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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)

51 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 CORSAIR ARCHETYPES


52 You are a recent recruit to the Corsair fleet, looking to make a name for yourself, and enjoy the bounty from the raids you join. Tired of the constraints of the Path, or seeking to flee a cutthroat existence in the Dark City, Aeldari on the Path of the Outcast are able to join a Corsair fleet. Having sought passage on such a ship, and negotiated their stay onboard, they find like-minded individuals and an existence somewhere between the order of the Craftworlds with the excess of Commorragh. The warriors that form the majority of the raiding forces and voidship crews among the Corsair fleets are known as Voidreavers. They are most often from the ranks of Guardian Defenders, Wyches or Kabalite Warriors. Thanks to their diverse military deployments within the Craftworld and Commorite forces, the experiences of the Voidreavers allow them to fulfil a wide range of battlefield roles within the Anhrathe fleet. Out of combat, Voidreavers train and form the crew of the voidships, maintaining their vessels, or piloting smaller fighter craft on patrols. However, on the field of battle within a raiding party, a Voidreaver be deployed as a soldier on the frontline, as part of a strike force within a boarding party, or operating the advanced laser cannons the Corsair ships bring to bear on their enemies. Despite a Voidreaver being expected to perform any of these roles in battle, in time they will typically become a specialist and join the ranks of the elite Voidscarred, the most infamous and hardened of their kind. VOIDREAVER ‘We are unchained, we go where we wish, and where we desire. The stars are ours, and like them, we will persist. We will not become a memory.’ — Qelaine Palemoon, jetbike pilot VOIDREAVER TIER 2 SPECIES Aeldari, Drukhari XP 44 KEYWORDS: AELDARI, ANHRATHE, [COTERIE] ATTRIBUTES: Agility 3 SKILLS: Athletics 2, Ballistic Skill 2, Pilot 2, Weapon Skill 2 ABILITY: Raiders of the Void You are a raider, experienced at operating in the vacuum of space. Used to zero gravity, and engaging in lighting strike raids, you use speed and guile to your advantage in battle. You gain +Rank bonus dice to melee or ranged attacks when you Seize the Initiative. You gain a further +1 die bonus if this ability is used when fighting in zero gravity. WARGEAR: Shuriken Rifle or Shuriken Pistol and Void Sabre, 3 Plasma Grenades, Corsair Armour, Void Suit, Spirit Stone, 1 extra random trinket SUGGESTED ATTRIBUTES XP 65 ATTRIBUTE S T A I Wil Int Fel RATING 2 2 5 4 2 2 2 SUGGESTED SKILLS XP 34 Athletics 2, Awareness 2, Ballistic Skill 3, Pilot 3, Weapon Skill 4 SUGGESTED TALENTS Blood Must Flow! (p. 130), Counter Attack (p. 131), Fear (p. 133)


53 As one of the Voidscarred you relish the thrill of the hunt and collect trinkets and trophies to sate your ego. The Corsairs known as the Voidscarred are amongst the most hardened of their kind, and many have spent centuries plying the stars. No two Voidscarred are the same, as each is armed with weapons and skills that make their warbands an eclectic array of combatants. As such, these warbands of Voidscarred are flexible assets in battle. While the range of armaments and fighting styles within a Voidscarred warband is varied, and no two warbands are the same. Starstorm Duellists are swaggering desperados, preferring to face their opponents at close range. Fate Dealers wield sniper rifles and kill from great distances. Kurnathi are blademasters capable of facing entire hordes, and Kurnite Hunters bring to the battle their trained beasts. Shade Runners combine the gladiatorial arts of Wyches with the Warp-jumping capabilities of Warp Spiders, to create fighters who slip through the enemy lines to deliver poisoned blades into the hearts of their foes. VOIDSCARRED ‘The sooner we leave, the better. The air in this thing the Mon-keigh call a “ship” is vile. The stench already sullies my fine coat.’ — Maelariothian, Starstorm Duellist VOIDSCARRED TIER 3 SPECIES Aeldari, Drukhari XP 94 KEYWORDS: AELDARI, ANHRATHE, [COTERIE] ATTRIBUTES: Toughness 2, Agility 4, Initiative 3, Willpower 2 SKILLS: Athletics 2, Ballistic Skill 2, Pilot 3, Weapon Skill 3 ABILITY: Wrath of the Stars Your training has prepared you for any battlefield. When you make a Critical Hit you may roll twice on the Critical Hit table and choose either result. WARGEAR: Shuriken Rifle or Shuriken Pistol and Void Sabre, 3 Plasma Grenades, Corsair Armour, Void Suit, Spirit Stone, 1 extra random trinket. The following are suggested loadouts chosen as part of Advanced Character Creation: Special Weapon gunners take in addition either a Corsair Blaster, Shredder, Wraithcannon or Shuriken Cannon. A Starstorm Duellist takes an additional Fusion, Blast, or Splinter Pistol. A Kurnite Hunter may take a Faolchu pet. A Shade Runner replaces their weapons with a pair of Hekatarii Blades and a Shuriken Pistol, and gains a Blink Pack. Kurnathi may upgrade their Void Sabre to a Master Crafted Void Sabre. A Fate Dealer gains a Ranger Long Rifle and a Cameleoline Cloak. SUGGESTED ATTRIBUTES XP 90 ATTRIBUTE S T A I Wil Int Fel RATING 2 3 6 5 3 3 2 SUGGESTED SKILLS XP 66 Athletics 4, Awareness 3, Ballistic Skill 4, Pilot 4, Weapon Skill 5 SUGGESTED TALENTS Blood Must Flow! (p. 130), Counter Attack (p. 131), Fear (p. 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


54 You are a powerful psyker, wielding devastating energies while guarding the soul of the fallen. Life amongst the Anhrathe allows Corsairs to more readily explore their psychic potential. Those that do become skilled in the arts are potent assets on the field of battle, as well as calling forth their ancestors and guiding their fleet through the Webway. Tapping into their psychic powers, and the very substance of the Warp, is a dangerous feat for Aeldari, especially as every attempt risks their soul being consumed by She Who Thirsts. Free from the restrictions of the Craftworlds, and the anti-psychic paranoia of the Drukhari, Corsairs are able to further explore their psychic potential, and fully understand what it means to be Aeldari. SOUL WEAVER & WAYSEEKER TIER 2 SPECIES Aeldari, Drukhari XP 44 +20 KEYWORDS: AELDARI, ANHRATHE, [COTERIE] ATTRIBUTES: Agility 3, Willpower 4 SKILLS: Athletics 1, Ballistic Skill 1, Pilot 1, Psychic Mastery 2, Weapon Skill 1 ABILITY: Void Dreamer You have the PSYKER Keyword, and are a Psyker. You know the Universal Psyker Abilities (Wrath & Glory page 267), and the Smite psychic power. WARGEAR: Shuriken Pistol and a Corsair Sabre or a Witchstaff, Spirit Stone, Ritual Tools, Set of Wraithbone Runes and recovered Spirit Stones SUGGESTED ATTRIBUTES XP 47 ATTRIBUTE S T A I Wil Int Fel RATING 2 2 3 3 5 3 2 SUGGESTED SKILLS XP 54 Athletics 2, Awareness 1, Ballistic Skill 3, Insight 3, Pilot 2, Psychic Mastery 3, Scholar 3, Weapon Skill 2 SUGGESTED PSYCHIC POWERS Way Seeker: Prescience, Protect/Jinx, Psychometry Soul Weaver: Empower/Enervate, Embolden/Horrify, Enhance/Drain Wayseekers are much like Aeldari Warlocks and Spiritseers, who read the runes and use their powers of prescience to scry the threads of fate, time, and space. Such powers of prophecy and foresight allow them to augment the considerable skills of Fate Dealers and Shade Runners, and their psychically attuned weapons and armour allow them to blast their enemy with bolts of psychic energies while shielding themselves and others with arcane wards. Soul Weavers use their psychic potential to unlock the power and spirits within spirit stones. By conversing with these souls, Soul Weavers can discover lost lore, clues to ancient artefacts, and borrow from them a shade of their former vitality to empower the living Corsairs. SOUL WEAVER & WAYSEEKER ‘The paths to victory are winding and confounding, yet if we remain unflinching then glory is assured.’ — Ilandrios Dreamseeker, Wayseeker of the Greensteel Warriors


55 You are a veteran Corsair, inspiring those in your command and cutting through enemy resistance. Leading Corsair coteries, or commanding ships and squadrons within the Corsair fleet, Felarchs are extensions of the will of the fleet’s leader. Each is a unique commander, seeking their own glory and adulation, and perhaps, an eventual fleet of their own. These swaggering pirate captains exude an aura of respect and terror as they stride through their ships, decked out in all manner of strange trinkets and trophies they have acquired across hundreds of worlds, and thousands of battles. Many bear the signs of their years of raiding, as their bodies are reinforced by ostentatious bionics and augmentations, which by Craftworld standards seem unrefined, but which Corsairs find usefully intimidating. Their wargear is equally exotic, as they utilise all manner of weapons they have been gifted — or which they have liberated — from across the galaxy. Felarchs, depending upon their experience and rank, lead all manner of forces within the Corsair fleet. Some lead bands of reavers into battle. Others are put in charge of smaller, elite warbands of Voidscarred, in order to execute daring missions behind enemy lines or to secure important resources. Some Felarchs, owing to their skill and cunning, command wings of fighter aircraft, voidships, or flotillas. As they rise in status and renown their name and reputation becomes well known on the Craftworlds and with the Drukhari of Commorragh, and they are soon identified as potential proxies for the schemes of Farseers, rival Corsair fleets, and Archons. FELARCH TIER 3 SPECIES Aeldari, Drukhari XP 124 +20 KEYWORDS: AELDARI, ANHRATHE, [COTERIE] ATTRIBUTES: Toughness 2, Agility 4, Initiative 4, Willpower 2, Fellowship 2 SKILLS: Athletics 3, Awareness 3, Ballistic Skill 3, Leadership 3, Pilot 3, Weapon Skill 3 ABILITY: Captain of the Stars You and any allies within 20 metres of you that can see you may add +Double Rank bonus dice to Resolve Tests. You add +Double Rank bonus dice to any Intimidation (Wil) Tests, including Interaction Attacks. WARGEAR: Shuriken Rifle or Shuriken Pistol and Master Crafted Void Sabre, Corsair Armour, 3 Plasma Grenades, Spirit Stone, Void Suit, +d3 Trinkets SUGGESTED ATTRIBUTES XP 76 ATTRIBUTE S T A I Wil Int Fel RATING 2 3 6 5 2 2 3 SUGGESTED SKILLS XP 36 Athletics 3, Awareness 4, Ballistic Skill 4, Cunning 2, Intimidation 2, Leadership 3, Pilot 3, Weapon Skill 4 SUGGESTED TALENTS Augmetic (p. 129), Die Hard (p. 132), Dual Wield (p. 133), Fearless (p.133), Legacy of Sorrow (p. 135), Noble Peer (p. 137) FELARCH “Indeed, Captain! You keep saying there is nothing of value about this vessel. Pray, you are wrong. So, one more time; what is inside your void-vault?” — Iradil, Voidscarred Felarch. 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


56 You are the leader of a Corsair fleet, known equally as both a brilliant strategist and ruthless mercenary. Though not every leader of a Corsair fleet claims the title of a regent, many of these disparate bands of piratical raiders are held together by the iron will of a singular figure. Corsair Princes — an often inaccurate term used mostly by the Imperium — rise to their position by claiming control of a fleet for their own through cutthroat purposes. They often direct their raider fleets from ornate command thrones, savouring the battle just as they would a fine wine. Not all Princes have risen up through the ranks of a Corsair fleet. Some fleet admirals, tired of the slow decline of their kin, leave the Craftworlds and take with them loyalists who in turn become the core of their Corsair fleet. Other Princes likewise find that the constant paranoia and internecine conflict within the halls of Commorragh pushes them to look for escape. Corsair Princes are not just commanders. They are traders and skilled diplomats, consorting with Rogue Traders, T’au Merchants, and even Ork Freebooterz. Such a breadth of experience and ability to negotiate complex agendas makes Princes what they are, as they hold together the various warbands and rival Felarchs within their fleet. Without their authority, charisma, and manipulations, a Corsair fleet can easily fall to infighting and fracture. CORSAIR PRINCE ‘Their voidshields are down and their weapons are spent. Match trajectories and prepare to board them. Whoever brings me the traitor’s may have their pick of his wargear.’ - Ferianwyr Greensteel, Corsair Princess PRINCE TIER 4 SPECIES Aeldari, Drukhari XP 180 +30 KEYWORDS: AELDARI, ASURYANI, [CRAFTWORLD] ATTRIBUTES: Strength 2, Toughness 2, Agility 4, Initiative 4, Willpower 3, Intelligence 2, Fellowship 2 SKILLS: Athletics 3, Awareness 3, Ballistic Skill 3, Cunning 3, Intimidation 2, Leadership 4, Pilot 4, Weapon Skill 4 ABILITY: Lord of the Galaxy You gain +Double Rank bonus dice to social Skill Tests when interacting with a character with the AELDARI or DRUKHARI Keywords. You gain +Double Rank bonus to all Cunning Tests when commanding ANHRATHE characters and units. WARGEAR: Shuriken Pistol and Master Crafted Void Sabre, 3 Plasma Grenades, Corsair Armour, Mist Shield, Spirit Stone, Court garb, Ritual Tools, d6+3 Trinkets SUGGESTED ATTRIBUTES XP 78 ATTRIBUTE S T A I Wil Int Fel RATING 2 3 6 5 4 3 3 SUGGESTED SKILLS XP 74 Athletics 4, Awareness 3, Ballistic Skill 5, Cunning 3, Deception 2, Intimidation 3, Leadership 5, Persuasion 2, Pilot 5, Weapon Skill 5 SUGGESTED TALENTS Augmetic (p. 129), Die Hard (p. 132), Dual Wield (p. 133), Fearless (p.133), Legacy of Sorrow (p. 135), Noble Peer (p. 137)


57 ASCENSION PACKAGES The Ascension Packages in this section can be chosen by Archetypes with the AELDARI keyword when they Ascend to a new Tier. For more on Ascension Packages, see Wrath & Glory pages 150–154. A PIVOTAL ROLE Most characters portrayed in a Harlequin saedath can be played and then set aside at the end of a performance. But some masks are imbued with such psychic and mythological significance that once worn once, they forever leave a mark on the wearer’s soul. These are often specific aspects of general archetypes, characters that play significant roles in particular stories. For example, a Death Jester might not merely assume the part of Death, but instead portray the insatiable Harvester of Torment, the majestic Lord of Crystal Bones, or the inescapable Rift Ghoul. XP Cost: 5 × new Tier Requirements: HARLEQUIN, Deceive Rating 3+ Influence Bonus: +1 per Tier Ascended Story Element: You have been honoured with the opportunity to portray an infamous character of Aeldari legend. Your new assumed identity imposes the following changes: u Choose two of your Skills with different Ratings. Swap the Ratings you have in each of those Skills. u Whichever of the two chosen Skills is now highest becomes your Agent’s ‘Signature Skill’ (replacing any Signature Skills you already had). Whenever you roll a Wrath Critical on Tests of that Skill, you count as rolling an additional Exalted Icon, which can be Shifted on successful Tests as normal. This stacks with any other effects of the Wrath Critical, such as a Critical Hit or gaining 1 Glory. u As part of this Ascension Package, you may also undergo Archetype Ascension, so long as you meet the usual prerequisites. You cannot choose this option as part of Creation Ascension. 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


58 CHANGE OF KINSHIP It is uncommon, but not unheard of, for Aeldari to leave their homes, be forced into exile, or be captured and raised by another Aeldari culture. This is most common for those already on the frontiers of their respective societies, rebels and Outcasts with questions their kin cannot answer. The Ynnari exist only by welcoming Aeldari of all kinds. XP Cost: 5 × new Tier Requirements: AELDARI, cannot be chosen as Creation Ascension Influence Bonus: −1 Story Element: You have abandoned your Aeldari sub-culture and found refuge with another. Choose one of the sub-factions below as your new kindred. The exact effects of this Ascension Package vary, depending on which sub-faction you are leaving and which you are joining. u If you leave the Asuryani, you lose the ASURYANI and [CRAFTWORLD] Keywords, and can no longer purchase Asuryani Paths. If you join the Asuryani, you gain the ASURYANI and [CRAFTWORLD] Keywords, and may now purchase Asuryani Paths — the first costs 10 XP, and all subsequent Paths cost 20 XP each. u If you leave the Anhrathe, you lose the ANHRATHE and [COTERIE] Keywords. If you join the Anhrathe, you gain the ANHRATHE and [COTERIE] Keywords. u If you leave the Drukhari, you lose the DRUKHARI, [KABAL], [WYCH CULT], [COVEN] and BLADES FOR HIRE Keywords. If you join the Drukhari, you gain the DRUKHARI and BLADES FOR HIRE Keywords. u If you leave the Harlequins, you lose the HARLEQUIN and [MASQUE] Keywords. If you join the Harlequins, you gain the HARLEQUIN and [MASQUE] Keywords. u If you leave the Ynnari, you lose the YNNARI Keyword. If you join the Ynnari, you gain the YNNARI Keyword. Whichever sub-faction the Agent joins or leaves, they replace their Objectives with those of their new sub-faction, but retain the benefits of any Talents, Archetype Abilities, Asuryani Paths, or psychic powers they had already obtained. As part of this Ascension Package, you may also undergo Archetype Ascension, so long as you meet the usual prerequisites. DARK INTRIGUE The current time of turmoil in the Gilead System is but a minor distraction from the dark spectacles seen in Commorragh. Between realspace raids, Drukhari may return to show off their plunder, conspire with their peers, and shore up their territory in the Dark City. When this scheming goes well, the rewards are plentiful — but everything claimed in Commorragh is at someone else’s expense, and the vendettas of slighted rivals can be deadly. XP Cost: 5 × new Tier Requirements: DRUKHARI, Leadership Rating 3+ Influence Bonus: +1 per Tier Ascended Story Element: You have won power, turf, status, or influence in the Dark City, and to the victor goes the spoils. Gain 2 Wealth per Tier Ascended. You may use this opportunity to spend any Wealth you have on sinister rituals that reduce your debt to She Who Thirsts. Lose 1 Corruption Point per point of Wealth spent. Optionally, you may also choose to gain an additional +1 Influence per Tier Ascended (+2 per Tier Ascended in total), but if you do so you earn the bitter enmity of another Kabal, Wych Cult, or Haemonculus Coven, who will seek to sabotage your operations in the future.


59 LOST ON THE WARRIOR PATH When an Asuryani becomes so obsessed with an Asuryani Path that they cannot veer from it, they are said to be ‘lost on the Path’. Aspect Warriors who suffer this fate become Exarchs, and are outfitted with ceremonial armour in the Aspect Shrines they now tend as high priests. This armour’s spirit stones contain the souls of all previous Exarchs who wore it, transforming the wearer from an individual into the collective consciousness of several legendary warriors. The wearer’s personal identity is forfeit, their name replaced with a ceremonial title that honours an aspect of Khaine. XP Cost: 5 × new Tier Requirements: ASPECT WARRIOR, Weapon Skill or Ballistic Skill Rating 4+ Influence Bonus: +1 per Tier Ascended Story Element: You have forever pledged yourself to the Warrior Path, and become anointed an Exarch of Khaine. Choose an ASPECT WARRIOR Archetype you already have the Archetype Ability for, and apply the following ongoing benefits: u Whilst using the Archetype Ability of the chosen Archetype, you may substitute your Rank with your Tier. u Whilst wearing the armour provided by your chosen Archetype’s Wargear, you may roll Determination against attacks that deal Mortal Wounds. u Gain a new weapon with the ASPECT WARRIOR Keyword. If you choose a weapon already provided by your chosen Archetype’s Wargear, it gains the Mastercrafted Upgrade (Wrath & Glory page 228). WANDERINGS IN THE WEBWAY Though the Webway is among the swiftest means of traversing the galaxy, it can deliver a traveller to many perilous worlds. Adventurous Aeldari who wander its winding cross-dimensional corridors might find relative peace amongst the Exodite colonies, recover artefacts from lost worlds, or perhaps even lay their hands on knowledge and lore from the depths of the Black Library. Whatever boons they discover in their travels can be put to good use upon their return to the Gilead System. XP Cost: 5 × new Tier Requirements: AELDARI, Pilot or Survival Rating 3+ Influence Bonus: +1 per Tier Ascended Story Element: Your journey through the Webway’s safer paths earned you a reward, before it returned you to where you started. Choose one of the options below: u You find serenity. Lose 2 Corruption per Tier Ascended. u You find treasures thought lost to your people. Gain 1 Wealth per Tier Ascended, and an item of Wargear with Value of 2 + new Tier (or lower). u You find answers to your questions. In addition to narrative effects agreed with your GM, you start each future session with an extra Wrath Point per Tier Ascended. PATH OF THE ASURYANI The inflexible structure of the Asuryani Path provides both support and restriction for ASURYANI Agents undergoing Archetype Ascension (Wrath & Glory page 155). The following additional rules apply: u An ASURYANI Agent using Archetype Ascension can choose an Archetype from their new Tier or a lower Tier as their new Archetype. u An Agent can only become a Farseer (page 34) through Archetype Ascension if they already know the Universal Psyker Abilities (Wrath & Glory page 267), and the Smite psychic power. u An Agent can only become an Autarch (page 33) through Archetype Ascension if they already have the Archetype Abilities of at least two ASPECT WARRIOR Archetypes (pages 24–30). 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


60 NEW TALENTS The following Talents can be chosen by Archetypes with the AELDARI Keyword. . Animal Companion XP Cost: 30 Requirements: Leadership Rating 2+, Survival Rating 2+ Effect: You have tamed a creature to follow your commands, and respect you as its master. Choose any Threat with the BEAST Keyword that is not an Adversary at your Tier. You have tamed a single creature of that type. It follows you and attempts actions in combat as you command, taking its own slot in the Initiative Order like an Agent. It does not interact with Wrath or Ruin, unless another ability indicates otherwise. If you suffer an attack whilst the creature is within half its Speed of you, it may take a DN 5 Initiative Test as a Reflexive Action. If it succeeds, the attack is redirected onto the creature. Slain creatures may be replaced for free the next time you visit the replacement creature’s habitat, or a location where it is raised in captivity. Battle Focus XP Cost: 20 Requirements: ASURYANI Effect: You wage war in a semi-conscious trance, striking with deadly aim, and evading blows with instinctive athleticism. When you make a ranged attack, you may move up to your Speed as a Free Action. You may use this Talent up to Rank times per combat, and never more than once per Turn. Battle Psyker XP Cost: 10 Requirements: Psychic Mastery Rating 4+ Effect: You have walked the Path of the Warlock long enough to balance its augmenting and destructive powers against one another. When you successfully activate a power from the Runes of Battle Discipline (Wrath & Glory pages 283–284), you activate both of the power’s listed effects, rather than just one. Beyond Mortality XP Cost: 10 Requirements: DRUKHARI, Influence 4+ Effect: You have brokered a deal with a Haemonculi Coven so that, if you die, they can restore you to life through agonising fleshcrafting procedures. To use this Talent, one of your allies must recover at least a fraction of your body, and return it to the Dark City for operation. After a recovery period in the care of the Covens, you return to life with all Wounds and Traumatic Injuries cleared. Each time you return from the dead, you gain 1 Corruption Point, which cannot be resisted with a Corruption Test. Bladestorm XP Cost: 20 Effect: When outnumbered, as the Aeldari often are, you can even the odds with a hail of monomolecularedged discs, discharged with an extraordinary rate of fire. When you use a SHURIKEN weapon, increase the Salvo rating by +Rank.


61 Blade Artist XP Cost: 20 Requirements: DRUKHARI, Weapon Skill Rating 2+ Effect: Paranoia is rife in the Dark City, and many wear hidden blades or armour-implanted spikes so they are never entirely disarmed. You have trained in the use of melee weapons, either to savour your kills up close, or employ as a last resort. When you use an AELDARI or DRUKHARI melee weapon, it gains the Rending (Rank) Trait. If it already has the Rending Trait, increase its Rending rating by +Rank. Burning Bright XP Cost: 10 Effect: The doom of your people is written in stone, but you are determined to fight till the end with fire in your heart. You reduce the number of Traumatic Injuries required to kill you by 1 (to a minimum of 1). Your party begins each session with +1 Glory (up to the usual maximum). Insensible to Pain XP Cost: 10 Requirements: DRUKHARI Effect: Due to the extensive biological modifications of the Haemonculi, you have transcended the limits of the flesh, and can ignore the debilitating effects of pain at will. You may roll Determination against attacks that deal Mortal Wounds. You do not suffer DN penalties for being Wounded, unless you have suffered more than Double Rank Wounds. When you are Dying, you do not fall Prone, and suffer no limits on the Actions you can take, unless you suffer Traumatic Injuries equal to or greater than your Rank. Lhamaean XP Cost: 20 Requirements: DRUKHARI Effect: You have trained with the sisterhood of Lhilitu, crafters of exceedingly virulent toxins that dramatically improve the lethality of any weapons they are applied to.. As a Simple Action, you may enhance the toxins of a weapon you handle that has the Inflict (Poisoned) Trait. The weapon gains +Double Rank ED until it is next reloaded. Luck of the Laughing God XP Cost: 10 Effect: As a favoured child of Cegorach, you often enjoy his characteristic good fortune… when not chosen to be the butt of his joke. Once per Test, you may re-roll a single Wrath Die. You may not re-roll the die more than once (even if another effect, such as spending a Wrath Point, would make you eligible to do so), and cannot re-roll a Complication. Matchless Agility XP Cost: 20 Requirements: AELDARI or DRUKHARI, Agility Rating 4+ Effect: The Aeldari are renowned for their impossible grace, evading enemy fire at speeds unattainable by mere Mon-keigh. As a Reflexive Action, when you are targeted by a ranged attack from an attacker you’re aware of, you may spend 1 Glory before the Ballistic Skill Test is attempted. You gain +Rank Defence until the attack is resolved. You may use this Talent once per Round against a single attack. Power From Pain XP Cost: 20 Requirements: DRUKHARI Effect: You find tasting the souls of the freshly slain to be intoxicating, goading you to greater acts of slaughter for the next invigorating high. The first time you make a successful attack Test that kills a living creature in combat, you gain +Rank Determination. The second time you make a successful attack Test that kills a living creature in combat, you gain +Rank Speed. The third time you make a successful attack Test that kills a living creature in combat, you gain +Rank Resolve. Benefits gained from this Talent expire at the end of combat, or at the end of any combat Turn in which you do not kill a living creature. 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


62 Rising Crescendo XP Cost: 10 Requirements: HARLEQUIN Effect: Cegorach taught his followers to strike and disappear like lightning, with dazzling speed and force, before dancing away from enemy reprisals with contemptuous ease. You may move up to triple your Speed when using the Charge Full-Round Action. You do not provoke Reflexive Attacks when you move out of Engagement from an enemy. Seer Councillor XP Cost: 20 Requirements: Psychic Mastery Rating 4+ Effect: You share the burden of psychic power with your allies, helping them to manifest even greater abilities. When another Psyker within 10m of you successfully activates a psychic power, they automatically gain an extra Exalted Icon, which can be Shifted for Potency effects as normal. Signature Saedath XP Cost: 20 Requirements: HARLEQUIN Effect: Harlequins strive to master as many dance forms as they can, but some Players find themselves specialising in specific performance styles. These saedaths are something between a genre, a mythological cycle, a fighting stance, and a military strategy. There are thousands of different saedaths, each with their own ceremonial significance, but they can generally be categorised into one of three types: Light, Dark, and Twilight. Each time you purchase this Talent, choose to master one of the three saedath types below. An Agent can only perform one saedath at a time, but can switch to a different saedath as a Simple Action. u Master of Light. You celebrate the heroes of Aeldari myth in a riotous explosion of colour. Whilst performing this saedath, gain +Rank bonus dice on all Interaction Attack Tests. u Master of Dark. You indulge the role of a villain with relish, burying the knife deep for a tragic final act. Whilst performing this saedath, increase the AP of your melee weapons by +Rank. u Master of Twilight. You walk the line between hero and villain, material and magical, life and death. Whilst performing this saedath, you gain +Rank bonus dice on all Tests made whilst Glory and Ruin are equal (you cannot spend Glory to gain bonus dice on these Tests). Skyrunner XP Cost: 10 Requirements: AELDARI or DRUKHARI, Initiative Rating 4+ Effect: You prefer to wage war aboard high-speed, anti-grav vehicles, pushing your craft to the limit as an extension of your own body. You gain +Rank bonus dice on any Pilot (A) Tests to drive Hover vehicles. If using the rules for vehicles in Church of Steel, any Hover vehicle you pilot uses the lower of your vehicle’s Manoeuvrability or your Initiative+Rank. Trueborn XP Cost: 10 Requirements: DRUKHARI Effect: You were born through conventional biological means, rather than from the birthing vats of the Haemonculi. This is considered a mark of prestige among the denizens of Commorragh. You have learned to leverage this birthright to obtain the very best weaponry. Any DRUKHAI weapon you requisition is delivered with its first weapon upgrade installed. You may choose any available weapon upgrades, so long as the Value and Rarity of the upgrade is not greater than the weapon’s Value or Rarity. Warden of Souls XP Cost: 10 Requirements: YNNARI, Willpower Rating 4+ Effect: You are chosen by Ynnead to safeguard the spirits of many departed Aeldari. In return, those souls watch over you in times of need, infusing you with strength to avoid joining their number. During combat, you may call upon the spirits to heal you as a Combat Action. If you succeed on a DN 1 Resolve Test, you regain Rank Wounds, plus additional Wounds equal to the number of Shifted Exalted Icons.


63 PLAYING AN AELDARI You’re among the last of a dying race, embers of an empire fading to ashes against the encroaching night. You are an Aeldari. Two truths define the experience of being an Aeldari the golden age of your civilisation is behind you, a cruel fate stands before you; Slaanesh awaits to devour your soul. The Aeldari divide themselves into factions that clash and contradict, but every group is an adaptation that allows them to live with their own futility and evade the predations of She Who Thirsts. Physically, Aeldari are light and lean, quick of mind and body. Age doesn’t degrade them and diseases don’t plague them. Aeldari characters regard other species’ bodily frailty and fallibility as weaknesses. They know their own bodies’ capabilities, and know how to make best use of them in or out of combat. The Aeldari are innately psychic. They’re more attuned to the currents of the past and future, and the tides of thought and dream, than any other species in the galaxy. Every Aeldari has some level of psychic potential, and the collective wisdom and visions of those trained in these skills makes them valued members of their cultures. More than that, they’re leaders. Through Soul Stones, living wraithbone, the craftworld Infinity Circuits, and the importance of Psykers in both peace and war, psychic connections are the knots that hold together their paling culture. With those finely tuned minds come elevated senses and a superior capacity for sensation. Aeldari physiology makes them a race perfectly designed to appreciate physical pleasures just as their psychic capacity lets them experience emotional and intellectual spectrum more deeply than any Human could dream. But the Aeldari can’t afford to indulge those pleasures as doing so draws the attentions of She Who Thirsts. THE PATHS NOT CHOSEN Though long-lived and possessed of a great depth of experience, Asuryani remain intensely focused on their current Path. Nevertheless, many possess deeply buried memories of Paths walked centuries ago. These sometimes resurface, dragged up by events or circumstances that echo some earlier event. Purchasing an extra Asuryani Path after character creation doesn’t mean that the Agent miraculously raced through a new Asuryani Path in their downtime — it could also mean that the lessons of an earlier Path, perhaps walked decades or centuries in the past, have only just swum into focus. For similar reasons, it is not necessary for Asuryani Agents to purchase every single Path that has been detailed in their backstory. You don’t need to purchase the Path of the Warrior to play a Warlock; you don’t even need to purchase the Path of the Seer! 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


64 The Asuryani of the Craftworlds practice balance and restraint to keep emotions in check; the Harlequins embrace the inscrutable ways of the Laughing God; the Drukhari inflict horrendous pain and suffering to feed their withered souls and in turn stave off the insatiable hunger of Slaanesh in the warp. The Ynnari harbour the souls of the dead within the living, to keep them from She Who Thirsts. Every Aeldari is acutely aware of what fate might await them after death, should their will falter. If death is not staved off, or the souls of the dead not sheltered in some way, they will fall into the grip of Slaanesh. This fate promises only unimaginable torture, and serves only to feed the Ruinous Powers. Even if death did not hold such horrors, the dwindling number of Aeldari means that every life lost is a price their kind can ill afford to pay. Life is not to be spent in needless sacrifice or wasted on trivial distractions. While the Imperium might throw away a million souls in a single battle and mark it a victory, the loss of even a single Aeldari life is often viewed as a tragedy. Hope in Darkness Some Asuryani find comfort in the promise of Ynnead’s coming — though equally, some fear Yvraine is little more than a daemon in disguise. The Corsairs revel in what freedom they can find, while many Harlequins put their hopes in the promise of one last, great performance. The Drukhari simply delay the inevitable, living off torment and Haemonculi surgeries until the last possible moment. Ancient Perspectives With long lifetimes, the Aeldari have time to pursue refinement and chase perfection — to do so over and over again, on one path and then another. An Aeldari might spend centuries as an artisan, centuries more on the Path of the Warrior, only to be lured away by a Harlequin Masque or the freedom of the Path of the Outcast and ultimately return again to their home. It’s both blessing and curse: the Aeldari have near infinite years to fill if they don’t die in battle, and boredom can slide easily into jaded dissatisfaction. It’s worst for the Drukhari, who spend century after century chasing ever more intense highs of pain and pleasure as their tolerance increases, until nothing can satisfy the aching void in their souls. Remember when playing an Aeldari character in Wrath & Glory that the path they walk now is likely not their first. They set aside centuries, maybe millennia, of memories and experiences in order to live their current life. With all that time comes a litany of regrets and achievements, failures and triumphs; a multitude of things left behind. A small, fleeting sound or scent might stir up a memory long-forgotten, or current events provide an opportunity to relive the past — or make amends for past mistakes. Aeldari lives encompass art, labour, creation and war, spanning the fullest extent of range and destiny. Aeldari lives are as purposeful and as rich with meaning as an individual can make them. Aeldari aren’t trapped in the Gilead System in the same way its Humans are. They’re hostages to their history and the remains of their civilisation in the benighted system, but the Webway is open: they could find passage, but refuse to abandon their home. Aeldari have characteristic, alien ways of approaching life that make them extremely different to Humans, and make it difficult for each species to understand the others goals or ideals. The history of the Aeldari is continuous and unbroken compared to Humanity’s obscure past ages that came before the dawn of the Imperium. They have ancestors whose memories are preserved in spirit stones, and prophets who can scry the future. A citizen of the Imperium must take a great deal on fate. An Aeldari faced with a philosophical quandry can put their questions, in some cases, to the millennia old minds who first grappled with that very dillemma. Much of Humanity dwells in inescapable ignorance from start to end of their meagre mortal lives. To further distance between them, Aeldari culture is as deeply rooted as it is torn and faded; most Aeldari gods are dead, consumed by Slaanesh in the moment of its creation, but they’re not forgotten. The Aeldari keep their myths alive in stories and songs, plays and poems. All Aeldari have been impacted by the Fall, and it has shaped the way they act and the choices they make, placing their dying people before all others.To Humans, Aeldari look cold and calculating; to Aeldari, Humans look insular and credulous. In a roleplaying game players have a chance to see below the surface. Unlikely friendships might form, but an Aeldari player should always remember: no one but another Aeldari will ever fully understand their tragic inheritance of embers.


65 PLAYING DRUKHARI Taking on the role of a Drukhari character allows a player to explore an especially dark corner of the 41st Millenium. Their continued existence depends wholly on the suffering of others, and they belong to a culture which not only encourages but actively revels in acts of excruciation. To be Drukhari is to be a monster drawn from nightmare, a cruel and brutal tyrant sustained by the suffering of others. While the Dark City is host to the most extreme limits of Drukhari cruelty, their reputation for lightning fast raids, abundant torment and the taking of captives make them an equally minacious presence in realspace. As with the exploration of all dark themes, playing a Drukhari character requires out-of-character co-operation between the players and their GM. Many players find it helpful to agree on a code of conduct for play, setting fixed boundaries on elements of story and role playing to minimise the risk of out-ofcharacter upset. It is extremely rare for Drukhari to work alongside other Aeldari. Though they are closely related, their similarities and shared history magnify rather than diminish the revulsion and hatred they feel for each other. Any such alliance would be precarious and fraught, likely only in pursuit of a compelling common goal and as likely to end in mutual bloodshed as a peaceful parting of the ways. BEYOND DAMNATION Some characters remain largely unchanged throughout their lifespan; the outlook and personality of others are fundamentally altered by their experiences, and Drukhari are no exception. While Drukhari who seek to leave Commorragh and its vicious way of life are uncommon, they are not unheard of — conversely, other Aeldari may be drawn to the wicked life of their Drukhari cousins, seeking out new and blasphemous pleasures in the Dark City. While such transformative character changes are often viewed with suspicion, scepticism or outright contempt by their newly found kin, in rare and hard-fought instances they can provide a compelling narrative thread to an ongoing campaign. 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


66 PLAYING A CORSAIR Corsairs choose not to restrict their emotions or desires in the same ways as their Asuryani cousins. They take pleasure in the thrill of battle and the spoils of war, but while they are merciless killers, they are also aware that their desire for glory in combat must not descend into excessive acts of torture, pain, and hedonistic bloodshed. This means that when playing a Corsair, you are far more free to portray the extreme excesses of Aeldari emotions, such as bursting into explosive rages, or falling into deep sorrow at the death or estrangement of one of their kin. Your Corsair’s vehement displays should seem alien to fellow Asuryani, just as all Aeldari seem alien to Humans and other Xenos races. However, even the Corsairs can feel unsettled or revolted by the presence and actions of their Drukhari kin. While they may return to the Dark City for trade or sport, or join their raids into realspace, Corsairs still bear spirit stones and can be repulsed by the acts that the Drukhari perform to replenish their own withered souls. Corsairs then stand somewhat apart from other Aeldari. Neither cold and restrained, nor sadistic. If anything, they are bon vivants who refuse to accept the slow demise of their species. As a group of Aeldari who seek renown before others, they appear vainglorious and excessively preoccupied with displays of their victories, and trinkets they have acquired from their raids. Corsairs are overtly aware of one another’s rank, honours, and the boons and favours that have been traded in court. While their Craftworld kin are focused on the rites and traditions of the Path, the Corsairs fill that void with courtly intrigue and the rituals of prestation. A Corsair is only considered to hold status if they can demonstrate the influence and power that comes with it. For this reason, duels are frequent in Corsair society so that a pecking order can be established. Among the Corsairs of the Greensteel Warriors, most duels end in submission, and it is uncommon for a even a tense duel to end in death. Such contests are always held before an audience; otherwise, the fight has no meaning. When amongst other species, this fixation upon appearances and proper etiquette, coupled with the general Aeldari view that other races are barbaric upstarts, makes Corsairs come off as preening and aloof, even by the standards of Imperial Nobles and Rogue Traders. The need to interact with nonAeldari and suffer their company is an annoyance, as if spending too much time amongst them will stain the Corsair’s fine garb and sully their own reputation amongst other Anhrathe. Despite being outcast from the Craftworlds, a Corsair is still concerned with the fate of their soul and protecting it from She Who Thirsts. Even if Corsairs are thrillseekers and fixated upon their own glory, they still consider the Aeldari soul sacrosanct and will safeguard the spirit stones of their fellow Corsairs, as well as those of their Craftworld cousins. As wanderers and explorers of the galaxy, Corsairs will endeavour where possible to recover the spirit stones of the ancient dead.


67 AELDARI AND OTHER FACTIONS The Imperium The Imperium is doomed. As doomed as the old Aeldari empire. So it has been for many lifetimes, but the Humans won’t allow their corpse of a culture to pass. They have lost their history and lack the wit to see their future. Their civilisation crumbles and decays, and the corruptive touch of Chaos festers ceaselessly in the darkened cracks. We do not fail to see the parallels between the fate of the Imperium and our own. We can only watch in horror as the Mon-keigh, with their cruelty, barbarism, and dogma, fall blindly into the same mistakes that have left the remnants of our own empire sundered across the galaxy. Orks Orks are everything Aeldari are not, our very antithesis. Short-lived, multitudinous, ferocious, and utterly ruled by their primal whims. The gods play a cruel joke in that Orks never suffer for their lack of foresight or their caprice. Indeed, Orks never suffer at all: they revel in pain and danger and charge joyfully towards doom, be it theirs or their enemy’s. They’re perfectly engineered for the galaxy as it is; a brutish horde rampaging across the cruel, war-torn worlds of a dire age. Necrons The doomed Necrontyr traded their souls and essence for survival. The oldest and most powerful among the Necrons remember some of what came to pass in long-forgotten millennia. The depth and breadth of their knowledge is every bit as dangerous as their soulless warriors. We find no solace in the fact that the Necrons collapsed under the weight of tragedy, for more of these grim parodies of life still lie buried across the galaxy. Should they ever rise in unison, we are all doomed. Chaos The ancient and indefatigable enemy. While the rest of the galaxy crumbles, Chaos flourishes. It is a perversion of everything that has ever been and ever should be, allowed to run rampant in every unchecked emotion. In an age of perils, Chaos is the greatest and most pressing danger. One aspect of Chaos, She Who Thirsts, owes their existence to our former empire — the lasting shameful legacy of the Aeldari. Our decadence birthed a god and simultaneously doomed our souls, and the Aeldari may be shackled to this fate for eternity. T’au The T’au have a high opinion of themselves; one that we do not share. For such a young race they take unwarranted pride in their rapid advances. While we know from our own bitter experience that hubris leads inevitably to catastrophic mistakes, the T’au have yet to truly endure the cruel nature of the galaxy. The T’au’s greatest failures are ahead of them. Should they learn humility, wisdom, and regret, then the we may be willing to extend our sympathies. Tyranids Tyranids are an abominable horror from beyond the galaxy. Unfathomable and terrifying in equal measure, their hive fleets leave nothing but a lifeless shadow in their wake as they sweep across planets and systems. The destruction they bring casts a monstrous shadow in the warp that cripples the mind and sickens the senses. They exist for no purpose other than to devour life and must be curtailed and contained at every opportunity; unchecked, they’ll smother the galaxy under their teeming advance. That cannot come to pass. The Aeldari have had millennia to observe factions scrabbling for control of the galaxy. They’ve watched Humans and other species bring to pass all the worst prophecies of the Aeldari Farseers and drag the galaxy to ruin. — From the private records of Farseer Lanriel Taranlys of Ul-Khari


68 PSYCHIC POWERS ll Aeldari are inherently psychic, though to varying degrees. Some are among the most powerful psykers in the galaxy, though most have a lesser sensitivity. This innate psychic ability impacts every Aeldari faction, albeit in different ways. The Asuryani embrace their psychic nature, while the Drukhari forbid its practice, lest foolish psykers court daemonic incursion and the ravenous gaze of Slaanesh. SOUL OF WORLDS In the Aeldari mind, there is no difference between technology and nature – they are a single process by which the artificers of the world-ships imbue living things with function and functional things with life. The materials the Asuryani use in their engineering are complex and varied psychoplastics that can be formed into solid shapes under psychic pressure. The most unusual of these materials is called wraithbone: an immensely resilient substance that can heal itself over time. It is used most extensively by the Asuryani, who grow a near endless variety of tools, weapons, and artefacts from it. Wraithbone lies at the core of every craftworld, and this living material is coaxing and guided in its growth by the psychic chants of Bonesingers. These talented psychics are cultivators, artisans, architects and healers, who have dedicated a part of their life to hone their psychic abilities. The process of cultivating wraithbone can be swift or slow, depending on the complexity and size of the shape. The sleek curvature and motive elements of a Wraithlord are difficult to craft, and take time to cultivate; a rough spear can be shaped in seconds. Even the simplest spur of wraithbone is a delight to behold, the subtle sensibilities of the Bonesinger clear to see in the creation that takes form before them.


69 BONESINGING Bonesinging allows Aeldari Psykers to create, shape, repair and destroy wraithbone. To do so, they need a way to measure how much damage a piece of wraithbone can take. Most wraithbone has 2 Wounds per square metre; the wraithbone created by Conjure Wraithbone has 1 Wound per square metre. Spear: A simple but deadly spear of wraithbone between half a metre and three metres long, and up to fifteen centimetres thick. Shield: A flat surface of wraithbone a few centimetres thick, with a diameter between half a metre and three metres. The ‘shield’ doesn’t have to be circular, but can’t exceed three metres on its longest side. Spine: Several sharp spurs of wraithbone that emerge from the ground, approximately one metre high and covering an area of ten square meters (in whatever shape you choose). The affected area becomes Difficult Terrain. Potency: u [1] Increase the Range by 10 m. u [1] Increase the amount of wraithbone you create or the area affected by Spine by one square metre. u [3] Create an additional piece of wraithbone of the same type (Spear, Shield, or Spine). Repair/Ruin XP Cost: 20 DN: 5 Activation: Action Duration: Instant Range: 10 m Multi-Target: No Keywords: AELDARI, ASURYANI, YNNARI, PSYCHIC Prerequisite: The Psyker must have the AELDARI Keyword and either the ASURYANI or YNNARI Keyword. Effect: Wraithbone remembers its form, to a very limited degree, and seeks to return to it. You assist it in doing so, repairing damage and reestablishing its prior state. You can also disrupt the shape of a piece of wraithbone, breaking or severely damaging it. You can achieve one of the following effects: Repair: You restore 2 Wounds to a piece of wraithbone, or a wraithbone construct such as a Wraithguard. Ruin: You inflict 2 Wounds on a piece of wraithbone. Potency: u [1] Restore or inflict +1 Wound. u [3] Restore or inflict a Mortal Wound on a wraithbone construct (a Wraithguard, War Walker, etc.). ARCANE VOICE Through Bonesinging, Agents are capable of more feats than are described here, but they require teams of Bonesingers, as well as time. The feats described in the Bonesinging Discipline are things Wrath & Glory characters can achieve on their own, within the scope of an adventure. The wraithbone created by Conjure Wraithbone is comparatively brittle and weak — that’s because wraithbone can potentially be a super-material; allowing Agents to create things stronger than the hull of a voidship in moments can make Bonesingers inordinately powerful. For the same reason, we’ve limited the amount of wraithbone a Bonesinger can easily make. Creating too much or too swiftly, a Bonesinger will have the power to make anything they need with a snap of their fingers, potentially wrecking an adventure. Conjure Wraithbone XP Cost: 25 DN: 5 Activation: Action Duration: Instant Range: 10 m Multi-Target: No Keywords: AELDARI, ASURYANI, YNNARI, PSYCHIC Prerequisite: The Psyker must have the AELDARI Keyword and either the ASURYANI or YNNARI Keyword. Effect: You call a simple wraithbone shape into existence. The wraithbone created by this power is approximately as strong as rockcrete (weaker than normal wraithbone, due to its rapid creation). Once called, it lasts indefinitely. You can create one of the following forms: 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


70 Shape/Reshape XP Cost: 20 DN: 6 Activation: Action Duration: Sustained Range: 10 m Multi-Target: No Keywords: AELDARI, ASURYANI, YNNARI, PSYCHIC Prerequisite: The Psyker must have the AELDARI Keyword and either the ASURYANI or YNNARI Keyword. Effect: You guide the shape of an existing piece of wraithbone, including one called into being with Conjure Wraithbone. You can coax it into increasingly complex shapes depending on how long you spend manipulating it. You may reduce the DN of the Test by 1 by increasing time spent by one step (see below). You affect up to 10 square metres of wraithbone with this power. Depending on the time spent, you can achieve one of the following effects: A Round*: Seamlessly join together two pieces of wraithbone; guide wraithbone into simple shapes (coax a Spear into an arch or a ring; add curves or simple decoration to a Shield). * If a Round is particularly short, e.g. the time for an exchange of gunfire and no more, the GM may ask the Psyker player to spend two or three Rounds to achieve this effect. A Scene: Shape a piece of wraithbone into relatively complex or load-bearing forms (a single armour plate, a sealed chest, a wall); cut smaller pieces from a larger piece of wraithbone; add moderately complex decoration to a piece of wraithbone. A Day: Shape a piece of wraithbone into a sophisticated shape, with moving parts; add sophisticated decoration to a piece of wraithbone. Potency: u [2] Increase the amount of wraithbone affected by 5 square metres. u [3] Exceptional quality work, which reduces the DN for further manipulations by 1. PHANTASMANCY The art of Phatasmancy is the subtle manipulation and cruel application of psychic illusion and deception. Those Aeldari that have come to master this craft wield powerful illusions and deceitful misdirection through the force of their own will. They can conjure blinking twilight pathways into existence to guide allies or contort and even shroud their enemies’ very thoughts within their own minds. Fog of Dreams XP Cost: 15 DN: 5 Activation: Action Duration: Sustained Range: 25 m Multi-target: Yes Keywords: AELDARI, PSYCHIC Effect: Your consciousness creeps out across the battlefield like a sprawling mist, seeping into the mind of the enemy and confounding their senses. While this power is sustained, you and any allies with the HARLEQUIN [MASQUE] Keyword gain a +1 bonus to Defence and +1 bonus dice to any Stealth (A) Tests you make. Potency: u [3] Benefits improve by +1 Defence and +1d to Stealth. u [2] Range increased to 30m. Mirror of Minds XP Cost: 30 DN: 8 Activation: Action Duration: Sustained Range: 25 m Multi-target: Yes Keywords: AELDARI, PSYCHIC Effect: You project your own will directly towards the target, resulting in horrific consequences as reality crumbles around them in a catastrophic clash of minds. The target suffers 12+ 1 ED damage and must make a successful DN 5 Willpower or Psychic Mastery Test or also immediately suffer 1d3 Mortal Wounds. Potency: u [3] +2 ED damage. u [2] Target must also make a DN 3 Fear Test.


71 Shards of Light XP Cost: 25 DN: Target’s Defence Activation: Action Duration: Instant Range: 10 m Multi-target: No Keywords: AELDARI, PSYCHIC Effect: Vibrant shards of polychrome energy lash forward from your mind and bombard the psyche of the target, inflicting excruciating psychosomatic wounds that leave them injured and disorientated. Shards of Light travel instantaneously in a straight line for 10m in the direction the Psyker is facing. Targets struck by the shards suffer 12+ 2 ED damage and must pass a DN 4 Willpower or Psychic Mastery Test or gain the Blinded Condition. Potency: u [2] DN of Willpower or Psychic Mastery Test increased by 1, target may also gain the Prone Condition. u [1] +10m range. Twilight Pathways XP Cost: 25 DN: 6 Activation: Action Duration: Sustained Range: 25 m Multi-target: No Keywords: AELDARI, PSYCHIC Effect: You focus your mind on any ally with the HARLEQUIN [MASQUE] Keyword, and mysterious, half-lit pathways shimmer and blink into existence around the battlefield, opening new routes of attack. While the power is sustained, the target may take one additional Action per Round. Potency: u [1] Target acts first in every Round. u [2] Target also gains a +1 bonus to Defence. Veil of Tears XP Cost: 25 DN: 8 Activation: Full Action Duration: Instant Range: 20 m Multi-target: Yes Keywords: AELDARI, PSYCHIC Effect: With a simple gesture and the force of your will you reach out and snatch the very image of the Troupe from the mind of your foes. Once activated, any character with the HARLEQUIN [MASQUE] Keyword within range gains +2 bonus to Defence and +2 bonus dice to any Stealth (A) Tests until the next Turn. Potency: u [3] Activation reduced to an Action. u [2] Range increased to 30m. Webway Dance XP Cost: 25 DN: 9 Activation: Full Action Duration: Sustained Range: 20 m Multi-target: Yes Keywords: AELDARI, PSYCHIC Effect: You pull the veil between realspace and the Webway aside, allowing the Troupe to weave freely among the enemy, twisting and contorting away from danger only to reappear elsewhere. While this power is sustained any allies with the HARLEQUIN [MASQUE] Keyword may reroll any failed Determination rolls. Potency: u [3] Allies with the HARLEQUIN [MASQUE] Keyword may make an additional Move Action this Turn. u [2] Allies with the HARLEQUIN [MASQUE] Keyword gain +1 bonus dice to any Stealth (A) Tests. 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


72 RUNES OF BATTLE When the Warlocks of the Asuryani take to the battlefield, they employ the Runes of Battle to devastating effect. They are capable of emboldening the already considerable innate abilities of their fellow Aeldari while causing their enemies to wilt before them in horror. Conceal / Reveal XP Cost: 20 DN: 5 Activation: Action Duration: Sustained Range: 25 m Multi-target: Yes Keywords: AELDARI, PSYCHIC Effect: You reach out with your mind and take command of the shadows, bending and shaping them to your will. Once activated, you can cause one of the following effects: Conceal: You draw the shadows in and don them like a cloak to conceal your position. While the power is sustained, you and any allies within 5m gain a +1 bonus to your Defence and +1 bonus dice to any Stealth (A) Tests you make. Reveal: You push the shadows away from a target within range, revealing them to all. Target one enemy within range as the centre point for a Blast (6) area of effect. Any enemies in that area while the power is sustained can’t benefit from bonuses to Defence or Stealth Tests due to cover while this power is sustained. Potency: u [3] Conceal: Benefits improve by +1 Defence and +1d to Stealth. u [2] Reveal: Area of effect increases to Blast (10). Embolden / Horrify XP Cost: 20 DN: 5 Activation: Action Duration: Sustained Range: 25 m Multi-target: No Keywords: AELDARI, PSYCHIC Effect: You reach into the minds of those around you, either fortifying or eroding their resolve. Once activated, you can choose one of the following effects: Embolden: You instil valour and determination into your allies. While the power is sustained, you and all allies within 5m gain +1 bonus die to Resolve Tests. Horrify: You sap the courage and determination of your enemies. Target one enemy within range as the centre point for a Blast (6) area of effect. Any enemies in that area suffer a +1 DN penalty to Resolve Tests while the power is sustained. Potency: u [2] Embolden: +1 bonus die to Resolve Tests. u [2] Horrify: +1DN penalty to target’s Resolve Tests.


73 Empower / Enervate XP Cost: 30 DN: 7 Activation: Action Duration: Sustained Range: 25 m Multi-target: No Keywords: AELDARI, PSYCHIC Effect: You commune with the spirits of those around you, expanding their potential or draining their will to fight. Once activated, you can cause one of the following effects: Empower: You empower the spirits of yourself and your allies. Whilst this power is sustained, you and all allies within 5m gain +1 ED to any successful melee attack. Enervate: You sap your enemies’ spirits, filling them with doubt and despair. All enemies in a Blast (6) area within range suffer a –1 ED penalty to any successful melee attacks, to a minimum of 0. Potency: u [3] Empower: +1 ED to damage. u [3] Enervate: –1 ED to target’s damage. Enhance / Drain XP Cost: 30 DN: 7 Activation: Action Duration: Sustained Range: 25 m Multi-target: No Keywords: AELDARI, PSYCHIC Effect: Drawing upon the favour of Khaine, you enhance the combat prowess of your allies or diminish that of your enemies. Once activated, you can cause one of the following effects: Enhance: You channel a fraction of Khaine’s skill to enhance your allies’ combat abilities. While the power is sustained, you and all allies within 5m gain +1 bonus dice to Weapon Skill (I) Tests. Drain: You allow a portion of Khaine’s anger and disdain to suppress the fighting skills of your enemies. Target one enemy within range as the centre point for a Blast (6) area of effect. Any enemies in that area while the power is sustained suffer a +1 DN to Weapon Skill (I) Tests they make. Potency: u [2] Enhance: Additional +1 bonus dice to Weapon Skill (I) Tests. u [2] Drain: Additional +1DN to target’s Weapon Skill (I) Tests. Protect / Jinx XP Cost: 20 DN: 5 Activation: Action Duration: Sustained Range: 25 m Multi-target: No Keywords: AELDARI, PSYCHIC Effect: Pyling the threads of fate that surround any field of battle, you isolate and bind those of a specific individual, reshaping their destiny. Once activated, cause one of the following effects: Protect: You weave your fate and that of your allies, to inure you from harm. While the power is sustained, you and all allies within 5m gain a +1 bonus to their Base Resilience. Jinx: You weave your enemies’ fate, making them more susceptible to harm. Target one enemy within range as the centre point for a Blast (6) area of effect. Any enemies in that area while the power is sustained suffer a –1 penalty to their Base Resilience. Potency: u [3] Protect: Additional +1 bonus to Resilience. u [3] Jinx: Additional –1 penalty to Resilience. Quicken / Restrain XP Cost: 20 DN: 5 Activation: Action Duration: Sustained Range: 25 m Multi-target: No Keywords: AELDARI, PSYCHIC Effect: You twist time itself, briefly altering its flow for a select few on the battlefield. Once activated, you can cause one of the following effects: Quicken: You change the flow of time for yourself and your allies, making you seem supernaturally swift. While the power is sustained, you and all allies within 5m may make an additional Move Action on each of your Turns. Restrain: You change the flow of time for your enemies, making them move as if they were passing through deep water. Target one enemy within range as the centre point for a Blast (6) area of effect. Any enemies in that area while the power is sustained move as if they are in Difficult Terrain. Potency: u [2] Quicken: Increase the radius of the effect to allies within 10m. u [2] Restrain: Area of effect increases to Blast (10). 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


74 RUNES OF FATE Farseers are by far the most potent of the Aeldari psykers. In times of war, these abilities are used with the Runes of Fate. They allow the Farseer to unravel the very threads of fate itself to guide their kin or unleash powerful torrents of psychic energies that consume their enemies both bodily and mind. Doom XP Cost: 25 DN: Target’s Defence Activation: Action Duration: Sustained Range: 25 m Multi-target: No Keywords: AELDARI, PSYCHIC Effect: You weave the fabric of destiny to cast a darkening shadow over an enemy’s soul, ensuring that each shot and blow that befalls them endeavours to be their last. While this power is sustained, the target suffers a –1 penalty to their Base Resilience and a +1 DN penalty to any Resolve Tests. Potency: u [3] Additional –1 penalty to target’s Resilience. u [2] Additional +1 DN penalty to target’s Resolve Tests. Executioner XP Cost: 30 DN: 8 Activation: Target’s Defence Duration: Instant Range: 25 m Multi-target: No Keywords: AELDARI, PSYCHIC Effect: Reaching across destiny itself you summon a vengeful astral doppelganger and unleash it against your enemy. The fiery psychic form bears down on its target, intent on tearing flesh asunder. The target suffers 14 + 2 ED damage and must pass a DN 3 Fear Test. Potency: u [3] +2 ED damage. u [2] +1 DN to the Fear Test. Fortune XP Cost: 20 DN: 5 Activation: Action Duration: 1 Round Range: 10 m Multi-target: Yes Keywords: AELDARI, PSYCHIC Effect: With infinite pathways laid out before you, you can see the perils that await your allies before they come to pass and assist them in avoiding danger. If successfully activated you and all allies with the AELDARI Keyword gain a +1 bonus to your Defence until the beginning of your next Turn. Potency: u [2] Additional +1 bonus dice. u [1] +1 Round duration. Guide XP Cost: 15 DN: 6 Activation: Action Duration: Instant Range: 10m Multi-target: No Keywords: AELDARI, PSYCHIC Effect: You reshape the paths of destiny by the sheer force of your will, picking out targets through the turmoil of war with your mind and guiding your allies’ shots towards their target. Once activated, you and all allies within range with the AELDARI Keyword gain +2 bonus dice to all Ballistic Skill (A) Tests until the beginning of your next Turn. Potency: u [2] Additional +2 bonus dice. u [1] Range increased by 10m. Mind War XP Cost: 20 DN: Target’s Willpower (Opposed Test) Activation: Full Action Duration: Instant Range: 20 m Multi-target: No Keywords: AELDARI, PSYCHIC Effect: You reach into the mind of an enemy, engaging in a furious psychic duel, flooding their thoughts with your presence and ripping apart the very essence of their being. You and your target make an Opposed Willpower Test. If you succeed, the target immediately suffers 1d3 Mortal Wounds. Potency: u [2] +1 Mortal Wound. u [1] Activation reduced to an Action.


75 Will of Asuryan XP Cost: 30 DN: 8 Activation: Full Action Duration: Sustained Range: 30 m Multi-target: Yes Keywords: AELDARI, PSYCHIC Effect: As the threads of untold destinies intertwine before you, your will summons the ancient confidence and certainty of the Aeldari Empire, cleansing the mind of fear and doubt. While sustained, this power grants you and all allies within range with the AELDARI Keyword +2 Resilience, and the ability to roll Determination against Mortal Wounds. Potency: u [2] +1 Resilience. u [1] +10m Range. RUNES OF FORTUNE The Seers of the Asuryani have long employed the Runes of Fortune and their ability to unlock the various strands of fate that intricately weave across the Galaxy. These runes are used to scry possible futures, foresee imminent dangers and aid the Aeldari and their allies in avoiding them. Crushing Orb XP Cost: 25 DN: Target’s Defence Activation: Action Duration: Sustained Range: 20 m Multi-target: Yes Keywords: AELDARI, PSYCHIC Effect: You project your will to surround the target in a restrictive orb of kinetic energy before a slight gesture of the hand sends the massed force crushing inward. If successfully activated, the target immediately gains the Restrained Condition and suffers 10 + 2 ED damage. The target must pass a DN3 Strength or Psychic Mastery Test to escape the Orb; if they fail, the target suffers an additional 10 +2 ED damage each Round the power is sustained until they escape or perish. Potency: u [2] DN of Strength or Psychic Mastery Test increased by +1. u [1] +1 ED damage. Fateful Divergence XP Cost: 30 DN: 6 Activation: Action Duration: Instant Range: 25 m Multi-target: Yes Keywords: AELDARI, PSYCHIC Effect: You exert your will against destiny itself, bending the ever-shifting paths of fate to the benefit of your people. If successfully activated, any character with the AELDARI Keyword within range may re-roll one failed Determination roll until the beginning of your next Turn. Potency: u [3] +2 bonus dice when rerolling. u [2] +1 bonus dice when rerolling.


76 Focus Will XP Cost: 15 DN: 5 Activation: Action Duration: Instant Range: 20 m Multi-target: Yes Keywords: AELDARI, PSYCHIC Effect: You reach into the mind of a friendly target and reinforce their mind against the predations of enemy Psykers and sorcerers. If successfully activated, the target gains +2 bonus dice to their next attempt to activate Deny The Witch. Potency: u [2] The target also gains a +1 bonus to all Psychic Mastery Tests until the start of your next Turn. Ghostwalk XP Cost: 15 DN: 4 Activation: Action Duration: Instant Range: 30 m Multi-target: No Keywords: AELDARI, PSYCHIC Effect: You channel power into your ally, imbuing the target with an ethereal energy and allowing them to move at great speed. If successful, the target gains +3 Speed until the beginning of your next Turn. Potency: u [2] The target may make an additional Move Action this Turn. u [1] +1 Speed. Impair Senses XP Cost: 20 DN: Target’s Willpower Activation: Action Duration: Instant Range: 30 m Multi-target: No Keywords: AELDARI, PSYCHIC Effect: You reach out into the mind of the target and flood their consciousness with a dazzling array of vivid patterns, images, and sound, bewildering their senses and disorientating them completely. The target gains the Hindered (2) Condition until the start of your next Turn. Potency: u [3] The target must also make a DN 3 Fear Test. u [2] The target also gains the Blinded Condition. Witchstrike XP Cost: 20 DN: 6 Activation: Instant Duration: 1 Round Range: Self Multi-target: No Keywords: AELDARI, PSYCHIC Effect: You focus your will into your weapon; drawing on the power of ancient runes you swathe the blade in psychic energy, turning it into a potent extension of your consciousness. Once activated, attacks made with a Witchblade gain a +2 ED damage bonus. Potency: u [2] +1 Round duration. u [1] +1 ED damage.


77 THE ART OF WAR The Aeldari are a truly ancient people, heirs to a culture and technologies undreamt by younger species. Their wargear is powerful, sophisticated and elegant in equal measure. Craftworld Bonesingers are master artisans, and most Asuryani weaponry is painstakingly grown from psychoactive wraithbone, their intricate beauty belying their lethality. Drukhari weapons are not formed from Wraithbone yet are no less impressive for all their hideous efficacy. At the GM’s discretion, a character with relevant Keywords or Scholar Skills may attempt an Awareness (Int) Test to learn about an Aeldari’s wargear at ARMOURY a glance, or they may attempt Scholar (Int) or Investigation (Int) if they can inspect the weaponry firsthand. The DN for such Tests should be at least 4 — Aeldari culture spans vast epochs and is extremely complex, especially to outsiders. Success may reveal details about an item’s history, its creator, notable battles it took part in, and more. For example: a Rogue Trader negotiating with an Ul-khari diplomat notices the envoy’s bodyguards bear Shuriken Catapults marked with the telltale motif of a Bonesinger renowned in Aeldari society for creating beautiful statues, not weapons. From this she deduces that there was truth to the rumour that Ul-khari’s most experienced weapon artisans were recently lost. She may secure an advantage in negotiations by offering to help search for the missing Bonesingers. ‘I can say with neither pride nor falsehood that this is the finest blade I have ever created. Beautiful as Isha, unyielding as Asuryan, keen as Khaine’s murderous intent. What tragic irony, that something so fine must be stained with Mon-keigh blood. That it must be wielded in battle at all is a crime for which they must pay.’ — Yrlla Starchild, Ul-Khari Bonesinger


78 THE SONG OF CREATION: WRAITHBONE A wraithbone weapon isn’t merely assembled like the the mass-produced munitions of the Imperium, or the crude instruments hammered together by the Orks. A Bonesinger grows and shapes this relic, cultivating it as the light of a sun nurtures a budding plant. Rudimentary forms can be sung into form relatively quickly by a talented bonesinger, yet it can take days, months or even numerous years to produce more complex items or structures. In some cases, a human would never see such a precious relic or vast construct completed in their lifetime. This dedication to craft is unrivalled by the other species. Asuryani strive to recover the weapons and armour of their fallen, not just to preserve their Spirit Stones, but because even their damaged wargear is near-priceless. While slow to craft, wraithbone weapons are worth the patience required to see them complete; they are exceptionally reliable, and many are centuries or millennia old , carrying with them a bloody and noble history that has spanned countless battles. The psychoreactive nature of wraithbone means it is subtly shaped by the psyche of its user over time. A sword’s balance, curve, or length might shift slightly to complement the fighting style of the Aeldari wielding it. This occurs naturally over decades, but a skilled Bonesinger can accelerate this growth and reshaping. Eventually, a wraithbone item’s own psychic imprint may grow so powerful that it shapes its users. Phoenix Lords, for instance, are effectively immortal; the individual within the armour is merely a vessel for the echoes of every master warrior who wore it before them. Aspect Warriors who lose themselves on the Path of the Warrior become Exarchs – individuals no longer able to dissociate from their killer-selves — but such matchless warriors provide necessary strength and experience to their warhosts, and they receive awe and respect and the most honourable duty of leading their people in battle. Asuryani wargear upgrades are coaxed outgrowths of the original weapon. The process takes time, and Bonesingers are in constant demand, so an Influence Test is still required to prioritise an Agent’s Wargear over the needs of the Craftworld. If the group contains a Bonesinger, the DN of the Test is reduced by the Bonesinger’s Rank. THE SCIENCE OF PAIN: DRUKHARI WEAPONS Drukhari cannot shape wraithbone, nor would they, considering their Asuryani cousins weak and overreliant on the psychic powers that doomed their species in the first place. Drukhari technology is so far advanced that it is often viewed as mystical or magical by the races they prey upon. Their splinter weapons fire shards of crystalline substances laced with engineered venom, while other armaments defy any notions of physical laws known to the Imperium. The philosophy that shapes Drukhari weapons also differs strongly to their distant kin: Asuryani armies, though highly specialised, nonetheless fight relatively conventional wars. Drukhari are raiders and focus on inflicting pain and capturing prisoners, so that they may appease their soul debt both on and off the battlefield. Razored nets, barbed hooks, cruel lashes, serrated blades, and debilitating machinations are prioritised over lethality, though when they commit to killing quickly, Drukhari can field brutally efficient weaponry. THE GREY BETWEEN An Aeldari weapon’s Keywords are not necessarily Faction exclusive. Asuryani and Drukhari are both found in Anhrathe and Ynnari bands, so mixing is inevitable. The limited communication and endless antipathy between disparate Aeldari factions makes such exchanges rare, however, and some Factions like Harlequins and Incubi do not share their technology at all. Aeldari attempting to requisition wargear outside their Faction raise the DN of their Influence Test by +4. Normal bonuses for shared Keywords apply. An Aeldari with the ANHRATHE Keyword may substitute that Keyword in place of another for an additional +1 dice to the roll, but the DN penalty still applies. Aspect Warriors, Harlequins, and Incubi do not sell their wargear. The only way to acquire it is to become such a warrior, or unwillingly acquire it, be it from the living or the dead. Openly carrying such items invariably invites suspicion and eventual retribution.


79 WEAPON TRAITS Gruesome Drukhari weapons, especially Haemonculi weapons, don’t merely kill; they torture the target and terrify onlookers to feed the Drukhari soul debt. Weapons with the Gruesome Trait cause a DN 3 Fear Test for the target and allies within 10m on a Wrath Critical. LASER WEAPONS Name Damage ED AP Range Salvo Traits Value Rarity Keywords Sht Med Lng Bright Lance 16 2 –4 18 36 54 1 Heavy (12), Lance, Reliable 7 Rare Aeldari, Asuryani Hawk’s Talon 12 1 –1 12 24 36 4 Assault, Rapid Fire (2) 7 Rare Aeldari, Aspect Warrior, Asuryani Lasblaster 10 1 –1 12 24 36 4 Assault, Rapid Fire (2) 6 Uncommon Aeldari, Asuryani Ranger Long Rifle 10 1 –1 18 26 54 – Sniper (4) 7 Rare Aeldari, Asuryani, Anhrathe Scatter Laser 13 2 – 18 36 54 4 Rapid Fire (3) 6 Uncommon Aeldari, Asuryani RANGED WEAPONS LASER WEAPONS Aeldari laser weapons use similar principles to their Imperial counterparts, but they are superior in every way, from improved charge capacity to focusing lenses of unparalleled quality. Bright Lance: The Bright Lance is the pinnacle of laser weaponry, outperforming laser technology of other races in every way. It is a large weapon, requiring a vehicle mount or considerable strength to use effectively, but its destructive power is almost without match. Hawk’s Talon: A refinement of the Lasblasters used by Swooping Hawks, the Hawk’s Talon provides superior stopping power and armour penetration. Lasblaster: A rapid-fire rifle that allows the user to lay down a punishing fusillade of las blasts. They are the ranged weapon of choice for Swooping Hawks and many specialist teams. Ranger Long Rifle: A single-shot laser weapon of formidable range and power. Long Rifles are grown by Bonesingers to perfectly complement the individual user, creating a deadly fusion of marksman and weapon. Scatter Laser: A larger, more powerful version of the Lasblaster. While not as powerful as the Bright Lance, it is capable of an astonishing rate of fire. Lance Lance weapons strike targets with beams of concentrated energy, and the vaporising blast bores through the thickest armour. Weapons with the Lance Trait ignore the Invulnerable Armour Trait. Lance weapons cause Mortal Wounds, and they always inflict 1 Mortal Wound even if the attack does not damage its target. 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


80 SHURIKEN WEAPONS DARKLIGHT WEAPONS Name Damage ED AP Range Salvo Traits Value Rarity Keywords Sht Med Lng Blaster 16 3 –3 9 18 27 1 Assault, Brutal 8 Very Rare Aeldari, Anhrathe, Drukhari Blast Pistol 13 3 –4 4 7 10 1 Brutal, Pistol 8 Very Rare Aeldari, Anhrathe, Drukhari Dark Lance 16 2 –4 18 36 54 1 Brutal, Heavy (10), Lance 8 Very Rare Aeldari, Drukhari DARKLIGHT WEAPONS Blast Pistol: The smallest Darklight weapon nevertheless packs a devastating punch and causes horrendous wounds for its size. Dark Lance: The Dark Lance is the most powerful Darklight weapon available to foot troops and light vehicles. Even seeing its deadly beams can cause permanent eye damage, and there is no armour it cannot penetrate. While they superficially resemble both Asuryani and Imperial laser weapons, Darklight Weapons are fundamentally different, and deploy appalling destructive force. Blaster: A rifle-sized weapon effective at short to medium range, the Blaster makes a mockery of armour and flesh alike with Darklight beams, making it popular amongst wealthy Kabalite Warriors and Corsairs. Shuriken Pistol: Shuriken Pistols are light, compact, discreet, and boast an impressive rate of fire. A wellaimed flurry of monomolecular blades can slice even armoured enemies to pieces. Shuriken Rifle: Commonly used by Guardian squads, Shuriken Rifles and their prodigious rate of fire complement larger squad numbers, allowing them to unleash torrents of monomolecular blades. Shrieker Cannon: Used by the enigmatic and dangerous Death Jesters, the Shrieker Cannon is a heavily modified Shuriken Cannon that not only hits harder, but coats its monomolecular blades in a deadly toxin that reacts so violently with organics that the targets often explode spectacularly. Aeldari have mastered the processes of creating durable monomolecular blades that can shred foes and pierce armour. These devices utilise a moleculethick slither of ammunition, propelling it forward at devastatingly high speeds. Avenger Shuriken Catapult: Designed to complement the disciplined firing drills and dynamic tactics of the Dire Avengers, the Avenger Shuriken Catapult boasts a staggering rate of fire that easily scythes through enemy formations. Shuriken Cannon: The heavy Shuriken Cannon may not match the rate of fire of its smaller brethren, but it fires larger blades at higher velocities over great distance, dealing considerable damage. Shuriken Catapult: A larger version of the Shuriken Pistol, the Shuriken Catapult is an effective assault weapon that fires larger blades farther with a higher rate of fire.


81 MONOFILAMENT RANGED WEAPONS SHURIKEN WEAPONS Name Damage ED AP Range Salvo Traits Value Rarity Keywords Sht Med Lng Avenger 16 2 –4 18 36 54 1 Heavy (12), Lance, Reliable 7 Rare Aeldari, Asuryani Shuriken 12 1 –1 12 24 36 4 Assault, Rapid Fire (2) 7 Rare Aeldari, Aspect Warrior, Asuryani Catapult 10 1 –1 9 18 27 4 Assault, Rending (4) 5 Very Rare Aeldari, Aspect Warrior, Asuryani Clawmounted Shuriken Catapult 10 1 – 6 12 18 3 Assault, Rending (3) 5 Very Rare Aeldari, Aspect Warrior, Asuryani Shuriken Cannon 14 2 – 12 24 36 3 Rending (4) 6 Uncommon Aeldari, Asuryani Shuriken Catapult 10 1 – 9 18 27 3 Assault, Rending (3) 5 Uncommon Aeldari, Asuryani Shuriken Pistol 10 1 – 6 12 18 2 Pistol, Rending (3) 4 Uncommon Aeldari, Asuryani Shuriken Rifle 10 1 – 12 24 36 2 Rapid Fire (2), Rending (3) 5 Uncommon Aeldari, Asuryani Shrieker Cannon 14 2 –1 15 30 45 3 Agonising, Heavy (4), Rending (4) 8 Very Rare Aeldari, Harlequin a potent area-denial weapon, but its size requires an anti-grav platform or Wraith Construct to wield. Shredder: This vile weapon fires a rapidly expanding mesh of wickedly barbed monofilament wire which entangles all targets it strikes. Struggling against the wires slowly and painfully slices apart all but the toughest targets. Twin Death Spinner: Warp Spider Exarchs carry Twin Death Spinners, attached by mechanical arms to the Exarch’s armour. They target and fire semiautonomously on the Exarch’s mental commands, unleashing a storm of monofilament razorwire. MONOFILAMENT WEAPONS Name Damage ED AP Range Salvo Traits Value Rarity Keywords Sht Med Lng Death Spinner 14 1 –2 6 12 18 – Assault, Blast (6) 8 Very Rare Aeldari, Aspect Warrior, Asuryani Shadow Weaver 12 5 – 9 18 27 – Blast (10), Heavy (10), Rending (3) 8 Very Rare Aeldari, Asuryani Twin Death Spinners 14 1 –2 6 12 18 – Assault, Blast (10) 9 Very Rare Aeldari, Aspect Warrior, Asuryani Shredder 12 1 –1 9 18 27 – Assault, Blast (6, Inflict (Restrained) 7 Very Rare Aeldari, Drukhari These weapons employ monomolecular wire filaments with incredible tensile strength. A single monofilament can slice through flesh and armour as easily as a Shuriken. Monofilament weapons are employed to great effect by all Aeldari Factions. Death Spinner: Warp Spiders wield these strange rifles which fire torrents of monofilament wire to ensnare and cut targets to pieces. Shadow Weaver: The Shadow Weaver creates a mesh of monofilament wires. The mesh, aimed high and falling to the ground, slices through anything beneath it. It is 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


82 PROJECTILE WEAPONS The Aeldari field numerous weapons that launch projectiles by conventional means. Though the launchers are recognisable to other races, the projectiles they fire are advanced far beyond anything non-Aeldari artificers can fathom. The Hallucinogen and Phantasm Grenade Launchers are designed to deliver very specific payloads. Though uncommon, they can also fire other types of grenades with modification. Changing the payload requires a successful DN 4 Tech Use (Int) Test and an hour of uninterrupted work. PROJECTILE WEAPONS Name Damage ED AP Range Salvo Traits Value Rarity Keywords Sht Med Lng Aeldari Flamer 10 1 – 4 8 12 1 Assault, Flamer 5 Common Aeldari, Flame Aeldari Missile Launcher: Starshot Missile 16 8 –5 24 48 72 – Heavy (4) 6 Uncommon Aeldari, Asuryani Aeldari Missile Launcher: Sunburst Missile 12 6 –3 24 48 72 – Blast (10), Heavy (4) 6 Uncommon Aeldari, Asuryani Hallucinogen Grenade Launcher – – – 9 18 27 1 Blast (6), Inflict (Fear 4) 8 Rare Aeldari, Harlequin Haywire Blaster 12 1 –1 9 18 27 1 Assault, Arc (3), Blast (6) 7 Rare Aeldari, Drukhari Phantasm Grenade Launcher – – – 9 18 27 – Blast (6), Inflict (Terror 4) 8 Rare Aeldari, Drukhari Reaper Launcher: Starswarm Missile 14 6 –3 24 48 72 2 Heavy (4) 8 Very Rare Aeldari, Aspect Warrior, Asuryani Reaper Launcher: Starshot Missile 16 6 –5 24 48 72 – Heavy (4) 8 Very Rare Aeldari, Aspect Warrior, Asuryani Starcannon 14 3 –3 18 36 54 1 Heavy (10), Rapid Fire (2) 10 Very Rare Aeldari, Asuryani, Plasma Stinger Pistol 10 2 – 6 12 18 2 Gruesome, Pistol, Inflict (Poisoned 3) 5 Very Rare Aeldari, Drukhari, Haemonculus Swooping Hawk Grenade Pack 10 5 –1 – – – 1 Assault, Blast (6) 4 Very Rare Aeldari, Aspect Warrior, Asuryani VibroCannon 14 2 -3 18 36 65 - Mounted (Large), Blast 10 8 Very Rare Aeldari, Asuryani, Aeldari Flamer: Though more fuel efficient than the crude, smoke-belching flame weapons of the Imperium, Aeldari Flamers bring about a similar destructive result. Aeldari Missile Launcher: The Aeldari Missile Launcher operates on similar principles to those of other races. Their miniaturised warheads allow users to carry scores of missiles and switch types instantly. u Starshot Missile: A devastating anti-armour plasma warhead, the Starshot Missile can blast a hole in bunkers or tanks with equal spectacle.


83 u Sunburst Missile: Sunburst Missiles trade raw power for increased blast radius, incinerating troop formations and lightly-armoured vehicles. Hallucinogen Grenade Launcher: Harlequin Shadowseers wear these launchers on their backs, a curved barrel looming over either shoulder. The grenades cause strong hallucinations that leave enemies in disarray. Haywire Blaster: Haywire Blasters are lightweight cannons commonly wielded by Drukhari Scourges who employ them in devastating hit-and-run attacks. They unleash massive electromagnetic blasts capable of frying circuitry and scorching flesh. Phantasm Grenade Launcher: These Drukhari Launchers fire gas grenades which cause horrific waking nightmares, the victims’ suffering invigorating the Drukhari even before they join the battle. Reaper Launcher: The specialised missile launcher of the Dark Reapers can fire salvoes of Starswarm Missiles or individual Starshot Missiles. Targeting matrices integrate with the heavy, stabilised armour of the Dark Reaper to ensure deadly accuracy. Starcannon: The Starcannon displays a mastery of plasma technology that even the most learned Adeptus Mechanicus Magi cannot fully fathom. It is staggeringly powerful, yet its advanced cooling systems eliminate any risk of overheating. Stinger Pistol: A compact sidearm frequently used by Haemonculi and their servants. It fires thin glass needles filled from a reservoir of exotic plagues or poisons of the Haemonculus’s own devising. Targets tear themselves apart in painful convulsions or simply explode in a fountain of gore and ossified shrapnel. Swooping Hawk Grenade Pack: The greaves of Swooping Hawk armour include specialised grenade packs the warrior can trigger as they fly, demolishing defences from above. Vibro Cannon: An advanced sonic weapon. Targets violently shake to pieces, and troops and vehicles alike are scattered as the blast ploughs a furrow along the ground. It is a large weapon, requiring a support platform or Wraith Construct to wield effectively. MELTA WEAPONS The Aeldari have long since mastered the art of fusion technology. The advanced weapons deployed by the Fire Dragons Aspect Warriors are rightly feared across the galaxy for their ability to vaporise armour and fortifications. Dragon Fusion Gun: The signature weapon of the Fire Dragons is a master-crafted work of destruction capable of vaporising enemy armour in a single, devastating blast. Its power is balanced by its relatively short range, requiring the user to get close to targets. Guardian Fusion Gun: While less powerful than its Fire Dragon counterpart, the standard Fusion Gun issued to Guardian squads is still a mighty antiarmour weapon. Fusion Pistol: This pistol has a very short range, but its advanced fusion technology easily punches through heavy armour. Firepike: There is no armour a Fire Dragon Exarch cannot annihilate. They often employ the Firepike — an ornate, elongated fusion weapon with incredible destructive power and surprising range. 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


84 SPLINTER WEAPONS Splinter weapons are the most common armament in Drukhari Kabals. They fire a torrent of tiny crystalline shards, exceeding the fire rate of their cousins’ Shuriken weapons. What they lack in armour penetration they more than make up for with the potent toxins composing each splinter. Even a scratch inflicts excruciating pain, paralysis, or death. Shardcarbine: More powerful than the Rifle, lighter and more manoeuvrable than the Cannon. The Shardcarbine’s blend of power and handling suits many Drukhari sensibilities. Splinter Cannon: This heavy weapon fires a torrent of toxic splinters ideal for mowing down lightly armoured enemies. It is commonly mounted on vehicles, but when outfitted with anti-grav suspensors it can be carried by a single Kabalite Warrior. MELTA WEAPONS Name Damage ED AP Range Salvo Traits Value Rarity Keywords Sht Med Lng Dragon Fusion Gun 16 4 –4 6 12 18 1 Assault, Melta 8 Very Rare Aeldari, Aspect Warrior, Asuryani Fusion Pistol 15 3 –3 4 7 10 1 Pistol, Brutal 6 Very Rare Aeldari, Asuryani Firepike 16 6 –4 9 18 27 1 Assault, Melta 10 Unique Aeldari, Aspect Warrior, Asuryani Guardian Fusion Gun 16 2 –4 6 12 18 1 Assault, Melta 7 Very Rare Aeldari, Asuryani Splinter Pistol: The Splinter Pistol lacks armour penetration but boasts an impressive rate of fire, and a single splinter penetrating flesh is sufficient to deliver ghastly toxins to kill or incapacitate. Splinter Pods: This assembly is effectively a pair of twin-linked Splinter Rifles mounted on a Skyboard. Splinter Rifle: Splinter Rifles are the Kabals’ primary weapons, every volley of toxic ammunition inflicting excruciating pain, torment that the Drukhari can savour. VORTEX WEAPONS Vortex weapons use advanced psychic technologies to tear a hole into the Warp. Targets are ripped apart by localised gravitic waves or sucked wholly into the Immaterium. Even if an affected target survives, they suffer from local distortions of reality; targets of Vortex weapons roll for Scattering (Wrath & Glory, page 186). SPLINTER WEAPONS Name Damage ED AP Range Salvo Traits Value Rarity Keywords Sht Med Lng Shard Carbine 8 1 – 12 24 36 2 Inflict (Poisoned 6), Rapid Fire (2) 5 Rare Aeldari, Drukhari Splinter Cannon 8 2 –1 18 36 54 1 Heavy (10), Inflict (Poisoned 6) 6 Uncommon Aeldari, Drukhari Splinter Pistol 7 1 – 6 12 18 1 Inflict (Poison 5), Pistol 4 Uncommon Aeldari, Drukhari Splinter Pods 7 1 – 9 18 27 2 Assault, Inflict (Poison 4), Rapid Fire (2) 6 Rare Aeldari, Drukhari Splinter Rifle 7 1 – 12 24 36 2 Inflict (Poison 5), Rapid Fire (2) 5 Uncommon Aeldari, Drukhari


85 D-Cannon: The Distortion Cannon is the heaviest Aeldari Vortex weapon. While fantastically powerful, it is short-ranged so it must be mounted on an antigrav platform or Wraith Construct. D-Scythe: The Distortion Scythe is a weapon steeped in taboo and suspicion among Aeldari, as it severs the link between body and soul. Souls are cast into the Immaterium, Necron engrams are scrambled beyond repair, and Tyranids can be wholly severed from the EXOTIC RANGED WEAPONS HAEMONCULUS WEAPONS Name Damage ED AP Range Salvo Traits Value Rarity Keywords Sht Med Lng Hexrifle 12 3 –2 18 26 54 – Inflict (Poisoned 6), Sniper (4) 8 Unique Aeldari, Drukhari, Haemonculus Liquifier Gun 10 2 – 4 8 12 1 Flamer, Inflict (Poisoned 5) 7 Very Rare Aeldari, Drukhari, Haemonculus Neuro Disruptor 10 6 –3 6 12 18 2 Agonising, Brutal, Pistol 10 Very Rare Aeldari, Anhrathe, Harlequin Ossefactor 10 5 –3 9 18 27 - Agonising, Brutal, Gruesome, Inflict (Hindered 1) 11 Unique Aeldari, Drukhari, Haemonculus VORTEX WEAPONS Name Damage ED AP Range Salvo Traits Value Rarity Keywords Sht Med Lng D-Cannon 20 3 –4 12 24 36 1 Heavy (14), Warp Weapon 10 Very Rare Aeldari, Asuryani, Vortex D-Scythe 15 3 –4 4 8 12 1 Heavy (12), Warp Weapon 10 Very Rare Aeldari, Asuryani, Vortex Wraithcannon 20 3 –4 9 18 27 1 Assault, Warp Weapon 8 Very Rare Aeldari, Asuryani, Vortex Hive Mind. Aeldari refer to this terrifying effect as ‘Cutting the Crone’s Cord’, believing that only MoraiHeg has the right to do such a thing. No matter how abhorrent the Aeldari find these weapons, they are nevertheless forced to deploy them when necessary to preserve their species from annihilation. Wraithcannon: Wraithcannons are smaller versions of the D-Cannon, typically carried by Wraithguard. The advanced technologies of several Aeldari weapons defy classification. They are each the product of genius intellects that have spent millennia manipulating fundamental cosmic forces. Hexrifle: A terrible pandemic once swept through Commorragh, turning victims to crystal. A Haemonculus Coven halted the disease and harnessed the same plague in weapons known as Hexrifles that deliver the same dastardly effect from range. Liquifier Gun: A ranged adaptation of the Ichor Injector, the Liquifier Gun sprays gouts of the user’s own blood, rendered lethal through Haemonculus alchemy. It spews venom, inflicting Poisoned (5) rather than On Fire. Neuro Disruptor: An elegant pistol grip with a long, psychocrystalline barrel. Its invisible beams sear nervous tissue. Conventional armour is little protection, and the only outward sign of a hit is a brief spasm as the target collapses. Ossefactor: The Ossefactor stimulates rapid bone growth. Originally a tool for Haemonculus fleshcrafting, it was weaponised to tear victims apart with their own skeletons. An Ossefactor’s victim impales bystanders with bone lances. Treat the dead target as the source of a Frag Grenade explosion. 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


86 MELEE WEAPONS Even basic Aeldari weapons are fashioned with skill and artistry that humbles younger species. Asuryani weapons are elegant, beautiful, lethal and efficient in equal measure. Drukhari are especially particular about their blades, appreciating the subtle differences in how they inflict suffering and harm. Many Drukhari, especially Wyches, outfit their weapon sheaths with special energy fields that keep the blade perpetually sharp. THE ART OF THE KNIFE Drukhari have a pathological need to inflict pain, and the simple, agonising cut of the knife is one of the first methods they learn to indulge their addiction. Many become obsessed with the subtle variations of anguish that can be drawn from victims depending on the particular design of a blade. They go to great lengths to customise their knives so they can drink specific nuances of suffering. Drukhari may upgrade a knife with Traits from Wrath & Glory page 208. Doing so doubles the knife’s Value and increases its Rarity one step for the purposes of Requisition Tests. A knife cannot have more than one such upgrade, and Traits with a rating cannot exceed 1. Hekatarii Blade: Wych training begins with mastering the Hekatarii Blade. It is a vicious, curved sword of advanced alloys. Countless variations exist, with minute changes in balance or specific serration patterns to complement the precise way a Wych desires to send the blood of her enemies dancing across the arena. Ichor Injector: Ichor Injectors resemble a mechanical claw with a large needle under the ‘wrist’. When the claw hits, the needle rams home, injecting the target with the attacker’s own alchemically-altered blood. The effects vary: some victims boil from the inside, while others dissolve into puddles of liquid flesh, still alive and twitching. Impaler: A large thrusting polearm with monomolecular-edged blades at the tip. It is a popular Wych weapon, but cumbersome, and often wielded with a Shardnet to make the target easier prey. Razorflail: Razorflails resemble ornate, serrated swords. With a touch from the user, the wire holding the blade segments together extends, turning the weapon into a vicious whip of razors. In the hands of a skilled Wych the weapon dances around defences, entangling and severing brutally. Shardnet: Shardnets are weighted wire mesh covered in vicious hooks and barbs. They administer electric shocks to entangled victims, greatly impairing their ability to defend themselves, while also causing involuntary muscle spasms that cause the hooks to tear deeper. The net deals damage every Turn or until the target succeeds on an Opposed Strength Test against the attacker (or DN 5, if the net was thrown), disentangling themself. Glimmersteel Blade: Mandrakes eschew weaponry, save for Glimmersteel Blades. These melee weapons take diverse forms, from brutal cleavers to vicious sickles and savage bonesaws. They are stained with their victims’ blood, but this does not lessen their keen edge Hellglaive: Long, symmetrical polearms with cruelly hooked blades at either end, Hellglaives are popular with Hellions, who use them to maintain balance and execute high-speed acrobatics by swinging around terrain using the hooks. POWERED MELEE WEAPONS Most Aeldari weaponry is extremely sophisticated. They employ Power Swords and Chainswords similar to the Imperium’s, and which often possess abilities outstripping anything Humanity can manage. Aeldari Power Sword: Using similar principles to Imperial Power Swords, Aeldari versions are far more aesthetically pleasing and boast superior craftsmanship.


87 MELEE WEAPONS Name Damage ED AP Range Traits Value Rarity Keywords Glimmersteel Blade (S)+3 3 –1 1 Rending (1) 5 Very Rare Aeldari, Drukhari, Mandrake Hekatarii Blade (S)+5 4 – 1 Parry 6 Uncommon Aeldari, Blade, Drukhari, Wych Cult Hellglaive (S)+7 6 – 2 – 6 Rare Aeldari, Drukhari, Hellion Ichor Injector 4 4 –1 1 Gruesome, Inflict (Poisoned 5) 6 Very Rare Aeldari, Drukhari, Haemonculus Impaler (S)+4 4 –2 2 Rending (2) 7 Rare Aeldari, Blade, Drukhari, Wych Cult Knife (S)+2 2 – Thrown (Sx4) – 2 Common Blade, [ANY] Razorflail: Sword (S)+3 3 –1 1 Parry 6 Rare Aeldari, Blade, Drukhari, Exotic, Wych Cult Razorflail: Whip (S)+1 2 –1 4 Agonising, Brutal 6 Rare Aeldari, Blade, Drukhari, Exotic, Wych Cult Shardnet 7 1 –1 2 Agonising, Inflict (Restrained), Rending (2) 6 Rare Aeldari, Drukhari, Exotic, Wych Cult Agoniser: The Agoniser is a powered whip containing specialised circuitry that interfaces with the nervous system of the target, inflicting phenomenal pain that can incapacitate or kill outright. Archite Glaive: Similar to Asuryani glaives, an Archite Glaive is unmistakably Drukhari. These exquisitely balanced polearms end in curved, pointed blades allowing a Wych to artfully sever a single artery or wholly bisect an enemy. Banshee Blade: These swords are exactingly designed to enhance the Howling Banshee’s melee charges while remaining swift enough to parry counterassaults. Void Sabre: Anhrathe favour the Void Sabre for its intimidating look as much as its lethality. They are constructed from a strange, tainted wraithbone somehow connected with the dead worlds of the Ghoul Stars. The activated blade drinks light and glows with unsettling runes. Demiklaive: A pair of shortened Klaive blades used by Incubi who prefer their Killing Strike in a flurry of slashes instead of one powerful blow. Demiklaives can be connected to form a single weapon if required. Electrocorrosive Whip: Obsession with every possible nuance of suffering led to creating this relative of the Agoniser. Its neuronic circuits deliver painful shocks while its advanced polymer length exudes potent venom into every wound. Executioner: Howling Banshee Exarchs have the honour of wielding the Executioner. It is an elegant glaive that makes a mockery of heavy armour. When wielded with both hands, it can cleave even an Astartes warrior in two. Flesh Gauntlet: A nightmarish Haemonculi weapon, the Flesh Gauntlet is a claw-shaped glove covered in needles and injector vials filled with volatile hypersteroidal growth serums. A character who dies by a Flesh Gauntlet is torn apart from the inside, transforming into a twitching pile of unrecognisable meat. 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


88 Ghostaxe: Particularly vengeful Wraithblades favour this weapon, sacrificing defence for destructive capability. The axe head concentrates the power field into a staggering impact. Ghostglaive: A two-handed polearm commonly wielded by Wraith Constructs. Ghostglaives are devastating weapons, rending armour while allowing the wielder to parry attacks from any fortunate enough to survive the first blow. Ghostsword (x2): Wraithblade Constructs commonly stride into battle wielding a pair of Ghostswords. They balance offence and defence, parrying attacks and gliding through armour. Guardian Chainsword: Aeldari Chainswords are similar to their Imperial counterparts, save for advanced power supplies and overall lighter, more elegant designs. Harlequin’s Caress: These gauntlets partly phase the user’s hand out of reality, allowing them to reach through flesh and armour and deliver grievous internal wounds. These attacks ignore armour and always deal Mortal Wounds. Harlequin’s Embrace: Resembling the Deathspinners of the Warp Spiders, the Harlequin’s Embrace is triggered just as the user engages their opponent, firing a net of monofilament wire that rapidly constricts the target, slicing them to ribbons. Harlequin’s Kiss: A wrist-mounted hollow spike, containing a coiled monofilament wire. When it penetrates armour, the wire rapidly uncoils inside the target, turning their innards into paste almost instantly. Huskblade: Though forged from advanced metals, this sword is the colour (and often shape) of ancient, weathered bone. A few blows reduce most enemies to little more than dust and a brittle skeleton by devouring the moisture in their bodies. Hydra Gauntlets: This bizarre weapon is a pair of gloves fashioned from a flexible crystalline weave of unknown, possibly extra-dimensional material. In combat, they transform from glassy smooth to a shifting fractal parade of razor-edged crystal blades no target can anticipate. Hydra Gauntlets treat a target’s Defence as 1 lower when attacking. Jester’s Blade: This powered blade, attached to the barrel of a Death Jester’s Shrieker Cannon, turns the heavy weapon into a reaping scythe. Klaive: The Klaive is an ornate, two-handed blade with one handhold halfway along its spine. They are used exclusively by Incubi, who consider Klaives and Demiklaives the only worthy melee weapons. Mindphase Gauntlet: A Mindphase Gauntlet resembles an emaciated, skeletal hand. It counts as an unarmed attack and does not deal damage conventionally. Instead, it saps strength and willpower. A character hit by a Mindphase Gauntlet must pass a DN 3 Willpower Test or lose 1 Willpower until the end of combat. Multiple hits stack; even a mighty Genestealer Patriarch may be rendered slackjawed and docile by this terrifying weapon. Miststave: These simple-looking weapons are as colourful and deceptive as the Harlequin Shadowseers who wield them. The Shadowseer channels their psychic might into a Miststave, augmenting its impact and flooding the target’s mind with confusion, making each successive strike harder to evade. Master Crafted Void Sabre: The most ancient Void Sabres display craftsmanship few Aeldari today could hope to equal. Their edge is keener, and their balance unmatched. The sign of a true Corsair Prince is possession of one of these rare and unsettling weapons. Powerblade (x2): Alongside their Death Spinners, Warp Spider Exarchs often wield a pair of Power Blades in case they must engage in melee.


89 POWERED MELEE WEAPONS Name Damage ED AP Range Traits Value Rarity Keywords Aeldari Power Sword (S)+5 4 –3 1 Parry 6 Rare Aeldari, Asuryani Agoniser (S)+3 4 –2 4 Agonising, Inflict (Poisoned 5) 7 Very Rare Aeldari, Drukhari, Wych Cult Archite Glaive (S)+6 4 –3 1 Unwieldy (2) 8 Very Rare Aeldari, Drukhari, Wych Cult Banshee Blade (S)+5 4 –4 1 Parry 7 Very Rare Aeldari, Aspect Warrior, Asuryani Demiklaive (S)+4 4 –4 1 Parry, Reliable, Rending (3) 11 Unique Aeldari, Drukhari, Incubus Electrocorrosive Whip (S)+3 4 –1 4 Agonising, Inflict (Hindered 2, Poisoned 5) 9 Very Rare Aeldari, Drukhari Executioner (S)+6 5 –3 1 Parry 8 Unique Aeldari, Aspect Warrior, Asuryani, Two-handed Flesh Gauntlet (S)+2 2 –1 1 Agonising, Gruesome, Inflict (Poisoned 5) 8 Very Rare Aeldar, Drukhari, Haemonculus Ghostaxe 13 5 –3 1 Rending (2) 7 Very Rare Aeldari, Asuryani, Wraithguard Ghostglaive 16 5 –3 2 Parry, Rending (2) 7 Very Rare Aeldari, Asuryani, Wraithguard Ghostsword 13 4 –3 1 Parry 7 Very Rare Aeldari, Asuryani, Wraithguard Guardian Chainsword (S)+5 4 – 1 Brutal, Parry 4 Common Aeldari, Asuryani Harlequin’s Caress (S) 1 –3 1 Rending (3) 10 Very Rare Aeldari, Harlequin Harlequin’s Embrace (S)+5 1 –2 1 Rending (2) 8 Very Rare Aeldari, Harlequin Harlequin’s Kiss 8 5 –2 1 Rending (3) 7 Very Rare Aeldari, Harlequin Huskblade (S)+4 5 –3 1 Brutal, Parry 12 Unique Aeldari, Drukhari Hydra Gauntlets (S)+3 4 –2 1 Brutal, Parry, Rending (2) 10 Very Rare Aeldari, Drukhari, Wych Cult Jester’s Blade 9 4 –1 1 Brutal 8 Very Rare Aeldari, Harlequin Klaive (S)+8 4 –4 2 Parry, Reliable, Rending (3) 11 Unique Aeldari, Drukhari, Incubus Mindphase Gauntlet (S) 1 – 1 Agonising 10 Very Rare Aeldari, Drukhari, Haemonculus Miststave 8 5 – 2 Brutal, Force, Inflict (Hindered 1) 10 Very Rare Aeldari, Harlequin Void Sabre 7 4 –3 1 Brutal, Parry 12 Unique Aeldari, Anhrathe Master Crafted Void Sabre 9 4 –3 1 Brutal, Parry 14 Unique Aeldari, Anhrathe Powerblade(x2) 8 4 –3 1 Parry 9 Very Rare Aeldari, Aspect Warrior, Asuryani Powerglaive 9 5 –2 1 Parry 10 Very Rare Aeldari, Asuryani Scissorhand (S)+3 2 –1 1 Rending (1), Inflict (Poisoned 5) 6 Very Rare Aeldari, Drukhari, Haemonculus Scorpion’s Chainsword (S)+7 4 – 1 Brutal, Parry 7 Very Rare Aeldari, Aspect Warrior, Asuryani Scorpion’s Claw 9 5 –3 1 Brutal 10 Very Rare Aeldari, Aspect Warrior, Asuryani Singing Spear (S)+6 5 – 1 Thrown 15 Assault, Force, Warp Weapon 12 Unique Aeldari, Asuryani Venom Blade (S)+3 4 – 1 Parry, Inflict (Poisoned 5) 10 Unique Aeldari, Drukhari Witch Staff 9 5 – 2 Brutal, Force, Warp Weapon 11 Unique Aeldari, Asuryani Witchblade 9 5 – 1 Force, Parry, Warp Weapon 10 Unique Aeldari, Asuryani 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


90 Power Glaive: Aeldari polearms grown from wraithbone, their metallo-crystalline blades are sheathed in a matter-disrupting energy field. Popular among Asuryani who have trained in close combat Aspect Warrior Paths. Scissorhand: The Scissorhand resembles a glove with powerful monomolecular edged blades protruding from the fingers. Vein-like tubing runs along the blades, constantly coating them in poisons. The effects vary but are usually engineered to cause such agony that victims pass out or die before the poison even begins killing the body. Scorpion’s Claw: An elegantly designed Power Fist of overlapping armour plates in a vicious pincer shape, the Scorpion’s Claw may also integrate a specialised Shuriken Catapult for ranged engagement. Scorpion Chainsword: The Aeldari artistry and attention to detail in these Chainswords belie their brutal effectiveness. They rip and tear with sickening ease. Singing Spear: Named for the high-pitched ringing tones it emits when wielded by Asuryani Warlocks or Seers, these polearms are beautifully ornamented and viper-swift. Wraithbone circuitry channels the wielder’s psychic power into every blow. It can also be thrown at a target up to 15m away, returning unerringly to its owner’s hand after the attack. Star Glaive: The Star Glaive is masterfully crafted by Bonesingers and tempered by years of use on the battlefield. These storied weapons are only bequeathed to the worthiest warriors, such as the Autarchs who command Aeldari warhosts. Venom Blade: Curved blades popular with Drukhari nobility. Toxin vials attach to sockets on the hilt, exuding venom from countless micropores across the weapon’s surface, ensuring each strike delivers a full payload of poison. Witch Staff: A slender, elegant polearm of wraithbone, housing a psychically reactive matrix in its core. The wielder’s force of will amplifies each strike, turning a simple staff into an engine of devastation. Witchblade: These large, elaborately decorated swords glow with Aeldari runes. The wielder can channel their will into the blade’s edge, giving it a cut that transcends physical sharpness. GRENADES Like much of their arsenal, Aeldari grenades employ various payloads, from those comparable to other races in the galaxy, to highly specialised variants such as hallucinogenic gas. Fusion Charge: Bulky devices used by Fire Dragons to crack the heaviest armour. The shaped charge must be attached carefully, taking a Full-Round Action, but the catastrophic damage they deliver makes the risk worthwhile. Hallucinogen Grenades: Harlequin Shadowseers employ these grenades on and off the battlefield. When performing mythic plays and stories, the psychotropic gas of these grenades fully immerses the audience in the production, so that even the most withered Drukhari Archon weeps with joy or sorrow. In battle the effect is identical, although the target audience rarely appreciates the irony of the moment before they die. Haywire Grenade: These grenades emit a massive electromagnetic blast over a short distance. NonAsuryani vehicles are heavily damaged as unprotected electronics burn out. Organic enemies are unharmed. Phantasm Grenade: Only the strongest wills can resist these Drukhari weapons without environmental protection. The gas evokes nightmarish visions of primal horror, making targets easy prey. Plasma Grenade: These grenades match the effectiveness of Imperial Plasma Grenades, but their advanced construction makes them smaller and lighter, allowing Aeldari to carry more.


91 Wireweave Grenades: These grenades burst in a mess of monomolecular filament wires, slicing and entangling anyone within the blast, or beneath it as it settles. In addition to the listed damage, any character hit takes 1 Mortal Wound if they move more than half their Speed within the blast radius until the monofilaments settle, 1 Round later. GRENADE WEAPONS Name Damage ED AP Range Salvo Traits Value Rarity Keywords Sht Med Lng Fusion charge 16 6 –4 Strength x 4m or as Launcher – Melta, may only target Vehicles/ structures 10 Very Rare Aeldari, Asuryani Hallucinogen Grenade – – – Strength x 4m or as Launcher – Blast (6), Inflict (Fear 4) 9 Very Rare Aeldari, Harlequin Haywire Grenade 10 10 -4 Strength x 4m or as Launcher – May only target Vehicles 8 Rare Aeldari, Asuryani, Ranger Phantasm Grenade – – – Strength x 4m or as Launcher – Blast (6), Inflict (Terror 4) 9 Rare Aeldari, Drukhari Plasma Grenade 10 5 -1 Strength x 4m or as Launcher – Blast (6) 6 Uncommon Aeldari Wireweave Grenade 8 5 -2 Strength x 4m or as Launcher – Blast (6), Rending (3) 8 Rare Aeldari, Asuryani, Ranger Wireweave Net: These devices resemble sleek antipersonnel mines. When activated by proximity trigger or remote signal, they deploy an ankle-high tangle of monofilament wires, invisible to the naked eye but capable of slicing through unprotected flesh and all but the hardest armour. Any character entering the area covered by an active Wireweave Net takes 1 Mortal Wound and suffers 1 Mortal Wound each time they move inside the area at more than half their Speed. ARMOUR Aeldari are acutely aware that their people face extinction. Asuryani armour themselves to preserve their dwindling species, the Drukhari for their own selfish self preservation. Both peoples construct armour to maximise their natural strengths, and though the crafting processes differ, the end results are similarly effective. Aspect Armour: This armour is particularly light, ensuring the wearer is not hampered in any action, while still offering respectable protection from damage. Aspect Armour (Heavy): Some Warrior Paths are more dangerous than others. These warriors are provided stronger armour bearing additional plating. When a blow cannot be avoided, it must be endured. Corsair Armour: Anhrathe are a motley collection of Aeldari, all far from home. Their armour reflects this, sporting features from several Aeldari cultures, and even other races, as the fleeting whims of the wearer dictate. Holo-suit: Holo-projectors distort the wearer’s outline into a fractal kaleidoscope as they move, making them almost impossible to target. The faster the Harlequin moves, the stronger the effect. Holo-suits don’t have DR; rather, they raise the wearer’s Defence and Stealth by 2. Ghostplate Armour: Favoured by Archons, these supple armour plates formed around pockets of lighterthan-air gas and incorporating a force shield, providing substantial protection while allowing impressive mobility. Incubus Armour: Like a dark reflection of Asuryani Aspect Warriors, Incubi employ expertly crafted warsuits fitted with extremely resilient protection. Although Aspect Armour is slightly more resistant, few Incubi are concerned; no armour is proof against the correct Killing Strike. 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


92 Kabalite Armour: Commorrite Kabals employ extremely well-crafted armour reinforced with lightweight plates of advanced materials to allow maximum mobility. Mesh Implants: Haemonculi often outfit themselves or their minions with subcutaneous armour implants. Such augmentations are always hideously obvious. The recipient usually appreciates the fear their enhanced form evokes in others. AELDARI ARMOUR Name AR Traits Value Rarity Keywords Aeldari Mesh Armour 3 – 4 Very Rare Aeldari, Asuryani Aspect Armour *4 Invulnerable 7 Very Rare Aeldari, Aspect Warrior, Asuryani Heavy Aspect Armour *5 Invulnerable 7 Very Rare Aeldari, Aspect Warrior, Asuryani Corsair Armour 3 – 4 Very Rare Aeldari, Anhrathe Ghostplate Armour *3 Invulnerable 6 Very Rare Aeldari, Drukhari Holo-Suit 0 7 Very Rare Aeldari, Harlequin Incubus Warsuit 4 – 6 Very Rare Aeldari, Drukhari, Incubus Kabalite Armour 3 – 4 Uncommon Aeldari, Drukhari Mesh Implants 3 Fear (2) 6 Rare Aeldari, Drukhari, Haemonculus Reaper Armour *5 Invulnerable, Cumbersome, Always counts as Braced 7 Very Rre Aeldari, Aspect Warrior, Asuryani Rune Armour *4 Power Field, Invulnerable 8 Unique Aeldari, Asuryani, Seer Wych Suit 1 – 5 Uncommon Aeldari, Asuryani, Wych Cult AELDARI SHIELD GENERATORS Name AR Traits Value Rarity Keywords Force Shield 3 Power Field 7 Unique Aeldari, Asuryani Gloom Field – Special 9 Very rare Aeldari, Asuryani, Force Field, Ranger Mistshield 2 Power Field 7 Very Rare Aeldari, Anhrathe, Force Field Serpent Shield Platform *1 Power Field 8 Very Rare Aeldari, Asuryani, Force Field Shadowfield *4 Power Field 14 Unique Aeldari, Drukhari, Force Field Shimmershield *2 Power Field 7 Unique Aeldari, Asuryani, Force Field Reaper Armour: The Dark Reapers’ armour is bulky, partly to stabilise their weapons, and partly because their astonishing firepower makes them a priority target. An Aeldari wearing Reaper Armour always counts as Braced when firing weapons with the Heavy Trait. Rune Armour: Rune Armour is worn by the Seers and Warlocks of the Aeldari. It is composed of minimal wraithbone plates etched with powerful psychic runes that augment the armour’s defensive abilities, sapping an attack’s strength before it hits.


93 Wychsuit: Wych Cults teach that the best way to avoid being wounded is to simply not be where the enemy strikes. Their armour is minimal, leaving large areas of skin exposed as if to taunt their opponent. Wyches prefer to rely on impeccable skill, speed and combat drugs. Force Shield: This miniature shield projector is similar to the Imperium’s Rosarius but with superior damage resistance. Gloom Field: When there is no cover to hide in, a Gloom Field simply creates it. Rangers within 10m of a Gloom Field always count as being in partial Cover (+1 Defence, stacks with Cameleoline Cloak bonuses). Mistshield: A slightly less powerful version of the Forceshield, the Mistshield is commonly used by Aeldari Corsairs. Serpent Shield Platform: A shield emitter on a mobile anti-grav platform, protecting the operator and allies within 10m. It can also be overloaded to create a blast of energy: once per encounter, all enemies within 10m of the platform must make a DN 5 Agility Test. Success causes them to become Staggered, while failure knocks them Prone. Shadow Field: These Drukhari shields are beyond the ken of most mortals. Shadow Fields create a shadowy distortion around the wearer, providing considerable protection, but it collapses entirely once penetrated. The first time an attack penetrates a Shadow Field and causes at least 1 Wound, the Shadow Field breaks and requires a successful DN 4 Tech-use (Int) Test to repair before it will work again. Shimmershield: Primarily used by the Dire Avengers, Shining Spears, and Asuryani or Anhrathe leaders, a Shimmershield protects against incoming fire and melee attacks, the dissipating force causing the characteristic ‘shimmer’ effect. HELMS AND MASKS Myths, legends, and their symbolism permeate every aspect of Aeldari culture, masks especially. Aeldari war helmets and masks are extremely elegant, styled after mythic heroes, villains or more esoteric representations. Drukhari masks are often repulsive to evoke fear, and in Commorrite society they hide weakness or emotion from rivals. Banshee Mask: The shriek of a Howling Banshee is enhanced by psychosonic amplifiers, paralysing enemies with fear. When a Howling Banshee Charges, they may make an Interaction Attack using Intimidate as a Free Action. Value: 8 Rarity: Very Rare Keywords: AELDARI, ASURYANI, HOWLING BANSHEE Beastmaster Mask: Drukhari Beastmasters wear shamanic masks, often fashioned from the skull or chitinous shell of a deadly creature. They incorporate sub-vocal emitters and pheromone projectors designed to intimidate the creatures they drive into battle. A Beastmaster Mask causes Fear in creatures with the BEAST Keyword within 20m. They can roll Resolve against a DN of the Beastmaster’s Rank to resist. Value:7 Rarity: Very Rare Keywords: AELDARI, BEASTMASTER, DRUKHARI WAR MASK Asuryani return to the Warrior Path when needed, and leave it when the battle is won. The War Mask is equal parts symbolic item and sacred ritual to shift their focus between civilian and martial Paths. Exarchs are trapped on the Warrior Path; the War Mask has become their true face. Harlequins take this even further, their shifting masks simultaneously representing everyone and nobody at all. 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


94 Ghosthelm/Lodestar Helm: The Ghosthelm uses complex wraithbone circuitry to conceal the user’s Warp presence, while the Lodestar Helm harnesses the protective shades of various Spirit Stones to achieve the same goal. Aeldari wearing either never roll on the Perils of the Warp table, and must make Psychic Mastery Tests at Unbound or Transcendent Power Levels. Value: 10 Rarity: Unique Keywords: AELDARI, ANHRATHE, ASURYANI Harlequin Mask: These masks usually represent whatever figure of Aeldari legend the wearer traditionally plays in their Troupe. The mask’s features shift at the owner’s mental command to assume any face or colour desired. In battle the mask is a kaleidoscope of dizzying colours and terrifying visions of the onlooker’s fears. Whenever an enemy becomes Engaged with a Harlequin, they must make a DN 3 Fear Test. Value: 9 Rarity: Unique Keywords: AELDARI, HARLEQUIN Mandiblasters: Mandiblasters are a pair of miniature laser weapons built into a Striking Scorpion’s helmet, psychically triggered when the perfect opportunity to strike reveals itself. If a Striking Scorpion rolls a Wrath Critical on a melee attack Test against a creature Size Average or smaller, the target suffers 3 Mortal Wounds in addition to the Critical Hit’s effects. Value: 8 Rarity: Very Rare Keywords: AELDARI, ASURYANI, STRIKING SCORPION Mirror Mask: The masks of the Shadowseers are glassy smooth and featureless, its surface made of shifting iridescent colours like spilt promethium over water. They sow doubt and confusion in all who see them. All Tests made against a Shadowseer take a dice penalty equal to the Shadowseer’s Rank –1. Value: 9 Rarity: Unique Keywords: AELDARI, HARLEQUIN Rictus Mask: Macabre even by Harlequin standards, it is rumoured that a Death Jester’s panoply incorporates the bones of their predecessor. In Troupes, they play Death, and relish the role. Any character attempting to move into Engagement with a Harlequin wearing a Rictus Mask must pass a Fear Test with a DN equal to 1 + twice the Harlequin’s Rank. Value: 9 Rarity: Unique Keywords:AELDARI, DEATH JESTER, HARLEQUIN Spirit Mask: Spiritseers guide those Aeldari war constructs piloted by the souls of the dead, helping them distinguish past from present and friend from foe. The Spirit Mask aids them in channelling their abilities. WRAITH CONSTRUCT allies within 5m of a Spiritseer gain +3 ED when inflicting Damage. Value: 10 Rarity: Unique Keywords: AELDARI, ASURYANI Tormentor: To earn a Tormentor, an aspiring Incubus must first kill an Aspect Warrior in single combat. Their slain opponent’s Spirit Stone is shattered and reconstructed into a torture device. The soul’s torment is released in a blast of terror that stops enemies in their tracks, allowing the Incubus to slaughter them at leisure. Unsurprisingly, Asuryani especially despise Incubi, even if circumstances require they become temporary allies. Once per encounter, an Incubus may activate their Tormentor. All enemies within 10m must pass a Resolve Test at a DN of the Incubus’s Rank or become Terrified. Value: 12 Rarity: Unique Keywords: AELDARI, DRUKHARI, INCUBUS


95 UPGRADES AND EQUIPMENT Other Aeldari equipment is every bit as advanced and specialised as their weaponry. Their simplest devices are so advanced it often surpasses the understanding of the other younger species in the galaxy. Anti-Grav Platform: Weapons with a Heavy (X) Trait may be mounted on these floating platforms. This removes the Heavy Trait, but the weapon requires an Aeldari within arm’s reach to move, and that Aeldari cannot Sprint. Value: 8 Rarity: Uncommon Keywords: AELDARI, ASURYANI Anti-Gravitic Suspensor Crystal: These small devices take many forms, from a single wraithbone crystal to a complex lattice of anti-grav repulsors embedded along the spine, depending on the Asuryani or Haemonculus who created them. When integrated into Aeldari armour (or bodies) an Anti-Gravitic Suspensor Crystal lets the user Fly at their base Speed. When integrated into a weapon with the Heavy (X) Trait, the Strength requirement to wield that weapon is halved. No more than 1 Anti-Gravitic Suspensor Crystal may be used in this manner. Value: 10 Rarity: Very Rare Keywords: AELDARI Arena Trophy: A particularly satisfying kill often moves Wyches to take a memento. It might be a human or T’au skull, something instantly recognisable, but not so large or heavy that it impairs their fighting speed. When a Wych takes an Arena Trophy, choose the Faction it came from; a famous Militarum general’s head would gain the IMPERIUM, ASTRA MILITARUM Keywords, for example. The Drukhari causes Fear (3) in any other character within 20m that shares one or more Keywords with the Arena Trophy. Value: 7 Rarity: Unique Keywords: AELDAR, BEASTMASTER, DRUKHARI Aspect Shrine: To stay true to their Aspect’s teachings while away from their Craftworld temples, Aspect Warriors often carry a symbolic relic of their shrine, to observe the proper rituals at all times. At minimum, each includes a meditative wraithbone icon, often styled as a rune significant to the Aspect. Some may store battle rites, relevant poetry, or speeches from past heroes for reference. An Aspect Warrior may use their Shrine during a Regroup or Respite. They gain their Rank in bonus dice for a single Test relevant to their Aspect (GM is final arbiter), including attack rolls. Cannot be used again until another Regroup or Respite. Value: 8 Rarity: Unique Keywords: AELDARI, ASPECT SHRINE, ASURYANI Blink Pack/Jump Generator: Warp Spiders or Shade Runners may make a DN 3 Pilot (A) Test to increase their Speed to 12 when they move, moving horizontally through other characters and ignoring terrain penalties. If the Test fails, their movement deviates according to Scattering rules (Wrath & Glory, page 186). A Complication triggers a roll on the Perils of the Warp table (Wrath & Glory, page 263). Value: 8 Rarity: Very Rare Keywords: AELDARI, ASPECT WARRIOR, SHADE RUNNER Bonesinger Shard: Ivory-coloured shards of wraithbone used by Bonesingers to alter existing wraithbone items, or create new ones. Bonesingers with a Shard ignore DN penalties for any Tests to build, upgrade, maintain, or destroy Aeldari technology. Value: 4 Rarity: Rare Keywords: AELDARI, ASURYANI 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


96 Cameleoline Cloak: Cameleoline fabric shifts its colours to match its surroundings. Many Rangers integrate aspects of the local environment into their cloaks for extra effect, weaving vines, leaves, tree bark and more into it to truly become one with the land. Wearer gets +1 bonus die to Stealth (A) Tests and +1 to Defence when in shadow or cover. Value:5 Rarity: Rare Keywords: ANY Chains, Blades and Hooks: Kabalite Warriors may embellish their suits as they wish. Blades, flesh hooks, and chains are popular, making the Warrior look more intimidating, and increasing their chances to lacerate in melee. This item may be purchased up to 3 times. Each time it is purchased, chose one of the following options: u Chains: May be used as a Whip, +1 to Grapple attacks. u Blades: Successful melee attacks also inflict 1 Bleeding Condition. u Hooks: All attempts to grapple the Drukhari increase their DN by 1. Value: 4 Rarity: Common Keywords: AELDARI, DRUKHARI, KABAL Channeller Stones: Anhrathe Soul Weavers seek out lost Spirit Stones to return to their Craftworlds. Until returned, however, they may commune with the stone’s inhabitant, borrowing a portion of their power and resilience. Once per turn, the Soul Weaver may reduce the Damage rating of a successful attack to 0. This applies only to the weapon’s Damage characteristic, and does not include ED and Shifted Icons which may still cause Wounds. Value: 9 Rarity: Unique Keywords: AELDARI, ANHRATHE Flip-Belt: Miniature anti-grav devices allowing Harlequins to perform acrobatics even other Aeldari consider incredible. The wearer ignores terrain penalties during movement. They may move past enemies without Engaging or provoking Reflexive attacks (they still provoke Reflexive attacks if already Engaged). They may also substitute Agility for Toughness when rolling Determination. Value: 8 Rarity: UNIQUE Keywords: AELDARI, HARLEQUIN Haemonculus Tools: Haemonculi are obsessed with their craft, and are never without their tools, going so far as to permanently graft some onto their bodies. These augmentations facilitate maintenance of their creations, but also include an array of stimulants, hormones, mutagens, and other incomprehensible devices for ‘field experiments’. Some carry tissue cultures that rapidly grow into replacement or additional eyes or limbs, although there are said to be occasional side-effects connecting the recipient to whatever lifeform they were originaly harvested from. Haemonculus Tools count as a pair of Mono-Knives that cannot be disarmed. In addition, they may include any 3 of the following items at once: u Chirurgeon’s Tools u Combi-Tool u Diagnostor u Medkit, Vat-Grown replacements for lost eyes or limbs (Recipient gains 1 Corruption and becomes Hindered for 2d6–Toughness days) u Mutagens (Forces a Mutation Test. The Haemonculus can raise or lower the result by 10) u 5 doses of any Combat Drug and/or Poison The Haemonculus may change the 3 items in their Tools during a Respite or other downtime. When in their personal quarters/workshop, the Haemonculus has access to all of the above. Value: 12 Rarity: Unique Keywords:AELDARI, DRUKHARI, HAEMONCULUS Hunting Trophy: Drukhari Beastmasters revel in breaking the fiercest creatures in the galaxy, and take trophies to commemorate satisfying hunts. This could be any recognisable object like a giant fang or beast hide. The trophy is a declaration of strength and respect demanded from noble and servant alike. The Hunting Trophy grants bonus dice to all Intimidation (WP) Tests made against NPCs as follows: u Adversary NPCs: Beastmaster wins ties u Elite NPCs: +1 dice u Troop NPS: +2 dice Value: 8 Rarity: Very Rare Keywords: AELDARI, BEASTMASTER, DRUKHARI


97 Initiation Brand: Branding is a popular method of marking an Archon’s property, and a reminder of what awaits underlings should they fail or betray (or fail to betray) their superiors. It bears the Archon’s personal sigil and glows red hot instantly when activated. An Archon with an Initiation Brand adds their Rank in dice to any social Test against Drukhari sharing the Archon’s <keyword>Kabal</Kabal> Keyword. In combat it acts as a Shock Maul (Wrath & Glory, page 212). Value: 5 Rarity: Unique Keywords: AELDARI, DRUKHARI, KABAL Initiation Token: Initiation to a Kabal brings status and power, but places initiates at the bottom of a new hierarchy. The endlessly varied Initiation Tokens are a reminder that despite any sense of belonging, a Kabalite’s comrades are nothing but stepping stones. When taking damage, the owner may instead choose another character with the same KABAL Keyword to take the hit. The new target must be within the owner’s move distance. Value: 4 Rarity: Uncommon Keywords: AELDARI, DRUKHARI, KABAL Rangefinder: Advanced sensor arrays resembling a Magnocular Scope. Results may display to a HUD or weapon scope. With a Rangefinder’s help an Aeldari sniper can accomplish truly astonishing feats of marksmanship. A Rangefinder combines Magnocular Scope and Preysense Goggles. When used to mark a target (a Full-Round Action in combat), it provides a +2 bonus to all ranged attack Tests against that target, eliminating penalties due to range and environmental conditions. Value: 10 (standalone), 12 (detachable) Rarity: Very Rare Keywords: AELDARI, ANHRATHE, ASURYANI Resonator Shard: These wraithbone spikes attach easily to most surfaces. When placed, any Aeldari attuned to a Resonator Shard instinctively knows where it is. Heavy weapons with a Blast rating may target the shard, rolling twice and picking the best result. More precise weapons gain no benefit unless the Shard is attached directly to the target. Value: 8 Rarity: Rare Keywords: AELDARI, ASURYANI, RANGER Ritual Tools: To walk an Aeldari Path is to balance on a razor’s edge. With specialised ritual, Aeldari can avoid losing their way on their journey. Aeldari with Ritual Tools may use them during a Regroup to remove 1d3+1 Shock. During a Respite or other extended non-combat scene they may use Ritual Tools to focus their mind on a particular task, adding their Rank in bonus dice to a single, Pathrelevant Test. Value: 7 Rarity: Very Rare Keywords: AELDARI, ANHRATHE, ASURYANI Shrine of the Father: The obsidian shrines in which the Incubi dwell and practice their murderous arts are menacing places, with an iron statue of Khaine – the ancient Aeldari god of murder – at their very centre. An Incubus with a Shrine of the Father may use it during a Regroup or Respite to contemplate the Killing Strike. Their next successful attack adds their Rank in ED. Value: 8 Rarity: Very Rare Keywords: AELDARI, DRUKHARI, INCUBUS 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


98 Spirit Stone: All Asuryani, and some Anhrathe, carry a Spirit Stone, an egg-sized jewel of incredible beauty. It protects their soul from She-Who-Thirsts by catching it at the moment of death. If an ASURYANI Agent is killed whilst carrying an unoccupied Spirit Stone, their soul retreats into its shell for protection. If retrieved, an ally can implant it into a Wraith Construct, so they can continue to wage war from beyond the grave. Apply the following changes to the Agent: u Their Species changes from Aeldari to Wraith Construct (page 13). u Their Speed changes to 5, and their Size to Large. They lose the Intense Emotion special ability, any Talents requiring the Aeldari Species, all psychic powers, and the PSYKER Keyword. They gain the WRAITH CONSTRUCT Keyword, and all the special abilities of a Wraith Construct. u The Agent increases their Strength to 5, and Toughness to 6, unless they already had Attributes at this level or higher. Any Attributes above the Species Maximums of a Wraith Construct (page 13) are reduced to their Species Maximum. Ynnari, empowered by death, have a unique rapport with Spirit Stone inhabitants. While most Spirit Stones find their way back to a Craftworld’s Infinity Circuit, some elect to ‘accompany’ an Ynnari for a time, offering wisdom, protection, and aid in battle. Once per session, an Ynnari Agent may call upon an inhabited Spirit Stone for aid, granting them either +1 Defence in combat, or +2 to a single Skill. This lasts for 1 combat encounter or scene, as appropriate. Value: 7 (empty), 12+ (inhabited) Rarity: Very Rare (empty), Unique (inhabited) Keywords: AELDARI Skyboard: Skyboards are single-pilot anti-grav platforms of exceptional agility and speed. When mounted, the user can Fly at Speed 12 and fire the board’s Splinter Pods. If the user rolls a Complication, their Skyboard becomes damaged. A DN 3 Pilot (A) Test is required to stabilise the device — if failed, it crashes to the ground, inflicting d3 Shock and an amount of falling Damage appropriate to the distance fallen (see Wrath & Glory page 201). Value: 8 Rarity: Rare Keywords: AELDARI, DRUKHARI, HELLION, ANTI-GRAV Swooping Hawk Wings: These jump packs consist of vibrating metallic feathers and miniature anti-grav projectors. The brightly coloured wings become a dazzling sight when activated, providing great agility and speed. The wearer can Fly at double their Speed, as per the Jump Pack rules in Wrath & Glory, page 237. Value: 8 Rarity: Very Rare Keywords: AELDARI, ASPECT WARRIOR, ASURYANI Terms of Covenant: Scourges and Incubi abide by certain rules. When hired, they negotiate Terms of Covenant. It is a standard contract, stipulating services required, payment, duration and so on. The penalties for breaching the Terms of Covenant are severe. Incubi and Scourges never knowingly break their Terms. Any Archon that tries, loses vital Scourge information services, or is annihilated by a whole Incubus temple. When an Incubus or Scourge takes a contract, replace their BLADES FOR HIRE Keyword with the Keyword of their employer. If the Terms are broken, Commorragh grants the aggrieved party considerable leeway in exacting revenge; allies will help, and only the most stubborn enemies will interfere. You cannot use this effect if you already have a [CRAFTWORLD], [COTERIE], [KABAL], [WYCH CULT], [COVEN], [MASQUE] or YNARRI Keyword. Value: 4 Rarity: Unique Keywords: AELDARI, DRUKHARI, INCUBUS Wraithbone Runes: Aeldari on the Path of the Seer use Wraithbone Runes to augment their psychic powers. Bonesingers assist the Seer in creating Runes representing people and concepts of deep personal significance to the owner. Wraithbone Runes allow the owner’s psychic powers to ignore the restrictions on Power Levels (i.e. if they make a Psychic Mastery Test at Transcendent, they can still make one at Unbound in the same scene). In addition, sustaining a psychic power raises the DN by +1, not +2. Value: 12 Rarity: Unique Keywords: AELDARI, ASURYANI


99 The Aeldari are learned in the flora and fauna of a galaxy they once ruled, and can harvest them to create potent substances to heal or harm. The Drukhari in particular are master alchemists, their obsession with causing pain driving them to discover or invent the most horrific toxins, and their violent society encouraging use of stimulants to gain any edge over their foes and each other they can. A standard Combat Drug dose lasts 4 Rounds. After this time, a second dose may be used, which lasts 5 Rounds, with further doses extending the duration by 1 Round. If the duration reaches the same number as the user’s Toughness, they must pass a DN 3 Toughness Test or suffer from an overdose: the drug inflicts Poisoned instead, at a rating of half the drug’s Value rounding up. DRUKHARI COMBAT DRUGS Adrenalight: Hyper-engineered adrenaline and aggression enhancers drive the user to leap into melee and fight with ferocious savagery, heedless of their defence. When the user makes a Charge or All-Out Attack Action, they make two attack rolls. Both rolls receive the bonus dice. Value: 7 Rarity: Rare Keywords: AELDARI, DRUKHARI, WYCH CULT Grave Lotus: Powerful muscle stimulants give the user enhanced strength for the duration. Until it wears off, the user adds +2 to their Strength Attribute and any Tests based on Strength. Value: 8 Rarity: Very Rare Keywords: AELDAR, DRUCHARI, WYCH CULT Hypex: A cocktail of stimulants at concentrations near lethal levels for most Drukhari, Hypex boosts agility and coordination, providing users an astonishing burst of speed. For the duration, the user adds +4 to their Speed rating. Value: 8 Rarity: Rare Keywords: AELDARI, DRUKHARI, WYCH CULT DRUGS AND TOXINS Painbringer: With specialised inhibitors modifying pain receptors and tailored hormones causing increased collagen production in the skin, Painbringer users are tougher and more painresistant. For the duration, the user gains +1 Resilience. Value: 8 Rarity: Rare Keywords: AELDARI, DRUKHARI, WYCH CULT Serpentin: A suite of personally tailored artisanal stimulants improve short range hand-eye coordination, reflexes, and agility in combat. For the duration, the user receives +2 to their Weapon Skill. It is expensive, but Wyches consider its benefits worth the price. If used by an Aeldari other than the one it was designed for, the benefits are halved. Value: 9 Rarity: Unique Keywords: AELDARI, DRUKHARI, WYCH CULT Splintermind: These specialised neurotransmitter supplements provide a large boost to long range perception and handeye coordination, and reduce muscle tremors. Ranged combat is boosted significantly, with the added benefit of making the user appear calmer under pressure to others. For the duration, the user receives +2 Ballistic Skill and Leadership. Each dose must be tailored to the specific user, and has no effect on anyone else. Value: 8 Rarity: Unique Keywords: AELDARI, DRUKHARI, WYCH CULT


100 eldari of the Asuryani make their homes on Craftworlds: vast ships of living wraithbone. On these self-contained worlds grown and tended by their own artifice, they pursue paths of rigid discipline and psychic development, nursing the embers of their history as they slowly cool to ash. The Gilead System is home to one Aeldari Craftworld: Ul-Khari, which collided with the frozen world Trollius, and now lingers there half-buried within the ice. THE ASURYANI Life on a Craftworld is defined by patience, moderation, and adherence to strictly defined rules that shape the course of an individual Aeldari’s life. Each Craftworld is a self-contained society, a civilisation in its own right. Their traditions and expectations vary, but there are common elements that apply to every Asuryani character in Wrath & Glory. WORLDS OF BONE All Craftworld Aeldari adhere to the Asuryani Path, or the Ai’elethra. A philosophy of rigid emotional discipline, the Path focuses an Aeldari’s prodigious intellects and energies upon the pursuit of one specific goal at a time. Every Asuryani walks several over the course of their long lives, typically crossing over to a new path only once they have achieved mastery over their current vocation. The Asuryani Path is more than tradition: by following strict doctrines and adopting detailed, sophisticated frameworks to govern both thought and action, Aeldari gain a measure of control over emotion and passion. The Aeldari mind is a complex, capable of intellectual feats and thought processes Humans cannot grasp. When they focus on one matter, most do so with a degree of single-minded obsession that borders on the fanatical. It is possible for an Aeldari to let a path consume their life. Those who do so are said to be ‘lost on the path’. This is a dangerous loss of self that msot rightly fear, though Exarchs — those lost on a warrior path — are an essential and respected part a craftworld’s military might.


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