringing with it unique fighting techniques,
their minds are capable of depth and understanding weapons, and abilities. The Aspects differ greatly in
that goes beyond the concept of mere Human their methods of warfare and offer specialist skills for
obsession. specific battlefield roles.

Such dangers are often likened to traps or nets, waiting Outcasts


to catch the unwary and hold them fast in the chains of Sometimes the rigid constraints of the Path are
compulsion. When an Asuryani's mind becomes so intolerable even for an Eldar to bear. Such individuals
completely focused upon one thing that they can no leave their craftworlds and voluntarily become
longer make the change to another discipline, they are Asuryani Outcasts. Many Eldar spend Terran years or
said to be lost upon the Path. decades in exile before they return to the Path. During
this time, they must bear the terrible burden of their

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Abundance of Apocrypha Adversaries
The Asuryani
heightened consciousness without the protection of Asuryani Encounters
rigid self-discipline. Their psychically sensitive minds The Asuryani make for varied and interesting Threats
are a beacon to predatory daemons and to She Who for any game of Wrath & Glory. The complex,
Thirsts in particular, so only Eldar of especially strong mysterious, and often far-reaching agendas of the
character can survive for long. After years of Craftworlds can justify their appearance in a wide
adventure, wandering, and sailing the seas of space, range of campaigns, whether as potential allies,
most Eldar eventually return to the sanctuary of the potential enemies, or as a third party involved only in
Path. passing.
There are many kinds of Outcast, each with a varying As enemies, Asuryani are ruthless, swift, and favour
degree of dissociation from their kin. They leave their surprise assaults, relying on small groups of elite
craftworlds to carve out lives elsewhere, often warriors: the Asuryani do not have the numbers to
wandering the galaxy and visiting the worlds of Men or wage lengthy wars of attrition. They are guided by the
the Exodites of the Maiden Worlds. These inscrutable formidable strategic acumen of their Autarchs and the
nomads are welcome aboard Craftworlds only briefly, prodigious psychic foresight of their Farseers.
for their minds are dangerously unguarded and can
attract predators from the psychic realms of the Warp. As allies, the Asuryani remain aloof and enigmatic.
Outcasts are also disruptive in another sense, for They render aid in their own way, and at their own
simply by their presence they can distract the young pace. They are loath to communicate with those they
and inexperienced from the Path, as romantic tales of deem as ‘lesser’ unless necessary, and to be the ally to
travel and freedom follow in their wake. Some Eldar the Asuryani is more akin to coincidence than
yearn for the undiscovered vistas of open space. They cooperation: two forces striking against the same foe
join fleets of exploration and disappear into the at the same time, united only by happenstance. This
untrammelled warp space tunnels of the Webway. can often be intensely frustrating: waging a war, never
Most do not return, though a few come home laden knowing when, where, or how your erstwhile ally will
with alien treasures. They bring tales of new worlds, intervene.
fabulous discoveries, and battles on the edges of the As a third party, the Asuryani could appear randomly
galaxy. during any other adventure as an enemy or an ally. It
Other Paths may be that the outcome of the adventure plays some
While the Seer and the Warrior are two of the most part in the long-term plans and prophecies of that
visible Paths of the Eldar, there are hundreds of others. Craftworld. Equally may be that the involvement of the
Many Eldar will choose the study of an instrument or Aeldari is because of some factor that seems trivial or
art form as their Path, while others might devote even irrelevant. In either case, sudden Aeldari
themselves to the development of a science or the intervention can serve as a hint towards a larger goal,
refinement of some technology. These Paths, while or it could merely be a brief change of pace in an
equally important to the survival of the Eldar, tend to ongoing campaign.
be far more varied and far less all-consuming than Also remember that the Asuryani, while they have
those of the Seer and the Warrior. Notable among the considerable mental discipline and courage, do not
other Paths is that of the Bonesinger; the title given to stand and fight to the death without good cause. If the
those that maintain and repair the psychoactive situation turns against them, Asuryani will not think
Wraithbone components of the Eldar Craftworlds. Also twice about withdrawing, often using the Webway or
notable is the Path of the Mariner, the Path followed other eldritch technologies to escape without risk of
by those who devote themselves to crewing pursuit.
spacecraft.

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The Asuryani
Common Asuryani Special Rules
Asuryani NPCs share a few common special abilities. Asuryani with any of these abilities will list them in their entries,
and some Asuryani have special abilities which refer to or alter these abilities in some way.

Some of the abilities found in this collection of NPCs may be named similarly to Talents or other abilities used by
Asuryani PCs in the main Abundance of Apocrypha collection. Where they are different, this is by design as NPCs often
need to function differently to player characters.

Ancient Doom from those below, replacing that keyword with the
The Aeldari loathe and fear She Who Thirsts above all name of the Craftworld they belong to.
else, for in Slaanesh they see their doom made The most prominent Craftworlds are as follows:
manifest.
Alaitoc
When making a melee attack against an enemy with Through a combination of stealth, superior scouting
the SLAANESH keyword, the Threat may re-roll any reports and peerless camouflage, Alaitoc units can
failures. However, the DN of all Resolve tests obscure themselves upon the battlefield.
attempted within 6 metres of an enemy with the
SLAANESH keyword is increased by +1. This Threat counts as in Full Cover (+2 Defence) against
any ranged attack from 12 metres or more away.
Battle Focus
When the Asuryani don their war masks, they enter a Biel-Tan
Biel-Tan warhosts are famed for the indomitable spirit
battle trance so focused that they flow across the
of their Aspect Warriors, as well as for the prodigious
battlefield like quicksilver, killing their foes without
storms of shuriken fire they unleash upon the foe.
breaking stride.
Add 1 to the Resolve and Conviction of Threats with the
When this Threat takes a Sprint action, they may fire
ASPECT WARRIOR keyword. In addition, The Threat
any non-Heavy ranged weapon as if it had the Assault
may re-roll 1s for ranged attacks mad with shuriken
trait, ignoring the DN increase. In addition, when this
weapons.
Threat takes the Sprint action, it is not required to
move in a straight line. Iyanden
The tenacity of those from Iyanden is the stuff of
The Witch Path
legends. Their craftworld has suffered much, yet the
The Asuryani have practised and honed their psychic
spirits of both its living and dead remain unbowed.
abilities for aeons, developing a stalwart discipline
bolstered by their knowledge of the dangers that lurk This Threat may re-roll any failed Resolve roll. In
within the Immaterium. Aeldari Psychic powers can be addition, the Threat may ignore the penalty for being
found in Abundance of Apocrypha. Wounded.

Any AELDARI PSYKER who triggers Perils of the Warp Saim-Hann


rolls two d6. The higher-rolling die is always the ‘tens’ Each member of a Saim-Hann Wild Host longs to be the
digit of the d66 roll, and the lower result is the units first into the fight, the one to win all the glory; nothing
digit. stands between them and their quarry.

ASURYANI PSYKERS may re-roll a single Wrath Dice This Threat add +1 to their Speed when they Charge. In
that rolled a Complication once per Psychic Mastery addition, <placeholder for vehicle-related benefit>
Test. Ulthwé
Asuryani Craftworlds All Aeldari are psychically attuned, but none more so
The following groups are the largest and most well- than those of Ulthwé. Perhaps tainted by their long
known Craftworlds. If you wish, you may select one of proximity to the Eye of Terror, their intuition borders
these groupings for Asuryani threats. A Threat with the well into prescience.
[CRAFTWORLD] keyword may choose a Craftworld This Threat adds +2 dice to their Determination rolls.

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The Asuryani
Guardian Defenders
A Guardian is one of the militia infantry of the Aeldari
GUARDIAN DEFENDER
craftworlds who serve multiple tactical roles as needed
in the defence of their homes. TIER 1 2 3 4 5
THREAT T T T T T
In times of peace the Guardians pursue their normal KEYWORDS: AELDARI, ASURYANI, [CRAFTWORLD]
civilian roles. All adult Asuryani, however, are trained S T A I WIL INT FEL
in the arts of warfare and can be called to arms if their 2 2 4 4 3 3 1
craftworld is threatened. RESILIENCE
6 (Aeldari Mesh Armour: 3 AR)
Guardians are the civilians of the Craftworlds, who take
DEFENCE WOUNDS SHOCK
up arms as assault teams, pilots, and artillerymen. In
3 4 4
this way, all Aeldari can play the role of the remorseless SKILLS: Default 4, Awareness 6 (Passive 3), Ballistic
killer should the fates dictate it. Skill 6
Among the ever-thinning ranks of the Aeldari, BONUSES
ANCIENT DOOM: See page 7
Guardians remain the most numerous of a craftworld's
BATTLE FOCUS: See page 7
warriors. Yet they are not deployed idly, for every
ABILITIES
Aeldari life is a precious thing, not to be squandered in
ACTION: Shuriken Catapult: 10 +1ED / AP – / Range
pyrrhic victories or needless last stands. 6-12-18 / Salvo 3 / Assault, Rending (3)
To tip the odds further in their favour, Guardians go to Mono-Knife: 5 +2ED / AP -1 / Rending (1)
battle supported by anti-gravitic weapons platforms Plasma Grenade (1): 10 +5ED / Range 8 / Blast (6)
WRATH: Fire and Fade: If a Guardian Defender rolls
whose crews have a mandate to vanquish priority
a Wrath critical on any Test, they may move up to
targets in a storm of firepower. Should a foe draw too
double their Speed after the Test resolves.
near, Guardian Defenders make a fighting retreat, for
RUIN: Spend 1 Ruin. The Guardian Defender may
their weapons are designed for accuracy on the move. activate Fire and Fade as though they had rolled a
When an Aeldari Guardian dons his war mask, his Wrath Critical on a Test.
former life is supplanted by the thrill of battle. DETERMINATION: Spend 1 Ruin to roll 2d6.
CONVICTION RESOLVE SPEED SIZE
Thoughts of peace and tranquillity are replaced with
3 2 8 Average
the desire to destroy his foes and secure glorious
MOB ABILITIES
victory.
In a Mob of ten or more Guardian Defenders, two
individuals can operate a heavy weapons platform
with one of the weapons below. The heavy weapons
platform allows the Mob to ignore the Heavy Trait of
the weapon.
Shuriken Cannon: 14 +2ED / Range 12-24-36 / Salvo
4 / Assault, Heavy (6), Rending (3)
Bright Lance: 16 +3ED / AP -4 / Salvo 0 / Heavy (4),
Sniper (1)
Scatter Laser: 14 +2ED / AP – / 18-36-54 / Salvo 6 /
Heavy (8)
Starcannon: 14 +2ED / AP -3 / 18-36-54 / Salvo 4 /
Heavy (8)
Aeldari Missile Launcher: damage and AP as missile
/ 24-48-72 / Salvo - / Heavy (6)
• (Sunburst Missile: 10 +5ED / AP -1 / Blast
(10))
• (Starshot Missile: 16 +6ED / AP -2 / Blast (2))

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Storm Guardians
Despite the precious nature of all Aeldari life,
STORM GUARDIAN
sometimes the brutal economy of war requires
Autarchs to commit troops to shock assaults and TIER 1 2 3 4 5
bloody close combats. Though rare among the THREAT T T T T T
Craftworlder warhosts, the Storm Guardians are KEYWORDS: AELDARI, ASURYANI, [CRAFTWORLD]
warriors ideally suited to the reckless maelstrom of S T A I WIL INT FEL
melee. 3 2 4 4 3 3 1
RESILIENCE
Many Storm Guardians are drawn from those Asuryani 6 (Aeldari Mesh Armour: 3 AR)
who once walked the Path of the Warrior and served DEFENCE WOUNDS SHOCK
with Aspect Shrines dedicated to close combat. Though 3 4 4
they have set down their war masks to walk a new SKILLS: Default 4, Awareness 6 (Passive 3), Ballistic
Path, when necessity calls, they can put it back on and Skill 6, Weapon Skill 6
once more use the deadly melee skills they once honed BONUSES
to perfection. ANCIENT DOOM: See page 7
BATTLE FOCUS: See page 7
Armed with Shuriken Pistols and razor-sharp blades, ABILITIES
they wade into the press of enemy ranks, hewing open ACTION: Shuriken Pistol: 10 +1ED / AP – / Range 6-
flesh in vivid sprays of gore. However, unlike the 12-18 / Salvo 2 / Pistol, Rending (3)
clumsy butchery of the other starfaring species of the Aeldari Sword: 6 +3ED / AP – / Parry, Rending (1)
galaxy, there is a beautiful violence to the way the Plasma Grenade (1): 10 +5ED / Range 12 / Blast (6)
Storm Guardians despatch their foes. RUIN: Feigned Retreat: Spend 1 Ruin as a Simple
Action. The Storm Guardian may Fall Back and
Storm Guardian squads are a rare sight, but effective move up to their Speed.
nonetheless, acting as assault troops in support of the DETERMINATION: Spend 1 Ruin to roll 2d6.
Craftworld's Aspect Warriors. Although they lack the CONVICTION RESOLVE SPEED SIZE
protection afforded by Aspect Armour, they fight with 3 2 8 Average
all the skill and grace of their kind. THREAT OPTIONS
SPECIAL WEAPONS: one in four Storm Guardians
With preternatural speed, their weapons sweep into may replace their Shuriken Pistol and Chainsword
the foe, chopping through limbs and joints before their with one of the following:
adversaries can take a heavy toll in return. Storm Flamer: 10 +1ED / Range 4-8-12 / Salvo 1 / Assault,
Guardian squads invariably need to move fast, Flamer
sprinting from one hotly contested strongpoint to Fusion Gun: 16 +2ED / AP -4 / Range 6-12-18 / Salvo
another, and thus they forego the use of heavy weapon 1 / Assault, Melta
platforms. Any Storm Guardian may replace their Sword with a
Chainsword; up to one in four may replace their
Sword with a Power Sword:
Chainsword: 8 +4ED / Brutal, Parry
Power Sword: 8 +4ED / AP -3 / Parry

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Warlock
A Warlock is an Eldar Seer or psyker who previously
WARLOCK
walked the Path of the Warrior as an Aspect Warrior of
the Eldar Craftworlds and now uses his potent psychic TIER 1 2 3 4 5
powers to help lead Eldar warhosts. Warlocks who lose THREAT A A E E T
themselves upon this path ultimately become Farseers. KEYWORDS: AELDARI, ASURYANI, [CRAFTWORLD],
The most aggressive and warlike of all the potential PSYKER
variants of the Path of the Seer is that of the Warlock. S T A I WIL INT FEL
Since Warlocks are Seers who once trod the Path of the 3 3 5 5 6 4 2
RESILIENCE
Warrior, their previous experience as Aspect Warriors
8 (Rune Armour: *4 AR)
allows them to harness their more destructive
DEFENCE WOUNDS SHOCK
impulses when using their psychic powers in combat.
4 9 9
The ornate helmets worn by Warlocks in the field are SKILLS: Default 6, Awareness 8 (Passive 4), Ballistic
kept in the shrines of the Warrior Aspects as a sign of Skill 7, Psychic Mastery 8, Weapon Skill 7
the close link between Warlocks and their former BONUSES
status as Warriors. A Warlock can only attain that ANCIENT DOOM: See page 7
status by returning to the Aspect Shrine that he once BATTLE FOCUS: See page 7
belonged to and receiving his helmet from the shrine's CHAMPION: This Threat may use Ruin Actions and
Exarch as part of the same blood-ritual undergone by has 3 Personal Ruin.
Aspect Warriors. THE WITCH PATH: See page 7
ABILITIES
A Warlock not only learns the use of the psychic runes ACTION: Shuriken Pistol: 10 +1ED / AP – / Range 6-
of war but also how to wield the Witchblade, a 12-18 / Salvo 2 / Pistol, Rending (3)
powerful Eldar Force Weapon. Witchblades writhe and Witchblade: 12 +5ED / AP – / Force, Parry, Warp
twist with living runes that focus the inherent power of Weapon
the Warlock's mind into destructive psychic energy Witchcraft: The Warlock attempts to activate a
using a helical psychic matrix that runs through the psychic power. The Warlock knows Smite,
core of the blade. In the hands of a Warlock, a Psyniscience, Deny the Witch, and one power from
Witchblade strikes with a devastating burst of psychic the Runes of Battle discipline.
force that can incinerate an enemy where he stands. RUIN: Warrior-Witch: Spend 1 Ruin as a Ruin
Action. The Warlock attempts to activate a Psychic
Power.
DETERMINATION: Spend 1 Ruin to roll 3d6.
Determination may be rolled against Mortal
Wounds.
CONVICTION RESOLVE SPEED SIZE
6 5 8 Average
THREAT OPTIONS
A Warlock may replace their Witchblade with one of
the following:
Singing Spear: 12 +6ED / Range 2(M) 15(T) /
Assault, Force, Warp Weapon
Force Stave: 10 +2ED / AP -1 / Range 2(M) / Brutal,
Force
MOB ABILITIES
Warlock Conclave: A Mob of Warlocks knows one
additional Psychic power for every 3 Warlocks in the
Mob. They may activate multiple powers as a Multi-
Action, to a maximum of 1 power per 3 Warlocks.

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Rangers
Rangers are the scouts of the Asuryani craftworlds,
well-trained survivalists and marksmen able to find the
eye sockets and neck joints of even the most heavily RANGER
armoured enemy troops with their Long Rifles.
TIER 1 2 3 4 5
Many Rangers remain loyal to their craftworlds and the THREAT A E T T T
kin who live upon them even if they do not feel the KEYWORDS: AELDARI, ASURYANI, [CRAFTWORLD]
need to live there, so when the craftworld goes to war, S T A I WIL INT FEL
they almost always provide their aid, offering to 2 3 6 5 4 3 1
conduct reconnaissance of enemy forces and wield RESILIENCE
7 (Aeldari Mesh Armour: 3 AR)
their expert marksmanship to harry and cripple enemy
DEFENCE WOUNDS SHOCK
forces and eliminate select targets like commanding
4 7 6
officers that will cripple the foe's command and
SKILLS: Default 7, Awareness 8 (Passive 4), Ballistic
control. Skill 8, Stealth 8, Weapon Skill 8
The Rangers' preternatural skill at finding the eye BONUSES
socket, neck joint or any other weak point on even the ANCIENT DOOM: See page 7
most heavily armoured enemy troops is legendary BATTLE FOCUS: See page 7
CAMELEOLINE CLOAKS: Add +1 die to Stealth Tests,
even among a species as keen-eyed as the Aeldari.
and +1 Defence when in cover or shadows.
While some Rangers never return to their craftworlds, ABILITIES
their lives claimed by the alien dangers of some BATTLECRY: Appear Unbidden:
unknown world or consumed by their own passions If the Threat begins the battle hidden, make a single
and ultimate fall into the embrace of Slaanesh, many ranged attack. If the Threat begins the battle
others do, scarred and finally ready to settle into visible, they move up to their Speed and make a
Stealth Test to hide.
another Path, their experiences as a Ranger having
ACTION: Ranger Long Rifle: 10 +1ED / Range 18-36-
granted them both a better understanding of
54 / Salvo 0 / Sniper (2)
themselves and their place in the Aeldari society of Shuriken Pistol: 10 +1ED / AP – / Range 6-12-18 /
their craftworld. Salvo 2 / Pistol, Rending (3)
Mono-Knife: 5 +2ED / AP -1 / Rending (1)
WRATH: Sniper: When this Threat rolls a 6 on the
Wrath Die as part of a ranged attack with a Ranger
Long Rifle, all Wounds inflicted are Mortal Wounds.
RUIN: Vanish: Spend 1 Ruin after making a ranged
attack. The Ranger immediately moves up to their
Speed and makes a Stealth Test.
DETERMINATION: Spend 1 Ruin to roll 3d6.
CONVICTION RESOLVE SPEED SIZE
4 3 8 Average

Page 11 of 36
Abundance of Apocrypha Adversaries
The Asuryani
Dire Avengers
The Dire Avengers were the first amongst the Aspect possess an uncanny ability to read the ebb and flow of
Warriors of the Aeldari. They represent the Aeldari War a battle, in much the same way as a sailor might read
God Khaela Mensha Khaine in his aspect as the noblest the sea, riding its waves, and harnessing its power to
and yet most merciless of warriors. The Dire Avengers overwhelm a foe. One moment they might unleash a
show no mercy to their foes and are unwavering in hail of fire before plunging forwards into the enemy
their devotion to their people. lines, weapons drawn, whilst the next they might be
falling back, luring their foe into a carefully prepared
These warriors are the least specialised and the most
ambush.
tactically flexible of all the Warrior Aspects, as they
serve Aeldari armies as elite infantry. The Dire
DIRE AVENGER
Avengers are also the most common of the Warrior
Aspects amongst the Aeldari, and their shrines are the TIER 1 2 3 4 5
largest to be found on all the Craftworlds. THREAT A E E T T
KEYWORDS: AELDARI, ASURYANI, [CRAFTWORLD],
It is to the Dire Avengers that the Farseers turn for the ASPECT WARRIOR
most important missions. When an ancient Aeldari relic S T A I WIL INT FEL
needs to be recovered or an abandoned Webway 3 3 5 5 4 3 2
portal needs to be defended, Dire Avengers are often RESILIENCE
sent to carry out the task. When a human or Ork colony 8 (Aspect Armour: 4 AR)
is discovered upon a Maiden World, Dire Avengers are DEFENCE WOUNDS SHOCK
sent to clear the 4 7 6
trespassers. On those SKILLS: Default 6, Awareness 8 (Passive 4), Ballistic
occasions when a Skill 8, Weapon Skill 8
Farseer has need to BONUSES
meet with agents of ANCIENT DOOM: See page 7
BATTLE FOCUS: See page 7
the Imperium of
ABILITIES
Man, it is the
BATTLECRY: Defensive Posture
Dire
The Dire Avenger moves up to their Speed towards
Avengers who its objective or towards an ASURYANI Adversary.
accompany ACTION: Avenger Shuriken Catapult: 10 +1ED / AP
him as an – / Range 9-18-27 / Salvo 3 / Assault, Rending (3)
honour guard. Mono-Knife: 6 +2ED / AP -1 / Rending (1)
Plasma Grenade (1): 10 +5ED / Range 12 / Blast (6)
Dire Avengers
REACTION: Defence Tactics: If an enemy Charges a
are patient and Dire Avenger, the Dire Avenger may spend 1 Reload
methodical to make a ranged attack against the charging foe as
warriors, as a Reflexive Action. This attack’s DN is increased by
furious in attack as +2.
they are DETERMINATION: Spend 1 Ruin to roll 3d6.
intractable in CONVICTION RESOLVE SPEED SIZE
defence. They 4 3 8 Average

Page 12 of 36
Abundance of Apocrypha Adversaries
The Asuryani
Dire Avenger Exarch SECOND STRIKE: This Threat reduces the Multi-
Every Aspect Shrine of the Aeldari is led by an Exarch, Attack Penalty by 2DN, as though they had the Dual
an Aeldari who has been called permanently to the Wield Talent.
Path of the Warrior. An Exarch has travelled so far SHIMMERSHIELD: The Exarch and all Dire Avengers
down that Path that they can no longer leave it and so within 5 metres may roll Determination against
Mortal Wounds.
dedicates him or herself fully as a high priest of Khaine
ABILITIES
in service to the Aspect of the War God that they
BATTLECRY: Defensive Posture
represent. The Dire Avenger Exarch moves up to their Speed
Exarchs wear more elaborate and ornate versions of towards its objective or towards an ASURYANI
Aspect Armour which incorporates the spirits of their Adversary.
ACTION: Avenger Shuriken Catapult: 10 +1ED / AP
past wearers, granting an Exarch not only wisdom and
– / Range 9-18-27 / Salvo 3 / Assault, Rending (3)
knowledge stretching across the millennia but a raw
Mono-Knife: 6 +2ED / AP -1 / Rending (1)
pool of potent psychic energy that can be used in Plasma Grenade (1): 10 +5ED / Range 12 / Blast (6)
combat. REACTION: Defence Tactics: If an enemy Charges a
This permanent acceptance of the Aeldari's "war mask" Dire Avenger Exarch, the Dire Avenger may spend 1
Reload to make a ranged attack against the
provides Exarchs with enhanced skill and dedication to
charging foe as a Reflexive Action. This attack’s DN
their craft and entitles them to access their Shrine's
is increased by +2.
oldest and most advanced wargear. Their secret
WRATH: Bladestorm
knowledge and supernatural abilities also allow When the Exarch, or any Dire Avenger within 5
Exarchs to enhance the abilities of the Dire Avengers metres, scores a Wrath Critical on a ranged attack
squads they lead. with an Avenger Shuriken Catapult, they may choose
to make a second attack instead of inflicting a critical
DIRE AVENGER EXARCH hit. These extra attacks may not generate extra
attacks themselves.
TIER 1 2 3 4 5 DETERMINATION: Battle Fortune: Roll 4d6 without
THREAT – A A A A spending Determination. The Dire Avenger Exarch
KEYWORDS: AELDARI, ASURYANI, [CRAFTWORLD], may roll Determination against Mortal Wounds,
ASPECT WARRIOR, EXARCH and Wounds are negated instead of being
S T A I WIL INT FEL converted to Shock.
4 4 6 6 5 4 2 CONVICTION RESOLVE SPEED SIZE
RESILIENCE 5 4 8 Average
10 (Exarch Armour: 5 AR) THREAT OPTIONS
DEFENCE WOUNDS SHOCK A Dire Avenger Exarch may take a second Avenger
5 8 7 Shuriken Catapult, or replace their Avenger Shuriken
SKILLS: Default 8, Awareness 10 (Passive 5), Ballistic Catapult with a Shuriken Pistol and one of the
Skill 10, Leadership 10, Weapon Skill 10 following:
BONUSES Shuriken Pistol: 10 +1ED / AP – / Range 6-12-18 /
ANCIENT DOOM: See page 7 Salvo 2 / Pistol, Rending (3)
BATTLE FOCUS: See page 7 Power Glaive: 9 +5ED / AP -2 / Range 2
CHAMPION: This Threat may use Ruin Actions and Diresword: 11 +3ED / AP -3 / Force, Mortal (1),
has 2 Personal Ruin. Parry

Page 13 of 36
Abundance of Apocrypha Adversaries
The Asuryani
Fire Dragons
The Fire Dragons are Asuryani Aspect Warriors who
seek to embody the writhing, sinewy dragons of Aeldari
Mythology. No Aeldari Aspect Warriors revel more in FIRE DRAGON
destruction than those who serve the Aspect Shrine of
TIER 1 2 3 4 5
the Fire Dragons. Taking as their totem the fierce, fire-
THREAT A E E T T
breathing creatures of Aeldari mythology, they KEYWORDS: AELDARI, ASURYANI, [CRAFTWORLD],
epitomise the brutal, wanton destruction of war. ASPECT WARRIOR
When called to arms their goal is the total annihilation S T A I WIL INT FEL
of their foes, to the exclusion of all else. Fire Dragons 3 3 5 5 4 3 2
RESILIENCE
are aggressive and warlike close combat fighters who
9 (Heavy Aspect Armour: 5 AR)
utilise heat-based weaponry to destroy enemy
DEFENCE WOUNDS SHOCK
armoured vehicles and drive the foe from his fortified
4 7 6
strongpoints. SKILLS: Default 6, Awareness 8 (Passive 4), Ballistic
They have an unsurpassed mastery of their chosen and Skill 8, Tech 7, Weapon Skill 8
highly dangerous weapons and take savage delight in BONUSES
the devastation they create. For this reason, the ANCIENT DOOM: See page 7
ASSURED DESTRUCTION: When making an attack
Asuryani believe that the Fire Dragons are the
against a VEHICLE, the Threat may re-roll any ED
embodiment of the Aeldari war god Kaela Mensha
which roll 1.
Khaine's penchant for pure destruction. It is said that BATTLE FOCUS: See page 7
Fire Dragon Exarchs generate a corona of lambent ABILITIES
flame around themselves when the battle lust is upon ACTION: Fusion Gun: 16 +2ED / AP -4 / Range 6-12-
them. 18 / Salvo 1 / Assault, Melta
Mono-Knife: 6 +2ED / AP -1 / Rending (1)
Melta Bomb (1): 16 +6ED / Range 6 / Blast (2),
Melta, Unwieldy (2)
Placed Charge: Any target within a Melta Bomb’s
blast is within close range for the purposes of the
Melta trait. Melta Bombs cannot be used in a
grenade launcher. In addition, they may be placed
onto a vehicle or structure within 1m rather than
thrown, requiring a Tech test with a DN equal to the
vehicle’s Defence. Placed melta bombs do not
detonate immediately and can be detonated as a
simple action on any of the character’s subsequent
turns.
REACTION: It’s Gonna Blow!
If an enemy VEHICLE or MONSTER within 3m is
about to explode, the Fire Dragon may move up to
half their Speed (round up) before the explosion
occurs.
DETERMINATION: Withstand the Inferno: Spend 1
Ruin to roll 3d6. This Threat may instead spend 1
Ruin to roll 6d6 if the damage is inflicted by a
weapon with the FIRE or MELTA keywords.
CONVICTION RESOLVE SPEED SIZE
4 3 7 Average

Page 14 of 36
Abundance of Apocrypha Adversaries
The Asuryani
Fire Dragon Exarch ASSURED DESTRUCTION: When making an attack
Every Aspect Shrine of the Aeldari is led by an Exarch, against a VEHICLE, the Threat may re-roll any ED
an Aeldari who has been called permanently to the which roll 1.
Path of the Warrior. An Exarch has travelled so far BATTLE FOCUS: See page 7
down that Path that they can no longer leave it and so BURNING HEAT: When an enemy makes a melee
attack against this Threat or another Fire Dragon
dedicates him or herself fully as a high priest of Khaine
within 5m, the DN needed to hit is increased by +2.
in service to the Aspect of the War God that they
CHAMPION: This Threat may use Ruin Actions and
represent. has 2 Personal Ruin.
Exarchs wear more elaborate and ornate versions of CRACK SHOT: This Threat may re-roll all rolls of 1
Aspect Armour which incorporates the spirits of their when they make a ranged attack.
ABILITIES
past wearers, granting an Exarch not only wisdom and
ACTION: Fusion Gun: 16 +2ED / AP -4 / Range 6-12-
knowledge stretching across the millennia but a raw
18 / Salvo 1 / Assault, Melta
pool of potent psychic energy that can be used in
Burning Fist: 9 +4ED / AP -2 / Brutal
combat. Melta Bomb (1): 16 +6ED / Range 6 / Blast (2),
This permanent acceptance of the Aeldari's "war mask" Melta, Unwieldy (2)
provides Exarchs with enhanced skill and dedication to Placed Charge: Any target within a Melta Bomb’s
blast is within close range for the purposes of the
their craft and entitles them to access their Shrine's
Melta trait. Melta Bombs cannot be used in a
oldest and most advanced wargear. As befits their
grenade launcher. In addition, they may be placed
shrine's tactical focus, the Fire Dragons' Exarchs are onto a vehicle or structure within 1m rather than
masters of destroying enemy strongholds, well- thrown, requiring a Tech test with a DN equal to the
armoured troops, or emplaced weapons. Exarchs often vehicle’s Defence. Placed melta bombs do not
have versed their squad in the art of stalking armoured detonate immediately and can be detonated as a
vehicles and being able to spot weak points in their simple action on any of the character’s subsequent
armour with uncanny speed. turns.
REACTION: It’s Gonna Blow!
FIRE DRAGON EXARCH If an enemy VEHICLE or MONSTER within 3m is
about to explode, the Fire Dragon may move up to
TIER 1 2 3 4 5 half their Speed (round up) before the explosion
THREAT – A A A A occurs.
KEYWORDS: AELDARI, ASURYANI, [CRAFTWORLD], DETERMINATION: Withstand the Inferno: Spend 1
ASPECT WARRIOR, EXARCH Ruin to roll 4d6. This Threat may instead spend 1
S T A I WIL INT FEL Ruin to roll 7d6 if the damage is inflicted by a
4 4 6 6 5 4 2 weapon with the FIRE or MELTA keywords.
RESILIENCE CONVICTION RESOLVE SPEED SIZE
10 (Exarch Armour: 5 AR) 5 4 8 Average
DEFENCE WOUNDS SHOCK THREAT OPTIONS
5 8 7 A Fire Dragon Exarch may replace their Fusion Gun
SKILLS: Default 8, Awareness 10 (Passive 5), Ballistic with one of the following:
Skill 12, Leadership 10, Weapon Skill 10 Firepike: 16 +4ED / AP -4 / Range 9-18-27 / Salvo 1
BONUSES / Assault, Blast (2), Inflict (On Fire), Melta
ANCIENT DOOM: See page 7 Dragon’s Breath Flamer: 12 +3ED / AP -1 / Range
10-20-30 / Assault, Flamer

Page 15 of 36
Abundance of Apocrypha Adversaries
The Asuryani
Striking Scorpions STRIKING SCORPION
The Aeldari Aspect Warriors known as the Striking
Scorpions epitomise the deadly attributes of their TIER 1 2 3 4 5
namesake, and they are the most skilled of all the THREAT A E E T T
close-assault Warrior Aspects on the Aeldari Path of KEYWORDS: AELDARI, ASURYANI, [CRAFTWORLD],
the Warrior. ASPECT WARRIOR
S T A I WIL INT FEL
They are merciless killers without exception, revelling 5 3 5 5 4 3 2
in the hunt and the kill, using stealth and shadow to RESILIENCE
cloak themselves from sight until the moment of 9 (Heavy Aspect Armour: 5 AR)
attack. The Striking Scorpions represent the wrath of DEFENCE WOUNDS SHOCK
the War God Kaela Mensha Khaine, which can fall 4 7 6
without warning and with extraordinary savagery upon SKILLS: Default 6, Awareness 8 (Passive 4), Ballistic
his foes. Skill 8, Stealth 8, Weapon Skill 9
BONUSES
The Striking Scorpions are one of the Aeldari Warrior ANCIENT DOOM: See page 7
Aspects dedicated to close combat, particularly close BATTLE FOCUS: See page 7
combat during infiltration missions in which they must MANDIBLASTERS: When this Threat Charges, and at
first close with the enemy undetected before the start of each turn they are Engaged, roll 1d6. On
unleashing their wrath. an Icon, one enemy within 2m suffers 1d3 Mortal
Wounds.
Striking Scorpions are best deployed to deal with MASTERS OF STEALTH: A Striking Scorpion may
tactical situations in which they face off against large move at full speed when Moving Stealthily.
numbers of enemy troops who are weaker than they, SECOND STRIKE: This Threat reduces the Multi-
though their unusual physical prowess for Aeldari Attack Penalty by 2DN, as though they had the Dual
allows the Striking Scorpions to successfully battle foes Wield Talent.
head-to-head that most Aeldari, even other Aspect ABILITIES
Warriors, would avoid. ACTION: Shuriken Pistol: 10 +1ED / AP – / Range 6-
12-18 / Salvo 2 / Pistol, Rending (3)
Scorpion Chainsword: 10 +4ED / Brutal, Parry,
Silent
Plasma Grenade (2): 10 +5ED / Range 20 / Blast (6)
RUIN: Shadow Strike
When making a melee surprise attack, spend 1 Ruin
to add +Tier ED to the attack’s damage.
DETERMINATION: Spend 1 Ruin to roll 3d6.
CONVICTION RESOLVE SPEED SIZE
4 3 7 Average

Page 16 of 36
Abundance of Apocrypha Adversaries
The Asuryani
Striking Scorpion Exarch
Every Aspect Shrine of the Aeldari is led by an Exarch,
an Aeldari who has been called permanently to the STRIKING SCORPION EXARCH
Path of the Warrior. An Exarch has travelled so far
TIER 1 2 3 4 5
down that Path that they can no longer leave it and so THREAT – A A A A
dedicates him or herself fully as a high priest of Khaine KEYWORDS: AELDARI, ASURYANI, [CRAFTWORLD],
in service to the Aspect of the War God that they ASPECT WARRIOR, EXARCH
represent. S T A I WIL INT FEL
7 4 6 6 5 4 2
Exarchs wear more elaborate and ornate versions of
RESILIENCE
Aspect Armour which incorporates the spirits of their
10 (Exarch Armour: 5 AR)
past wearers, granting an Exarch not only wisdom and
DEFENCE WOUNDS SHOCK
knowledge stretching across the millennia but a raw 5 8 7
pool of potent psychic energy that can be used in SKILLS: Default 8, Awareness 10 (Passive 5), Ballistic
combat. Skill 10, Leadership 10, Weapon Skill 12
This permanent acceptance of the Aeldari's "war mask" BONUSES
ANCIENT DOOM: See page 7
provides Exarchs with enhanced skill and dedication to
BATTLE FOCUS: See page 7
their craft and entitles them to access their Shrine's
CHAMPION: This Threat may use Ruin Actions and
oldest and most advanced wargear.
has 2 Personal Ruin.
Striking Scorpion Exarchs often incorporate the use of MANDIBLASTERS: When this Threat Charges, and at
several different specialist weapons, including a two- the start of each turn they are Engaged, roll 2d6.
handed version of the Scorpion Chainsword called the For each Icon rolled, one enemy within 2m suffers
1d3 Mortal Wounds.
Biting Blade, or a claw-shaped gauntlet called the
MASTERS OF STEALTH: A Striking Scorpion Exarch
Scorpion's Claw.
may move at full speed when Moving Stealthily.
Striking Scorpion Exarchs often lead their squads from SECOND STRIKE: This Threat reduces the Multi-
the shadows, using them to shield their approach from Attack Penalty by 2DN, as though they had the Dual
their enemies. Exarchs also train their squads to flow Wield Talent.
WITHDRAW INTO DARKNESS: The Exarch, and any
silently and without trace through dense terrain on the
Striking Scorpion within 5m, may Fall Back as a Free
battlefield.
Action.
ABILITIES
ACTION: Shuriken Pistol: 10 +1ED / AP – / Range 6-
12-18 / Salvo 2 / Pistol, Rending (3)
Scorpion Chainsword: 12 +4ED / Brutal, Parry,
Silent
Plasma Grenade (2): 10 +5ED / Range 24 / Blast (6)
RUIN: Shadow Strike
When making a melee surprise attack, spend 1 Ruin
to add +Tier ED to the attack’s damage.
DETERMINATION: Spend 1 Ruin to roll 4d6.
CONVICTION RESOLVE SPEED SIZE
5 4 8 Average
THREAT OPTIONS
A Striking Scorpion Exarch may replace either their
Shuriken Pistol or their Scorpion Chainsword with
one of the following:
Biting Blade: 13 +4ED / AP -1 / Range 2 / Brutal,
Parry, Silent, Tearing
Scorpion’s Claw: 12 +5ED / AP -3 / Brutal
(Scorpion’s Claw Shuriken Catapult: 10 +1ED / AP –
/ Range 6-12-18 / Salvo 3 / Assault, Rending [3])
Page 17 of 36
Abundance of Apocrypha Adversaries
The Asuryani
Howling Banshees
The Howling Banshees are Aspect Warriors who
specialise in highly mobile melee combat and
represent the Aeldari War God Khaela Mensha
HOWLING BANSHEE
Khaine's ability to instill fear in his foes.
TIER 1 2 3 4 5
The banshee is a harbinger of woe in Aeldari THREAT A E E T T
Mythology. It is fitting that these most feared of all the KEYWORDS: AELDARI, ASURYANI, [CRAFTWORLD],
Aspect Warriors draw their inspiration from this ASPECT WARRIOR
creature. These swift warriors are fearsome melee S T A I WIL INT FEL
combat specialists who draw their inspiration from the 4 3 6 5 4 3 2
unearthly creature with which they share a name. RESILIENCE
8 (Aspect Armour: 4 AR)
What Howling Banshees lack in brute strength they
DEFENCE WOUNDS SHOCK
make up for with their uncanny and inhuman precision 4 7 6
and efficiency. The piercing war cry of these Aspect SKILLS: Default 6, Athletics 10, Awareness 8
Warriors has heralded the coming doom of countless (Passive 4), Intimidation 8, Ballistic Skill 8, Weapon
enemies of the Aeldari people. Skill 9
BONUSES
A notable exception in the otherwise genderless
ACROBATIC: A Howling Banshee increases her
meritocracy that is the society of the Asuryani, the
Speed by +Tier when they Run, Sprint, or Charge.
Howling Banshees are almost always female. This is ANCIENT DOOM: See page 7
because the banshees of Aeldari legend, the daughters BANSHEE MASK: When this Threat Charges, the
of the Crone Goddess Morai-Heg, are themselves target, and all enemies within 3m of the target, are
always female spirits. unable to take Reflexive Actions and suffer the
Hindered (2) and Vulnerable (2) until the end of their
However, there do
next turn.
exist several males
BATTLE FOCUS: See page 7
SECOND STRIKE: This Threat reduces the Multi-
Attack Penalty by 2DN, as though they had the Dual
Wield Talent.
ABILITIES
amongst the BATTLECRY: The Approach of Doom: The Threat
ranks of the makes a normal move towards the nearest enemy
Banshees. These and attempts an Intimidation Interaction Attack
rare individuals are against that foe.
welcomed equally ACTION: Shuriken Pistol: 10 +1ED / AP – / Range 6-
into the Aspect by 12-18 / Salvo 2 / Pistol, Rending (3)
their sisters-in-arms if Power Sword: 9 +4ED / AP -3 / Parry
they prove able to War Cry: A Howling Banshee may make an
master the varied Intimidation Interaction Attack and a ranged or
demands of the Aspect. melee attack as a multi-action without suffering the
No matter the gender of normal DN increase.
WRATH: Agile Onslaught
the warrior
When the Howling Banshee scores a Wrath Critical
wearing the
on a melee attack, she may move up to half her
mask, the Speed without provoking Reflexive Attacks.
identity of DETERMINATION: Spend 1 Ruin to roll 3d6.
the war-mask CONVICTION RESOLVE SPEED SIZE
itself is female. 4 3 8 Average

Page 18 of 36
Abundance of Apocrypha Adversaries
The Asuryani
Howling Banshee Exarch
An Aeldari Exarch is the leader of an Aspect Shrine. An ACROBATIC: A Howling Banshee increases her
Exarch has travelled so far down the Path of the Speed by +Tier when they Run, Sprint, or Charge.
Warrior that they can no longer leave it and so ANCIENT DOOM: See page 7
dedicates him or herself fully as a high priest of Khaine BATTLE FOCUS: See page 7
in service to the Aspect of the War God that they CHAMPION: This Threat may use Ruin Actions and
represent. has 2 Personal Ruin.
PIERCING STRIKE: If this Threat does not make a
Exarchs wear more elaborate and ornate versions of multi-attack, increase the damage inflicted by the
Aspect Armour which incorporates the spirits of their attack by +Tier ED.
past wearers, granting an Exarch not only wisdom and WAR SHOUT: When this Threat Charges, the target,
knowledge stretching across the millennia but a raw and all enemies within 3m of the target, are unable
pool of potent psychic energy that can be used in to take Reflexive Actions and suffer the Hindered
combat. (4) and Vulnerable (2) until the end of their next
turn.
Under the guidance of their female Exarch, a squad of WHIRLING BLADES: This Threat reduces the Multi-
Howling Banshees are acrobatic warriors, leaping and Attack Penalty by twice the game’s Tier.
bounding into combat with deadly grace, while the ABILITIES
psychosonic war shout delivered by an Exarch's BATTLECRY: The Approach of Doom: The Threat
Banshee Mask is even more devastating to the foe than makes a normal move towards the nearest enemy
and attempts an Intimidation Interaction Attack
the normal piercing cry of the Howling Banshees.
against that foe.
Instead of a normal Aeldari Power Weapon, some ACTION: Shuriken Pistol: 10 +1ED / AP – / Range 6-
Howling Banshees Exarchs will wield an Executioner or 12-18 / Salvo 2 / Pistol, Rending (3)
Triskele, while others will replace both Power Weapon Power Sword: 10 +4ED / AP -3 / Parry
and Shuriken Pistol for twin Mirrorswords, practicing War Cry: A Howling Banshee may make an
Intimidation Interaction Attack and a ranged or
an arcane and ancient form of Aeldari swordplay that
melee attack as a multi-action without suffering the
allows the Exarch to maximise her inhuman close
normal DN increase.
combat abilities with the blades and make her one of WRATH: Agile Onslaught
the deadliest melee warriors in the galaxy. When the Howling Banshee Exarch scores a Wrath
Critical on a melee attack, she may move up to half
HOWLING BANSHEE EXARCH her Speed without provoking Reflexive Attacks.
DETERMINATION: Graceful Avoidance
TIER 1 2 3 4 5
Spend 1 Ruin to roll 8d6. This Threat may roll
THREAT – A A A A
Determination against Mortal Wounds. The Threat
KEYWORDS: AELDARI, ASURYANI, [CRAFTWORLD],
then moves up to half their Speed, without
ASPECT WARRIOR, EXARCH
provoking Reflexive Attacks.
S T A I WIL INT FEL
CONVICTION RESOLVE SPEED SIZE
5 4 7 6 5 4 2
5 4 8 Average
RESILIENCE
THREAT OPTIONS
10 (Exarch Armour: 5 AR)
A Howling Banshee Exarch may replace her Power
DEFENCE WOUNDS SHOCK
Sword with an Executioner, two Mirrorswords, or a
5 8 7
Triskele
SKILLS: Default 8, Athletics 12, Awareness 10
Executioner: 12 +4ED / AP -3 / Range 2 / Parry
(Passive 5), Ballistic Skill 11, Intimidation 10,
2 Mirrorswords: 10 +4ED / AP -2 / Paired, Parry
Leadership 10, Weapon Skill 11
Triskele (melee): 10 +3ED / AP -2
BONUSES
Triskele (shooting): 10 +2ED / AP -2 / Range 6-12-
18 / Salvo 3 / Assault, Reaping

Page 19 of 36
Abundance of Apocrypha Adversaries
The Asuryani
Swooping Hawks their Aspect Armour, compared to that worn by the
The Swooping Hawks are the aerial Aspect Warriors of warriors of the other Aspects, is less thick because of
the Asuryani. They wear cunningly constructed anti- their need to keep their weight low and therefore
gravitic wings that enable them to launch high into the offers less protection from enemy fire.
air at a moment's notice. They launch lightning-fast
aerial assaults against their foes, cutting them down SWOOPING HAWK
with the deadly energy weapons known as Lasblasters
TIER 1 2 3 4 5
in a blur of colour. THREAT A E E T T
The Swooping Hawks take their name from the wild KEYWORDS: AELDARI, ASURYANI, [CRAFTWORLD],
hunting birds of Aeldari Mythology, who symbolise ASPECT WARRIOR
S T A I WIL INT FEL
revenge and retribution. Just as these birds of legend
3 3 5 5 4 3 2
contained the spirit of a murdered Aeldari, hovering
RESILIENCE
over their killers as a mark of guilt, so too do the
8 (Aspect Armour: 4 AR)
Swooping Hawks fly across the battlefield, dealing swift
DEFENCE WOUNDS SHOCK
death as retribution to the enemies of the Aeldari. 4 7 6
The Swooping Hawks are among the most mobile of SKILLS: Default 6, Athletics 10, Awareness 9
the Aspect Warriors because of their Swooping Hawk (Passive 4), Ballistic Skill 9, Weapon Skill 8
Wings, which allow them to lift off into the air at a BONUSES
ANCIENT DOOM: See page 7
moment's notice and fly across the battlefield. Their
AERIAL DANCE: The Threat may Fall Back as a
wings are made from vibrating feather plates and
Simple Action rather than a Combat Action.
incorporate small gravitic lifters. When the Hawks fly, BATTLE FOCUS: See page 7
these wings vibrate with such speed they turn into a ABILITIES
blur of colour. BATTLECRY: Children of Baharroth
The speed and agility that this technology provides the The Threat moves their Speed upwards into the air
and adds +2 to their Defence as if they were in
Swooping Hawks more than makes up for the fact that
cover until the start of their next turn.
ACTION: Lasblaster: 7 +1ED / Range 12-24-36 /
Salvo 4 / Assault
Mono-Knife: 6 +2ED / AP -1 / Rending (1)
Haywire Grenade (1): Damage – / Range 16m /
Blast (2), Haywire (4)
Swooping Hawk Grenade Pack (3): 10 +5ED / Range
12-24-36 / Salvo – / Assault, Blast (6)
The Swooping Hawk Grenade Pack can only launch
grenades downwards while the Threat is flying. This
may be done at any point during the Threat’s flying
movement.
Skyleap: When the Threat takes a Full Defence
action, they immediately move up to twice their
Speed into the air, rather than halving their Speed.
RUIN: Bombing Run
When Flying over an enemy, the Threat may spend
1 Ruin as a Ruin Action to make an attack with their
Swooping Hawk Grenade Pack against an enemy
below.
DETERMINATION: Spend 1 Ruin to roll 3d6.
CONVICTION RESOLVE SPEED SIZE
4 3 16 Flight Average

Page 20 of 36
Abundance of Apocrypha Adversaries
The Asuryani
Swooping Hawk Exarch
Every Aspect Shrine of the Aeldari is led by an Exarch, BONUSES
an Aeldari who has been called permanently to the AERIAL DANCE: The Threat may Fall Back as a
Path of the Warrior. An Exarch has travelled so far Simple Action rather than a Combat Action.
down that Path that they can no longer leave it and so ANCIENT DOOM: See page 7
dedicates themself fully as a high priest of Khaine in BATTLE FOCUS: See page 7
service to the Aspect of the War God that they CHAMPION: This Threat may use Ruin Actions and
represent. Exarchs wear more elaborate and ornate has 2 Personal Ruin.
INTERCEPT: If this Threat, or another Swooping
versions of Aspect Armour which incorporates the
Hawk within 5m, attacks a flying enemy, they may
spirits of their past wearers, granting an Exarch not
re-roll all failures on the attack.
only wisdom and knowledge stretching across the ABILITIES
millennia but a raw pool of potent psychic energy that BATTLECRY: Children of Baharroth
can be used in combat. The Threat moves their Speed upwards into the air
and adds +2 to their Defence as if they were in
This permanent acceptance of the Aeldari's "war mask"
cover until the start of their next turn.
provides Exarchs with enhanced skill and dedication to
ACTION: Lasblaster: 7 +1ED / Range 12-24-36 /
their craft and entitles them to access their Shrine's Salvo 4 / Assault
oldest and most advanced wargear. The Exarchs' secret Mono-Knife: 7 +2ED / AP -1 / Rending (1)
knowledge and supernatural abilities allow them to Haywire Grenade (2): Damage – / Range 16m /
enhance the abilities of the Swooping Hawks squads Blast (2), Haywire (4)
they lead. Under the guidance of their Exarch, a Swooping Hawk Grenade Pack (3): 10 +5ED / Range
Swooping Hawks squad can deliver devastating 12-24-36 / Salvo – / Assault, Blast (6)
lightning-fast fly-by attacks, careening past their foe The Swooping Hawk Grenade Pack can only launch
with devastating blasts from their Lasblasters and then grenades downwards while the Threat is flying. This
raining grenades down upon them. may be done at any point during the Threat’s flying
movement.
Swooping Hawk Exarchs often have special skills that Rapid Assault: The Threat may make two attacks—
they teach to their squads, such as performing skyleaps two melee, two ranged, or one of each—as part of
from battle where the Swooping Hawks launch high a multi-action without an increase in DN.
into the sky with a great shout before swiftly returning Skyleap: When the Threat takes a Full Defence
and deploying into a new position, and skills in aerial action, they immediately move up to twice their
combat such as disabling enemy skimmers at high Speed into the air, rather than halving their Speed.
speed with Haywire Grenades. RUIN: Bombing Run
When Flying over an enemy, the Threat may spend
1 Ruin as a Ruin Action to make an attack with their
SWOOPING HAWK EXARCH Swooping Hawk Grenade Pack against an enemy
TIER 1 2 3 4 5 below.
THREAT – A A A A DETERMINATION: Spend 1 Ruin to roll 4d6.
KEYWORDS: AELDARI, ASURYANI, [CRAFTWORLD], CONVICTION RESOLVE SPEED SIZE
ASPECT WARRIOR, EXARCH 5 4 16 Flight Average
S T A I WIL INT FEL THREAT OPTIONS
4 4 6 6 5 4 2 A Swooping Hawk Exarch may be equipped with a
RESILIENCE Power Sword, and/or may replace their Lasblaster
10 (Exarch Armour: 5 AR) with a Hawk’s Talon or Sunrifle.
DEFENCE WOUNDS SHOCK Power Sword: 9 +4ED / AP -3 / Parry
5 8 7 Hawk’s Talon: 12 +2ED / Range 12-24-36 / Salvo 4 /
SKILLS: Default 8, Athletics 10, Awareness 12 Assault, Steadfast
(Passive 5), Ballistic Skill 11, Leadership 10, Weapon Sunrifle: 8 +4ED / AP -2 / Range 12-24-36 / Salvo 6 /
Skill 10 Assault, Inflict (Blinded)

Page 21 of 36
Abundance of Apocrypha Adversaries
The Asuryani
Warp Spiders WARP SPIDERS
The Warp Spiders are Aeldari Aspect Warriors who
specialise in the use of a personal teleportation device TIER 1 2 3 4 5
built into their Aspect Armour to make a series of rapid THREAT A E E T T
jumps through the Immaterium that make them nearly KEYWORDS: AELDARI, ASURYANI, [CRAFTWORLD],
impossible to target and allow them to attack the ASPECT WARRIOR
S T A I WIL INT FEL
enemy suddenly and disappear before he can strike
3 3 5 5 5 3 2
back.
RESILIENCE
This enables them to make totally unexpected attacks 9 (Heavy Aspect Armour: 4 AR)
on their foes, though it does necessitate spending a DEFENCE WOUNDS SHOCK
short time unshielded in the Empyrean. For this reason, 4 7 6
the Warp Spiders are considered the bravest of all SKILLS: Default 6, Awareness 9 (Passive 4), Ballistic
Aspect Warriors—they risk not only their lives in the Skill 9, Tech 8, Weapon Skill 8
name of victory, but also their souls, as Slaanesh BONUSES
ANCIENT DOOM: See page 7
hungers for the souls of all Aeldari who dare to enter
BATTLE FOCUS: See page 7
the realm of "She Who Thirsts" unprotected. Despite
VANISHING: Enemies may not use held actions or
this accolade, Warp Spiders are also regarded as
reflexive actions to make an attack against
strange and terrifying, the furthest removed from the movement made by the Threat using its Warp Jump
normal Aeldari mindset of all the Warrior Aspects. Generator.
Warp Spiders also tend to have a bleak outlook on life, ABILITIES
and rarely mix with the warriors from the other Aspect BATTLECRY: Warp Strike
Shrines. The Threat teleports using their Warp Jump
Generator towards the nearest cover.
The ritual armament of the Warp Spider is the Death ACTION: Death Spinner: 14 +2ED / Range 6-12-18 /
Spinner; a highly advanced weapon that extrudes a Salvo 3 / Assault, Brutal, Inflict (Restrained),
thick cloud of razor-sharp monofilament wire. The Rending (4)
Spinner's magnetic containment field then spools the Mono-Knife: 6 +2ED / AP -1 / Rending (1)
wire together and hurls it toward the enemy. The Warp Jump Generator: The Threat may perform a
wire's own tension causes it to writhe and lash, and Warp Jump as a Simple Action, vanishing and
where it touches flesh or soft tissue, it slices through reappearing anywhere within 20m. After
the victim's body, causing an agonising and quite messy completing this move, they suffer 1d3 Shock. They
death. may increase the distance, with each 10m of extra
range adding +1 to the Shock suffered. Moving in
this way reduces the Threat’s Stealth Score by -1.
REACTION: Flickerjump
When targeted by a ranged attack, the Threat may
Flickerjump as a Reflexive Action, suffering 1d3
Shock and add the game’s Tier to their Defence
against that attack.
DETERMINATION: Spend 1 Ruin to roll 3d6.
CONVICTION RESOLVE SPEED SIZE
5 4 7 Average

Page 22 of 36
Abundance of Apocrypha Adversaries
The Asuryani
Warp Spider Exarch
Every Aspect Shrine of the Aeldari is led by an Exarch, BONUSES
an Aeldari who has been called permanently to the ANCIENT DOOM: See page 7
Path of the Warrior. An Exarch has travelled so far BATTLE FOCUS: See page 7
down that Path that they can no longer leave it and so CHAMPION: This Threat may use Ruin Actions and
dedicates him or herself fully as a high priest of Khaine has 2 Personal Ruin.
in service to the Aspect of the War God that they IRON RESOLVE: At the start of the Threat’s turn, the
represent. Exarchs wear more elaborate and ornate Threat and any Warp Spiders within 5m recover
Shock equal to the game’s Tier.
versions of Aspect Armour which incorporates the
SECOND STRIKE: If armed with two Death Spinners
spirits of their past wearers, granting an Exarch not
and/or two Power Blades, this Threat reduces the
only wisdom and knowledge stretching across the Multi-Attack Penalty by 2DN, as though they had
millennia but a raw pool of potent psychic energy that the Dual Wield Talent.
can be used in combat. SURPRISE ASSAULT: When the Threat, or a Warp
Spider within 5m, makes a surprise attack, they may
This permanent acceptance of the Aeldari's "war mask"
add their Stealth Score as ED.
provides Exarchs with enhanced skill and dedication to
VANISHING: Enemies may not use held actions or
their craft and entitles them to access their Shrine's reflexive actions to make an attack against
oldest and most advanced wargear. The Exarchs of the movement made by the Threat using its Warp Jump
Warp Spider Shrines have honed their deadly skills as Generator.
ambushers to a high degree, passing on this knowledge ABILITIES
to the Warp Spider Squads that they personally lead. BATTLECRY: Warp Strike
They are experts in surprise assaults, teleporting onto The Threat teleports using their Warp Jump
the battlefield in a storm of crackling lightning, but also Generator towards the nearest cover.
know when it is prudent to withdraw from combat and ACTION: Death Spinner: 14 +2ED / Range 6-12-18 /
to regroup to perform further guerrilla attacks. Salvo 3 / Assault, Brutal, Inflict (Restrained),
Rending (4)
Some Exarchs will go into battle with two Death Mono-Knife: 7 +2ED / AP -1 / Rending (1)
Spinners, wielding them as ably as they would a single Warp Jump Generator: The Threat may perform a
weapon, or instead carry a Spinneret Rifle. These Warp Jump as a Simple Action, vanishing and
weapons eject a single rigid strand of monomolecular reappearing anywhere within 20m. After
wire that punches through armour and recoils in a tight completing this move, they suffer 1d3 Shock. They
spiral. In addition to this ranged weaponry, some Warp may increase the distance, with each 10m of extra
Spider Exarchs will also be equipped with Powerblades, range adding +1 to the Shock suffered. Moving in
this way reduces the Threat’s Stealth Score by -1.
twin Power Weapons fitted to their forearms, enabling
REACTION: Flickerjump
the wearer to use both hands freely.
When targeted by a ranged attack, the Threat may
Flickerjump as a Reflexive Action, suffering 1d3
WARP SPIDER EXARCH Shock and add the game’s Tier to their Defence
TIER 1 2 3 4 5 against that attack.
THREAT – A A A A DETERMINATION: Spend 1 Ruin to roll 4d6.
KEYWORDS: AELDARI, ASURYANI, [CRAFTWORLD], CONVICTION RESOLVE SPEED SIZE
ASPECT WARRIOR, EXARCH 6 5 8 Average
S T A I WIL INT FEL THREAT OPTIONS
4 4 6 6 6 4 2 A Warp Spider Exarch may take a second Death
RESILIENCE Spinner (adding the Paired trait), and/or a pair of
10 (Exarch Armour: 5 AR) Power Blades. Instead, they may replace their Death
DEFENCE WOUNDS SHOCK Spinner with a Spinneret Rifle.
5 8 7 Two Power Blades: 9 +3ED / AP -2 / Paired
SKILLS: Default 8, Awareness 10 (Passive 5), Ballistic Spinneret Rifle: 14 +3ED / AP -4 / Range 9-18-36 /
Skill 11, Leadership 10, Stealth 9, Tech 9, Weapon Salvo 1 / Rapid Fire (1), Mortal (d3)
Skill 10

Page 23 of 36
Abundance of Apocrypha Adversaries
The Asuryani
Dark Reapers deadly accuracy means it is almost impossible for a
The Dark Reapers are the most menacing of the Aeldari Dark Reaper to miss his target. Their superb aim
Aspect Warriors. They exemplify the Aeldari War God enables them to dominate the battlefield, pinning
Kaela Mensha Khaine in his aspect as the Destroyer, down enemy forces and destroying their chosen
and their skull-masked costume echoes that of their targets at will.
founder and Phoenix Lord, the "Harvester of Souls,"
Maugan Ra. They specialise in the use of highly DARK REAPERS
destructive, long-range heavy weaponry.
TIER 1 2 3 4 5
Their sacred weapon is the Reaper Launcher, a long- THREAT A E E T T
barrelled missile weapon that can create a blistering KEYWORDS: AELDARI, ASURYANI, [CRAFTWORLD],
firestorm of small missiles with a single salvo. The small ASPECT WARRIOR
S T A I WIL INT FEL
armour-piercing missiles the Reaper Launcher fires are
4 3 5 5 4 3 2
powerful enough to take down all but the most heavily
RESILIENCE
protected of foes.
9 (Heavy Aspect Armour: 4 AR)
The Dark Reapers pride themselves on their accuracy. DEFENCE WOUNDS SHOCK
To absorb the recoil of firing the Launcher and maintain 4 7 6
a steady firing position, the powered limb supports SKILLS: Default 6, Awareness 9 (Passive 4), Ballistic
include lower leg armour and boots fitted with Skill 10
stabilisers and clamps to secure the Dark Reaper to the BONUSES
ANCIENT DOOM: See page 7
ground. Their helmet incorporates specialised range-
BATTLE FOCUS: See page 7
finding sensor vanes which extends out of the helmet
INESCAPABLE: The Threat ignores all penalties for
of their Aspect Armour and allows a Dark Reaper to
darkness and fog, including complete darkness.
achieve target lock on even fast-moving vehicles. ABILITIES
This also creates a mind-link with the Dark Reaper's ACTION: Reaper Launcher (Starswarm): 12 +4ED /
weapon, allowing them to "see" out of the muzzle of AP -2 / Range 24-48-72 / Salvo 3 / Heavy (5)
Reaper Launcher (Starshot) (3): 16 +6ED / AP -2 /
the launcher. The resulting increase in their already
Range 24-48-72 / Salvo – / Blast (2), Heavy (5)
Mono-Knife: 7 +2ED / AP -1 / Rending (1)
RUIN: Death from Afar
When making a ranged attack, the Threat may
spend 1 Ruin. The attack is resolved against a
Defence of 3, regardless of the target’s actual
Defence.
DETERMINATION: Spend 1 Ruin to roll 3d6.
CONVICTION RESOLVE SPEED SIZE
4 3 7 Average

Page 24 of 36
Abundance of Apocrypha Adversaries
The Asuryani
Dark Reaper Exarch
Every Aspect Shrine of the Aeldari is led by an Exarch, DEFENCE WOUNDS SHOCK
an Aeldari who has been called permanently to the 5 8 7
Path of the Warrior. An Exarch has travelled so far SKILLS: Default 8, Awareness 10 (Passive 5), Ballistic
down the Path of the Warrior that they can no longer Skill 12, Leadership 10, Tech 9, Weapon Skill 10
leave it and so dedicates him or herself fully as a high BONUSES
priest of Khaine in service to the Aspect of the War God ANCIENT DOOM: See page 7
that they represent. BATTLE FOCUS: See page 7
CHAMPION: This Threat may use Ruin Actions and
Exarchs wear more elaborate and ornate versions of has 2 Personal Ruin.
Aspect Armour which incorporates the spirits of their CRACK SHOT: This Threat may re-roll all rolls of 1
past wearers, granting an Exarch not only wisdom and when they make a ranged attack.
knowledge stretching across the millennia but a raw FAST SHOT: When this Threat makes a ranged
pool of potent psychic energy that can be used in attack, they count their weapon’s Salvo as twice its
combat. normal value, so long as it had a Salvo of at least 1.
In addition, when making a ranged attack, the
This permanent acceptance of the Aeldari's "war mask" Threat may spend 1 Ammo to make a second attack
provides Exarchs with enhanced skill and dedication to with the weapon; this counts as a Salvo attack.
their craft and entitles them to access their Shrine's INESCAPABLE: The Threat ignores all penalties for
oldest and most advanced wargear. As a result, an darkness and fog, including complete darkness.
Exarch of the Dark Reapers wears a more formidable ABILITIES
ACTION: Reaper Launcher (Starswarm): 12 +4ED /
form of Dark Reaper Aspect Armour and instead of a
AP -2 / Range 24-48-72 / Salvo 3 / Heavy (5)
Reaper Launcher, will tend to wield one of a variety of
Reaper Launcher (Starshot) (3): 16 +6ED / AP -2 /
different heavy weapons. Range 24-48-72 / Salvo – / Blast (2), Heavy (5)
The skills and wargear of a Dark Reaper Exarch Mono-Knife: 7 +2ED / AP -1 / Rending (1)
exemplify the already deadly firepower and accuracy RUIN: Death from Afar
When making a ranged attack, the Threat may
that defines their Aspect. A Dark Reaper Exarch’s
spend 1 Ruin. The attack is resolved against a
preternatural combat ability surpass even the talents
Defence of 3, regardless of the target’s actual
of regular Dark Reapers, as a Dark Reaper Exarch is Defence.
perfectly capable of laying down a lethal hail of fire DETERMINATION: Spend 1 Ruin to roll 4d6.
more rapidly without loss of accuracy from any weapon CONVICTION RESOLVE SPEED SIZE
they wield, and of landing pinpoint shots so accurate 5 4 8 Average
they can bypass cover and hit targets who thought THREAT OPTIONS
themselves fully protected. A Dark Reaper Exarch may replace their Reaper
Launcher with an Aeldari Missile Launcher, Shuriken
DARK REAPER EXARCH Cannon, or Tempest Launcher:
Aeldari Missile Launcher: damage and AP as missile
TIER 1 2 3 4 5 / 24-48-72 / Salvo - / Heavy (6)
THREAT – A A A A • (Sunburst Missile: 10 +5ED / AP -1 / Blast
KEYWORDS: AELDARI, ASURYANI, [CRAFTWORLD], (10))
ASPECT WARRIOR, EXARCH
• (Starshot Missile: 16 +6ED / AP -2 / Blast (2))
S T A I WIL INT FEL Shuriken Cannon: 14 +2ED / Range 12-24-36 / Salvo
5 4 6 6 5 4 2 4 / Assault, Heavy (6), Rending (3)
RESILIENCE Tempest Launcher: 10 +4ED / AP -2 / Range 18-36-
10 (Exarch Armour: 5 AR) 54 / Salvo 2 / Blast (10), Heavy (6), Indirect

Page 25 of 36
Abundance of Apocrypha Adversaries
The Asuryani
Autarch
An Autarch is one of those few members of the ABILITIES
Craftworld Eldar who have mastered many of the ACTION: Star Glaive: 11 +6ED / AP -3 / Unwieldy (2)
Asuryani Paths over the centuries, including one or Plasma Grenade (3): 10 +5ED / Range 12 / Blast (6)
more facets of the Path of the Warrior. They possess a RUIN: Tactical Genius
consummate understanding of the art of war and serve Spend 1 Ruin as a Ruin Action and select one
as the supreme commanders of an Eldar Craftworld's ASURYANI mob or a single ASURYANI Troop or Elite
within 12 metres. The selected Threat may
warhost.
immediately make an extra move action, or a single
This Asuryani Path, known as the Path of Command or melee, ranged, or interaction attack.
Path of the Leader, is pursued by highly skilled DETERMINATION: Spend 1 Ruin to roll 4d6.
individuals who believe martial excellence can be CONVICTION RESOLVE SPEED SIZE
achieved by gaining a wider perspective of battle that 5 4 7 Average
allows the Eldar warhost to achieve victory in the most THREAT OPTIONS
efficient and lethal way possible. The Autarch may replace their Star Glaive with a
Shuriken Pistol or Fusion Pistol.
Autarchs do not limit themselves to the single-minded Shuriken Pistol: 10 +1ED / AP – / Range 6-12-18 /
specifications required of a single Path like most Eldar. Salvo 2 / Pistol, Rending (3)
The Autarch possesses an unparalleled strategic ability Fusion Pistol: 16 +1ED / AP -4 / Range 3-6-9 / Salvo
which far outshines an Exarch's obsession with only a 1 / Melta, Pistol
singular facet of war. This enables an Autarch to lead a An Autarch without a Star Glaive may select up to
two weapons from the following list. Weapons
warhost that operates in perfect unison, with each
marked * may only be selected once, and both
component of the Eldar war machine functioning in
Reaper Launcher entries are the same weapon.
perfect synchronicity. Avenger Shuriken Catapult: 10 +1ED / AP – / Range
9-18-27 / Salvo 3 / Assault, Rending (3)
AUTARCH Death Spinner: 14 +2ED / Range 6-12-18 / Salvo 3 /
Assault, Brutal, Inflict (Restrained), Rending (4)
TIER 1 2 3 4 5
Fusion Gun*: 16 +2ED / AP -4 / Range 6-12-18 / Salvo
THREAT – – A A A
1 / Assault, Melta
KEYWORDS: AELDARI, ASURYANI, [CRAFTWORLD]
Lasblaster*: 7 +1ED / Range 12-24-36 / Salvo 4 /
S T A I WIL INT FEL
Assault
3 3 6 6 6 6 6
Power Sword: 8 +4ED / AP -3 / Parry
RESILIENCE
Reaper Launcher (Starswarm)*: 12 +4ED / AP -2 /
11 (Aspect Armour, Force Shield: 4 AR, *3 AR)
Range 24-48-72 / Salvo 3 / Heavy (5)
DEFENCE WOUNDS SHOCK
Reaper Launcher (Starshot) (3)*: 16 +6ED / AP -2 /
9 9 8
Range 24-48-72 / Salvo – / Blast (2), Heavy (5)
SKILLS: Default 8, Awareness 10 (Passive 5), Ballistic
Scorpion Chainsword: 8 +4ED / Brutal, Parry, Silent
Skill 10, Leadership 12, Weapon Skill 10 An Autarch may be equipped with a Banshee Mask
BONUSES (page 18) or Mandiblasters (page 16)
ANCIENT DOOM: See page 7 An Autarch may be equipped with Swooping Hawk
BATTLE FOCUS: See page 7 (Flight Speed equal to twice Speed, plus the Aerial
CHAMPION: This Threat may use Ruin Actions and Dance and Skyleap abilities, page 20) or Warp Jump
has 5 Personal Ruin. Generator (Warp Jump Generator ability, page 22)
THE PATH OF COMMAND: All ASURYANI allies
within 12 metres may re-roll all 1s rolled on attacks.
In addition, whenever an ASURYANI Threat spends
Ruin, roll 1d6; on a 6, that point of Ruin is refunded.

Page 26 of 36
Abundance of Apocrypha Adversaries
The Asuryani
Farseer
A Farseer is the most potent and respected form of GHOSTHELM: When the Farseer suffers Perils of the
Asuryani psyker or Seer. A Farseer was once a Warlock Warp, they may suffer Shock equal to the tens die
but has now become lost upon the Path of the Seer of the d66 roll instead of suffering the rolled result.
forever in the same way as the Exarchs are wed If the Farseer is Exhausted, they suffer the rolled
eternally to the Path of the Warrior. Perils of the Warp result instead.
THE SKEINS OF FATE: The GM gains 1 Ruin at the
A council of the most powerful Farseers generally start of each Turn while this Threat remains on the
governs a craftworld. Farseers possess a wide diversity field.
of psychic specialities with divination and precognition THE WITCH PATH: See page 7
being the most common skill. ABILITIES
BATTLECRY: Foresight
They are most often known for using their vast psychic The Farseer attempts to activate a single Psychic
powers to see the possibilities of the future so that they Power.
can manipulate events to better ensure the survival of ACTION: Shuriken Pistol: 10 +1ED / AP – / Range 6-
the Aeldari species in the wake of the Fall. 12-18 / Salvo 2 / Pistol, Rending (3)
Witchblade: 13 +5ED / AP – / Force, Parry, Warp
On occasion a powerful Seer will receive a portent of Weapon
some calamitous event and be able to steer the Witchcraft: The Farseer attempts to activate a
Asuryani away from disaster and doom. With so few psychic power. The Farseer knows Smite,
Aeldari remaining, the Seers attempt to preserve every Psyniscience, Deny the Witch, Prescience, Scrier’s
Aeldari life possible. Gaze, and two powers from the Runes of Fate
discipline.
Farseers are amongst the most powerful of Seers and REACTION: Runes of Warding
probably represent some of the most potent psykers in When an enemy PSYKER attempts to use a psychic
the entire galaxy. Every craftworld has a handful of power within 18m, the Farseer may use their
Farseers amongst their populace who usually make up Reaction to increase the DN of that Psychic Mastery
that craftworld's guiding council. test by the game’s Tier.
RUIN: Unparalleled Mastery: Spend 1 Ruin as a
Much of a Farseer's time is spent in a trance-like state Ruin Action. The Farseer attempts to activate a
where their spirit roams at will throughout the Psychic Power.
wraithbone of the craftworld where they direct the WRATH: Psychic Supremacy
psychic-energy flow throughout the entire world-ship. When one or more Wrath Criticals are rolled on the
Farseer’s Psychic Mastery Tests, the Farseer may
FARSEER gain one of the following benefits:
• The Psychic Power activated gains additional
TIER 1 2 3 4 5 Exalted Icons equal to the game’s Tier.
THREAT – – A A A • The Farseer may attempt to activate another
KEYWORDS: AELDARI, ASURYANI, [CRAFTWORLD], psychic power.
PSYKER • The Farseer immediately recovers 2d3
S T A I WIL INT FEL Shock.
3 3 6 6 8 6 4 DETERMINATION: Fated Survival. Spend 1 Ruin to
RESILIENCE roll 8d6. Determination may be rolled against
8 (Rune Armour: *4 AR) Mortal Wounds, and Wounds are negated rather
DEFENCE WOUNDS SHOCK than being converted to Shock.
5 9 11 CONVICTION RESOLVE SPEED SIZE
SKILLS: Default 10, Awareness 12 (Passive 6), 8 7 8 Average
Psychic Mastery 14 THREAT OPTIONS
BONUSES A Farseer may replace their Witchblade with one of
ANCIENT DOOM: See page 7 the following:
BATTLE FOCUS: See page 7 Singing Spear: 13 +6ED / Range 2(M) 15(T) /
CHAMPION: This Threat may use Ruin Actions and Assault, Force, Warp Weapon
has 5 Personal Ruin. Force Stave: 11 +2ED / AP -1 / Range 2(M) / Brutal,
Force
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Abundance of Apocrypha Adversaries
The Asuryani
Wraithguard
The Wraithguard of the Asuryani are not living Wraithguard are often led into battle by Warlocks or
warriors; they are artificial robotic constructs called Spiritseers who help to guide them.
Ghost Warriors created from the complex psycho-
plastic material crafted by the Asuryani of the WRAITHGUARD
craftworlds known as wraithbone. Each Wraithguard
TIER 1 2 3 4 5
has a Spirit Stone containing the soul of an elite Aeldari
THREAT A A E E E
warrior that was drawn out of the Infinity Circuit of a KEYWORDS: AELDARI, ASURYANI, PSYKER, WRAITH
craftworld. CONSTRUCT, [CRAFTWORLD]
Wraithguard are smaller in size than Wraithlords, and S T A I WIL INT FEL
carry a weapon known as a Wraithcannon which is a 9 7 4 6 6 6 2
RESILIENCE
short-range weapon capable of opening a small rift into
13 (Wraithbone Form: 5 AR)
the Warp which sucks the target, or pieces of the
DEFENCE WOUNDS SHOCK
target, within the Immaterium.
5 16 –
Due to their wraithbone construction, Wraithguard SKILLS: Default 7, Awareness 8 (Passive 4), Ballistic
endure massive amounts of damage, making them Skill 8, Weapon Skill 8
useful in situations that would be suicide for living BONUSES
soldiers. ANCIENT DOOM: See page 7
IMPLACABLE: This Threat may Fall Back as a Simple
They see through the Warp using what is known as Action, rather than a Combat Action.
"Wraithsight" but as the Warp is a tumultuous place, PSYNISCIENCE: This Threat can activate Psyniscience
Wraithguard often have trouble discerning the true (p. 267 of the corebook) as a Free Action. This is
nature of realspace and so can find themselves blinded automatic and requires no skill test.
and unable to function effectively. Because of this, WRAITH CONSTRUCT: This Threat is immune to the
Bleeding, Exhausted, and Poisoned conditions, and
cannot Suffocate.
WRAITHSIGHT: This Threat is immune to vision
penalties from any source other than the Warp.
ABILITIES
ACTION: Wraithcannon: 20 +2ED / AP -4 / Range 6-
12-18 / Salvo 1 / Assault, Heavy (6), Warp Weapon
Wraithbone Fists: 9 +1ED / AP -1
COMPLICATION: Wraithsight Illusion: If the Threat
rolls a Complication on any Test, they are
immediately Blinded as their vision becomes
uncertain. This penalty is applied to the Test that
caused the Complication. This condition can only be
removed by succeeding at a DN 8 Willpower Test,
made as a Combat Action by the Threat, or by a
Leadership (Wil) Test with a DN of 4 by an
ASURYANI PSYKER within 10m.
DETERMINATION: Wraithbone Resilience: Spend 1
Ruin to roll 10d6. Wounds are negated rather than
converted to Shock.
CONVICTION RESOLVE SPEED SIZE
6 5 5 Large
THREAT OPTIONS
A Wraithguard may replace their Wraithcannon with
a D-Scythe:
Wraithcannon: 20 +1ED / AP -4 / Range 4-8-12 /
Salvo 1 / Assault, Blast (4), Heavy (6), Warp Weapon

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Abundance of Apocrypha Adversaries
The Asuryani
Wraithblades
The most feared of all the Wraithguard are usually DEFENCE WOUNDS SHOCK
referred to as Wraithblades—few Asuryani will speak 5 16 –
their true name in the Aeldari language, Klaivaulch, for SKILLS: Default 7, Awareness 8 (Passive 4), Weapon
fear of inciting the wrath of Khaine. Skill 9
BONUSES
Tradition has it that each craftworld keeps these ANCIENT DOOM: See page 7
vengeful constructs apart from other ghost warriors so FIRES OF WRATH: This Threat adds +2 bonus dice to
that the immortal anger that pervades their its melee attack when it Charges.
wraithbone shells does not taint those who might one PSYNISCIENCE: This Threat can activate Psyniscience
day still attain peace when they are returned to the (p. 267 of the corebook) as a Free Action. This is
Infinity Circuit. automatic and requires no skill test.
SECOND STRIKE: If armed with two Ghostswords,
When the call to war is heard, these beings are this Threat reduces the Multi-Attack Penalty by 2DN,
awakened by the most gifted Seers. Their Spirit Stones as though they had the Dual Wield Talent.
glow hot as the slow-burning anger of the dead flows WRAITH CONSTRUCT: This Threat is immune to the
through their cores. Once kindled, the wrath that Bleeding, Exhausted, and Poisoned conditions, and
animates their wraithbone bodies becomes an cannot Suffocate.
unstoppable fury that can only be quenched in the WRAITHSIGHT: This Threat is immune to vision
blood of their foe. penalties from any source other than the Warp.
ABILITIES
Wielding twin Ghostswords that leave glowing traces in ACTION:
the air, the Wraithblades cut down their foes with both Two Ghostswords: 14 +4ED / AP -3 / Parry, Paired
merciless precision and the great might afforded by COMPLICATION: Wraithsight Illusion: If the Threat
their long-limbed forms. rolls a Complication on any Test, they are
immediately Blinded as their vision becomes
Some of these constructs instead bear elegant uncertain. This penalty is applied to the Test that
Ghostaxes and glowing Forceshields, which deflect caused the Complication. This condition can only be
enemy fire as they advance and misdirect the removed by succeeding at a DN 8 Willpower Test,
desperate blows aimed at them at close quarters. made as a Combat Action by the Threat, or by a
Leadership (Wil) Test with a DN of 4 by an
In deadly melee, the Wraithblades take the lives of the ASURYANI PSYKER within 10m.
foe just as their lives were taken in the ongoing battle DETERMINATION: Wraithbone Resilience: Spend 1
against the extinction of the Aeldari species. Ruin to roll 10d6. Wounds are negated rather than
converted to Shock.
WRAITHBLADE CONVICTION RESOLVE SPEED SIZE
6 5 5 Large
TIER 1 2 3 4 5 THREAT OPTIONS
THREAT A A E E E A Wraithguard may replace their Ghostswords with
KEYWORDS: AELDARI, ASURYANI, PSYKER, WRAITH a Ghostaxe and Forceshield:
CONSTRUCT, [CRAFTWORLD] Ghostaxe: 14 +5ED / AP -2 / Brutal, Rending (1)
S T A I WIL INT FEL Forceshield: The Forceshield increases the Threat’s
9 7 4 6 6 6 2 Resilience to 16 (*3 AR), and its Defence to 8. It also
RESILIENCE allows the Threat to roll Determination against
13 (Wraithbone Form: 5 AR) Mortal Wounds.

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Abundance of Apocrypha Adversaries
The Asuryani
Wraithlord
A Wraithlord, also called an Eldar Dreadnought by PSYNISCIENCE: This Threat can activate Psyniscience
some archivists in the Imperium, is an Asuryani robotic (p. 267 of the corebook) as a Free Action. This is
combat walker that contains no living pilot; rather, it is automatic and requires no skill test.
merely a robotic shell, a repository of the animating SECOND STRIKE: If armed with two Ghostswords,
soul of a dead Asuryani hero. Wraithlords are graceful this Threat reduces the Multi-Attack Penalty by 2DN,
but mighty giants that dwarf their smaller Wraithguard as though they had the Dual Wield Talent.
WRAITH CONSTRUCT: This Threat is immune to the
Ghost Warrior cousins.
Bleeding, Exhausted, and Poisoned conditions, and
These large constructs are extremely precious to their cannot Suffocate.
Aeldari craftworlds and have a supernatural toughness WRAITHSIGHT: This Threat is immune to vision
due to being made from the psychically active penalties from any source other than the Warp.
substance called wraithbone. ABILITIES
BATTLECRY: Terrifying Presence: Anyone that can
Summoned into being by the necromantic processes of see this Threat must make a DN 3 Terror Test.
the Asuryani Spiritseers, only a true hero of the Aeldari ACTION: Two Shuriken Catapults: 10 +1ED / AP – /
people has psychic power enough to animate the Range 6-12-18 / Salvo 3 / Assault, Rending (3)
gigantic wraithbone shell of a Wraithlord. Wraithbone Fists: 13 +1ED / AP -3
DETERMINATION: Wraithbone Resilience: Spend 1
A graceful statue of Aeldari manufacture, each Ruin to roll 16d6. Wounds are negated rather than
Wraithlord is encrusted in glittering gemstones and converted to Shock.
scrolling alien glyphs. With a smooth, featureless head CONVICTION RESOLVE SPEED SIZE
sweeping back from broad, fragile-seeming shoulders, 8 7 8 Huge
the inhumanity of the gigantic statue is immediately THREAT OPTIONS
evident. A Wraithlord may replace any Shuriken Catapult
with a Flamer
Flamer: 10 +1ED / Range 4-8-12 / Salvo 1 / Assault,
WRAITHLORD
Flamer
TIER 1 2 3 4 5 A Wraithlord may take a Ghostglaive:
THREAT – – MC MC MC Ghostglaive: 18 +5ED / AP -4 / Range 2(M) / Parry
KEYWORDS: AELDARI, ASURYANI, PSYKER, WRAITH A Wraithlord may take up to two Heavy Weapons
CONSTRUCT, [CRAFTWORLD] from this list:
S T A I WIL INT FEL Shuriken Cannon: 14 +2ED / Range 12-24-36 / Salvo
13 13 5 5 8 6 2 4 / Assault, Heavy (6), Rending (3)
RESILIENCE Bright Lance: 16 +3ED / AP -4 / Salvo 0 / Heavy (4),
19 (Wraithbone Form: 5 AR) Sniper (1)
DEFENCE WOUNDS SHOCK Scatter Laser: 14 +2ED / AP – / 18-36-54 / Salvo 6 /
4 32 – Heavy (8)
SKILLS: Default 9, Awareness 10 (Passive 5), Ballistic Starcannon: 14 +2ED / AP -3 / 18-36-54 / Salvo 4 /
Skill 10, Weapon Skill 10 Heavy (8)
BONUSES Aeldari Missile Launcher: damage and AP as missile
ANCIENT DOOM: See page 7 / 24-48-72 / Salvo - / Heavy (6)
MONSTROUS CREATURE: This Threat is immune to • (Sunburst Missile: 10 +5ED / AP -1 / Blast
the Fear, Pinned, and Staggered conditions. (10))
• (Starshot Missile: 16 +6ED / AP -2 / Blast (2))

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Abundance of Apocrypha Adversaries
The Asuryani
Spiritseer
A Spiritseer is an Eldar psyker who walks the Path of the
Seer in a way that allows them to commune with the
souls of the dead Eldar preserved in the Craftworld's SPIRITSEER
Infinity Circuit. In times of peace, the Spiritseers serve
TIER 1 2 3 4 5
as a bridge between the living and the dead, ensuring
THREAT A A E E E
the wisdom of the past remains available to those still KEYWORDS: AELDARI, ASURYANI, [CRAFTWORLD],
able to influence the present. In time of war, the PSYKER
Spiritseers entreat the souls of the dead to empower S T A I WIL INT FEL
Wraithguard and Wraithlord constructs, using the dead 3 3 5 5 6 4 2
to protect their living kindred. RESILIENCE
8 (Rune Armour: *4 AR)
The Path of the Spiritseer is one of the most difficult of
DEFENCE WOUNDS SHOCK
Paths to walk for an Eldar. Like all variations of the Path
4 9 9
of the Seer, it requires the Eldar to call on their psychic SKILLS: Default 6, Awareness 8 (Passive 4), Ballistic
powers with all the risks that usage entails. The Skill 7, Leadership 8, Psychic Mastery 9, Weapon
Spiritseer must possess a mental discipline and Skill 7
fortitude beyond compare, for communing with the BONUSES
dead is extremely taxing. Depending on the spirit's past ANCIENT DOOM: See page 7
life and manner of death, it might be cooperative, but BATTLE FOCUS: See page 7
often is either unresponsive, racked with grief, jealous CHAMPION: This Threat may use Ruin Actions and
of the still living or even malicious. The Spiritseer must has 3 Personal Ruin.
adapt themselves to commune with the intended spirit SPIRIT MARK: Friendly WRAITH CONSTRUCT
without being refused or even worse, possessed. Threats can see from a Spiritseer’s senses within
25m and are not subject to Wraithsight Illusion.
Another, more subtle danger of this Path is that the THE WITCH PATH: See page 7
Spiritseer must be self-possessed enough to always ask ABILITIES
and never demand assistance from the dead, no matter ACTION: Shuriken Pistol: 10 +1ED / AP – / Range 6-
how dire his and his people's need might be. Making 12-18 / Salvo 2 / Pistol, Rending (3)
demands of the dead, forcing them to serve the will of Witchblade: 12 +5ED / AP – / Force, Parry, Warp
the living, is a practice considered anathema amongst Weapon
the Eldar, who view it with the same loathing that Necromancy: The Spiritseer attempts to activate a
humans reserve for necromancy. It is for this reason psychic power. The Spiritseer knows Smite,
Psyniscience, Deny the Witch, and one power from
that many Eldar view Spiritseers with some suspicion.
the Runes of Battle discipline.
Although the line between spiritseeing and
RUIN: Tears of Isha: Spend 1 Ruin as a Ruin Action.
necromancy is sometimes fine, the Spiritseer must One WRAITH CONSTRUCT within 25m heals 1d3
always remain aware that the dead must only give Wounds.
assistance to the living willingly. The combined DETERMINATION: Spend 1 Ruin to roll 3d6.
pressures of resisting the dead and enduring the Determination may be rolled against Mortal
cultural censure of the living makes the Path of the Wounds.
Spiritseer an uneasy road that few Eldar dare walk. CONVICTION RESOLVE SPEED SIZE
6 5 8 Average

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Abundance of Apocrypha Adversaries
The Asuryani
Avatar of Kaela Mensha Khaine AVATAR OF KHAINE
At the heart of every Craftworld sits the Avatar, its own
incarnation of the Bloody-Handed God of the Aeldari, TIER 1 2 3 4 5
Kaela Mensha Khaine. Aroused from his throne of THREAT – – – A A
smouldering iron, the Avatar leads the warriors of his KEYWORDS: AELDARI, ASURYANI, [CRAFTWORLD],
Craftworld to battle. Huge and all-powerful, the Avatar DAEMON
S T A I WIL INT FEL
is a god incarnate, the embodiment of the Aeldari racial
11 10 6 6 9 8 5
soul, and a deadly opponent even for the mightiest
RESILIENCE
powers of Chaos.
16 (Iron Body: 5 AR)
It is said that after the birth of the Chaos God Slaanesh, DEFENCE WOUNDS SHOCK
She Who Thirsts, during the Fall of the Aeldari in the 5 28 –
30th Millennium, she fought and killed the ancient SKILLS: Default 10, Awareness 12 (Passive 6),
Aeldari gods one-by-one in the Immaterium, absorbing Weapon Skill 14
their essences into her own just as she had the souls of BONUSES
ANCIENT DOOM: See page 7
the Aeldari themselves. But the God of War and Strife,
BATTLE FOCUS: See page 7
Khaela Mensha Khaine, was too strong to be destroyed
BURNING AURA: Roll 1d6 for each creature
forever. So Khaine's spirit fled the Warp and found
Engaged with the Threat at the start of their turn;
refuge dispersed among the Infinity Circuits, the on a 4+, that creature gains the On Fire condition.
psychoreactive Wraithbone hearts of the remaining CHAMPION: This Threat may use Ruin Actions and
Aeldari Craftworlds. has 5 Personal Ruin.
FRAGMENT OF A GOD: Gain 1 Ruin at the start of
Wherever his essence landed, a Wraithbone artefact in
each of the Avatar’s turns.
the form of a great statue of the god was created,
KHAINE AWAKENED: Friendly ASURYANI Threats
allowing future Aeldari to be able to summon a within 18 metres automatically pass all Resolve and
fragment of the spirit of Khaine back into the Materium Conviction tests and add +Tier bonus dice to all
to defend his race when a Craftworld faces a their attacks.
particularly dire crisis. MONSTROUS CREATURE: This Threat is immune to
the Fear, Pinned, and Staggered conditions.
WAR INCARNATE: Whenever the Avatar shifts an
Exalted Icons on an attack, it heals 1 Wound.
ABILITIES
BATTLECRY: Terrifying Presence: Anyone that can
see this Threat must make a DN 5 Terror Test.
ACTION:
The Wailing Doom (melee): 16 +6ED / AP -4 /
Range 3(M) / Inflict (On Fire), Melta
The Wailing Doom (ranged): 16 +3ED / AP -4 /
Range 6-12-18 / Salvo 0 / Assault, Inflict (On Fire),
Melta
DETERMINATION: Molten Body: You do not need
to spend Ruin to roll Determination. Roll 10d6. The
Avatar may roll Determination against Mortal
Wounds. Any Wounds negated by Determination
are ignored instead of being converted to Shock.
Attacks with the FIRE or MELTA keywords are
completely ignored without a roll.
ANNIHILATION: An Ill-Omen. When the Avatar is
slain, all ASURYANI on the battlefield must pass a
DN 3 Resolve Test or flee.
CONVICTION RESOLVE SPEED SIZE
6 5 8 Huge

Page 32 of 36
Abundance of Apocrypha Adversaries
The Asuryani
Sons and Daughters of Asuryan
The greatest heroes of the Asuryani are powerful individuals, with centuries or even millennia of experience in war
and politics. Their minds are devoted entirely to their goals, given certainty through obsessive focus, vast experience,
and prophetic insight, and there are few leaders who can match the raw skill and dedication of Asuryani Exarchs,
Autarchs, Warlocks, and Farseers.

As a result, Asuryani Adversaries—the mighty, notable, and notorious foes who lead warhosts into battle and seek to
shape fate in ways that Player Characters will be required to foil—are likely to take numerous forms as unique and
distinct as their agendas. This section provides several items of unique, deadly equipment and a few additional abilities
which can be applied to Asuryani Adversaries to make them more distinct and memorable in your campaign.

Adversary Traits Falcon’s Swiftness


The following abilities can be applied to an Asuryani The Adversary moves across broken ruins and blasted
Adversary. Only one such trait should be applied to any battlefields with an astonishing certainty and agility as
given Adversary under most circumstances, though the they close with those they hunt.
ultimate Adversary of a Tier 4 or higher campaign might The Adversary’s Speed is increased by +2.
justifiably have more than one. Some of these abilities
are intended for Asuryani of a specific Craftworld. Mark of the Incomparable Hunter
The Warlord is a skilled hunter and a master
Ambush of Blades marksman. He places his shots precisely where they
The Adversary’s uncanny senses pierce the fog of war. are most needed, each kill tipping the course of the
Knowing the precise time at which to strike, they battle to his advantage.
command their kin to level a storm of blades, energy
blasts and razor-edged shuriken into the foe. When the Adversary takes the Aim action and make a
Called Shot, double the bonus ED granted.
Each time an ASURYANI Threat within 6 metres of this
Adversary scores a Wrath Critical on an attack, the AP Seer of the Shifting Vector
of that attack is improved by 1 (i.e., AP -1 becomes AP The Warlord is wise enough to read the skeins of
-2, and so forth). destiny, seeing many possible futures amidst the
mayhem of combat.
An Eye on Distant Events
The Adversary’s well-honed survival instincts allow The Adversary may shift an Exalted Icon from a
them to use every advantage of the battlefield for the successful Skill Test to generate a point of Ruin.
betterment of their plan, so they can stalk unseen Puritanical Leader [Alaitoc]
toward the enemy’s lines. Zealous in their belief in the superiority of their
BATTLECRY: Select a single Mob of ASURYANI, or craftworld, this Warlord inspires unwavering discipline
ASURYANI Troops or Elites equal to the Adversary’s in their kin.
Intellect. Each of those Threats may move up to their ALAITOC Threats within 12 metres of the Adversary
Speed before the first turn. Resolve this before automatically succeed at Resolve and Conviction Tests.
resolving the Battlecry abilities of the Threats selected.
Natural Leader [Biel-Tan]
Fate’s Messenger Tactical acumen and the use of targeting matrices are
The Adversary’s well-honed survival instincts allow him second nature to this battle-seasoned Warlord.
to use every advantage of the battlefield for the
betterment of his plan, so they can stalk unseen toward At the start of the Adversary’s turn, select a single BIEL-
the enemy’s lines. TAN mob or Threat within 6 metres. The selected mob
or Threat may re-roll all failures on their attacks until
Increase the Adversary’s Maximum Wounds and the start of the Adversary’s next turn.
Maximum Shock by +Tier. In addition, the Adversary
may re-roll any 1s rolled on their Determination.

Page 33 of 36
Abundance of Apocrypha Adversaries
The Asuryani
Enduring Resolve [Iyanden] Blazing Star of Vaul
Resolute in mind and body, this Adversary’s willpower The Bonesinger Kearse was the most famed of the
is second to none. weapon smiths from before the Fall, and his works
have never been duplicated. The shuriken fired from
The Adversary’s Willpower is increased by +2. This also
weapons he crafted are infused with his peerless spirit
increases their Maximum Shock, Conviction, and
and leave contrails of light in their wake. So rapidly can
Resolve, as well as any ratings in Intimidation,
they shoot that it is akin to a meteor storm, and to this
Leadership, Psychic Mastery, or Survival, if the
day the few surviving weapons of his craft are still
Adversary has them. In addition, the Adversary may
known as Blazing Stars of Vaul.
gain the PSYKER keyword if they wish, gaining the
Psyniscience and Deny the Witch abilities. This weapon replaces a shuriken pistol or shuriken
catapult carried by the Threat.
Wild Rider Chieftain [Saim-Hann]
To the bravest goes the glory, as they say aboard Saim- Add the Rapid Fire (2) trait to the weapon and increase
Hann. its Salvo by +2.
When an enemy takes the Charge action and concludes Faolchú’s Wing
their move within 6 metres of the Adversary, they may When Eldanesh fell battling Khaine, the great falcon
spend 1 Ruin as a Reflexive Action to move up to their Faolchú was disconsolate. Faolchú gifted a single
Speed towards that enemy to engage them and make golden pinfeather to Eldanesh’s heirs, that perhaps its
a melee attack before the enemy makes their attack. swiftness might aid them where her own had failed.
The Adversary is considered to be charging for the Legend tells that this artefact is that self-same token of
purposes of this attack. grief, handed down through generations of Aeldari,
and surviving even the tumult of the Fall.
Fate Reader [Ulthwé]
Using their prescience to discern the enemy The bearer of this item can Fly with a Flight Speed of
commander’s intentions, this Adversary can react 12.
before the foes plans even come into action.
Firesabre
Roll 1d6 at the start of the Adversary’s turn. If the roll Many legends speak of Draoch-var, the great drake
is a 6, gain 1 Ruin. whose ethereal fires reduced the great forests of
Velorn to inert ash, and whose wrathful strength
Remnants of Glory
toppled the pillars of the Temple of Isha. Reputedly,
Remnants of Glory are items of incredible rarity and this sword was forged from Draoch’s razored fang in
power, each one a reflection of the ancient Aeldari celebration of Ulthanesh’s victory. It burns with a fury
empire’s brilliance. During times of need, each that can never be quenched, and its fire spreads like a
craftworld brings out even the most prized of artefacts living thing.
from their armouries.
This weapon replaces a power sword carried by the
Only one item from the list below should be given to Threat.
any given Adversary under most circumstances, though
the ultimate Adversary of a Tier 4 or higher campaign Firesabre: (S) +6 +4ED / AP -4 / Inflict (On Fire), Mortal
might justifiably have more than one. Some of these (1), Parry
options are intended for Asuryani of a specific
Craftworld. Melee weapons listed here do not include
the wielder’s Strength in their damage rating.

Page 34 of 36
Abundance of Apocrypha Adversaries
The Asuryani
Ghosthelm of Alishazier [Ulthwé] may immediately make a melee attack. After making
The millennia old Farseer Alishazier of Ulthwé this attack, the Wraith Constructs suffer 1d3 Mortal
harboured a deep terror that she would one day join Wounds.
the ranks of her crystallised predecessors. Unable to
Shard of Anaris
accept such a fate, she invested her psyche into the
When Kaela Mensha Khaine slew Eldanesh, he took the
circuitry network of her ghosthelm, so that her spirit
sword Anaris and claimed it as his own. When Khaine
might forever keep others of her Path safe from harm.
was shattered in battle with Slaanesh, Anaris too was
ULTHWÉ Farseer only. The wearer of this helm adds splintered, the fragments of both blade and wielder
one Exalted Icon to all Psychic Mastery Tests they coming to rest within the craftworlds. Legend tells that
attempt. the Shard of Anaris was then crafted into a blade to be
borne by the Asuryani’s mightiest warriors.
Kurnous’ Bow
Aeldari myth recounts of how Kurnous hunted across This weapon replaces a power sword carried by the
the stars, fashioning an arrow specific to each prey he Threat.
sought. When loosed from his bow, such a missile
would seek out the greatest weakness in their target, Shard of Anaris: (S) +5 +5ED / AP -3 / Parry, Tearing
finding gaps in defences to reach the soft flesh
Shiftshroud of Alanssair [Alaitoc]
beneath. Kurnous’ Bow is a shuriken pistol created long
Long before the first cameleoline cloak there was the
ago in honour of these ancient tales. Its psycho-
Shiftshroud of Alanssair—a garment that didn’t so
sympathetic ammunition reacts to the vulnerabilities
much camouflage or obscure its wearer as shift them
of the foe, turning a shot that should have merely
from their plane of existence. Made using secrets
wounded into a killing blow.
gleaned from starfarers far more ancient than they,
This weapon replaces a shuriken pistol carried by the anyone wrapped in its fibres could all but disappear
Threat. from plain sight. At one time some dozen such
Shiftshrouds could be found preserved beneath crystal
Kurnous’ Bow: 10 +2ED / AP – / Range 6-12-18 / Salvo in Alaitoc; now, all but one remains, the others lost to
2 / Pistol, Rending (3)
the ages. Should a commander of Alaitoc have need of
this powerful relic, they will withdraw it from the
Each Exalted Icon shifted in an attack using this weapon
world-ship’s deepest vault.
adds two ED rather than only one.
ALAITOC Adversary only. The bearer is considered to
Psytronome of Iyanden [Iyanden]
The Asuryani psychic engineers known as Bonesingers be in heavy cover, increasing their defence by +2
are patient artisans who understand that true against ranged attacks. In addition, the bearer may
craftsmanship takes time. Growing and shaping move up to twice their Speed when Moving Stealthily.
wraithbone is both art and science and cannot be Shimmerplume of Achillrial
rushed without ill effects. Yet the times have grown Achillrial was a fearless champion of great renown and
dire and needs dictate that the artefact known as the one of the first of the Autarchs. Upon his appointment
Psytronome be removed from beneath its dome of to the Path of Command he was gifted a helm that
preservation and taken to battle. Very much a weapon could capture light itself, its resplendent plume
of last resort, the small pendant pulses when activated, reflecting colours like a sun-splashed prism. Blinded by
resonating at such a frequency that its vibrations echo his glory, none could best Achillrial in close combat,
through all realms, including the warp. For reasons and although his radiance drew an inordinate amount
unknown, this regular thrum boosts the growth and of the enemy’s fire, no shot could fell him. It was
vitality of wraithbone, but such vigour comes at a cost. treachery that ultimately bested Achillrial and led to
After an unprecedented burst of energy, the the downfall of his craftworld of Féin-Cineál. Of that
wraithbone becomes brittle, often cracking open. worldship, only the Shimmerplume of Achillrial
remains.
IYANDEN PSYKER only. Once per scene the bearer may
spend 1 Ruin as a Ruin Action to activate this item. Each Autarch only. The wearer of this item increases their
allied IYANDEN WRAITH CONSTRUCT within 12 metres Defence by +2.

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Abundance of Apocrypha Adversaries
The Asuryani
The Burnished Blade of Eliarna [Biel- Even now, millions of years hence, it can still return life
Tan] to the fallen…
The Aeldari hero known as Eliarna predates the Fall by
many thousands of years. As the tale is told, she was ANNIHILATION: The first time this Adversary is slain,
the greatest of warriors – a precursor to the Howling roll 1d6 for each creature (friend or foe) within 3
Banshees in their finely honed bladecraft. To combat metres. For each Icon rolled, the creature suffers 1d3
the Ork menace that beset many kingdoms, Eliarna had Mortal Wounds. The Adversary regains Wounds equal
forged a weapon imbued with eldritch properties to the number of Mortal Wounds inflicted. If no Mortal
especially deadly to the greenskins. Made of some Wounds are inflicted, the Adversary is slain.
unknown metal, the blade gleams like a star, and its The Spirit Stone of Anath’lan [Biel-Tan]
quiet hum of power rises in volume in the presence of Anath’lan was once one of Craftworld Biel-Tan’s most
Orks. To this day, the Burnished Blade of Eliarna is still skilled Farseers. Alas, pride caused him to misread the
used by the greatest of warriors of Biel-Tan, and the runes, dooming a maiden world to a bitter demise.
weapon’s keen blade still thirsts for Ork blood. Unable to forgive himself, Anath’lan died of grief. His
This weapon replaces a power sword carried by a BIEL- spirit stone refused to bond with the infinity circuit,
TAN Threat. and to this day guides other Asuryani away from the
error that led to his own disgrace.
Burnished Blade of Eliarna: (S) +5 +5ED / AP -3 / Parry
BIEL-TAN PSYKER only. The bearer may re-roll any
The weapon’s Damage and ED are both increased by failures on a Psychic Mastery test. However, if they still
+2 whenever an attack is made against an ORK. fail to activate a power as a result, they suffer the
Exhausted and Staggered conditions until the end of
The Novalance of Saim-Hann [Saim-Hann] their next turn as they are overwhelmed by grief and
To earn the right to bear the Novalance, a Saim-Hann despair from the stone.
warrior must win the clan challenge known as Tionchar.
To all appearances, the weapon appears like any other
of its kind, yet upon impact the release of pent-up
energy burns brighter than a sun. A single blow from
this fabled weapon has shattered battle tanks and
toppled Dreadnoughts.

The Novalance (Shooting): 14 +2ED / AP -4 / Range 3-


6-9 / Salvo 0 / Assault
The Novalance (Melee): (S) +3 +3ED / AP -4 / Range
2(M)

If the bearer charges while mounted on a vehicle or


creature, the weapon’s damage becomes 16, though
this is not modified by the bearer’s Strength. In
addition, each Exalted Icon rolled on the weapon’s ED
adds an additional ED to the damage roll (additional ED
cannot themselves generate ED).
The Phoenix Gem
At the height of the War in Heaven, Asuryan himself
was laid low by the chill blades of his foes. To save her
beloved, Isha drew down the heat of a hundred stars
into a glittering gem. The light and heat that had once
nurtured countless planets drove the unnatural chill
from the Phoenix King’s bones and returned him to his
people and his consort. It is said that the Phoenix Gem
is the only surviving fragment of this ancient stone.
Page 36 of 36

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