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Warhammer 40,000 Wrath and Glory Aeldari Inheritance of Embers (Christopher Colston, Zak Dale-Clutterbuck etc.) (Z-Library)

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Warhammer 40,000 Wrath and Glory Aeldari Inheritance of Embers (Christopher Colston, Zak Dale-Clutterbuck etc.) (Z-Library)

Warhammer 40,000 Wrath and Glory Aeldari Inheritance of Embers (Christopher Colston, Zak Dale-Clutterbuck etc.) (Z-Library)

CREDITS Cover: Sam Manley Illustration: Sam Manley, Jamie Noble, Orniris Terensi Writing: Christopher Colston, Zak Dale-Clutterbuck, Chant Evans, Michael Duxbury, Cody Faulk, Chris Handley, Pádraig Murphy, Ciarán O’Brien, Jude Reid Graphic Design & Layout: Steve Fidler, Diana Grigorescu, Pádraig Murphy Proofreading: Andres Montelongo Developer: Christopher Colston Senior Producer: Pádraig Murphy Creative Director: Emmet Byrne Publisher: Dominic McDowall Cubicle 7 Creative Team: Dave Allen, Emmet Byrne, Alex Cahill, David F Chapman, Walt Ciechanowski, Christopher Colston, Elaine Connolly, Josh Corcoran, Jennifer Crispin, Matthew Freeman, Paula Graham, Diana Grigorescu, Gemma Harper, TS Luikart, Dominic McDowall, Sam Manley, Pádraig Murphy, Ceíre O’Donoghue, JG O’Donoghue, Yvonne Perry, Laura Jane Phelan, Sam Taylor, and Taryn Wray Special thanks to the Games Workshop team No part of this publication may be reproduced, stored in an retrieval system, or transmitted in any form by any means, electronic, mechanical, photocopying recording or otherwise without the prior permission of the publishers. Warhammer 40,000 Roleplay: Wrath & Glory © Copyright Games Workshop Limited 2024. Warhammer 40,000 Roleplay, the Warhammer 40,000 Roleplay logo, Wrath & Glory, the Wrath & Glory logo, GW, Games Workshop, Space Marine, 40k, Warhammer, Warhammer 40,000, the ‘Aquila’ Double-headed Eagle logo, and all associated logos, illustrations, images, names, creatures, races, vehicles, locations, weapons, characters, and the distinctive likeness thereof, are either ® or ™, and/or © Games Workshop Limited, variably registered around the world, and used under licence. Cubicle 7 Entertainment and the Cubicle 7 Entertainment logo are trademarks of Cubicle 7 Entertainment Limited. All rights reserved. Wrath & Glory originally designed by Ulisses North America Last Updated: 11th January, 2024


CONTENTS Credits....................................... 2 Uninvited Guests....................... 5 An Age of Strife ...............................5 The Hand of Chaos ..........................5 The Julyanna Crusade......................6 The Imperium in Gilead...................7 The Price of Life ...............................7 Aeldari Factions ........................ 10 Asuryani...........................................10 Wraith Constructs ............................13 Corsairs.............................................14 Drukhari...........................................15 Harlequins........................................18 Ynnari...............................................20 Aeldari Archetypes .................... 22 Drukhari Archetypes ................. 36 Harlequin Archetypes................ 47 Corsair Archetypes ................... 52 Ascension Packages .................. 57 New Talents............................... 60 Playing an Aeldari..................... 63 Playing Drukhari....................... 65 Playing a Corsair ....................... 66 Soul of Worlds..................................68 Bonesinging.....................................69 Phantasmancy .................................70 Runes of Battle.................................72 Runes of Fate...................................74 Runes of Fortune .............................75 The Art of War .......................... 77 Weapon Traits ..................................79 Ranged Weapons....................... 79 Laser Weapons.................................79 Darklight Weapons ..........................80 Shuriken Weapons...........................80 Monofilament Ranged Weapons.....81 Projectile Weapons...........................82 Melta Weapons.................................83 Splinter Weapons.............................84 Vortex Weapons...............................84 Exotic Ranged Weapons..................85 Melee Weapons ......................... 86 Powered Melee Weapons.................86 Grenades ................................... 90 Armour ..................................... 91 Helms and Masks...................... 93 Upgrades and Equipment .......... 95 The Asuryani .......................... 100 Craftworld Ul-Khari ................. 102 A Living World.............................. 102 The Broken God............................ 103 Ul-Khari Ornamentation............... 105 The Tide of Red Frosts...................106 Beneath the Ice...............................107 Ongoing Actions ............................107 People of Ul-Khari..........................111 A Sundered Kin..............................113 Lords of the Wine Dark Heavens..115 Privateers of the Void.....................116 Any Port in a Storm.......................117 Pirates of Gilead.............................118 Progenitors of a Dark God.............124 A City of Excruciation....................125 Realspace Raids .............................125 Paths to Power ........................ 125 Gods and Monsters.................. 126 Hakhlenna Deep...................... 128 The Drukhari in Gilead............ 133 The Harlequins........................ 134 A Trail of Calamity................... 136 Harlequin’s Motley.........................137 The Webway ..................................138 The Frozen Tear.............................138 The Fall of Stars .............................140 Harlequins......................................146 Drukhari.........................................147 Corsairs...........................................148 The Fate of All Aeldari ............ 148 Aeldari Themes ....................... 150 Running Mixed PArties ........... 152 Frameworks ............................ 154 I AN ANCIENT SYSTEM II AELDARI CHARACTERS III PSYCHIC POWERS ARMOURY IV WORLDS OF BONE V VI OUTCASTS OF THE VOID VII THE DARK CITY VIII SERVANTS OF THE LAUGHING GOD PANTHEON OF RUIN IX GAMEMASTER’S GUIDE X


4 he Gilead System has long been intertwined with the collective destiny of the Aeldari, from their very primordial origins through to the present age. In the ancient past, what would come to be known as the Gilead System was once a Necron dominion during the devastating conflict known as the War in Heaven. Untold destruction scoured the galaxy, unleashing weapons of war so terrible they extinguished stars and rent the very firmament asunder. Gilead was not spared this devastation. When the Necrons threw down their C’tan masters and brought the war to a close, the Lezektekhan dynasty chose one of the blasted planets that remained as their resting place. In due course, even that tomb world would be shattered, and Gilead was all but abandoned. In the wake of the War in Heaven, the stars were inherited by those species created by the Old Ones. Among them were the Aeldari. Powerfully psychic and technologically adept, they came to dominate the galaxy. At the peak of their might nothing was beyond their reach, their powers were godlike and their armies were nigh on undefeatable. Advanced bio-engineering techniques were used to mould barren planets into virtual paradises — one wonder among countless others. Slowly, their dominion grew in power, in brilliance, and in arrogance. The system that would one day be named Gilead has seen countless beings traverse its breadth, the Aeldari included, whose scholars were interested in unravelling the fate of the vanished Necron tomb world. Later, they turned their attention to a barren and lifeless planet and determined that it should become a paradise, a maiden world, a monument to their civilisation and their gods. It was named Aral’dha, an auspicious moniker meaning ‘flower of dawn’ in one dialect of the Aeldari lexicon. Desolate rock became verdant earth, lush and abundant, and the world they created was worthy of its name. Their work done, the scholars and artisans who had made Aral’dha returned to the heart of the Aeldari empire. There they found that much they had once thought pleasant now seemed crass by comparison. A few began to suspect something was amiss among their kin, but for the most part they kept these fears to themselves. None guessed at just how dire the situation had become. AN ANCIENT SYSTEM


Not unlike the seasonal flowers so carefully engineered to grow across Aral’dha’s many biomes, the Aeldari civilisation had blossomed, and so too would it wilt. Having long wanted for nothing, each Aeldari could spend their long life sating every passing whim. Some, such as those who crafted Aral’dha, spent their years in noble pursuits. Others surrendered to their most depraved impulses, and many exotic cults dedicated to obsessive excess and esoteric knowledge sprung up. Over time, whole worlds became consumed by terrible passions. In time the path became clear — to remain amidst such corruption was to invite it into one’s own soul. Many departed upon great world-vessels known as craftworlds and leaving the Aeldari empire behind them. Those who had made Aral’dha beautiful gathered together once more and did the same, but where others merely fled away and into the dark, they had a destination in mind. They named their craftworld ‘Ul-Khari,’ meaning ‘a promise fulfilled,’ and made for the Gilead System. UNINVITED GUESTS While they had once held dominion over the entire galaxy, the Aeldari empire had turned inwards as it approached the precipice of ruin. As a result, other species had spread widely among the stars. When Craftworld Ul-Khari made its way to Gilead, they found their intended home occupied by Humanity. Ul-Khari knew little of Humanity save that they marshalled powers far beyond their limited foresight. Aghast at being denied sanctuary on Aral’dha, but uncertain if the Mon-Keigh could be successfully negotiated with or defeated in battle, the craftworld chose a subtler path and withdrew from Gilead. Then came the Fall, the catastrophe that ripped the once mighty Aeldari empire asunder. The birth of She Who Thirsts was felt across the galaxy, and even aboard isolated Ul-Khari, it was known that the end had come. In the absence of any challengers, Humanity cemented its hold over the Gilead system. Their boots defiled the fertile soil, and they built atop razed monuments to ancient gods they could not name. They dubbed Aral’dha ‘Ostia’, a name with neither poetry nor meaning, and when they were done erasing every noteworthy trace of its former masters, they set upon themselves. MORTAL RUINATION While the Aeldari attempted to save what they could of their civilisation, the Humans of the Gilead System found troubles of their own. The system reconnected with the rest of Humanity during the Great Crusade, mostly without bloodshed, but this peace was not to last. The Emperor’s nascent Imperium soon burned in the fires of Horus’s ambition, and Gilead was not spared from devastation. A battle group of the Emperor’s Children on its way to lay siege to Terra, almost as an afterthought, all but scoured the Gilead System of life. In the centuries that followed Horus’s defeat and the confinement of the Emperor to the Golden Throne, Humanity struggled to rebuild. The Imperium would lay claim to Gilead yet again, but this state of affairs would not last. When the Emperor’s Children had laid waste to the Gilead System, it had drawn the eye of dark powers, and Gilead had been marked for desecration. THE HAND OF CHAOS Craftworld Ul-Khari had yet to return from its long sojourn, and a millennium of mourning was still to be undertaken. In this time they learned the art of preserving souls, a practice so sacred and necessary to what was left of their people, to keep them from the grasp of She Who Thirsts. Chiefly, however, the denizens of Ul-Khari considered how they might retake the lost maiden world of Aral’dha. While some were adapting to their lives aboard the craftworld, many wished to return to a true planet. Ul-Khari by now was home to a number of gifted and powerful seers, some born after the Fall. Among these was a talented Farseer, Idril, Born of Twilight. Idril had foreseen that the Imperium would not be able to hold Gilead. She had travelled there via the ancient paths of the webway and felt malevolent stirrings, and knew that the Dark Gods and their servants would return. If ever the system was to welcome its true people, to become the haven the shattered Aeldari so badly needed, she would have to set one enemy upon another. Idril began to make her preparations. By M.34 of the Imperial Calendar, Idril had been proven correct. The Gilead System had become a bastion of Chaos, as devotees of She Who Thirsts made terrible sport of whatever remaining citizens of the Imperium they had not already slain. AN ANCIENT SYSTEM AELDARI CHARACTERS PSYCHIC POWERS ARMOURY WORLD OF BONE OUTCASTS OF THE VOID THE DARK CITY SERVANTS OF THE LAUGHING GOD PANTHEON OF RUIN GAMEMASTERS GUIDE


6 To the craftworlders of Ul-Khari, which now lurked on the fringe of the Gilead System, it seemed the fate that had befallen so many of their kind played out once more before them. Rangers were sent from Ul-Khari to learn more about their foe and returned with tales of twisted figures visiting depraved cruelty on the dwindling populace who prayed daily to their Emperor for salvation. News also came of the enemy’s military strength — more than enough to make the system unassailable. Despair gripped the craftworlders but, having accompanied the scouts herself, Idril had at last acquired the evidence she required to rally all of Ul-Khari to her cause. Even as Ul-Khari despaired at the depredations visited upon the Gilead system by the forces of Chaos, the Imperium was slowly awakening to the threat. Incursions of heretics, daemons, and traitorous Space Marines had been noted across the sector, and slowly but surely, the might of the Imperium was marshalled to oppose them. Under Idril’s stewardship, Ul-Khari’s forces began to probe the Imperium’s preparations, intent on finding a suitable subject for a daring plan. Julyanna Gilead, a woman of great faith and possessed of an iron will, had been a fitting choice. Gilead had raised a mighty fleet intent on visiting the Emperor’s wrath on the enemies of the Imperium. However, the tides of the warp had played their own part in the destiny of the crusade; targets and plans were made only to be forced to shift and adapt to the constantly changing theatre of war. By careful manipulations of the Human fleet’s Navigators, Astropaths, and officers, the Seers of Ul-Khari were able to draw this devastating assault towards the Gilead System. If their psychic incursions were ever noticed, they were not questioned — perhaps inspired by their leader’s unshakeable faith in the Emperor, many all but expected to receive the Emperor’s guidance in lighting the path before them. Some craftworlders had opposed the plan, seeing it as simply trading one insurmountable foe for another, but Idril’s will held sway long enough to see the Imperium’s forces descend on Gilead. In private, the Farseer must surely have wondered if it was fate or folly that drove her to guide such a force of destruction down upon her people and the home they aspired to claim. THE JULYANNA CRUSADE The leadership of Ul-Khari intended for a modest force to weaken or even rout the Chaos presence in Gilead. The Aeldari believed that the crusade, even in victory, would be greatly diminished. If not, then Imperial forces would certainly move swiftly on to other systems, leaving behind only a small holding force ready to be swept aside. Instead the Gilead System became the unassailable bastion at the heart of a military campaign that won victory after victory, going on to conquer a whole swathe of worlds. The Aeldari could only watch as the Mon-Keigh made the Gilead System a beacon of Imperial might. In the early days of the war, before they realised their mistake, Ul-Khari lent its aid to the crusade. This was done secretly. Careful use of strike teams comprised of Aspect Warriors devastated important targets, while hidden Aeldari Rangers lent subtle aid amid more significant battles. Among the ranks of the Astra Militarum, many of these ‘miraculous’ interventions added to a growing sense that their crusade was blessed and its leader favoured by the Emperor himself. Long hidden away in the webway and preserved from the Fall, the first of Cegorach’s chosen faithful had finally returned to the galaxy. These Harlequins weaved their lethal performances across the battlefields of Gilead, only adding to the growing mythos of those early days of the crusade. One among them, a figure of horror for the craftworlders, was an Arebennian, a Harlequin Solitaire, who walked the Path of Damnation. In a meeting with the leadership of Ul-Khari — one that would prove lethal for all but one of their number — the Solitaire explained the Laughing God’s interest in the Gilead System. In a ritual dance of death, he demonstrated that a great jest was to play itself out there, and it was vital that Ul-Khari find a way to make itself one with a world in the system. Keen to limit their own losses, and with an Imperial victory looking increasingly certain, Ul-Khari forces withdrew to the edge of the system. As the war drew to a close and the outcome became clear, there were few celebrations. Though the forces of Chaos were routed, the Imperium only reinforced its gains, and Gilead had never been further from Aeldari control.


7 THE IMPERIUM IN GILEAD To almost all Aeldari, the Humans of the Imperium are little more than beasts, sentient and capable of craft, but almost as far removed from the grace and understanding of the Aeldari as can be. For them, it was painful to watch these Mon-keigh settle a system that was theirs by right. Gilead Primus was reclaimed and grew into a powerful hive world rife with Humanity. The world they named Avachrus became a wasteland on the surface, its ancient machinery reawakened and put to use. Worst of all was the fate of Aral’dha. The former maiden world was devastated, its delicate ecosystem and fragile atmosphere ruptured by the indiscriminate destruction wrought by the weaponry of the Imperium. Here, some hope remained for a while. The ancient bio-engineering techniques used to create the world retained some potency, and Aral’dha quickly recovered some of its lost verdancy. Perhaps to add insult to injury, this only allowed Humanity to turn it into a monotonous agri world all the quicker. Ul-Khari lingered in Gilead, some held by the sway of prophecy, some in the belief that Human control of the system would eventually falter, allowing the craftworld to reclaim at least Aral’dha. During these long millennia, the craftworlders kept a careful eye on the Imperium, but also on the Drukhari. They watched in disgust as their fallen kin launched raids into Gilead, only to be turned back by the might of the Imperium. There was no joy in this, for the Drukhari were merely a reminder of what they might have become in the shadow of She Who Thirsts. THE DATHEDIAN Though infuriating to the Asuryani, the era of the Imperium’s hold over Gilead was predictable. Lasting from M.34 through much of M.41 of the Imperium’s calendar, Humanity did much as it always did — played petty politics, made ruinous war, and died in their billions. For the most part, Ul-Khari travelled the stars, coming to understand their greatly diminished place in the galaxy and how tremulous their position was. The craftworld frequently returned to Gilead, lurking at the system’s edge, ever watchful over a system that was once a haven for their kind. All this ended with the coming of the Dathedian, the Great Rift. It tore through the galaxy, swallowing worlds, systems, and entire sectors, splitting the galaxy in two. Gilead was among the systems consumed by the Dathedian, and the citizens of Ul-Khari watched in horror as the psychic maelstrom enveloped them. Amidst this upheaval, the craftworld would likely have passed undetected if not for the fickle intervention of fate. The long-dead, frozen hive world, Trollius, was ejected from the roiling torrents of the Empyrean, colliding with the craftworld. Ancient wraithbone was shattered, and millennia-old shrines, workshops, and gardens were laid to ruin. Only the technical prowess and heroism of the craftworlders saved them, and even then, many were lost. With their home sundered and only partially functional as a habitat, the survivors were left to desperately defend themselves amid the terrors of the ice. THE PRICE OF LIFE Since the ruin of their craftworld, the survivors of Ul-Khari have maintained a fragile and unofficial alliance with elements of the newly arrived Varonius flotilla, a situation made possible only by the fact that the Aeldari of Ul-Khari have the sworn protection of Ferianwyr, the Emerald Princess of the Greensteel Warriors. Already isolated from the wider Imperium and with numerous other threats bearing down upon them, they have allowed an uneasy peace to prevail rather than further waste resources. AN ANCIENT SYSTEM AELDARI CHARACTERS PSYCHIC POWERS ARMOURY WORLD OF BONE OUTCASTS OF THE VOID THE DARK CITY SERVANTS OF THE LAUGHING GOD PANTHEON OF RUIN GAMEMASTERS GUIDE


8 A CORSAIR’S LURE In the wake of the Fall, and in the long millennia since, not all of the Aeldari found refuge aboard a craftworld. These great city ships are few in number, and of those who find sanctuary on one, some see life on them as too stifling. These turned to piracy, preying on vessels of the Imperium and others who travelled across a galaxy that the Aeldari had once considered their sole dominion. These Corsairs can be found across the galaxy, and one relatively minor fleet, the Greensteel Corsairs, led by Princess Ferianwyr, has made Gilead a frequent hunting ground. Though first drawn there by the lure of piracy, Ferianwyr suspected there was more to the system. Buried deep within the abandoned and desolate corridors of the Waystation, drifting aimlessly through the Voidmire, lurks a device of ancient origin. Princess Ferianwyr first became aware of the device after dealings with some nefarious denizens who make their home in the Waystation. Dating back to before the Gilead System fell to the Ruinous Powers of Chaos, the device appears to be of Human origin and carved with unintelligible runes. Most concerning, the device seems to be attempting to function as a crude access gate to the webway itself. Such a device holds some promise but mostly terrible dangers. It is a given that Humanity must never be allowed access to the webway, but a cumbersome machine that might disrupt some small part of the webway — Ferianwyr can think of many uses for that. She has had numerous skirmishes with Drukhari in service to Archon Kyrik Rhaul, who appear to have a renewed interest in Gilead, an already diminished hunting ground. Finding a way to disrupt their access to the webway could be helpful, and using a Humanmade device to do so would allow the Emerald Princess to deny her involvement. Of course, Ferianwyr must be subtle. There are former denizens of Commorragh among her crew, and she must assume that word of her schemes may make its way to Rhaul. Some have also cautioned her that the device should be destroyed because it is woefully dangerous and must not be allowed to fall into the wrong hands. A DARK KIN When the shadow of She Who Thirsts was first cast across all Aeldari in the wake of the Fall, many attempts were made to escape her grasp. Many Aeldari find shelter for their souls inside spirit stones, while others trust that Cegorach, the Laughing God, will guard them in death. The denizens of Commorragh, the Dark City hidden in the webway itself, took a darker path. They offer up the suffering of others in place of their own, replenishing their souls with the tormented screams of their victims. To feed the insatiable hunger of She Who Thirsts, an endless stream of victims must make its way into Commorragh, and the Drukhari raid realspace for suitable prey. One path from the webway, leading to a district of Commorragh named Hakhlenna Deep, emerges into Gilead. Raids were undertaken long ago, but the system was found to be too well-defended to be worth the trouble, as easier pickings were available. Now, those easier targets are inaccessible, as the coming of the Great Rift has thrown Commorragh into turmoil. Old paths are unreliable, and daemons haunt the lowest levels of the city. Archon Kyrik Rhaul, the current ruler of Hakhlenna Deep, has turned to Gilead once more, pleased to find the same turmoil that has narrowed his choice of target and has also made the once redoubtable system a far more appealing target. SERVANTS OF CEGORACH Long ago, worshippers of Cegorach, the Laughing God, lent their aid to Ul-Khari in throwing back the forces of Chaos. A glimpse of things to come was found amid their lethal dances, and the path to a greater, final performance was laid before them. The time for that final performance has come, and a Harlequin Troupe calling itself the Masque of the Calamity Trail has come to bear witness. What remains unknown is whether or not a Solitaire will join them. Their presence would indicate the hand of She Who Thirsts in events to come, so some hold out hope that one does not join the troupe. However, some sing that the Solitaire Eyv’ayt, the Pierced Veil, who long ago carried prophecy and death to Ul-Khari, remains fated to weave a performance across the battlefields of Gilead once more.


9 Ancient and enigmatic, the Aeldari spanned the stars long before Humanity even evolved to walk on land. In aeons past, they ruled their empire with advanced technology and psychic mastery. Though their dominion has since sundered and their numbers dwindle, the Aeldari continue to persevere against the myriad ignorant species that have come to populate the galaxy. Physically, Aeldari resemble Humans, but this comparison is one-dimensional to the point of uselessness. In their minds, physiology, and souls, they are truly alien. Aeldari are taller than baseline Humans, with longer, cleaner limbs. They have handsome, striking, and well defined features, with skin as unblemished as polished marble. Aeldari are both blessed and cursed to experience a depth of emotion impossible for a Human. This is compounded by the innate psychic capabilities of the species. All Aeldari are psychic to an extent. It is a power that has seen their dreams overturn worlds, quench suns, and build glittering paradises. Yet it was this sensitivity to emotion that would ultimately trigger the collapse of the Aeldari’s oncegreat empire. With almost every physical need met, the Aeldari began to indulge their very worst impluses, passions, and desires. They sought out every imaginable way to explore the full range of their emotions and senses across their millennialong lifespans. Aeldari society became perilously decadent, to a level corrosive to their souls. This outpouring of ecstasy, murder, pain, and debauchery echoed across the stars and pooled in the warp, and in the midst of it stirred a nascent Chaos God. Slaanesh, She Who Thirsts, burst into existence. Countless souls were consumed in this signular event, and the Aeldari’s star-spanning empire was brought to a crushing end. AELDARI CHARACTERS


10 AELDARI FACTIONS SPECIES Species XP Cost Attrib. Speed Size Species Abilities Aeldari 10 Agi. 3 8 Avg Intense Emotion: +1DN to all Resolve Tests. If you fail a Willpower based test in a scene involving emotion, the GM gains +1 Ruin. Psychosensitive: You may choose to take the PSYKER Keyword. Drukhari 10 Agi. 3 8 Avg Intense Emotion: +1 DN to all Resolve Tests. If you fail a Willpower-based Test in a scene involving emotion, the GM gains +1 Ruin. Night Vision: You do not suffer vision penalties for low-light or darkness. Soul Debt: Make a DN Tier+1 Corruption Test at the end of any session in which you did not inflict Wounds on an unwilling creature. You never make Corruption Tests for inflicting pain. Drukhari with the ASURYANI, HARLEQUIN, or YNNARI Keyword lose this ability. Wraith Construct 90 Str. 5 Tough. 6 5 Large Wraithbone Form: Wraith Constructs are immune to the Blinded, Bleeding, and Poisoned Conditions, and cannot Suffocate. They cannot wear armour, but always count as having an Armour Rating (AR) of 5. Wraithsight: Wraith Constructs can communicate telepathically with Spiritseers and other psychically attuned Aeldari, and perceive the presence of psychic powers and warp phenomena, as well as strong thoughts and feelings at the GM’s discretion. Unless a living Aeldari character is within line of sight, they suffer from the Hindered Condition. AFTER THE FALL Some foresaw the Fall of the Aeldari empire and fled the calamity on vast city-ships called craftworlds. As protection against the lure of excess, and to guard against any further ruin, the people of the craftworlds adhere to a set of strictures known as the Asuryani Path. Through the rigid emotional discipline of the Path, they master their inclination towards sensation-seeking, instead focusing their prodigious intellects and energies upon the pursuit of one specific goal at a time. In death their souls are held in spirit stones, with some chosen in time of need to live once more as mighty Wraith Constructs. The Drukhari refused to turn from the sinister obsessions and sadistic practices that destroyed the Aeldari empire, and now launch brutal raids for captives whose suffering replenishes their own withering souls. You may choose your Agent’s Species from the table below. ASURYANI The Asuryani dwell on colossal craftworlds. These voidships are home to the living and the long departed dead, ancestors whose souls are housed within the infinity circuit, a psychic power grid that runs through a craftworld’s wraithbone core and without which the world-vessel could not function. Through the Asuryani Path, they seek to master their emotional extremes with focus and discipline. See Chapter 5: Worlds of Bone for more information about the Asuryani. Asuryani Agents may choose one of the following Backgrounds, Goals, and a Path. ASURYANI PATHS To ensure they do not attract the predations of Slaanesh, each Aeldari of a craftworld devotes themself entirely to a single discipline. You may choose a single Path you have already walked from the following list. You may have walked additional Paths; it costs 10 XP to walk a second Path, and 20 XP for each Path beyond the second. Path of the Artisan Embracing an aesthetic pursuit, you have dedicated a lifetime to learning the beauty of Aeldari culture. You gain +Double Rank bonus dice to Scholar (Int) Tests related to the AELDARI Keyword. Path of Awakening You devoted considerable time to the practice of scrutinising your surroundings and focusing your mind. You gain +Rank bonus dice to Awareness (Int) Tests. Path of the Bonesinger You tended groves of wraithbone and studied the art of psychically forming it into many useful shapes. You gain +Double Rank bonus dice to Tech (Int) Tests on targets with the AELDARI Keyword. Path of the Celebrant Mirroring the Path of the Mourner, you celebrated births, alliances, and victories on behalf of more stoic kin. You gain +Rank maximum Wounds.


11 d6 Accomplishment Gain +1 1 Denied Destiny: Where the Farseers foresaw death, you prevailed, defeating an incredible foe or accomplishing an impossible task. Determination 2 Communed with Infinity: You have devoted considerable time to meditation with the spirits of the departed; they have taught you much of life and death. Resolve 3 Mon-Keigh Animosity: The depraved stupidity of Humanity has endangered your life on more than one occasion. You have survived battles alongside and against them. Max Shock 4 Webway Explorer: Traversing many Webway paths, you have uncovered the hidden and forgotten, recovering valuable artefacts and even more crucial routes. Wealth 5 Unusual Ally: Your actions saved the life of someone beyond your Faction — a Drukhari, a Harlequin, maybe even an Imperial. Influence 6 Black Library Scholar: You have studied the ancient arcane writings of the cryptic Black Library. Obscure knowledge of the profane is your constant companion. Conviction d6 Goal Gain +1 1 Fatalist: After a series of unfortunate battles, you have accepted your species is doomed. You seek only protection; a defensible refuge for you and your allies. Conviction 2 Renewal: Your long life was fraught with the tragic milieu of your Species. You seek new experiences and perspectives to lift your burdens and wash away your sorrows. Max Shock 3 Serenity: Like many of your kind, your emotions are overwhelming to the point of selfdestruction. Seek serenity to protect your soul from Slaanesh. Conviction 4 Path Mastery: You see nothing beyond your current Path and have thrown yourself into it utterly. Whatever your present discipline is, you will be an exemplar and pioneer. Determination 5 Recovery: You will restore the lost majesty of your species, finding artefacts and lost knowledge. Are you seeking something specific? Resolve 6 Unity: The arch-foe cannot be defeated by the dwindling forces of your Species — at least, not fractured as they are. You will forge great alliances and bring unity. Influence ASURYANI BACKGROUNDS Path of the Chronicler You aggregated as much essential knowledge as you could, ensuring it would survive long after your death. You gain +Double Rank on Investigate (Int) Tests related to the AELDARI Keyword. Path of the Cultivator You raised and protected living creatures too vulnerable to protect themselves. You gain +Rank bonus dice on Survival (Wil) Tests. Path of the Diplomat You competed in devious political schemes with counterparts on other craftworlds. You gain +Double Rank bonus dice on Deception (Fel) Tests against targets with the AELDARI Keyword. Path of the Dreamer Sinking into meditative trances for days at a time, you wield your lucid dreams to resist She Who Thirsts. You gain +Rank bonus dice to Corruption Tests. Path of the Healer You healed the wounded and tended to the sick, spending decades caring for others. You gain +Double Rank bonus dice to Medicae (Int) Tests on targets with the AELDARI Keyword. Path of the Mariner You have learned to sail the void with expert precision and manoeuvrability, becoming one with your craft. You gain +Double Rank bonus dice to Pilot (A) Tests using vehicles with the AELDARI Keyword. Path of the Mourner You lost someone close to you and lamented them without succumbing to extremes that would draw Slaanesh. You gain +Rank Maximum Shock. Path of Service To better aid your entire species, you dedicated yourself to supplicance, reading the needs of your fellows and bettering yourself through empathy. You gain +Double Rank bonus dice to Insight (Fel) Tests on targets with the AELDARI Keyword. AN ANCIENT SYSTEM AELDARI CHARACTERS PSYCHIC POWERS ARMOURY WORLD OF BONE OUTCASTS OF THE VOID THE DARK CITY SERVANTS OF THE LAUGHING GOD PANTHEON OF RUIN GAMEMASTERS GUIDE


12 THE [CRAFTWORLD] KEYWORD Each craftworld has developed their own culture according to their galactic positioning and the manifold tragedies that have befallen them since the Fall. You can replace the [CRAFTWORLD] Keyword with any of the Craftworlds below. Usually this will be the Craftworld on which your Agent was born and raised, but you may choose an adopted Craftworld if your Agent has been stranded away from their home. ASURYANI CRAFTWORLDS Craftworld Description Effect Alaitoc The Rangers alienated by Alaitoc’s puritanical interpretation of the Asuryani Path maintain a galaxy-wide intelligence network in support of their kin. +1 bonus die on Cunning (Fel) Tests Biel-Tan Daemonic invasion, and the first summoning of the Yncarne, have fractured the craftworld of Biel-Tan. The survivors are aggressively militant, determined to defy their culture’s extinction by rebuilding the Aeldari empire. +1 bonus die on Intimidation (Wil) Tests Iyanden The ravages of the Tyranid hive fleets have reduced Iyanden to a craftworld of ghosts — but those who still live are determined to keep doing so. +1 Resolve Saim-Hann Saim-Hann is divided into Wild Rider tribes, bold warriors who wage war from the saddles of anti-grav vehicles, and leave no insult to their honour unchallenged. +1 bonus die on Pilot (A) Tests Ul-Khari After years of isolationism, the ‘doom-courters’ of Ul-Khari who failed to heed the omens of annihilation have become stranded amidst vengeful, crystal ice — but adapted impressively well. +1 bonus die on Toughness Tests Ulthwé Orbiting the Eye of Terror has cursed Ulthwé’s psykers to see further than any others, foresight they use to wage a long war against the Ruinous Powers. +1 bonus Wrath Die on Psychic Mastery (Wil) Tests d6 Roll Objective 1 Unfavourably compare another Species’ culture, art, or technology to your own. 2 Devote an accomplishment or victory to an Aeldari god. 3 Recount a lesson from the traditions of a craftworld that applies to the current situation. 4 Utilise the reputation of your Species to manipulate an individual. 5 Employ knowledge you learned from an earlier Path of your life to the current circumstances. 6 Apply your superior intellect and sensitivity to prophecy to carry out a perfect plan. ASURYANI OBJECTIVES ASURYANI NAMES Imbued with deep meaning like the rest of their language, Asuryani names can be followed by a second element that is either inherited or earned later in life. Element 1 Aleera, Aydona, Bahtaam, Dis’ar, Eärandil, Fachean, Glenoighi, Ingfhar, Kalistri, Lorinth, Noithi, Osinell, Ra’thar, Senn, Torc, Yvraine Element 2 Born of Twilight, Brylliel, Caman, of the Clan Randras, the Fireheart, the Implacable, Indomi, Scion of Rhidmar, Sheersom, Ullamar


13 WRAITH CONSTRUCTS Wraith Constructs are psychically-engineered wraithbone bodies, durable and devastating on the battlefield, but prior to the integration of an Aeldari soul, one is but an empty shell. In order to animate a wraithbone construct, the soul must be summoned from the infinity circuit and housed in a spirit stone, which is then interred within the wraithbone shell of a Construct. This process is not without risk, undertaken only in times of great need. Outside the infinity circuit, the spirits of the craftworld’s dead are always in danger. Should a Construct’s sprit stone be destroyed, the soul it housed is exposed to She Who Thirsts — a threat that is never taken lightly. A Wraith Construct’s perception of reality is enigmatic and vague, but the presence of living Aeldari can help to orient their senses. They move with slow purpose, confident their artificial forms can absorb the bombardment of small-arms fire. Wraith Constructs remember little of their past, and are typically motivated by simple commands — protect your Farseer, defend the craftworld, or destroy those Mon-Keigh — and so do not have Paths, Backgrounds, or Objectives. However, they are tightly bound to their craftworld, and may replace the [CRAFTWORLD] Keyword with one chosen from the table on page 12. AN ANCIENT SYSTEM AELDARI CHARACTERS PSYCHIC POWERS ARMOURY WORLD OF BONE OUTCASTS OF THE VOID THE DARK CITY SERVANTS OF THE LAUGHING GOD PANTHEON OF RUIN GAMEMASTERS GUIDE WRAITH CONSTRUCT NAMES Most Wraith Constructs use the name they went by in life, if they still remember it. If not, they may adopt a suitably imposing title, such as: Adamant, Bastion, Contender, Diligence, Endurance, Eternity, Gatekeeper, Gravitas, Hereafter, Immutable, Infinity, Intransigence, Mirthless, Monument, Penumbra, Pinnacle, Profundity, Rampart, Sentinel, Severity, Steadfast, Solace, Vengeance, Vigilance, Warden, Zenith.


14 CORSAIRS Known to other Aeldari as Anhrathe, these crew of pirate fleets live free of rules and overlords, choosing to sail the void and seek adventure wherever they find it. See Chapter 6: Outcasts of the Void for more information about the Anhrathe. Corsairs receive many Aeldari, and count former Asuryani, Drukhari, and Harlequins among their number. Corsair Agents choose from the Species above and pick Keywords, Backgrounds, and Goals that match. The freedom of the Corsair lifestyle means that Asuryani must abandon their Path, gaining no benefit from it. If you feel your Corsair Agent has fully embraced their new identity, you may use the Anhrathe Goal table instead of the one that corresponds with your Agent’s Species. THE [COTERIE] KEYWORD The Anhrathe organise into warbands of Corsairs, teaming up to steal better-protected and more valuable plunder. You can replace the [COTERIE] Keyword with any of the Coteries below, reflecting the pirate fleet your Agent has spent the most time fighting alongside. The [COTERIE] Keyword allows you to Shift Exalted Icons on a specific Skill Test to gain 1 Wrath Point per Shift, up to Rank times per session. If an Agent’s Shifts and Rank are high enough, this effect can be used multiple times in a single Test. Each Coterie uses a different Skill for this effect, as listed below. ANHRATHE COTERIES Coterie Description Effect Eldritch Raiders Under the renowned Prince Yriel of Iyanden, the Eldritch Raiders have bound other Corsair fleets to their banner and formed a disciplined corps of warrior privateers. Spend Shifts on Leadership (Wil) Tests to gain Wrath. Greensteel Warriors Operating out of the Gilead System, the Greensteel Warriors delight in brokering alliances with other factions, if only for the thrill of betraying them later. Spend Shifts on Deception (Fel) Tests to gain Wrath. Steeleye Reavers The Steeleye Reavers cultivate an aura of dread and menace by physically marking their victims with a sigil — the sign of an elongated iris, with a pointing arrowhead. Spend Shifts on Intimidation (Wil) Tests to gain Wrath. Sunblitz Brotherhood The triplet siblings who rule the Sunblitz Brotherhood treat the ‘lesser species’ of the galaxy with scorn, and yearn for the extermination of all non-Aeldari. Spend Shifts on Weapon Skill (I) Tests to gain Wrath. Void Dragons The fickle and ubiquitous Void Dragons are a plague on the galaxy at large, venturing into the farthest reaches of the void with their raids, ambushing unpredictably and ruthlessly. Spend Shifts on Pilot (A) Tests to gain Wrath. d6 Roll Objective 1 Raid an enemy voidship. 2 Berate another Aeldari for the follies of their beliefs. 3 Perform a great feat to grow your reputation. 4 Defeat a foe using nothing but threats and your personal infamy. 5 Employ a value you learned from your former home to overcome an obstacle. 6 Assert your freedom by breaking a law, cutting a bond, or shirking your responsibilities. ANHRATHE OBJECTIVES


15 DRUKHARI The Drukhari are the cruel masters of Commorragh and its offshoot webway ports. They appease the hunger of Slaanesh through sadistic torture, their refined senses revelling in the pain of others and thereby nourishing — for a time — their increasingly decrepit souls. Drukhari are tall, slender, and graceful in form, with natural athleticism, lithe strength, and perceptive senses. Life in the Dark City has left them with paler skin and better night vision. As a rule, they are more warlike than their Asuryani kin — unbound by any Path, and with the need to preserve their souls through the suffering of others, most are skilled in some form of combat. They favour hooks, blades, and cruel lashes of countless types. The combination of natural ability, carefully honed skills, and the frequent use of strength-and-reflex-enhancing combat drugs make Drukhari lethal close combatants. Most unusually for Aeldari, Drukhari have allowed their natural psychic abilities to atrophy, a selfdefence measure to avoid Slaanesh’s gaze. Drukhari use the Backgrounds and Objectives provided here. DRUKHARI Keyword abilities with the ‘Gain 1 Ruin’ trigger provide 1 Ruin to the GM when they are used. If the GM is already at their maximum Ruin, these effects cannot be used. See Chapter 7: The Dark City for more information about the Drukhari. DRUKHARI BACKGROUNDS d6 Accomplishment Gain +1 1 Arch-Sadist: You have committed such appalling atrocities to preserve your own withered soul that even other Drukhari are sickened and impressed. Conviction 2 Realspace Terror: Your campaigns against dominions of lesser creatures have been especially profitable, reaping a generous bounty of treasures and captives. Wealth 3 Master Conspirator: You seized your current position through a carefully orchestrated scheme of violence and betrayal. Determination 4 Arena Champion: You battled an unusually monstrous foe in the Wych Cult arenas of Commorragh, and survived to tell the tale. Max Wounds 5 Dark Savant: You have delved deep into annals of forbidden knowledge, and learned secrets of the ancient Aeldari long forgotten by your short-sighted kin. Resolve 6 Conspicuous Mercy: You saved the life of a superior, or spared a defeated foe. Some respect your honour, others despise your weakness, and at least one person owes you a favour. Influence DRUKHARI OBJECTIVES d6 Objective 1 Unfavourably compare another Species’ culture, art, or technology to your own. 2 Seize a prize or opportunity that could appease your superior. 3 Recount how the obsessions of your Kabal, Cult, Coven, or other faction apply to the situation. 4 Terrify another creature into compliance. 5 Indulge your appetite for transgressive behaviour. 6 Apply your superior intellect and devious cunning to carry out a perfect plan. DRUKHARI NAMES Drukhari names tend to sound harsher than their Asuryani kin. They too earn or choose epithet’s during their lives, with most reflecting some dark acomplishment they wish recognised. Element 1 Aestra, Araqir, Atreixes, Barakhar, Drekarth, Drisella, Iridivyst, Jalaxlar, Korai, Kruellagh, Maelik, Melandyr, Mydilian, Orinth, Salaine, Skechara, Tarsidhe, Vhane, Vorl, Xethis, Xynariis, Yesyr, Zharokh, Zuol Element 2 Beastbane, the Bloodbreather, the Bloodsister, the Crimson, the Flenser, Masdruvael, Nervose, of the Obsidian Needle AN ANCIENT SYSTEM AELDARI CHARACTERS PSYCHIC POWERS ARMOURY WORLD OF BONE OUTCASTS OF THE VOID THE DARK CITY SERVANTS OF THE LAUGHING GOD PANTHEON OF RUIN GAMEMASTERS GUIDE


16 DRUKHARI GOALS d6 Goal Gain +1 1 Power: You must kill your way to the top of the pecking order. Only when all of Commorragh respects your supremacy will you be satisfied. Resolve 2 Infamy: The whole galaxy will know your name and your exploits — be they terrified prey Species, or infatuated Drukhari admirers. Influence 3 Revenge: You were slighted, betrayed, or ejected from power. Now you are determined to avenge yourself upon the culprits, and make them suffer. Determination 4 Self-Gratification: All Aeldari become the playthings of thirsting gods in the end. Better to indulge the material pleasures of the flesh in the meantime. Wealth 5 Exhilaration: You are never more alive than on the precipice of death. You seek the adrenaline rush of high speed and extreme danger. Max Shock 6 Escape: You want out — from Commorragh, from the monotonous cruelty, from the everpresent thirst of Slaanesh. Of course, escaping is far easier said than done… Conviction THE [KABAL] KEYWORD The Kabals of Commorragh are criminal gangs and raiding parties elevated to positions of rulership. Each battles constantly in realspace to seize resources that will secure their territory in the Dark City. You can replace the [KABAL] Keyword with any of the Kabals below to reflect the syndicate your Agent currently claims to be loyal to, or was recently exiled from. DRUKHARI KABALS Kabal Description Effect The Black Heart The enforcers of the legendary Asdrubael Vect know their Kabal’s preeminence in Commorragh is preserved only as long as they continue to violently assert it. Gain 1 Ruin to add +Double Rank bonus dice on a Leadership (Wil) Test. The Bloodied Claw The long reign of Akhara’Keth over this opportunistic Kabal is credited to his keen sense for impending betrayal. His rivals must be even wilier to unseat him. Gain 1 Ruin to add +Double Rank bonus dice on an Insight (Fel) Test. The Flayed Skull Where possible, these rapid-attack specialists do not sully themselves by setting foot on alien worlds, killing instead from the comfort of their anti-grav vehicles. Gain 1 Ruin to add +Double Rank bonus dice on a Pilot (A) Test. The Obsidian Rose These arms dealers and master-crafters produce the deadliest weapons in all of Commorragh, and enjoy putting their precious tools to murderous use. Gain 1 Ruin to add +Double Rank bonus dice on a Tech (Int) Test. The Poisoned Tongue This Kabal is notorious for scheming and conspiracy, preferring to kill with poisoned weapons and other unfair advantages rather than unimaginative brute force. Gain 1 Ruin to add +Double Rank bonus dice on a Deception (Fel) Test.


17 THE [WYCH] KEYWORD The Wych Cults are the masters and performers of Commorragh’s gladiatorial arenas, warriors who train to demonstrate their killing arts before a rapt audience. You can replace the [WYCH CULT] Keyword with any of the Cults below to define the company that trained, outfitted, or provided a stage for your Agent. WYCH CULTS Cult Description Effect Cult of Strife This Cult runs some of the most popular bloodsports in Commorragh, because they always make a spectacularly explosive first impression. Gain 1 Ruin to add +Double Rank extra dice on an attack Test made as part of a Charge. The Cursed Blade Whilst most Wych Cults stay out of the Dark City’s politics, this Cult holds that a well-executed betrayal is as arresting as any gladiatorial duel. Gain 1 Ruin to add +Double Rank extra dice and +Double Rank ED on a Surprise Attack. Endless Trauma The performances of this Cult are more niche and psychological, subjecting their victims to a demeaning subjugation before delivering the killer strike. Gain 1 Ruin to inflict Double Rank Shock on an enemy targeted by a successful melee attack. The Red Grief This Cult’s shows are characterised by high velocity as well as martial skill, dealing death at such blistering speed even Aeldari reflexes cannot track the blow. Gain 1 Ruin to add +Rank Speed for the rest of a Turn. THE [COVEN] KEYWORD Little encapsulates the ancient evil and inventive malice of the Drukhari quite like the Covens of the Haemonculi. These twisted fraternities of torturer-alchemists practice vile arts of life and death from their lairs in the Dark City’s gnarled underworld. Replace the [COVEN] Keyword with any of the Covens below. HAEMONCULUS COVENS Coven Description Effect The Baleful Curriculum This Coven is generous with its appalling knowledge, hoping its teachings can inspire a wave of atrocities across the Gilead System. Gain 1 Ruin to provide +Rank bonus dice when Helping another Agent. Coven of Twelve Assassination by power hungry underlings is a constant threat for this Coven’s ruling council. The Haemonculus masters punish impulsively, vigilant for signs of betrayal while engrossed in their terrible work. Gain 1 Ruin to reduce the DN penalties for Multi-Actions by Rank for the rest of a Turn. The Dark Creed This Coven has perfected the cultivation of fear — not just to satisfy their culture’s soul debt, but as an art form worth practising in its own right. Gain 1 Ruin to add +Rank bonus dice and +Rank targets to an Intimidate (Wil) Interaction Attack. The Prophets of Flesh Under the notorious Urien Rakarth, this Coven has repeatedly violated the laws of nature, with transgressive fleshcrafting procedures its recipients are nervous to accept. Gain 1 Ruin to heal +Rank additional Wounds on a successful use of the Medicae (Int) Skill. AN ANCIENT SYSTEM AELDARI CHARACTERS PSYCHIC POWERS ARMOURY WORLD OF BONE OUTCASTS OF THE VOID THE DARK CITY SERVANTS OF THE LAUGHING GOD PANTHEON OF RUIN GAMEMASTERS GUIDE


18 HARLEQUINS Harlequin Masques are both artistic bands of performers and martial cliques of deadly warriors. Whether their stage is a pristine amphitheatre or a bloody warzone, every member understands the role they play, thanks to their deep familiarity with the very mythic Aeldari characters they portray in scintillating performances. Choreographed and orchestrated with incredible syncronicity, Harlequins are made all the more lethal on the battlefield, turning art into war and war into art with impeccable rhythm that only fellow Aeldari can truly appreciate. Every Harlequin is a follower of Cegorach, the Laughing God, who survived the destruction of the Aeldari pantheon through guile alone. To the Harlequins, every step of a battle is part of a dance, known as a saedath. The screams of the dying are their accompaniment, thundering gunfire is their backbeat, and the roaring of engines a symphony. Whenever the Harlequins engage their enemies, the battle that follows is rich with cultural significance, playing out in events foretold in myth and prophecy. See Chapter 8: Servants of the Laughing God for more information about the Harlequins. Harlequins use the Aeldari Species, and the Backgrounds and Objectives provided here. HARLEQUIN BACKGROUNDS d6 Accomplishment Gain +1 1 Elevated Understudy: You stepped into an important theatrical role with little notice after another Harlequin was too injured to perform. You wonder if you are worthy of the role. Max Shock 2 Toast of Commorragh: Your performance was so well received in the Dark City, they sacrificed a thousand victims in your name. Indeed, the highest of compliments. Resolve 3 Hero of the Craftworlds: You have joined the Asuryani on extended campaigns, turning the tides of battles in your kin’s favour. Max Wounds 4 Crone-Walker: You have travelled to the Eye of Terror and recovered priceless relics from the daemon-haunted crone worlds of the ancient Aeldari empire. Wealth 5 Artistic Visionary: Not content to merely reinact the saedath, you have added your own twists to these bloody performances. You additions garnered a great deal of renown. Influence 6 Divine Visitation: You believe you have directly interacted with Cegorach himself, but given the Laughing God’s mysterious workings, it’s hard to be sure. Conviction HARLEQUIN GOALS d6 Goal Gain +1 1 Mastery: You push your body to its limits to fully embody the role you are performing, banishing any trace of your own wants or personality. Max Wounds 2 Mockery: You delight at the comeuppance of the prideful, and seek to bring the conceited down a peg or two. Max Shock 3 Fulfilment: You are an agent of destiny, compelled to complete the prophecies of the ancient Aeldari, for good or for ill. Determination 4 Legacy: Your chosen role is one that, by rights, should end in glorious death on the battlefield. So far that death has eluded you, but you will find it yet. Influence 5 Education: Those who forget the past are doomed to repeat its mistakes. You teach the Aeldari of their heritage so they can rediscover their grace. Resolve 6 Defiance: There is only one battle that truly matters — the battle against the Ruinous Powers of Chaos. Opposing the Great Enemy is its own reward. Conviction HARLEQUIN OBJECTIVES d6 Objective 1 Unfavourably compare another Species’ culture, art, or technology to your own. 2 Devote an accomplishment or victory to the Laughing God. 3 Recount a moral from Aeldari mythology that applies to the current situation. 4 Provoke a strong emotional reaction (e.g. confusion, terror, fury, euphoria) from another creature. 5 Apply the secret knowledge of the Black Library to the current circumstances. 6 Perfectly coordinate your movements with your fellow Agents.


19 THE [MASQUE] KEYWORD Each Player and Harlequin Troupe performs as part of a Grand Masque, one of the theatrical companies which coordinate their appearances in standout arena performances and military campaigns. You can replace the [MASQUE] Keyword with any of the Masques below to decide which company your Agent has studied with and accompanied on campaign. The benefits you gain from Wrath Criticals whilst using these Masque abilities stack with any other effects you’d usually gain, such as an additional point of Glory. HARLEQUIN MASQUES Masque Description Effect The Calamity Trail The sites of terrible disasters are the preferred backdrops for this Masque’s performances, where such dire environments provide a perfect stage for one of the many tragedies of Aeldari myth. When you inflict a Critical Hit against a Mob or Threat with a Condition, inflict +2 Mortal Wounds on the target. The Dreaming Shadow These sombre sentinels are committed to battling the ancient Necrons. Rarely away from the battlefield, the Dreaming Shadow has honed to a razor’s edge those saedath best suited to combating this ancient foe. When you roll a Wrath Critical whilst Dying, you gain 1 Wound and 1 Wrath Point. The Frozen Stars The upbeat Harlequins of this Masque dance with giddy, frenetic enthusiasm that quickly translates to malicious and sadistic punishment in combat. When you inflict a Critical Hit as part of a Charge, inflict +2 Mortal Wounds on the Mob or Threat targeted. The Midnight Sorrow The intensity with which this Masque pursues the Great War against Chaos produces acrobats of incredible grace and skill, at the cost of their personal identity. When you inflict a Critical Hit on a melee attack, you may move up to your Speed as a Free Action. The Veiled Path This Masque exemplifies Cegorach’s role as a trickster god, misleading enemies and betraying allies for the fun of their indignant reaction. When you roll a Wrath Critical on a Deception Interaction Attack, Conditions inflicted last for the rest of combat. AN ANCIENT SYSTEM AELDARI CHARACTERS PSYCHIC POWERS ARMOURY WORLD OF BONE OUTCASTS OF THE VOID THE DARK CITY SERVANTS OF THE LAUGHING GOD PANTHEON OF RUIN GAMEMASTERS GUIDE


20 YNNARI The Ynnari follow Ynnead, the Whispering God. Known also as the Reborn, they have the power to imbibe the soul energy of the dead, granting them unnatural vigour and deadly psychic powers. The growing cult believe that the Aeldari can be saved from oblivion — and from She Who Thirsts — by the rise of the God of the Dead, and fight tirelessly to fully awaken him. The Ynnari draw from every element of Aeldari civilisation, united in their belief that Ynnead is the only hope for their people. See page 145 for more information about Ynnead. None of the Archetypes listed in this book are native to the Ynnari sub-faction. However, AELDARI Agents may join the Ynnari sub-faction by choosing the Change of Kinship Ascension Package (page 58). If you purchase this Ascension Package in character creation, use the Background and Objectives of your Agent’s original sub-faction. Ynnari Agents cannot acquire Asuryani Paths. Any Agents with the YNNARI Keyword gain the Strength From Death ability, listed below: u Strength From Death: The departing souls of fallen warriors nourish the Ynnari and inspire them to exceed the limitations of the living. When an allied Agent kills a living creature in their Turn and you Seize the Initiative to act next, you gain +Rank bonus dice on all Tests made during your Turn. ATTRIBUTE RATING MAXIMUMS BY SPECIES Attribute Aeldari Drukhari Wraith Construct Strength 8 8 12 Toughness 7 8 12 Agility 12 12 8 Initiative 12 12 8 Willpower 12 10 12 Intellect 10 10 10 Fellowship 6 6 4 Speed 10 10 8 ECHOES OF THE FALL An Aeldari, Drukhari, or Wraith Construct Agent who fails a Mutation Test always rolls on the Subtle Mutation table (Wrath & Glory page 288). However, an Agent from these Species is rendered unplayable at Corruption Level 4 instead of 5 — at this point, the Agent’s soul is completely defiled by the touch of the Ruinous Powers. An eternity of suffering awaits them, though they may visit this ruin on their former comrades before they inevitably fall. The following Attribute Rating Maximums apply to each of the Species presented in this book. ADDITIONAL RULES SUGGESTED TALENTS The Suggested Talents for Archetypes included in this book are a mix of Talents from Wrath & Glory, and the New Talents on pages 60-62 of this book. Any Talents in italics are found in Wrath & Glory. Any Talents in bold are found in this book.


21 AN ANCIENT SYSTEM AELDARI CHARACTERS PSYCHIC POWERS ARMOURY WORLD OF BONE OUTCASTS OF THE VOID THE DARK CITY SERVANTS OF THE LAUGHING GOD PANTHEON OF RUIN GAMEMASTERS GUIDE CRAFTWORLD ARCHETYPES


22 You are a have been called from civilian pursuits to don your war mask and defend your people. Guardians are well-trained and well-equipped troops who serve most craftworlds as a defence force. Such is their intelligence and physical capabilities, and the high standard of Aeldari weapons technology, that Guardians are easily as capable as professional soldiers of the lesser races. Though mobilised primarily in times of war, the more paranoid craftworlds – or those in more dangerous regions of space – keep a portion of their militia active at all times, periodically rotating those on duty. On some craftworlds, Guardians are the most common of all their troops, comfortably outnumbering the rarer Aspect Warriors. These warriors provide ranged infantry support as Guardian Defenders, launch shock assaults as Storm Guardians, or operate the warhost’s heavy weapon platforms, jetbikes, grav-tanks, or aircraft. GUARDIAN ‘I once gave my heart to creation; the beauty of days before. Now my art is the flash of a starcannon, my music the fury of war.’ — Skaelow the Crafter, starcannon operator GUARDIAN TIER 2 SPECIES Aeldari XP 42 KEYWORDS: AELDARI, ASURYANI,[CRAFTWORLD] ATTRIBUTES: Agility 3, Initiative 3 SKILLS: Ballistic Skill 2, Weapon Skill 2 ABILITY: Martial Citizenry You are drilled in using basic Asuryani weaponry. When attacking whilst in cover, gain +Rank to the Rending rating of any SHURIKEN weapons. When attacking an enemy in cover, gain +Rank ED on any melee attacks. WARGEAR: Aeldari Mesh Armour, Civilian Clothing, 3 Plasma Grenades, Ritual Tools, Shuriken Catapult or Shuriken Pistol and Guardian Chainsword, War Mask SUGGESTED ATTRIBUTES XP 52 ATTRIBUTE S T A I Wil Int Fel RATING 2 2 4 4 3 3 2 SUGGESTED SKILLS XP 46 Athletics 2, Awareness 2, Ballistic Skill 3, Insight 1, Persuasion 1, Pilot 3, Scholar 1, Stealth 1, Tech 1, Weapon Skill 3 SUGGESTED TALENTS Bladestorm (page 60), Legacy of Sorrow (W&G, page 135), Mastered Paths (W&G, page 136), Skyrunner (page 62) When a Guardian dons their war mask, they connect with their warrior-self, awakening that part of their psyche. Assuming this alternate identity supposedly prevents battle trauma from bleeding into Guardians’ peacetime lives, which would forestall progress along their civilian Paths, but it is not without its dangers. Many Guardians reacquainted with the bloodlust of Khaine feel compelled to abandon their civilian calling and return to the Path of the Warrior. On other craftworlds, numbers of Aspect Warriors are dwindling, forcing their Guardians to undergo extended tours of duty where they cannot fully commit to either civilian or militant Paths. The Black Guardians of Ulthwé are even organised as a professional fighting force, a formation the Ul-Khari deride as a violation of the Asuryani Path.


23 You have chosen self-imposed exile from your craftworld, but continue to aid your kin as a scout, messenger, and sniper-assassin. The Asuryani Path is unyielding, imposing restrictions not every Aeldari can bear. For those who yearn for their own agency and to see worlds beyond their craftworld, the Path of the Outcast provides. As a Ranger, they have elected to leave the Path entirely, and roam the galaxy seeking fulfilment elsewhere. Many find what they were looking for, and return home with their wanderlust satisfied. Others perish in the wilderness, fall in with Corsair warbands, or lose centuries searching for a meaning that eludes them. Most Rangers still feel a strong sense of duty to their craftworld, and provide assistance as best they can. They gather intelligence, explore maiden worlds, RANGER ‘The home I dreamed of returning to is a broken, frozen ruin. What good fortune, then, that I have a century’s experience exploring broken, frozen ruins.’ — Triesce of Ul-Khari, Ranger make contact with distant Exodite settlements, and execute foes with long-range assassinations. Some find themselves on the fringes of Human communities, ensuring their survival with the patronage of powerful individuals willing to overlook their Aeldari origins. The tragedy of Ul-Khari has signalled the return of its most wayward children. There is desperate need for their fieldcraft, for few Aeldari are as experienced at navigating hazardous terrain as a Ranger. Many other craftworlds, stretched too thin to send more substantial assistance, have dispatched individual Rangers to the Gilead System instead. Some have even condescended to work with Agents of the Rogue Trader Jakel Varonius, in recognition of their so-called peace settlement. RANGER TIER 2 SPECIES Aeldari XP 34 KEYWORDS: AELDARI, ASURYANI,[CRAFTWORLD] ATTRIBUTES: Agility 3 SKILLS: Ballistic Skill 2, Stealth 1, Survival 2 ABILITY: From the Shadows You are adept at exploiting any form of concealment. Whenever a Vision Penalty (Wrath & Glory page 191) or Cover (Wrath & Glory page 181) imposes a penalty on someone trying to attack or detect you, the penalty is increased by +Rank DN. WARGEAR: Ranger Long Rifle, Shuriken Pistol, Knife, Aeldari Mesh Armour, Cameleoline Cloak, Magnocular Scope, Spirit Stone, Bedroll, Blanket SUGGESTED ATTRIBUTES XP 61 ATTRIBUTE S T A I Wil Int Fel RATING 2 3 5 3 2 2 2 SUGGESTED SKILLS XP 54 Athletics 2, Awareness 3, Ballistic Skill 3, Cunning 1, Deception 1, Investigation 1, Medicae 1, Pilot 2, Stealth 2, Survival 3, Weapon Skill 2 SUGGESTED TALENTS Acute Sense (W&G, page 129), Deadshot (W&G, page 131), Eliminator (W&G, page 133), Silent (W&G, page 139) AN ANCIENT SYSTEM AELDARI CHARACTERS PSYCHIC POWERS ARMOURY WORLD OF BONE OUTCASTS OF THE VOID THE DARK CITY SERVANTS OF THE LAUGHING GOD PANTHEON OF RUIN GAMEMASTERS GUIDE


24 You are a foreboding wielder of heavy weaponry, reaping formations of soldiers in a barrage of explosive missiles. During the war against the Yngir, Khaine battled against a star god named Kaelis Ra, the Destroyer of Light, the Nightbringer, an incarnation of death itself. Khaine triumphed against Kaelis Ra, but as the star god tore itself free to seek a new form, shards of its sundered body exploded outwards and pierced Khaine’s flesh. He was cursed with the Aspect of the Destroyer, embodying every sentient creature’s fear of their own mortality. The Dark Reapers invoke this aspect on the battlefield, by executing their enemies in a fusillade of long-range missile fire. These warriors pride themselves on their precision, and much of their training within the Aspect Shrine is devoted to the challenge of attaining the perfect shot. During their punishing battle rites, every warrior is expected to display incredible feats of coordination, focus and balance. The Dark Reapers are formidable warriors whose baleful gaze haunts the battlefield from afar, reaping souls with exacting precision. A Dark Reaper’s wargear is weighty, but exceptionally useful for strongpoint defence. They have held the line against Plague Marines on Vulkaris, Kastelan Robots on Avachrus, and numberless threats spewed fourth from the ice of Trollius. A Dark Reaper shoulders the burden of their weapons alone, and commits to impossible quests without regard to the cost. DARK REAPER ‘They think they are safe. They think they are beyond the cold grasp of death. I am a servant of death, and they have underestimated my reach.’ — Dismali, Dark Reaper DARK REAPER TIER 3 SPECIES Aeldari XP 70 KEYWORDS: AELDARI, ASURYANI, ASPECT WARRIOR, [CRAFTWORLD] ATTRIBUTES: Agility 3, Initiative 3, Willpower 2 SKILLS: Athletics 2, Ballistic Skill 3, Intimidate 1, Weapon Skill 2 ABILITY: Inescapable Accuracy Your targeting systems and uncanny precision make it impossible for your victims to hide. When making a ranged attack, you may reduce the total DN penalties you suffer due to Long Range, Vision Penalties, and the target’s Cover by an amount equal to your Rank. When you Brace a Heavy Weapon, you may Aim as a Free Action. WARGEAR: Reaper Launcher, Reaper Armour, War Mask, Spirit Stone, Aspect Shrine INFLUENCE: +1 SUGGESTED ATTRIBUTES XP 100 ATTRIBUTE S T A I Wil Int Fel RATING 3 3 5 5 4 3 2 SUGGESTED SKILLS XP 60 Athletics 3, Awareness 3, Ballistic Skill 5, Intimidation 3, Scholar 1, Tech 2, Weapon Skill 3 SUGGESTED TALENTS Deadshot (W&G, page 131), Ever Vigilant (W&G, page 133), Fear (W&G, page 133), Stoic (W&G, page 140)


25 You are a student of the first Aspect Warrior Temple, exemplifying retribution, valour, and relentless firing discipline. The Ul-Khari teach that in his noblest aspect, Khaine was the right hand of Asuryan. When the Phoenix King passed judgement, Khaine would enforce it, delivering justice — or vengeance — upon wrongdoers. Dire Avengers emulate Khaine at his most honourable, sheltering the innocent and punishing the guilty. Dire Avengers are more moderate in temperament than other Aspect Warriors, seldom allowing their passions to impede a mission. Their Temple was founded by Asurmen, first of the Phoenix Lords, and with that legacy and honour comes commitment to set an example to other warriors. DIRE AVENGER TIER 3 SPECIES Aeldari XP 74 KEYWORDS: AELDARI, ASURYANI, ASPECT WARRIOR, [CRAFTWORLD] ATTRIBUTES: Agility 3, Initiative 3, Willpower 3 SKILLS: Athletics 2, Ballistic Skill 3, Weapon Skill 2 ABILITY: Defence Tactics You advance, take cover, and complete your objectives without ever interrupting rate of fire. You may make a ranged attack with a SHURIKEN as a Free Action, but cannot do so in the same Turn you use Combat Actions to make another ranged, melee, or Interaction Attack. You can use this ability up to Rank times per combat, and never more than once per Turn. WARGEAR: Avenger Shuriken Catapult, 3 Plasma Grenades, Knife, Aspect Armour, War Mask, Rangefinder, Spirit Stone, Aspect Shrine INFLUENCE: +2 SUGGESTED ATTRIBUTES XP 61 ATTRIBUTE S T A I Wil Int Fel RATING 2 3 5 3 2 2 2 SUGGESTED SKILLS XP 54 Athletics 3, Awareness 3, Ballistic Skill 4, Insight 1, Leadership 2, Medicae 2, Scholar 2, Tech 2, Weapon Skill 4 SUGGESTED TALENTS Battle Focus (page 60), Bladestorm (page 60), Ever Vigilant (W&G, page 133), Fearless (W&G, page 133) DIRE AVENGER ‘Too long have the Children of the Stars wept bitter tears. Today, we unleash our vengeance!’ — Caslith the Fireheart, Dire Avenger Most craftworlds have more Dire Avenger Aspect Temples than any other, with a number of doctrinal differences between them. On Ul-Khari, different Temples focus their vengeance against preferred targets — a species, faction, or monstrous individual. Dire Avengers are adaptable combatants, switching between range and melee, offence and defence. They consider the wielding of the shuriken an art form, their Avenger shuriken catapults being elegant weapons, even more advanced than those used by a craftworld’s Guardians. It is the tactical flexibility and martial expertise that makes Dire Avengers a natural choice to lead or support a team of Agents. Those who lead gain experience that will prove valuable should they later chose to walk the Path of Command. AN ANCIENT SYSTEM AELDARI CHARACTERS PSYCHIC POWERS ARMOURY WORLD OF BONE OUTCASTS OF THE VOID THE DARK CITY SERVANTS OF THE LAUGHING GOD PANTHEON OF RUIN GAMEMASTERS GUIDE


26 You are a tank-hunter and fortification-leveller, applying the focussed fury of concentrated fire. Ul-Khari legends tell of hubristic Aeldari who sought vengeance against Khaine, riding to fight him on armoured steeds. Against these prideful knights, Khaine transformed into a monstrous scaled snake — the Aspect of the Dragon — and breathed a torrent of fire that deliquesced mortal protections. The Fire Dragons emulate this elemental devastation, intensifying the heat of their fusion weapons until their target is consumed in a raging inferno. It was the Phoenix Lord Fuegan who founded the Fire Dragons, and legends of his deeds are ritually retold in the Aspect Shrine on Ul-Khari. A depiction of him holding the cosmic serpents of wisdom and entropy in his fiery grasp survived the craftworld’s colission with Trollius, and the bitter cold seems almost bearable when standing beneath it. Fire Dragons provide anti-armour support, and excel at demolition missions targeting enemy fortifications. Following Fuegan’s teachings, they prefer to seek harmony in selective destruction of their foes. Their fire has salvaged much of Ul-Khari from the ice of Trollius, but the warmongering Aspect Warriors resent the work. Boarding actions in the Voidmire, sabotage in Gilead’s hives, and hunting Imperial Knights on Nethreus are far better suited to a Fire Dragon’s sensibilities. FIRE DRAGON ‘Let them gather the wreckage of their precious tank. It would please me to destroy it a second time.’ — Querosq the Lambent, Fire Dragon FIRE DRAGON TIER 3 SPECIES Aeldari XP 72 KEYWORDS: AELDARI, ASURYANI, ASPECT WARRIOR, [CRAFTWORLD] ATTRIBUTES: Toughness 2, Agility 3, Initiative 3, Willpower 2 SKILLS: Athletics 2, Ballistic Skill 3, Weapon Skill 2 ABILITY: Assured Destruction With intense heat you boil your targets from the inside out. You may activate the Melta Trait of any weapons you wield at Medium and Long Range (not just Short Range), and gain +Double Rank ED when making attacks with those weapons. WARGEAR: Dragon Fusion Gun, 3 Fusion Charges, Heavy Aspect Armour, War Mask, Spirit Stone, Aspect Shrine INFLUENCE: +1 SUGGESTED ATTRIBUTES XP 106 ATTRIBUTE S T A I Wil Int Fel RATING 3 4 5 5 4 3 2 SUGGESTED SKILLS XP 62 Athletics 3, Awareness 3, Ballistic Skill 5, Deception 1, Intimidation 2, Scholar 2, Tech 2, Weapon Skill 3 SUGGESTED TALENTS Battle Focus (page 60), Burning Bright (page 61), Die Hard (W&G, page 132), Hardy (W&G, page 134)


27 You are a quicksilver melee combatant, leaping into every assault with an ear-splitting howl. The banshees of mythology were wretched offspring of Khaine and the crone goddess Morai-Heg, miserable creatures whose wailing cries could steal souls and freeze the blood of mortals. The Bloody-Handed God acquired this Aspect after severing Morai-Heg’s hand at her request, so she could study the wisdom found in divine blood. As Aspect Warriors, Howling Banshees invoke not just the fury of Khaine, but the maddening cunning of Morai-Heg. They move like lightning, and terrify their enemies with deafening auditory assaults. The emotions of Ul-Khari’s Howling Banshee run hot and cold. It is said that Khaine only acquiesced to Morai-Heg’s request after being tormented by HOWLING BANSHEE ‘Doc said I’d never hear again — but I still hear that screaming in my nightmares.’ — Guardsman Amon Broinach, survivor of the Sten Hill Massacre his children’s screaming, and this penchant for coerciveness and inventive cruelty is inherited by his Aspect Warriors. On the other hand, many Howling Banshees demonstrate strong instincts to protect those they consider kin. The patron Phoenix Lord of the Howling Banshees, Jain Zar, is more personally involved in the lives of her disciples than any other, sacrificing herself many times in their defence. Howling Banshees are sent on missions when an example needs to be made. They are not subtle instruments, preceded by screams and leaving corpses in their wake. Because they specialise in brutally direct assaults they depend upon other Agents to cover their advance, or provide support for extended combat. In return, their acrobatic displays of spectacular bloodletting makes victory more certain with every strike. HOWLING BANSHEE TIER 3 SPECIES Aeldari XP 90 KEYWORDS: AELDARI, ASURYANI, ASPECT WARRIOR, [CRAFTWORLD] ATTRIBUTES: Agility 3, Initiative 4, Willpower 2 SKILLS: Ballistic Skill 2, Stealth 1, Survival 2 ABILITY: Whirling Death You are a shock assault specialist, delivering such a devastating first strike your enemies are left reeling. You gain +Double Rank bonus dice on melee attacks and Interaction Attacks made as part of a Charge. WARGEAR: Shuriken Pistol, Banshee Blade, Aspect Armour, Howling Banshee Mask, Spirit Stone, Aspect Shrine INFLUENCE: +1 SUGGESTED ATTRIBUTES XP 110 ATTRIBUTE S T A I Wil Int Fel RATING 3 3 5 6 4 3 2 SUGGESTED SKILLS XP 70 Athletics 4, Awareness 3, Ballistic Skill 3, Deception 2, Insight 2, Intimidation 4, Weapon Skill 5 SUGGESTED TALENTS Fear (W&G, page 133), Furious Charge (W&G, page 134), Matchless Agility (page 61), Sidestep (W&G, page 139) AN ANCIENT SYSTEM AELDARI CHARACTERS PSYCHIC POWERS ARMOURY WORLD OF BONE OUTCASTS OF THE VOID THE DARK CITY SERVANTS OF THE LAUGHING GOD PANTHEON OF RUIN GAMEMASTERS GUIDE


28 You employ stealth to infiltrate enemy positions, before attacking in a roar of spinning blades. Striking Scorpions are merciless killers without exception. They have made fear their closest ally, and revel in the hunt and the kill. The Aspect’s most sinister skill is the legacy of their Phoenix Lord, Karandras – the ability to become one with the shadows and thus creep towards targets without ever being seen. Striking Scorpions are masters of maximising every potential hiding place as they slink through terrain before wreaking havoc; their patient yet murderous nature has been the doom of many an enemy whose attention drifted from the shadows for even a moment. The first Striking Scorpion Phoenix Lord was Arhra, the Father of Scorpions, but after breaking from his peers after defeat at the hands of Karandras, he fell from grace and was said to be pierced with the dark light of Chaos. Karandras succeeded him, and bid the Striking Scorpions to temper their savage fury with the patience of the hunter. STRIKING SCORPION ‘Patience is a virtue duly rewarded; now is the time of blood. Slaughter them all, in Khaine’s name!’ — Skariel the Huntress, Striking Scorpion STRIKING SCORPION TIER 3 SPECIES Aeldari XP 84 KEYWORDS: AELDARI, ASURYANI, ASPECT WARRIOR, [CRAFTWORLD] ATTRIBUTES: Strength 2, Agility 3, Initiative 3, Willpower 2 SKILLS: Athletics 2, Ballistic Skill 2, Stealth 3, Weapon Skill 3 ABILITY: Stalking Shadow You temper your lust to kill by silently hunting your prey first. You gain +Double Rank bonus dice and +Double Rank ED when making a Surprise Attack (in addition to the usual +2 bonus dice and +2 ED). WARGEAR: Shuriken Pistol, Scorpion Chainsword, Mandiblaster, Heavy Aspect Armour, War Mask, Spirit Stone, Aspect Shrine INFLUENCE: +1 SUGGESTED ATTRIBUTES XP 106 ATTRIBUTE S T A I Wil Int Fel RATING 4 3 5 5 4 3 2 SUGGESTED SKILLS XP 70 Athletics 3, Awareness 3, Ballistic Skill 3, Deception 2, Intimidation 2, Scholar 1, Stealth 4, Survival 2, Weapon Skill 5 SUGGESTED TALENTS Counter Attack (page 131), Eliminator (page 133), Silent (page 139), Storm of Death (page 140) It seems unlikely such instincts were drawn from Khaine, given the God of Murder’s longstanding vendetta with the hunter god Kurnous, but Karandras taught that such skills are an essential counterpoint to the war god’s bloodthirsty nature. Each Striking Scorpion finds their own balance between the teachings of their founding fathers, cultivating strength without losing themselves to the Path of Damnation. Striking Scorpions are expert infiltrators and assassins, penetrating deep into the heart of the Gilead System. They might be paired with other Aeldari stealth specialists, such as Rangers or Harlequins, or provide reconnaissance for Agents without such skills. They have a bitter, unrelenting enmity of the Incubi of Commorragh born of an ancient shame that the wise do not mention in their presence.


29 You effortlessly soar across the battlefield on wings formed of vibrating feather plates and gravitic lifters.. The ancient Aeldari believed that a killer who got away with murder would be haunted by the victim’s spirit, in the form of a circling hawk. One of the aspects of Khaine, and a symbol of retribution and judgement. The Swooping Hawk Aspect Warriors truly embody their mythological counterparts in persistence, soaring through the skies with impossible grace and descending on enemies below, they harry the flanks of the enemy with continuous lasblaster salvoes, and bombard enemy positions with a range of explosives. Inspiring fellow Aeldari with their lethal majesty Swooping Hawks are less a less sombre presence than other Aspect Warriors. The skies themselves are theirs to roam, and from those breathtaking heights, it is easy to forget how far the Aeldari have fallen. Baharroth, the Phoenix Lord of the Swooping Hawks, was the first Exarch to master aerial combat, and just as Baharroth sought to inspire the other Asurya - the first Aspect Warriors - the Swooping Hawks, seek to inspire their Aeldari kin. The Swooping Hawks have provided rapid response assistance across the Gilead System, often in extraordinarily hazardous circumstances. It is no mean feat to navigate by wing the toxic clouds of Avachrus, the wintry blizzards of Trollius, or the crude but towering spires of a hive city. A Swooping Hawk is most naturally drawn to missions where all seems lost, but a flicker of hope remains, and one where their graceful presence can inspire victory. SWOOPING HAWK ‘We, who have conquered the heavens above, do not fear the vermin below.’ — Avichor, Swooping Hawk Exarch SWOOPING HAWK TIER 3 SPECIES Aeldari XP 86 KEYWORDS: AELDARI, ASURYANI, ASPECT WARRIOR, [CRAFTWORLD] ATTRIBUTES: Agility 3, Initiative 3, Willpower 2 SKILLS: Athletics 2, Awareness 2, Ballistic Skill 3, Pilot 3, Weapon Skill 2 ABILITY: Skyleap You employ hit-and-run manoeuvres to frustrate your enemies. You do not provoke Reflexive Attacks when you move out of Engagement. You also gain +Double Rank bonus dice on Pinning Attacks. WARGEAR: Lasblaster, Grenade Pack, Aspect Armour, War Mask, Swooping Hawk Wings, Spirit Stone, Aspect Shrine INFLUENCE: +1 SUGGESTED ATTRIBUTES XP 100 ATTRIBUTE S T A I Wil Int Fel RATING 3 3 5 5 4 3 2 SUGGESTED SKILLS XP 54 Athletics 3, Awareness 4, Ballistic Skill 5, Leadership 1, Pilot 4, Weapon Skill 3 SUGGESTED TALENTS Acute Sense (W&G, page 129), Battle Focus (page 60), Burning Bright (page 61), Matchless Agility (page 61) AN ANCIENT SYSTEM AELDARI CHARACTERS PSYCHIC POWERS ARMOURY WORLD OF BONE OUTCASTS OF THE VOID THE DARK CITY SERVANTS OF THE LAUGHING GOD PANTHEON OF RUIN GAMEMASTERS GUIDE


30 You risk short leaps through the Warp to outmanoeuvre your enemies, before shredding them with razor-sharp monofilament wire. The Ul-Khari claim that when Asuryan raised a barrier between the realms of gods and mortals, some Aeldari managed to trespass in heaven. Though enraged by this impossible transgression, Khaine bided his time. In the Aspect of the Spider, he laid traps for the intruders, ensnaring and slaying all but one. Warp Spiders reflect this cunning and take their name from the tiny crystalline arachnoids that slip in and out of existence, hunting threats and protecting the wraithbone skeletons of craftworlds. Utilising this same technique, Warp Spiders use the mobility of jump generators to teleport and strike with their ritual armament - the death spinner - before retreating. Attack is the best form of defence, and purifying a battlefield of an invasive presence is a sacred duty. Warp Spiders are intelligent and careful hunters, intervening only when the moment is right to ensnare and escape. Despite their caution, no Aeldari would accuse a Warp Spider of cowardice. Their jumps cut through the Warp itself, risking the attention of She Who Thirsts and the eternal damnation of their souls. The Warp Spiders have witnessed the roiling tides of the Great Rift with their own eyes, and knowing the dangers, are deeply suspicious of Jakel Varonius’s miraculous crossing. They believe, in time, his secrets will reveal themselves. Currently they work deep behind enemy lines, fighting guerilla wars against Heretic Astartes on Vulkaris, and Astra Militarum on Gilead Primus. WARP SPIDER ‘I have trespassed in the realm of daemons and seen the things within. You cannot fathom the price we pay to deliver death to our foes.’ — Yrule, Born of Twilight, Warp Spider WARP SPIDER TIER 3 SPECIES Aeldari XP 86 KEYWORDS: AELDARI, ASURYANI, ASPECT WARRIOR, [CRAFTWORLD] ATTRIBUTES: Agility 3, Initiative 3, Willpower 2 SKILLS: Athletics 2, Ballistic Skill 3, Deception 2, Pilot 3, Weapon Skill 2 ABILITY: Flickerjump You appear just long enough to weave a deadly web, before disappearing from sight. When an enemy enters Engagement with you whilst you are Unengaged, you may move up to your Speed as a Reflexive Action. You can use this ability up to Rank times per combat. WARGEAR: Death Spinner, Heavy Aspect Armour, War Mask, Warp Spider Jump Generator, Spirit Stone, Aspect Shrine INFLUENCE: +1 SUGGESTED ATTRIBUTES XP 100 ATTRIBUTE S T A I Wil Int Fel RATING 3 3 5 5 4 3 2 SUGGESTED SKILLS XP 54 Athletics 3, Awareness 3, Ballistic Skill 5, Cunning 1, Deception 2, Pilot 4, Stealth 2, Weapon Skill 3 SUGGESTED TALENTS Battle Focus (page 60), Eliminator (W&G, page 133), Escape Artist (W&G, page 133), Favoured by the Warp (W&G, page 133)


31 You are a battle-Psyker, squad leader, and advisor to your Craftworld’s Seer Council. Those who walk the Witch Path, and who were once Aspect Warriors, often find direct experience of war an advantage when it comes to wielding destructive psychic powers. These Aeldari are known as Warlocks, and in battle they use these powers to great effet, often leading other Aeldari into battle. Weilding the Runes of Battle, they bolster their warhost and wreak terrible destruction on their foes. WARLOCK ‘From Sha’iel itself are her powers conjured; and into Sha’iel itself would I follow her without complaint.’ — Guardian Kaulios of Alaitoc, at the Assembly of Guided Daggers WARLOCK TIER 3 SPECIES Aeldari XP 56 KEYWORDS: AELDARI, ASURYANI, PSYKER, [CRAFTWORLD] ATTRIBUTES: Agility 3, Willpower 4 SKILLS: Psychic Mastery 2 ABILITY: Runes of Battle You are a warrior and a Psyker both, adapting your powers to either augment your allies or assail your enemies. You know the Universal Psyker Abilities (Wrath & Glory page 267), the Smite psychic power, and a single power of your choice from the Runes of Battle Discipline. WARGEAR: Shuriken Pistol, Witchblade or Singing Spear, Rune Armour, Set of Wraithbone Runes, Spirit Stone. INFLUENCE: +2 SUGGESTED ATTRIBUTES XP 143 ATTRIBUTE S T A I Wil Int Fel RATING 2 3 4 5 7 4 2 SUGGESTED SKILLS XP 54 Awareness 1,Insight 3, Leadership 1, Psychic Mastery 4, Scholar 3, Weapon Skill 3 SUGGESTED PSYCHIC POWERS Conceal/Reveal (page 283), Embolden/Horrify (page 283), Protect/Jinx (page 284), Quicken/Restrain (page 284) Many Warlocks are famed individuals among their fellow craftworlders. To Farseers, they are trusted counsellors and supporting ritualists. Disciples of the Aspect Temples may know Warlocks as former comrades-in-arms. In the Guardian hosts, Warlocks are often unit commanders, their powers strengthening warriors so they can match elite enemies on an even footing. Some Warlocks, known as Spiritseers, specialise in communing with the dead spirits of their Craftworld’s Infinity Circuit, and may shepherd their Spirit Host in war. The decimation of Ul-Khari’s Seer Council leaves the Craftworld more dependent on Warlocks than ever before. They played a crucial role in negotiating the ceasefire with Jakel Varonius, and some still fight alongside the Rogue Trader’s Agents when their interests align. AN ANCIENT SYSTEM AELDARI CHARACTERS PSYCHIC POWERS ARMOURY WORLD OF BONE OUTCASTS OF THE VOID THE DARK CITY SERVANTS OF THE LAUGHING GOD PANTHEON OF RUIN GAMEMASTERS GUIDE


32 Your undying soul is transplanted into an imposing wraithbone shell, so you can continue to fight from beyond death. When the need for soldiers is so great that not even marshalling the Guardian hosts is sufficient, a Craftworld’s Spiritseers are instructed to rouse the Spirit Host. Spirit stones of veteran warriors are removed from the safety of the Infinity Circuit, and installed into Wraith Constructs crafted for combat. Raising the dead, while an abhorrent prospect, can be deemed necessary when the survival of the Craftworld is threatened. The most common ghost warrior is the Wraithguard. These sentinels carry vortex weaponry, opening rifts into Warp space that tear targets apart or drag them screaming into the Immaterium. WRAITHGUARD ‘Not even the dead have seen the end of war.’ — Spiritseer Iyanna Arienal WRAITHGUARD TIER 4 SPECIES Wraith Construct XP 164 KEYWORDS: AELDARI, ASURYANI, WRAITH CONSTRUCT, [CRAFTWORLD] ATTRIBUTES: Strength 5, Toughness 6, Willpower 4 SKILLS: Ballistic Skill 3, Weapon Skill 3 ABILITY: War Construct Your new body weathers the strains of battle better than any living creature could. Any ranged weapons you wield without the Heavy Trait gain the Pistol Trait. When wielding two melee weapons, you reduce the DN penalty for making Multi-Attacks by 2. You gain +Rank Determination. WARGEAR: Wraithcannon or 2 Ghostswords, Spirit Stone INFLUENCE: +1 SUGGESTED ATTRIBUTES XP 139 ATTRIBUTE S T A I Wil Int Fel RATING 7 8 2 4 5 3 1 SUGGESTED SKILLS XP 46 Awareness 3, Ballistic Skill 4, Intimidation 3, Scholar 2, Weapon Skill 4 SUGGESTED TALENTS Brutalist (page 130), Feel No Pain (page 133), Frenzy (page 134), Tenacious (page 140) Wraithguard are typically mercurial in demeanour, perceiving reality as a dream intersected with the invisible currents of the spirit realm. Their temperamental opposites are the Wraithblades, whose ferociously violent urges are only held in check by the sensor vanes worn on their armour. A Wraithblade’s rage is exacerbated by their ghost weapons — each containing its own spirit stone, that helps guide its wielders blows. For millennia, Ul-Khari was conservative in the deployment of their Spirit Hosts, content to let the dead rest in peace. Circumstances have forced a change in attitude. The dead of Ul-Khari now so completely outnumber the living that the Craftworld cannot survive without the Wraithguards’ aid.


33 Your experience training at multiple Aspect Warrior Temples has prepared you to become the ultimate battlefield general. An Asuryani who survives walking the Path of the Warrior multiple times learns a deeper appreciation of war in all its harrowing dimensions. Only then can they walk the Path of Command, and lead their own warhost. Autarchs combine strategic knowledge with sharp combat instincts, and possess an anticipation of operational complications that borders on prophetic. On the battlefield, they alternate between tactical genius, and direct participation in the in the heat of combat. Autarchs frequently receive ritual weapons from the Aspect Warrior Temples they serve with. This personal history has a lasting impact, not just on an Autarch’s military philosophy, but their leadership style as well. Most are inspirations to their subordinates, though an Autarch’s warmongering may be alienating to less aggressive Aeldari. The great fear of Ul-Khari’s Seer Council is that an Autarch will become lost on the Path of Command, and drag the entire craftworld into a cycle of endless war, without thought for survival. AUTARCH ‘It is not enough to command the deployment of my own forces. My strategies will instruct the movement of my enemy, or I am not worthy of my title.’ — Ishtá Indomi, Autarch of Ul-Khari AUTARCH TIER 5 SPECIES Aeldari XP 216 KEYWORDS: AELDARI, ASURYANI, [CRAFTWORLD] ATTRIBUTES: Agility 4, Initiative 4, Willpower 5, Intellect 5, Fellowship 3 SKILLS: Athletics 2, Awareness 2, Ballistic Skill 3, Leadership 4, Weapon Skill 3 ABILITY: Superlative Strategist When you, or any allies within communication range, spend Glory to increase their dice pool, they gain +Rank bonus dice (in addition to bonus dice equal to the Glory spent). You may make Leadership Tests to remove the Fear, Terror, or Pinned Conditions as a Simple Action. WARGEAR: One of the following: Shuriken Pistol or Dragon Fusion Gun or Reaper Launcher or Death Spinner. One of the following: Star Glaive or Banshee Blade or Scorpion Chainsword. One of the following: 3 Plasma Grenades or Howling Banshee Mask or Mandiblasters or 3 Fusion Charges or Swooping Hawk Wings or Warp Spider Jump Generator. All of the following: Heavy Aspect Armour, War Mask, Forceshield, Back Banner, Spirit Stone. INFLUENCE: +3 SUGGESTED ATTRIBUTES XP 140 ATTRIBUTE S T A I Wil Int Fel RATING 3 3 5 5 7 6 5 SUGGESTED SKILLS XP 94 Athletics 3, Awareness 3, Ballistic Skill 5, Insight 2, Intimidation 2, Leadership 5, Persuasion 3, Pilot 2, Scholar 2, Weapon Skill 5 SUGGESTED PSYCHIC POWERS Battle Focus (page 60), Burning Bright (page 61), Mastered Paths (W&G, page 136), Noble Peer (W&G, page 137) AN ANCIENT SYSTEM AELDARI CHARACTERS PSYCHIC POWERS ARMOURY WORLD OF BONE OUTCASTS OF THE VOID THE DARK CITY SERVANTS OF THE LAUGHING GOD PANTHEON OF RUIN GAMEMASTERS GUIDE


34 You channel psychic powers that reveal the myriad paths of the future, using your foreknowledge to shape the destiny of entire species. The Witch Path is the most difficult Path of the Asuryani. The enormous psychic potential of the Aeldari bears a terrible cost, inviting the gaze of She Who Thirsts, potentially dooming the Seer’s very soul. Even so, an Aeldari’s hunger for arcane secrets may lead so far down the Path of the Seer they cannot turn back. Whilst most Asuryani regard those trapped on any path almost with an equal sense of both fear and awe, a Farseer is instead destined to join their Craftworld’s senior leadership. Their visions of the future are so precious that the Asuryani place utmost trust in these most revered figures. FARSEER ‘Some futures are unavoidable. Anything less, I shall bend to my will.’ — Farseer Iradriel, The Mourning Sun of Craftworld Alaitoc FARSEER TIER 5 SPECIES Aeldari XP 167 KEYWORDS: AELDARI, ASURYANI, PSYKER, [CRAFTWORLD] ATTRIBUTES: Agility 3, Initiative 3, Willpower 6, Intellect 4 SKILLS: Leadership 2, Psychic Mastery 4, Scholar 2 ABILITY: The Witch Path You are a supremely powerful Psyker, specialising in manipulation of the future. You know the Universal Psyker Abilities (Wrath & Glory page 267), and the Smite psychic power. You may choose two powers you know from any of the following Disciplines (so long as you meet the prerequisites): Divination, Runes of Fate, Runes of Fortune. WARGEAR: Shuriken Pistol, Witchblade or Singing Spear, Rune Armour, Ghosthelm, Set of Wraithbone Runes, Spirit Stone INFLUENCE: +3 SUGGESTED ATTRIBUTES XP 205 ATTRIBUTE S T A I Wil Int Fel RATING 3 4 5 5 8 6 5 SUGGESTED SKILLS XP 88 Athletics 2, Awareness 4, Ballistic Skill 3, Leadership 4, Psychic Mastery 5, Scholar 4, Weapon Skill 3 SUGGESTED PSYCHIC POWERS TBD Farseers are enigmatic figures, their minds forever in transition between the sight of the present and future. Their actions often reflect the intricate understanding of the threads of fate, preferring subtle manipulations over drastic action with unforeseeable consequences. Through meditation, they can astrally project themselves through the psychic superstructure of their Craftworlds, and wander at will. Many have wondered how the Seer Council of Ul-Khari failed to anticipate the destruction of their Craftworld, or take action to avert it. Perhaps the Farseers were deceived by the machinations of Chaos, or perhaps they did foresee this outcome, and felt sacrificing their home was a necessary cost. Only one burdended with a Farseer’s gifts could discern the truth.


35 DRUKHARI ARCHETYPES


36 You are the beating heart of your Kabal’s fighting strength, a murderous, power-hungry killer with dark ambitions. The Kabals of Commorragh are more than gangs, or bands of like-minded sadists; they are military organisations, pirate bands, noble households and criminal cartels.. They fight to enrich themselves in realspace raids, and to seize and hold territory within the borders of the Dark City. Kabalite Warriors are the frontline soldiers in these wars, remorseless butchers who slaughter those they do not enslave to torment later. Their attacks are characterised by speed, surprise, overwhelming firepower and fear, followed by assault and capture once a foe is too weak to resist. KABALITE WARRIOR TIER 2 SPECIES Drukhari XP 42 KEYWORDS: AELDARI, DRUKHARI, [KABAL] ATTRIBUTES: Agility 3, Initiative 3 SKILLS: Ballistic Skill 2, Weapon Skill 2 ABILITY: Prey on the Weak Your mind is focussed by the scent of fear and suffering. You gain +Rank bonus dice on attack Tests against enemies that have suffered Wounds, or Mobs of Troops that have suffered casualties. WARGEAR: Splinter Rifle, Knife, Kabalite Armour, Hook and Chains, Initiation Token INFLUENCE: +1 SUGGESTED ATTRIBUTES XP 40 ATTRIBUTE S T A I Wil Int Fel RATING 2 2 4 4 2 2 2 SUGGESTED SKILLS XP 38 Athletics 1, Awareness 2, Ballistic Skill 3, Cunning 2, Deception 1, Insight 1, Intimidation 2, Pilot 1, Stealth 2, Weapon Skill 3 SUGGESTED TALENTS Dirty Fighter (W&G, page 132), Eliminator (W&G, page 133), Trueborn (page 62), Power From Pain (page 61) The brutal initiation rites of a Kabal ensure that only the most most savage, callous and ambitious Warriors survive. Consequently, most Warriors strive to climb the ranks of their faction, which is invariably achieved by betraying and murdering their superiors. Despite the ferocious competition between Warriors, they are more than capable of exercising martial discipline on the battlefield, working together to execute squad tactics when it serves their self-interest. The Kabal of the Bloodied Claw has preyed upon the Gilead System for millennia, claiming, torturing and sacrificing an endless number of souls to preserve their own. They have fought alongside the Greensteel Warriors on occasion, though are suspected of attempting to usurp the authority of the Emerald Princess from within. KABALITE WARRIOR ‘Make war with me, and you make war with my Kabal. Consider your next move very carefully, Corsair. The ramifications could be… excruciating.’ — Durabeli Arlehk, Warrior of the Bloodied Claw


37 You are a lightning-fast slayer and gladiatorial performer, renowned in the Dark City for your murderous arts. In a city where most Drukhari have little regard for anyone besides themselves, the Hekatarii have earned the respect of a jaded population through achievements in the field of performative slaughter. Only the most spectacular warriors make a career in the Wych Cult arenas, with lesser fighters quickly dispatched in their earliest appearances. A Wych may specialise in a number of different bloodsports — ritual duels, arena battles, death races, or extravagant sacrifices. Between spectacles, a Wych accompanies realspace raids to assist an allied Kabal, capture victims for the arena, or hone their killer edge. A Wych is required to demonstrate both lethal skill and a flair for the dramatic. The security of their Cult WYCH ‘What a pathetic, little plaything. Not even worth hanging from the walls of the arena!” — Valghex of the Cult of Endless Trauma WYCH TIER 2 SPECIES Drukhari XP 62 KEYWORDS: AELDARI, DRUKHARI, [WYCH CULT] ATTRIBUTES: Agility 4, Initiative 4 SKILLS: Athletics 2, Weapon Skill 2 ABILITY: Lightning Dodge You run circles around your enemy, and take them apart one slice at a time. When wearing no armour besides a Wychsuit, you gain +Rank Defence against melee attacks. WARGEAR: Splinter Pistol, Hekatarii Blade, 3 Plasma Grenades, Wychsuit, Combat Drugs, Arena Trophy INFLUENCE: +1 SUGGESTED ATTRIBUTES XP 35 ATTRIBUTE S T A I Wil Int Fel RATING 2 2 4 5 2 2 2 SUGGESTED SKILLS XP 32 Athletics 3, Ballistic Skill 2, Cunning 2, Intimidation 1, Persuasion 1, Pilot 1, Stealth 1, Weapon Skill 3 SUGGESTED TALENTS Blade Artist (page 61), Matchless Agility (page 61), Sidestep (W&G, page 139), Skyrunner (page 62) depends on their ability to provide entertainment to the overlords of the larger, more powerful Kabals. A Wych never misses an opportunity to exercise showmanship, or subtly promote their own brand of celebrity. Whilst rivalries with fellow Hekatarii are common, these are invariably settled in the arena. The Cult of Endless Trauma is one of the smaller Wych Cults in Commorragh, but in the Gilead System they have sensed opportunity. With so many warring cultures in one system, they have managed to capture an enviable variety of arena fighters in a flurry of realspace raids. Now they seek to flesh out their ranks, and have established a simulacra of their grand arena in the dark heart of the Voidmire. Here, in the leering shadow of the Cicatrix Maledictum, blood is spilled and captives tormented in ever greater numbers. AN ANCIENT SYSTEM AELDARI CHARACTERS PSYCHIC POWERS ARMOURY WORLD OF BONE OUTCASTS OF THE VOID THE DARK CITY SERVANTS OF THE LAUGHING GOD PANTHEON OF RUIN GAMEMASTERS GUIDE


38 You are an adrenaline junkie and anarchist street racer, tearing across the galaxy atop a personal skyboard. The Lords of Commorragh offer protection and opportunity in return for obedience — but some Drukhari are too free-spirited to bend the knee to any Archon, Succubus, or Haemonculi. These rebels, exiles, fugitives, and young aspirants form gangs of their own, living on the edge of Drukhari society, surviving by their wits alone. Hellions are the most infamous of these miscreants, racing around the Dark City on skyboards, spreading chaos and outrunning the consequences. Some are mature enough to enter, or return to, Drukhari society. Others become Helliarchs, veterans of gang warfare, with the unenviable job of leading a pack of committed anarchists. Any Hellion feral enough to earn the respect of their gang tends to make enemies of everyone else. The Kabals and the Haemonculi curse their unrefined sadism while the Scourges sneer at their encroachment into Commorragh’s upper limits. Only the Wych Cults find the antics of the Hellions entertaining, supplying the gangs with combat drugs to fuel their rampages. In return, the Hellions are granted the privelege of performing in the arena, and ride with the Cults on realspace raids. Whilst the Hellions insist they are beholden to no-one, they know better than to bite the hand that feeds, and most want for the attention of a baying crowd. The Cult of Endless Trauma has sponsored Hellions to fly across the Gilead System, spreading fear of the Drukhari, and gathering intelligence. Other Hellion gangs have entered the system at no-one’s request, simply because it pleases them to have whole new worlds of mortals to terrify. HELLION ‘First to ten decapitations wins.’ — Thresyn the Flickerblade, Hellion renegade HELLION TIER 2 SPECIES Drukhari XP 36 KEYWORDS: AELDARI, DRUKHARI, [WYCH CULT] ATTRIBUTES: Agility 3, Initiative 3 SKILLS: Pilot 2 ABILITY: Hit and Run You revel in the confusion of swift attacks, striking fast before sweeping away from victims who fall prey to your Skyboard or Hellglaive. You do not provoke Reflexive Attacks when you move out of Engagement. You gain +Rank bonus dice on any Pilot (A) Tests related to the operation of your Skyboard. WARGEAR: Hellglaive, Skyboard with Splinter Pods, Wychsuit, Combat Drugs, Gang Colours, Ornamental Skull SUGGESTED ATTRIBUTES XP 40 ATTRIBUTE S T A I Wil Int Fel RATING 2 2 4 4 2 2 2 SUGGESTED SKILLS XP 44 Athletics 2, Awareness 2, Ballistic Skill 2, Cunning 2, Intimidation 1, Pilot 3, Tech 2, Weapon Skill 2 SUGGESTED TALENTS Burning Bright (page 61), Furious Charge (W&G, page 134), Matchless Agility (page 61), Power From Pain (page 61)


39 You capture and command the deadliest animals in the galaxy, showcasing their lethal characteristics in the amphitheatres of Commorragh. The audiences of the Wych Cult arenas constantly hunger for novelty, and it is a Beastmaster’s job to help service this need. They search the galaxy for the most exciting, unusual, and horrifyingly dangerous beasts they can find, returning them to the Dark City to massacre terrified captives for a crowd’s entertainment. Most Beastmasters hunt from atop a skyboard, the perfect vantage point from which to direct their charges, whilst avoiding the belligerent swipes of a rebellious predator. A Beastmaster demonstrates extraordinary talent for rendering a wild animal compliant, and redirecting its bestial rage. This is partly achieved through the pheromones and sonic emitters embedded in their skull-faced masks. Their strange tattoos harken to a shamanic tradition long forgotten by most Aeldari, save perhaps the Exodite colonies. Some Beastmasters detest the company of their Drukhari kin, let alone other conscious beings, and revel in breaking the will of sentient captives, bringing them under command like any common beast. The megafauna of Nethreus, and the marine leviathans of Charybdion, are ever-tempting targets for Beastmasters serving the Cult of Endless Trauma. Unfortunately, capturing such magnificent specimens is easier said than done. Other Beastmasters have used the Gilead System as a fresh environment in which to train their charges. By unleashing their pets upon realspace, they prepare them for the stresses of the arena or bloody battlefield. BEASTMASTER ‘I like your dog, Fenrisian. Once I have broken its will, I’ll feed it your flesh as a treat.’ — Akkhar the Cruel, Beastmaster BEASTMASTER TIER 3 SPECIES Drukhari XP 100 KEYWORDS: AELDARI, DRUKHARI, [WYCH CULT] ATTRIBUTES: Agility 4, Initiative 4, Willpower 3 SKILLS: Athletics 2, Leadership 2, Pilot 2, Survival 2, Weapon Skill 2 ABILITY: Beast Handler You command respect from wild animals, cowing them into obedience. You gain +Double Rank bonus dice on all social Skill Tests against a creature with the BEAST Keyword. When you consent, allied BEAST creatures in communication range can spend your Wrath Points as their own. WARGEAR: Agoniser, Skyboard with Splinter Pods, Wychsuit, Beastmaster Mask, Combat Drugs, Hunting Trophy INFLUENCE: +2 SUGGESTED ATTRIBUTES XP 74 ATTRIBUTE S T A I Wil Int Fel RATING 3 3 5 5 4 3 2 SUGGESTED SKILLS XP 86 Athletics 3, Awareness 3, Ballistic Skill 3, Cunning 2, Insight 2, Intimidation 2, Leadership 3, Pilot 2, Survival 4, Weapon Skill 5 SUGGESTED TALENTS Acute Sense (W&G, page 129), Animal Companion [Khymera or Clawed Fiend] (page 60), Devotees [Razorwing Flock] (W&G, page 132), Fear (W&G, page 133) AN ANCIENT SYSTEM AELDARI CHARACTERS PSYCHIC POWERS ARMOURY WORLD OF BONE OUTCASTS OF THE VOID THE DARK CITY SERVANTS OF THE LAUGHING GOD PANTHEON OF RUIN GAMEMASTERS GUIDE


40 You are the formidable disciple of an elite warrior creed, and mercenary bodyguard to the paranoid rulers of the Dark City. Incubi are among the most disciplined Drukhari fighters, warriors who have set aside political ambition and hedonistic greed to better master the art of the kill. They honour Kaela Mensha Khaine in midnightblack shrines, duelling with blades — lethal klaives and demiklaives — to hone their deadly efficiency. To join this order, a Drukhari must defeat and despatch an existing Incubus and take their armour, but even this daunting challenge is not enough. To make the warsuit their own, an aspirant must kill an Asuryani Aspect Warrior in single combat, break their spirit stone and present it to the Hierarch of their shrine. It is then fashioned into an armour-implanted psychological weapon known as a tormentor. The tormentor’s psychic aura of fear magnifies the dread reputation of the warrior and their shrine. Most unusual for the Drukhari is the alleged loyalty of the Incubi. They are mercenaries, but when they accept a contract, they commit to fight for their employer until the bitter end. Consequently, many Drukhari lords hire Incubi as bodyguards, sentries, and enforcers. With trust so rarely found in Commorragh, the Incubi can command a fine portion of the proceeds of any raid — often receiving choice trophies and, of course, abundant captives to sacrifice. Raiding the Gilead System alone is host to manifold threats; in these precarious times, the demand for a reliable bodyguard has rarely been higher. INCUBUS ‘Without the kill, we are nothing; so says the Dark Father.’ — Akhirion, Incubus of the Coiled Blade INCUBUS TIER 3 SPECIES Drukhari XP 84 KEYWORDS: AELDARI, DRUKHARI, BLADES FOR HIRE ATTRIBUTES: Agility 3, Initiative 4, Willpower 2 SKILLS: Athletics 2, Ballistic Skill 2, Intimidate 2, Weapon Skill 3 ABILITY: Lethal Precision You train tirelessly to master the perfect killing strike. When you inflict a Critical Hit on a melee attack, you inflict +Double Rank Mortal Wounds. WARGEAR: Klaive, Incubus Warsuit, Tormentor, Terms of Covenant, Stolen Spirit Stones and other trophies, Shrine of the Father INFLUENCE: +2 SUGGESTED ATTRIBUTES XP 110 ATTRIBUTE S T A I Wil Int Fel RATING 3 3 5 6 4 3 2 SUGGESTED SKILLS XP 66 Athletics 3, Awareness 3, Ballistic Skill 3, Cunning 2, Insight 3, Intimidation 3, Weapon Skill 5 SUGGESTED TALENTS Blade Artist (page 61), Brutalist (W&G, page 130), Counter Attack (W&G, page 131), Power From Pain (page 61)


41 You exist simultaneously in reality and a cursed otherworld, not entirely corporeal, driven by your own malevolent instincts. Aelindrach is perhaps the most accursed district of Commorragh, where the shadows come alive, planes of reality intersect, and no starlight can penetrate its depths. Where Aelindrach’s influence seeps, the Mandrakes follow, foul shadowskin monsters glowing with runes of sinister power. Whilst they may have been Drukhari once, Mandrakes are now something different entirely. Perhaps they are the shadows of Drukhari come to life, remnants of a forbidden Cult that found its own way to survive the Fall, or the hideous by-product of an unforgivable union between Aeldari and daemons. Mandrakes can pull themselves into reality through another being’s shadow, dragging themselves up with sinewy strength and reaching for luckless victims with filth encrusted claws. Their eldritch nature makes them consummate shock troops during Drukhari raids, emerging behind enemy lines or even locked rooms to deal death in return for captives. Some are paid instead by more esoteric means — a heartbeat, last word, true name, or final breath. For those employers foolish enough to renegue on a deal, neither guard nor impenetrable fastness will save them from the haunting steps of Mandrake, and the cold grasp that follows. MANDRAKE ‘Do not speak their names! Do not tempt fate by invoking their infernal attentions. Our luck was spent escaping to the confines of this fortress…’ — Final words of Farseer Lonelta of Yme-Loc MANDRAKE TIER 3 SPECIES Drukhari XP 92 KEYWORDS: AELDARI, DRUKHARI, BLADES FOR HIRE ATTRIBUTES: Strength 2, Agility 4, Initiative 3 SKILLS: Athletics 2, Ballistic Skill 2, Stealth 4, Weapon Skill 2 ABILITY: Shadow Creature You are not a creature of flesh and blood, instead dwelling in a liminal state between realities. When you are not wearing armour, you gain +Rank Resilience, and can roll Determination against attacks that inflict Mortal Wounds. You always count as being in heavy fog, with all corresponding vision penalties (+3 DN to target with Awareness and Ballistic Skill Tests, +2 DN to target with Weapon Skill Tests). When you move, you ignore all obstacles between your start and end point, so long as you move from one shadow to another. WARGEAR: Glimmersteel Blade, Cloak of Skin, Hook and Chains. You are also able to generate Baleblasts, which have the weapon profile below: 10 +1 ED / Range 9 – 18 – 27 / Salvo - / Assault, Rending (4) SUGGESTED ATTRIBUTES XP 74 ATTRIBUTE S T A I Wil Int Fel RATING 4 3 5 5 2 2 1 SUGGESTED SKILLS XP 94 Athletics 4, Awareness 3, Ballistic Skill 4, Cunning 2, Intimidation 3, Stealth 5, Survival 3, Weapon Skill 4 SUGGESTED TALENTS Blade Artist (page 61), Eliminator (W&G, page 133), Silent (W&G, page 139), Power From Pain (page 61) AN ANCIENT SYSTEM AELDARI CHARACTERS PSYCHIC POWERS ARMOURY WORLD OF BONE OUTCASTS OF THE VOID THE DARK CITY SERVANTS OF THE LAUGHING GOD PANTHEON OF RUIN GAMEMASTERS GUIDE


42 You have undergone surgery adapting your body for flight, and deliver messages across the Dark City for the rich and powerful. There are surgeries performed by the Haemonculi of Commorragh which can adapt a Drukhari’s body to soar among the upper darkness. The patient is subjected to agonising surgeries that graft powerful wings, hollow out bones, and implant additional muscle. Tradition then forces the exhausted Drukhari to then fly to the high aeries of their new sky-warrior kindred, battling through the manifold hazards of Commorragh’s airspace. Those who survive the ascent earn the right to call themselves Scourges, and claim the sky itself as their dominion. Most become addicted to further body modification, acquiring taloned feet, elongated heads, or baleful raptor-like eyes. With psychic communication outlawed in the Dark City, the Scourges satisfy a useful niche — handdelivering messages, that are too sensitive to risk being intercepted. Each communiqué is sealed with tailor-made poisons for which the antidote – in theory – is held by the intended recipient, to ensure the Scourges are not tempted by a rival to delay or divert the message. So important are they to the networks of the Dark City, that the death of a Scourge invites retribution from Commorragh’s most powerful down upon the perpetrator with unbridled excess. Scourges in the Gilead System indulge their appetite for slaughter by providing battlefield support, using guerilla tactics to strike the unwary from above. SCOURGE ‘Yisserokh, I send you a message of two parts. The first are these words, written upon skin I flayed from your last incompetent assassin. The second is the generous level of saturated haemotoxins,within said skin.’ — Shylas Sar’sel, on the assassination of Archon Yisserokh SCOURGE TIER 3 SPECIES Drukhari XP 70 KEYWORDS: AELDARI, DRUKHARI, BLADES FOR HIRE ATTRIBUTES: Agility 3, Initiative 3 SKILLS: Athletics 3, Awareness 2, Ballistic Skill 2, Weapon Skill 2 ABILITY: Winged Strike You are grafted with wings that allow you to fly at double your normal Speed. More complicated aerial manoeuvres may require an Athletics (S) Test, with +Double Rank bonus dice. In addition, you can spend Shifts on a successful ranged attack Test to inflict the Pinned Condition on the target. This costs a number of Shifts equal to the target’s Resolve minus Rank. WARGEAR: Shardcarbine, 3 Plasma Grenades, Ghostplate Armour, Terms of Covenant, Delivery Capsule INFLUENCE: +2 SUGGESTED ATTRIBUTES XP 94 ATTRIBUTE S T A I Wil Int Fel RATING 3 3 5 5 3 3 3 SUGGESTED SKILLS XP 76 Athletics 4, Awareness 4, Ballistic Skill 5, Cunning 2, Intimidation 2, Stealth 2, Survival 2, Weapon Skill 3 SUGGESTED TALENTS Acute Sense (W&G, page 129), Deadshot (W&G, page 131), Matchless Agility (page 61), Power From Pain (page 61)


43 You are the master of a warrior Kabal, seeking bounties in realspace that will expand your territory in Commorragh. Ambitious Drukhari imagine that when they become lord of a Kabal they will finally be secure to enjoy the luxuries such status affords. In reality, an Archon’s position is no safer than any other Drukhari. They are still surrounded by jealous rivals in other Kabals, and treacherous underlings within their own, both waiting to exploit signs of weakness. Worse still, the soul-draining horror of She Who Thirsts only escalates over time, requiring greater acts of depravity to stave off the terrible fate that awaits. To retain power, an Archon must be ruthless, tyrannical, and entirely without remorse. Many are millennia old, some having been murdered only to return by Haemonculi fleshcraft and avenge themselves on their killers. Others seized power long before younger upstarts like Asdrubael Vect, and deplore those who rise from the dirt to such heights. It is said that Overlord Akhara’Keth of the Bloodied Claw has survived over three hundred attempts on his life. Despite the appalling retribution inflicted upon his would-be murderers, other Archons still conspire to unseat Akhara’Keth, and seize his territories. ARCHON ‘Centuries of rule have only intensified the yawning void within my soul. Know that your suffering serves a greater purpose — the glory of the Bloodied Claw.’ — Lord Akhara’Keth, Archon of the Bloodied Claw. ARCHON TIER 5 SPECIES Drukhari XP 192 KEYWORDS: AELDARI, DRUKHARI, [KABAL] ATTRIBUTES: Agility 4, Initiative 4, Willpower 4, Intellect 3 SKILLS: Athletics 2, Awareness 2, Ballistic Skill 3, Cunning 2, Intimidation 4, Leadership 4, Weapon Skill 3 ABILITY: Overlord You drive your underlings toward success by threatening them with the consequences of failure. As a Simple Action, you may spend 1 Wrath to provide yourself and all allies +Rank bonus dice to the next Test they make this encounter in your presence. In addition, you may spend 1 Glory to gain 1 Wrath Point as a Free Action, up to Rank times per session. WARGEAR: Splinter Pistol, Huskblade, Kabalite Armour, Shadowfield, Trophy Rack, Initiation Brand INFLUENCE: +4 SUGGESTED ATTRIBUTES XP 170 ATTRIBUTE S T A I Wil Int Fel RATING 3 3 6 6 6 5 4 SUGGESTED SKILLS XP 78 Athletics 3, Awareness 3, Ballistic Skill 4, Cunning 3, Deception 2, Insight 2, Intimidation 5, Leadership 5, Persuasion 2, Scholar 2, Weapon Skill 4 SUGGESTED TALENTS Beyond Mortality (page 60), Paranoid (W&G, page 137), Power From Pain (page 61), Supreme Presence [Intimidation] (W&G, page 140) AN ANCIENT SYSTEM AELDARI CHARACTERS PSYCHIC POWERS ARMOURY WORLD OF BONE OUTCASTS OF THE VOID THE DARK CITY SERVANTS OF THE LAUGHING GOD PANTHEON OF RUIN GAMEMASTERS GUIDE


44 You are a twisted genius committed to violating the laws of nature and transcending the limits of flesh. If the Archons are masters of Commorragh, the Haemonculi are powers behind the throne, whose vile work makes the long lives of the Archons possible. No subject is taboo to these twisted fleshcrafters — they have mastered restoration of the dead from the smallest of samples, creation of artificial life, horrifying biological augmentation, and amplification of pain and torture. Haemonculi are obsessive and amoral, justifying any cost as necessary to fulfil their academic infatuations. In their coven lairs, hidden deep within the Dark City, they are accompanied by a grotesque retinue of underlings. These unfortunate creatures range from unwilling beasts, to medical assistants, monstrous enforcers, and the semi-sentient biotechnological dissectors known as Engines of Pain. Whilst many Haemonculi are jealous and secretive, the Coven known as the Baleful Curriculum are eager to spread the means and methods of their vile practices. For their next symposium, they have chosen the Gilead System as a location from which to indulge their appetite for the unspeakable. HAEMONCULUS ‘The goal is always to elevate the subject by any means, no matter how much you peel back or cut away. — Dialogues of Zekratiss the Pedagogue, Haemonculus of the Baleful Curriculum HAEMONCULUS TIER 5 SPECIES Drukhari XP 175 KEYWORDS: AELDARI, DRUKHARI, [COVEN] ATTRIBUTES: Toughness 3, Agility 3, Initiative 3, Intellect 5 SKILLS: Ballistic Skill 2, Intimidation 3, Medicae 4, Scholar 4, Tech 2, Weapon Skill 2 ABILITY: Master of Pain You have inflicted such violations upon your own flesh that enemy attacks are barely cause for concern. You gain +Rank Resilience. In addition, when you heal another creature’s Wounds, you can choose to heal additional Wounds by inflicting an equal amount of Shock on the patient, up to Double Rank. WARGEAR: Stinger Pistol, Scissorhand, Ichor Injector, Mesh Implants, Anti-Grav Suspensor Crystal, Haemonculus Tools INFLUENCE: +4 SUGGESTED ATTRIBUTES XP 154 ATTRIBUTE S T A I Wil Int Fel RATING 3 5 5 5 4 7 2 SUGGESTED SKILLS XP 110 Awareness 3, Ballistic Skill 4, Cunning 3, Deception 2, Intimidation 4, Insight 1, Investigation 2, Leadership 2, Medicae 5, Scholar 5, Stealth 1, Survival 1, Tech 3, Weapon Skill 4 SUGGESTED TALENTS Beyond Mortality (page 61), Fear (W&G, page 133), Insensible to Pain (page 61), Power From Pain (page 61)


45 You are the leader of a Wych Cult, a gladiatorial bloodletter celebrated for murderous skill, and an undisputed master of personal combat. Succubi are the very best of the Wych Cult fighters, whirlwinds of devastating speed and grace that effortlessly dispatch monsters twice their size. Most Wych Cults contain several Succubi, but answer to the deadliest killer amongst them as overall leader. Succubi only occasionally appear in the Cult arenas, but when they do, the audience is treated to a true spectacle of bloodshed. Away from gladiatorial bouts, much of their time is instead spent negotiating with Kabals and Covens, training the next generation of Wyches, and leading raids to secure captives for the arenas. Succubi are celebrities of the Dark City, and it is common for their reputations to precede them. They may choose to indulge their audience’s expectations, by curating a persona that delights (or enrages) the crowd. Most Succubi enjoy the patronage of an Archon, a mutually beneficial relationship between two leaders who might very well despise one another. For millennia, Lady Nemexar has ruled the Cult of Endless Trauma, her position reinforced through association with Archon Akhara’Keth of the Bloodied Claw. The awakening of Ynnead, and the dysjunction that followed, has disturbed this comfortable status quo. Many Succubi have awaited this moment to seize supreme leadership, and the bounties of the Gilead System could provide the means to achieve it. SUCCUBUS ‘Make an example of one champion, brutalise them before their followers, and you inflict a psychic scar on the survivors no medicine will ever heal. That is the meaning of Endless Trauma.’ — Lady Nemexar, Succubus of The Endless Trauma SUCCUBUS TIER 5 SPECIES Drukhari XP 164 KEYWORDS: AELDARI, DRUKHARI, [WYCH CULT] ATTRIBUTES: Agility 5, Initiative 5, Willpower 2, Fellowship 2 SKILLS: Athletics 4, Leadership 2, Weapon Skill 4 ABILITY: Brides of Death You shock your fellow warriors into greater acts of spectacular slaughter. Once per Turn as a Free Action, you may spend 1 Wrath to provide yourself and all allies in communication range +Rank ED on any melee attacks made until the start of your next Turn. When wearing no armour besides a Wychsuit, you gain +Rank Defence against ranged attacks. WARGEAR: Agoniser, Archite Glaive, Wychsuit, Combat Drugs, Arena Trophy INFLUENCE: +3 SUGGESTED ATTRIBUTES XP 170 ATTRIBUTE S T A I Wil Int Fel RATING 4 3 7 7 4 3 4 SUGGESTED SKILLS XP 106 Athletics 5, Awareness 3, Ballistic Skill 4, Cunning 2, Deception 2, Insight 2, Intimidation 3, Leadership 3, Persuasion 2, Pilot 2, Stealth 2, Weapon Skill 5 SUGGESTED TALENTS Beyond Mortality (page 60), Blade Artist (page 61), Matchless Agility (page 61), Sidestep (W&G, page 139) AN ANCIENT SYSTEM AELDARI CHARACTERS PSYCHIC POWERS ARMOURY WORLD OF BONE OUTCASTS OF THE VOID THE DARK CITY SERVANTS OF THE LAUGHING GOD PANTHEON OF RUIN GAMEMASTERS GUIDE


46 HARLEQUIN ARCHETYPES


47 You are a warrior-artist, a performer in a Harlequin Troupe, mastering the dance of death in honour of the Laughing God. The majority of Harlequins in a Masque are known simply as Players, filling the role of supporting characters, extras, and backing performers in their Troupe’s bloody theatrical feats. They rehearse without respite to optimise their synchronicity with other Players, and to anticipate each other’s movements. On the battlefield, they are tasked with objectives that benefit from weight of numbers, though their Troupe is almost always outnumbered. If a Player performs well, and the luck of the Laughing God is with them, they may distinguish themself for promotion, and be cast as a leading character. TROUPE PLAYER ‘The final act dies not with you but your kind’ — The Quartet’s Loyal Traitor TROUPE PLAYER TIER 3 SPECIES Aeldari/Drukhari XP 94 KEYWORDS: AELDARI, HARLEQUIN, [MASQUE] ATTRIBUTES: Agility 4, Initiative 4, Willpower 2 SKILLS: Athletics 3, Ballistic Skill 2, Weapon Skill 3 ABILITY: War Dancer You fight best as part of a chorus, the strikes of your allies blurring into your own as a storm of blades. You gain +Double Rank bonus dice on melee attacks against an enemy engaged with an ally. WARGEAR: One of the following: Harlequin’s Blade or Harlequin’s Kiss or Harlequin’s Caress or Harlequin’s Embrace. Shuriken Pistol, 3 Plasma Grenades, Holo-Suit, False Face, Flip-Belt. INFLUENCE: +2 SUGGESTED ATTRIBUTES XP 114 ATTRIBUTE S T A I Wil Int Fel RATING 2 2 6 6 4 3 3 SUGGESTED SKILLS XP 52 Athletics 4, Awareness 1, Ballistic Skill 4, Deception 2, Intimidation 2, Pilot 2, Scholar 1, Stealth 1, Weapon Skill 4 SUGGESTED TALENTS Luck of the Laughing God (page 61), Rising Crescendo (page 62), Matchless Agility (page 61), Skyrunner (page 62) Harlequins are expected to wear many different masks, and adapt their dances and strategies to fit their new position. Since a Harlequin is never ‘out of character’, this can result in wild personality shifts, a disorienting experience for other Aeldari fighting alongside the Player. The Masque of the Calamity Trail was first sighted in the Gilead System after the Ul-Khari catastrophe. Though they’ve never been seen to aid the survivors directly, many Seers believe they are providing their own peculiar help behind the scenes. Other Masques have directed Players to explore the Voidmire ruins, where lurk the echoes of an ancient evil. AN ANCIENT SYSTEM AELDARI CHARACTERS PSYCHIC POWERS ARMOURY WORLD OF BONE OUTCASTS OF THE VOID THE DARK CITY SERVANTS OF THE LAUGHING GOD PANTHEON OF RUIN GAMEMASTERS GUIDE


48 You are a ranged-support specialist with a dark sense of humour, embodying the role of Death by wearing the bones of your predecessor. Death is an omnipresent character in the bloody tales of the Aeldari. It is the ultimate leveller, which humbles even the greatest gods and heroes. Death Jesters fulfil this role in all its morbid, mocking glory, rejoicing in the cruel and ironic fates bestowed upon their victims. With rapid-firing shrieker cannons, they pierce enemies with hideous poisons that explode them from the inside out — a grotesque spectacle the Death Jesters greet with applause or a sarcastic curtsy. Death Jesters are darkly jovial figures, though their taste in comedy is so ghoulish to those beyond their own that it is usually more alienating than entertaining. Every Death Jester knows that, when they die, the bones from their skeleton will be harvested for inclusion in their replacement’s costume. Characteristically, the Death Jesters find this final indignity to be most amusing. The chain of oversights and bad decisions that led to Ul-Khari’s fall are a source of much hilarity to the Death Jesters, especially in the Masque of the Calamity Trail. This has been the cause of some strife among the Asuryani, who cannot see the event as anything other than an overwhealming tragedy. Still, the combat prowess of the Death Jesters is welcome, even when their grim humour is not. DEATH JESTER ‘I like to think I helped him. He always wanted to be closer to his god.’ — Athairnos, the Whisper of Death after the bloody execution of Cardinal Moulin DEATH JESTER TIER 4 SPECIES Aeldari/Drukhari XP 176 KEYWORDS: AELDARI, HARLEQUIN, [MASQUE] ATTRIBUTES: Strength 4, Agility 5, Initiative 5, Willpower 4 SKILLS: Athletics 2, Ballistic Skill 3, Intimidation 2, Weapon Skill 3 ABILITY: Death Is Not Enough You delight in brutal volleys of firepower that demoralise and terrify your enemies. When you succeed on a ranged attack, any targets of the attack must make a Fear Test, with a DN of 1 + Double Rank. If none of your targets survived the attack, you can choose another character who witnessed the attack to make the Fear Test instead. WARGEAR: Shrieker Cannon with Jester’s Blade attachment, Holo-Suit, Rictus Mask, Flip-Belt INFLUENCE: +2 SUGGESTED ATTRIBUTES XP 135 ATTRIBUTE S T A I Wil Int Fel RATING 4 3 7 7 5 3 3 SUGGESTED SKILLS XP 58 Athletics 4, Awareness 2, Ballistic Skill 4, Deception 2, Intimidation 3, Scholar 2, Stealth 1, Tech 1, Weapon Skill 4 SUGGESTED TALENTS Fear (W&G, page 133), Gallows Humour (W&G, page 134), Luck of the Laughing God (page 61), Rising Crescendo (page 62)


49 You are a sanity-warping, illusion-conjuring, performance-Psyker, guiding your Troupe according to Fate’s fickle whims. Harlequin dances are characterised by an explosive sensory overload, manifested through the use of pyrotechnics, swirling mists, and psychic manipulation. Shadowseers are the masters of these ‘special effects’, lone figures of calm at the centre of a whirling cacophony. In their role as Fate, they narrate the actions of principal characters, and issue off-stage prophecies to guide their Troupe. Unlike Asuryani Farseers, Shadowseers do not manipulate destiny to achieve more favourable outcomes, but willingly submit themselves as agents of Fate’s whims. All must play the part they are doomed to play, irrespective of the consequences. Shadowseers are enigmatic even by Harlequin standards, wearing identical mirrored masks that betray nothing of their original identities. They are unmoved by the appalling, madness-inducing phantoms they invoke, caring only for the protection they provide Aeldari allies. Some are obsessed with fulfilling a specific prophecy, the true nature of which may be a mystery even to them. Others present themselves as side-characters in someone else’s story, positioning themselves as a chronicler or witness. The pronouncements of a Shadowseer are revered such that no Aeldari would refuse their company — even Commorragh, where Psykers are forbidden entry on pain of death, makes a singular exception for the Shadowseers. SHADOWSEER ‘What she showed me was indescribable. Just as well, as I’d sooner die than be forced to describe it.’ — Eoheran Quilherna, Last Child of Dilherran SHADOWSEER TIER 5 SPECIES Aeldari/Drukhari XP 277 KEYWORDS: AELDARI, HARLEQUIN, PSYKER, [MASQUE] ATTRIBUTES: Strength 2, Toughness 2, Agility 5, Initiative 5, Willpower 6, Intellect 4, Fellowship 2 SKILLS: Athletics 3, Awareness 3, Ballistic Skill 3, Deception 3, Psychic Mastery 4, Weapon Skill 3 ABILITY: Phantasmancer You know the Universal Psyker Abilities (Wrath & Glory page 267), and the Smite psychic power. You may choose two powers you know from any of the following Disciplines (so long as you meet the prerequisites): Divination, Phantasmancy, Telepathy. WARGEAR: Shuriken Pistol or Neuro Disruptor, Miststave, Hallucinogen Grenade Launcher, Holo-Suit, Mirror Mask, Flip-Belt INFLUENCE: +2 SUGGESTED ATTRIBUTES XP 128 ATTRIBUTE S T A I Wil Int Fel RATING 3 3 6 6 8 5 3 SUGGESTED SKILLS XP 74 Athletics 4, Awareness 4, Ballistic Skill 4, Deception 4, Intimidation 2, Leadership 2, Psychic Mastery 5, Scholar 2, Stealth 2, Weapon Skill 4 SUGGESTED PSYCHIC POWERS Phantasmancy: Fog of Dreams, Shards of Light, Webway Dance AN ANCIENT SYSTEM AELDARI CHARACTERS PSYCHIC POWERS ARMOURY WORLD OF BONE OUTCASTS OF THE VOID THE DARK CITY SERVANTS OF THE LAUGHING GOD PANTHEON OF RUIN GAMEMASTERS GUIDE


50 You are the director, general, high priest, and lead performer of your Troupe, an exemplar of Cegorach’s teachings. Leading a Harlequin Troupe means deciding when and where to perform, and what saedath to choose when doing so. A Troupe Master may take inspiration from battlefield conditions, symbolic omens, their Shadowseer’s counsel, or the augured will of the Laughing God — but the decision is ultimately their own. The rest of the Troupe follows their lead, not merely out of duty, but because the Master is collectively recognised as the player most in tune with Cegorach’s intent. Troupe Masters play the protagonists in Harlequin stories, typically larger-than-life adventurers with colourful personalities and fatal character flaws. Sometimes they adopt the role of the Laughing God himself, an act of supreme hubris they accept with good humour. It is not unheard of for a Troupe Master position to switch between Harlequins, even within a single campaign, but such transitions are rarely contentious. By the time a Harlequin has attained the position of Troupe Master, they are well accustomed to adopting whatever role the circumstances require. TROUPE MASTER ‘Ours is the stage of calamity, on which we deliver the dance of death’ — Charoquake, Master of the Calamity Trail TROUPE MASTER TIER 5 SPECIES Aeldari/Drukhari XP 253 KEYWORDS: AELDARI, HARLEQUIN, [MASQUE] ATTRIBUTES: Strength 2, Toughness 2, Agility 5, Initiative 5, Willpower 5, Intellect 4, Fellowship 3 SKILLS: Athletics 3, Awareness 2, Ballistic Skill 4, Leadership 3, Weapon Skill 4 ABILITY: Choreographer of War When you, or any allies within communication range, spend Glory to increase damage, they inflict +Rank damage (in addition to +1 damage per Glory spent). In addition, you may Seize the Initiative without spending Glory, up to Rank times per combat. WARGEAR: One of the following: Aeldari Power Sword or Harlequin’s Kiss or Harlequin’s Caress or Harlequin’s Embrace. One of the following: Shuriken Pistol or Fusion Pistol or Neuro Disruptor. All of the following: 3 Plasma Grenades, Holo-Suit, False Face, Flip-Belt. INFLUENCE: +3 SUGGESTED ATTRIBUTES XP 147 ATTRIBUTE S T A I Wil Int Fel RATING 3 3 7 7 6 5 4 SUGGESTED SKILLS XP 70 Athletics 4, Awareness 3, Ballistic Skill 5, Deception 2, Insight 2, Intimidation 2, Leadership 4, Persuasion 1, Scholar 2, Stealth 1, Weapon Skill 5 SUGGESTED TALENTS Burning Bright (page 61), Luck of the Laughing God (page 61), Rising Crescendo (page 62), Signature Saedath (page 62)


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