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Wrath Glory Threat Assessment Xenos (Christopher Colston, Michael Duxbury etc.) (Z-Library)

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Wrath Glory Threat Assessment Xenos (Christopher Colston, Michael Duxbury etc.) (Z-Library)

Wrath Glory Threat Assessment Xenos (Christopher Colston, Michael Duxbury etc.) (Z-Library)

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CREDITS Warhammer 40,000 Roleplay: Wrath & Glory © Copyright Games Workshop Limited 2023. Warhammer 40,000 Roleplay, the Warhammer 40,000 Roleplay logo, Wrath & Glory, the Wrath & Glory logo, GW, Games Workshop, Space Marine, 40k, Warhammer, Warhammer 40,000, 40,000, the ‘Aquila’ Doubleheaded Eagle logo, and all associated logos, illustrations, images, names, creatures, races, vehicles, locations, weapons, characters, and the distinctive likeness thereof, are either ® or ™, and/or © Games Workshop Limited, variably registered around the world, and used under licence. Cubicle 7 Entertainment and the Cubicle 7 Entertainment logo are trademarks of Cubicle 7 Entertainment Limited. All rights reserved. Cubicle 7 Entertainment and the Cubicle 7 Entertainment logo are trademarks of Cubicle 7 Entertainment Limited. All rights reserved. Wrath & Glory originally designed by Ulisses North America Last Updated: 09 February, 2023 Writers: Christopher Colston, Michael Duxbury, Chris Edwards, Travis Legge, Ciarán O’Brien, and Sven Truckenbrodt Editor: Callum Collins Producer: Pádraig Murphy Cover: LJ Koh Illustration: Sam Manley, JG O’Donoghue, Stefan ‘Storykillinger’ Ristik, and Michael Savier Graphic Design & Layout: Tom Hutchings and Pádraig Murphy Cubicle 7 Business Support: Tracey Bourke, Elaine Connolly, Jennifer Crispin, Matthew Freeman, Paula Graham, Fiona Kelly, Neil McGouran, Kieran Murphy, and Cian Whelan Cubicle 7 Creative Team: Dave Allen, Emmet Byrne, Alex Cahill, David F Chapman, Walt Ciechanowski, Christopher Colston, Josh Corcoran, Zak Dale-Clutterbuck, Runesael Flynn, Diana Grigorescu, Elaine Lithgow, TS Luikart, Dominic McDowall, Sam Manley, Pádraig Murphy, Ceíre O’Donoghue, JG O’Donoghue, Laura Jane Phelan, and Sam Taylor Creative Director: Emmet Byrne Publisher: Dominic McDowall Special thanks to the Games Workshop team.


3 The desperate battlefields of the Gilead System Profiles...........................................5 Types of Threat...............................6 Building Encounters .......................8 Battlezones.....................................9 Lithe warriors, wayward pirates, and lethal performers The Embers of Empire ..................22 Aeldari Threats.............................27 Avatar of Khaine ...................27 Autarch .................................28 Farseer ..................................29 Warlock .................................30 Guardian Defender.................31 Storm Guardian .....................31 Ranger...................................32 Dire Avenger..........................34 Howling Banshee...................35 Striking Scorpion...................36 Fire Dragon............................37 Dark Reaper...........................38 Swooping Hawk.....................39 Warp Spider...........................40 Shadow Spectre .....................41 Wraithguard ..........................42 Wraithblade...........................42 Wraithlord .............................44 Aeldari Corsairs............................45 Corsair Prince ........................46 Felarch...................................47 Wayseeker.............................47 Soul Weaver ..........................47 Fate Dealer ............................49 Kurnathi................................49 Starstorm Duellists ................50 Voidreavers............................51 Harlequins....................................52 Solitaire .................................54 Death Jester ...........................54 Harlequin Player....................56 Shadowseer...........................57 Deadly warriors who thrive on suffering, intrigue, and pain The Drukhari................................58 Drukhari Threats..........................63 Archon ..................................63 Succubus ...............................64 Wych .....................................64 Haemonculus.........................66 Wrack....................................66 Sslyth ....................................68 Kabalite Warrior ....................68 Incubi ....................................70 Mandrake ..............................70 Grotesque ..............................71 Beastmaster...........................72 Clawed Fiend .........................73 Razorwing Flock....................74 Khymerae ..............................74 Hellion...................................75 Scourges................................76 Talos......................................76 Cronos ...................................77 Rampaging Boyz intent on krumpin’ their foes in a right good scrap Ork Kultur ...................................79 Ork Threats ..................................83 Warboss ................................83 Big Mek.................................84 Nob........................................84 Meganob................................85 Painboy .................................86 Weirdboy ...............................87 Flash Git................................88 Kommando ............................89 Stormboy...............................90 Tankbusta..............................91 Ork Boy .................................92 Beast Snagga Boy .................92 Runtherds .............................94 Gretchin.................................94 Squighog Boyz ......................96 Squigs ...................................97 Loota .....................................98 Mek .......................................99 Killa Kan..............................100 Deff Dread ...........................101 Morkanaut...........................101 Gorkanaut ...........................101 Insidious servants of xenos gods, bound together by tainted blood The Genestealer Cults ................104 Genestealer Cult Threats.............108 Patriarch..............................108 Primus.................................109 Magus .................................110 Acolyte Hybrid.....................112 Neophyte Hybrid..................114 Purestrain Genestealer.........117 Hybrid Metamorph ..............118 Aberrant..............................119 Abominant ..........................120 Nexos ..................................122 Locus...................................122 Kelermorph..........................124 Sanctus................................125 Reductus Saboteur...............126 Atalan Jackal...........................127 Biophagus ...........................130 Mechanical warriors of a war lost to myth, true inheritors of the galaxy Necrons .....................................131 Necron Threats ...........................136 Necron Lord.........................136 Overlord ..............................137 Royal Warden......................138 Technomancer......................139 Psychomancer......................140 Chronomancer .....................140 Plasmancer..........................141 Necron Warrior....................142 Immortal..............................144 Canoptek Scarab ..................145 Canoptek Reanimator...............145 Deathmark...........................146 Hexmark Destroyer..............147 Lychguard............................148 Flayed One ..........................149 Cryptothralls ........................151 Skorpekh Destroyer.............151 Canoptek Plasmacyte ..............152 Ophydian Destroyer ..............153 Canoptek Wraith..................154 Triarch Praetorian................154 Canoptek Doomstalker...............156 Lokhust Destroyer...............156 An upstart empire of high technology and inescapable loyalties The T’au.....................................158 T’au Threats...............................164 XV8 Crisis Battlesuit...............164 XV25 Stealth Battlesuit..............167 Fire Warrior.........................168 Fire Warrior Shas’ui...............169 Firesight Marksman..............169 Pathfinder............................171 Pathfinder Shas’ui ...............171 T’au Drones.........................174 Gun Drone ...........................174 MB3 Recon Drone................175 Tactical Support Drones .......176 The Kroot ...................................177 Kroot Carnivore ...................178 Kroot Shaper........................180 Kroot Hounds ......................181 Krootox ...............................181 Pech’ra ................................183 Knarloc ................................183 Great Knarloc.......................183 The Vespid..................................185 Vespid Stingwing.................186 Vespid Strain Leader...............186 T’au Vehicles ..............................187 Devilfish..............................187 Index .........................................189 I BATTLEZONE GILEAD AELDARI II DRUKHARI III IVORKS GENESTEALER CULTS V NECRONS VI VII THE T’AU EMPIRE BATTLEZONE: GILEAD AELDARI DRUKHARI ORKS GENESTEALER CULTS NECRONS THE T’AU EMPIRE


4 he Imperium is besieged by foes on all sides; some known, ancient enemies like the furious Ork hordes, others barely understood, such as the slowly stirring Necron armies. Were the full extent and capabilities of these enemies known to the average citizen of the Imperium, they would surely retreat into the lowest depths of the worlds, never to look upon the open sky again. Only those with true strength of will, or whose faith in the Emperor is unshakeable, can hope to learn of them and retain their sanity. In his lonely quarters aboard the Ducal Circlet, flagship of the flotilla, the Rogue Trader Jackal Varonius has commissioned a series of reports on the many enemies facing the Gilead System — it does not make for light reading. His fragile alliance with the Greensteel Corsairs grows ever harder to maintain, and the flickering hololight report suggests even more Aeldari are flooding into the system. Orks infest the asteroid belts, fashioning crude ships and somehow surviving where even the most experienced of his voidborn crew would struggle. The ravings of a Tech-Priest that he cannot fully dismiss speak of ancient xenos machines becoming active throughout the system, and earlier promises that the Genestealer infestation was isolated to a handful of quarantined space hulks were apparently overly optimistic. Some are even claiming that the T’au, a young but technologically advanced species native to the other end of the Galaxy have somehow gained a foothold in Gilead. Many claim that Jackal Varonius came to Gilead only to turn a profit: as he considers the horrifying implications of the Threat Assessment before him, the Rogue Trader cannot help but wish they were right. Threat Assessment: Xenos contains everything you need to include a swathe of new alien enemies in your games of Wrath and Glory. From cunning Aeldari Harlequins to the hybrid monstrosities of the Genestealer Cults, you’ll find everything you need to challenge even the most competent Agents of any Tier. BATTLEZONE: GILEAD


5 PROFILES Threat Assessment: Xenos contains dozens of new profiles for alien threats that stalk the worlds of Gilead. An enemy’s statistics, keywords, skills, and unique abilities are presented in quick-reference form as a Profile. These represent typical examples of that enemy. Tier/Threat: This shows how a team of Agents for a given Tier of game would consider a single enemy of that type. As a general rule, the same enemy is considered as less of a threat the higher the Tier of the Agents. For example, the Purestrain Genestealer below is powerful enough to qualify as a campaign-defining Adversary (shown by an ‘A’) to a Tier 1-2 party, an Elite (‘E’) at Tiers 3-4, while at Tier 5 the same threat is considered a mere Troop (shown by a ‘T’). Keywords: Any Keywords the Threat typically has, important for many Agent and enemy abilities. These cover the most common examples, but you can alter them as necessary. Primary Attributes: The Threat’s primary Attributes (S, T, A, I, Wil, Int, Fel) are listed first, followed by derived Combat Attributes (Resilience, Defence, Wounds, Shock), for easy reference during encounters. Skills: The total dice pools to use for any relevant Skill Test. Note: The most commonly linked Attribute Ratings are already included in these values! A Default dice pool is usually provided for unlisted skills. Bonuses: Any special rules that apply are found here. Abilities: The various Actions a Threat can take and the special abilities they can manifest are broken down into the following sub-sections: u Battlecry: These are combat abilities that activate only once, either at the beginning of combat or when this Threat takes its first Turn, usually providing the Threat an advantage or putting the Agents at a disadvantage. u Action: These are the most common Actions a Threat takes in combat, usually in the form of the typical weapons they possess, but can include psychic powers or other, stranger attacks. u Ruin: If a Threat has its own unique Ruin Actions, they will be detailed here. u Wrath: A few Threats have effects that only activate when they roll a Wrath Critical. They are detailed here. u Complication: Any effects that trigger when the Threat rolls a Complication ware detailed here. u Reaction: If the Threat can take any Reflexive Actions, they are detailed here, along with the specific conditions that activate them. u Determination: The Threat’s Determination dice pool is detailed here, including any requirements for it to roll Determination and any special effects pertaining to Determination. u Annihilation: Some Threats have abilities that trigger once they are Dying or dead. They are detailed here. Mental Traits: The Threat’s Conviction, Resolve, Speed and Size are listed here. Mob Abilities: Any special abilities or bonuses the Threat has while it is in a Mob are listed here. Note that the Mob still retains any abilities they had before forming a Mob; Mob Abilities are an addition, not a replacement! PURESTRAIN GENESTEALER Threat A|A|E|E|T <GENESTEALER> S T A I Wil Int Fel 6 6 6 6 4 1 1 Defence Wounds Shock Resilience 5 12 7 7 SKILLS: Default 6, Athletics 10, Awareness 8 (passive 4), Stealth 10, Weapon Skill 10 BONUSES Second Strike: This Threat reduces the MultiAttack penalty by 2DN, as though is had the Dual Wield Talent (Wrath & Glory page 133) ABILITIES BATTLECRY: Swift and Deadly The Threat Seizes the Initiative without spending a point of Ruin and Charges. It gains an additional +1 bonus die to its attack Test as part of the Charge. ACTION: Rending Claw: 12 + 4 ED / -2 AP / Range 1 / Rending (2) DETERMINATION: Lighting Reflexes Spend 1 Ruin to roll 6D6. This Threat can roll Determination against Mortal Wounds. Conviction Resolve Speed Size 4 3 8 Avg MOB ABILITIES Flurry of Claws: As long as all individuals in the Mob of Genestealers target the same opponent, they gain +2 bonus dice to the attack Test. BATTLEZONE: GILEAD AELDARI DRUKHARI ORKS GENESTEALER CULTS NECRONS THE T’AU EMPIRE


6 ADVERSARIES Adversaries are to Elites as Elites are to Troops. They serve as the arch-nemeses of any game, the Troops and Elites acting according to their plans. Even without their minions, they promise a difficult fight where survival is not guaranteed, and they are rarely without their followers. Adversaries typically have enhanced Skills, better equipment, and at least some of their Elite minions’ abilities, as well as powerful unique abilities and Ruin Actions. They are best saved for dramatic points in the story; Agents may hear of them working in the background during their missions, or learn of them after several encounters with their underlings. They make for excellent ‘boss fight’ showdowns, finales and (if they escape or the Agents can’t find the body) cliffhangers. MOBS Many threats in the Gilead System form near-limitless hordes, making up for individual weakness with strength in numbers. Swarms of lesser Tyranids, mobs of Ork Boyz, and masses of Chaos cultists routinely take to the battlefield. Keeping track of these large formations as GM would be extremely difficult if they were all treated as individual enemies, not to mention slowing encounters to a crawl. As GM you get to decide when to replace 2 or more Troops with a Mob. The circumstances around each encounter are different, and some combats may be served better by a large number of individual Troops. As a general rule however, if there are more enemies than Agents in a combat, it’s worth considering forming some of them into a Mob. It cuts down on the number of Turns per Round, so players aren’t left waiting for their next Turn, and keeping track of everything is easier for the GM. If individual Troops are having trouble damaging an Agent, forming a Mob can provide the extra dice needed to push through their defences. Players might find combat against individual Troops more exciting than a Mob, or they may dislike taking down every enemy and wish to get through fights quickly. Consider past encounters and adjust accordingly. With time and experience you will be able to judge when best to make use of Mobs. TYPES OF THREAT Wrath & Glory classifies the power of enemies according to the level of danger they pose relative to the Tier of the game, and not the experience and skills of the Agents themselves. While an individual Ork Boy poses a serious danger to an Agent in a Tier 1 game, the same Ork Boy is barely a speed bump for anAgent in a Tier 4 Game. This serves two purposes. First, when increasing the Tier of a game, it shows a real increase in power for Agents who may only have marginally improved combat skills. It helps to see it as growing experience and knowledge of an enemy’s weaknesses that aren’t easily codified in rules. Secondly, it keeps the combat fast and flowing. Fighting 20 Ork Boyz while tracking their individual Wounds would take a lot of time and book-keeping which dulls the momentum of the game. It is considerably more satisfying to carve a bloody path through them instead by treating them as lesser enemies. The Imperium is filled with heroes like Commissar Yarrick who have done just that, and it is exciting for players to follow in their footsteps. TROOPS Troops are expendable. They are still capable fighters that can cause serious harm (A Mob of 20 Astra Militarum soldiers in a good firing position can really hurt Agents at any Tier!), but they are easily defeated by a team of Agents working together. They are most dangerous at the beginning of combat, when they still have numbers on their side. Their purpose is to soak up damage for the Elites and Adversaries, and to make the Agents look heroic as they take on larger forces and win (albeit often with a bloody nose). ELITES Elites are the backbone of the enemy combatants. Regardless of Tier, they are dangerous individuals that require respect (or fear) from the Agents. They are a cut above the rest in terms of the damage they can take and dish out, and have the ability to use Ruin Actions, as well as often having powerful abilities.


7 Inappropriate use of Ruin can make players feel you are punishing them. It may be useful to discuss Ruin with your players before a game, so they know how it is generated and how it may be used. The idea of GM intervention modifying their Agent’s actions may be uncomfortable to some players, while others will enjoy it. Ruin is absolutely not there to punish players who make some lucky rolls or who solve a mystery too quickly, and it should never be seen as such. It is there to add dramatic tension, or unexpected consequences to choices. Ruin should be spent to enhance the story for everyone at the table. Your current pool of Ruin points should always be visible to players. This serves the dual functions of reassuring players that you aren’t conjuring Ruin out of nowhere, whilst functioning as an abstract representation of the growing darkness facing the Agents, adding subtly to the game’s tension. It’s a reminder that the dangers facing them are always watching, feeding on the Agent’s fears, doubts, and decisions. When designing enemies of your own, it can be tempting to give them a large number of unique Ruin Actions. For particularly powerful Adversaries this can be justified, but for more common Elites the commonly available Ruin Actions are usually enough to give them extra flavour and challenge, without slowing down combat. RUIN Just as your players earn Wrath points they can spend to dramatically improve their Agent’s fortunes, the GM earns Ruin, which serves a similar role for the game world in which the Agents struggle. Fate is a fickle thing, and at times the universe itself seems to oppose humanity. The forces arrayed against the Agents also have champions of their own, with abilities and a drive to succeed no less than their foes. Ruin is the currency the GM uses to make these dangers manifest in a game of Wrath & Glory. Ruin can be spent to empower enemies in many of the same ways players spend Wrath or Glory to empower their Agents. With Ruin a GM can re-roll a failed Test, recover Shock for an NPC, or allow a Determination roll. Particularly powerful enemies often have unique actions that cost one or more Ruin to activate. These powerful Actions can often turn the tide of a battle, giving enemies powerful advantages that can result in dramatic twists to a combat encounter. The Additional Ruin Actions Table below expands the options available to GMs in Wrath & Glory. These Actions are available to any enemy capable of using Ruin Actions. “Cower Before Me!” Force a single target to make a DN 3 Fear Test. For a second Ruin point, the GM may add the game’s Tier to the DN. Blasphemous Resilience Roll Toughness: add half the resulting Icons to Resilience for a number of Rounds equal to the game’s Tier. Gleeful Mockery The enemy uses a simple action to gloat at the Agents, revel in their dark powers, screech in alien fury, or otherwise taunt or mock them. They gain a number of bonus dice equal to the Tier of the game to their next Resolve or Determination roll. “Enough!” When in melee with multiple Agents, the enemy roars and stomps, wildly sweeps their weapon, or performs some other impressive feat in an attempt to knock their attackers out of Engagement. Engaged Agents must pass a Toughness Test (DN equal to the enemy’s Strength) or be knocked back, out of Engagement. Counterattack Can only be used after an Agent has spent Glory to Seize the Initiative. Once that Agent has acted, the GM may spend a point of Ruin; the Champion orders another enemy to immediately Charge that Agent and counterattack. ADDITIONAL RUIN ACTIONS BATTLEZONE: GILEAD AELDARI DRUKHARI ORKS GENESTEALER CULTS NECRONS THE T’AU EMPIRE


8 TIER 2 ENCOUNTERS Tier 2 encounters allow the GM to bring in a few more dangerous enemies. Ork Boyz who were dangerous Elites at Tier 1 are now mere Troops, and a Genestealer Acolyte goes from powerful Adversary to one of many Elites in service to something even more powerful. The Adversaries for Tier 2 are where most Agents get their first glimpse of the true scope of the enemy’s plans. TIER 3 ENCOUNTERS At Tier 3 the stakes are high, and the enemies encountered reflect that. At this Tier even the cunning Aspect Warriors of the Aeldari may simply be Elites operating under an all-knowing Aeldari Farseer. Tier 3 Agents are highly skilled and resilient, and require foes to match! TIER 4 ENCOUNTERS Aside from truly galaxy-striding figures, Tier 4 Agents are among the most powerful operatives that their Faction might field, and face Threats to match their stature. The Elites of Tier 3 now form sizable Mobs to ambush the Agents. Powerful xenos bring ancient, incomprehensible technology to bear against the Agents. The party may be assigned raid an enemy sanctum alone, delving into Corsair Voidships, the den of a Genestealer Cult, or an Ork Warboss’s stronghold. Only the truly greatest of the Imperium’s foes can threaten a group of Tier 4 Agents alone. TIER 5 ENCOUNTERS Genestealer Patriarchs, Ork warlords, mighty Daemon Princes and fragments of towering Aeldari Gods are just some of the terrible threats facing the Gilead System at this Tier. With the caveat that as GM you should present players with challenging but fair enemies, all bets are off as the full horror of the 41st Millennium is revealed. Mobs will be large, Elites will be plentiful, and Adversaries will approach the power of demigods. Tier 5 Agents are among the most powerful and famous operatives in the entire Gilead System, and their foes will stop at nothing to bring them down! BUILDING ENCOUNTERS When building an encounter, it helps to keep the strengths of the Agents, their performance in past fights, and any advantages and disadvantages in mind. The rules assume a balanced team of diverse Agents, so optomised groups may require larger, tougher, or more numerous enemies. If the encounter occurs in a location where the Agents can fortify or have clear lines of sight, distance or surprise on their side, it is reasonable that they could take on twice as many enemies as in a straight fight. The goal for most Encounters should be a selection of enemies that will challenge the Agents, but not completely overwhelm them. A good starting point for a typical encounter is to have two Troops per Agent, with half of those forming a Mob, plus one Elite or Adversary. Any encounter featuring more than 10 enemies quickly becomes difficult to keep track of, and it is easier to deal with these ‘extra’ enemies by forming a Mob, or even replacing some of them with an Elite. At any Tier, enemies ranking as Troops are the nameless meat shields that give the Elites and Adversaries time and space to use Ruin Actions, psychic powers, or illustrate the true depth and depravity of their nefarious plans. Elites are excellent additions for giving the enemy some teeth; they have their full Wounds and Shock values, and usually at least one ability that can bolster flagging Troops or seriously hurt one or more Agents. TIER 1 ENCOUNTERS For a game with 5 Agents, the starting point above means a squad of 10 enemy Troops and an Elite, which looks intimidating, but remember that most Troops have 1 Wound, and they fall quickly. While Tier 1 is the ‘weakest’ Tier, Agents are still impressive figures above the rank and file. Barring terribly misfortune an appropriate encounter should leave them battered but not broken. They should emerge victorious, with resources remaining. Tier 1 encounters are the opening stages of much larger threats; a handful of Gretchin or the dregs of a freshly established cult. Adversaries make for fights where survival is not guaranteed, though a wise GM may opt to disgrace, humble, or otherwise harm the Agents without killing them.


9 Battlezones can have both obvious and hidden dangers. Obvious ones should be detailed, so players can prepare and look out for them. Most people travelling to Nethreus know of the ferocious megafauna that roam the wastelands, and either stay in the safety of the cities or arm themselves with mighty weapons and vehicles before venturing forth. They may not be aware of the world’s many other dangers, such as regions of pulverised rock dust fine enough to drown in, or they may trust in rebreathers that protect against toxins but cannot stop the searing, corrosive gases regularly belched out from the molten depths. These hidden dangers are likely only known by Agents native to the world, or those with a high Scholar Skill. Without such specialist knowledge these hazards should be detailed only when they are about to happen. If an Agent identifies a hazard in advance, the GM should reward them by reducing any DN associated with Tests to avoid the risk in question. Agents must otherwise rely on their skills and equipment to avoid or endure the sudden challenge. It is important to strike a balance between describing the battlefield and letting the players act. Too little description and players have nothing to work with, too much and you risk both boring the players with exposition or denying them opportunities to make their own Narrative Declarations by spending Wrath. It is also vital to be mindful of any boundaries your players have set when describing a scene. Your role should be to create opportunities that encourage players to be inventive and dramatic, and to throw challenging but fair fights and other obstacles in their paths. As always, the most important rule is if something is getting in the way of the fun, change or ignore it. Once you have chosen an appropriate Battlezone Hazard Table, Rolling 1d66 per Tier of your game is probably enough to provide some unique environmental challenges and opportunities for the Agents. The composition of the party may call for fewer (or, if everyone is a Space Marine, even more). Alternatively, simply choose your Hazards if you want your Battlezone to have specific details. You can roll or choose from multiple Battlezone Hazard Tables to further tailor your encounters: for example a Space Hulk that crashlands on Nethreus could easily feature Battlefield Hazards for Space Hulks, Volcanic Wastes, and Deathworlds! BATTLEZONES The worlds of the Gilead System were brought into the Imperial fold through a bloody crusade, and the scars of those wars remain centuries later. Under the baleful light of the Great Rift, the embers of old conflicts are fanned to life, and new violence erupts across the system. Starving citizens riot in Enoch’s increasingly squalid cities while heresies from the Age of Apostasy threaten the Adetpus Ministorum from within. The factory-cathedrals of Avachrus echo with bitter rivalries over points of techno-dogma, and deadly proxy wars between rival Magi rage. Xenos pirates raid agri-world and hive city alike. Daemonic invasions tear at the very fabric of reality, manifesting the impossible as the laws of nature come apart. No corner of the Gilead System is free from conflict, and those who fight to save it must know those corners intimately if they are to be effective. This chapter uses the term ‘Battlezone’’ to refer to the various environments where combat is likely to happen in a game of Wrath & Glory. Several types of Battlezone common to the Gilead System are described, along with advice in integrating the environment of a scene into the encounter. Finally, the Battlezone Hazard Tables (pages 11-21) allow you to generate the unique dangers and opportunities a Battlezone may provide both Agents and their enemies. When the GM is describing a scene, it is important to remember that the environment can have as much character as the NPCs populating it. Describing the sights, sounds, and smells the Agents encounter will help to immerse players. These could include the monotonous prayer chants of hive workers, or the stench and desperate cries for aid in a refugee camp on Enoch. Should the players have to brave a location touched by Chaos, the GM should note the moving shadows and scratching, incessant whispers behind an Agent’s eyes as that grow louder ever minute. This is no less true when a scene turns to combat. By adding descriptions of the environment to a fight, you can turn the Agents’ surroundings into both ally and enemy. Stray shots in the hangar bay puncture a fuel pipe, bathing enemies in fire, while the cramped passages of a space hulk make swinging a large melee weapon difficult, and ranged combat near-impossible — just how Genestealers stalking the Agents like it. BATTLEZONE: GILEAD AELDARI DRUKHARI ORKS GENESTEALER CULTS NECRONS THE T’AU EMPIRE


10 The Sin Eternal The Sin Eternal is a relatively small space hulk, comprising perhaps two dozen mostly Imperial vessels. The points of collision are a confusing tangle of wreckage-strewn tunnels, while the relatively undamaged core of each ship features wide corridors and rooms dotted with shrines, unpowered machinery, and granite statues of saints and heroes. It is to the core of one such ship the Agents must venture, an old navy frigate filled with still-functioning security turrets and a handful of surviving Kataphron Destroyers and Breachers, where the ship’s main cogitator contains, according to old records, a fragment of a Standard Template Construct the Adeptus Mechanicus would trade whole worlds for. The Law of Atrophy The Agents have infiltrated the Law of Atrophy, a sprawling monstrosity of hundreds of ships. While infested with Genestealers, the core is an Astartes strike cruiser from the last days of the Horus Heresy, and surely holds wonders that could turn the tide of the battle for Gilead. After several gruelling encounters, the Genestealers suddenly back off as the Agents reach the core. The corridors here seem to pulse, and the turrets guarding the strike cruiser are malformed and grotesque. It would seem that this Astartes vessel was not on the side of the Imperium during the Heresy. After mellennia adrift, its hunger is insatiable. BATTLEZONE: SPACE HULK Space hulks inspire fear in almost everyone who knows of them, and their reasons are wholly justified. Massive conglomerations of lost voidships from millennia of space travel, space hulks are equal parts labyrinth, mausoleum, historical relic, and existential threat. They often contain fabulous treasures, such as holy relics or archeotech, but just as often they contain dangerous enemies. A space hulk can contain ships from nearly any spacefaring species, so one can encounter nearly any life form in the galaxy aboard, albeit often twisted inside and out by unprotected travel through the Warp. The mish-mash of wildly different technologies and security systems, combined with the corrupting touch of the Empyrean, make space hulks extremely dangerous, and even successful expeditions usually involve a great deal of violence. Space hulk Battlezones are as varied as the ships which comprise them. One might be a vast gothic chamber from an Imperial cargo hauler, while another might be a dense warren of claustrophobic tunnels spanning dozens of ships. Designing your own Space Hulk for Agents to explore is covered in detail in Redacted Records, and many of the dangers mentioned there can supplement the Battlezone Hazards Table.


11 11-15 Steam Pipes Pipelines that produce a plume of steam when shot. It hurts, but does no Damage. Canny Agents who pass a DN 3 Ranged Attack Test may use them to provide a smokescreen, or flush enemies out of cover. 16-24 Promethium Line Pipes containing volatile fuel. DN 3 to hit, success bathes a Blast 5 area underneath in flames as if attacked with a Flamer (Wrath & Glory, page 219). 25-33 Tarantula Sentry Turret Somehow still functional after millennia, a rapid-fire turret targets the Agents. Use the stats for a Combat Servitor (Wrath & Glory, page 335) with 0 movement, replacing the Heavy Bolter with any gun that has the Salvo ability, as appropriate for the origin of the Space Hulk. 34-42 Timed Corridor Perhaps a capacitor regularly discharges arcs of electricity along its length, or maybe it is bisected by the teeth of an enormous turning cog: whatever the case, traversing this part of the Battlezone requires passing a DN 3 Athletics (S) Test or suffering a 10+2ED hit. 43-44 Gravitic Anomalies Part of the Battlezone has very different gravity from the rest. Moving through requires a DN 3 Strength (for high gravity) or Agility (for low gravity) Test. If failed, traversing the area takes twice as long as it should. 45-46 Flooded with Gas This section of the Space Hulk is filled with leaking pipes spilling dangerous gas into the air. Without rebreathers or Astartes implants, anyone passing through must test for Suffocation (Wrath & Glory, page 201. 51-52 Lurking Broods Somewhere aboard the ship is a nest of Genestealers that hasn’t woken up yet. A Complication on any attack sends debris tumbling below deck, waking 1 Genestealer. If neither side are Tyranids, it attacks at random on the following Turn. At the GMs discretion, a sufficently large explosion, or waking 3 or more Genesteakers, alerts the entire nest of 3d6 Genestealers. 53-54 Industrial machinery Cargo loaders, cutting lasers, abandoned mining drill platforms or other assorted machinery make effective cover, but might make an even more effective weapon with a successful DN4 Tech (Int) Test. Machinery may be repurposed for a single use attack on the enemy. The results may vary according to the nature of the machine; A single Heavy Flamer, Lascannon, or Autocannon shot are appropriate. 55-56 Tenebro-Maze The Battlezone resides partly in a ship’s Tenebro-Maze, making movement confusing. Any combatant who Sprints must pass an Awareness (Int) Test or their intended destination moves (Roll for Scatter, Wrath & Glory, page 186) 61-62 “We Pray for Souls Adrift on the Tide” The ship containing this Battlezone was originally lost in the Warp, and it is still haunted by phantoms of the crew’s final moments. Illusions of screaming deckhands and desperate battles against an unseen foe flit across the area, saturating it in an aura of visceral dread. On a Wrath Complication, one such vision targets the combatant and they must pass a Resolve Test with a DN equal to the game’s Tier, or suffer the Terror Condition. 63-64 Home Advantage An illustrious Imperial cruiser, a magnificent Aeldari Void Dancer, or an Ork Kroozer festooned with guns, spiky bitz and bosspoles, this Battlezone resides in a ship that exemplifies a particular Faction’s golden age. GM chooses a Faction: any combatants with that keyword get +1 dice to all rolls while in the Battlezone. 65 Prison Ship Block This Battlezone contains shattered corridors filled with small prison cells and the ceilings contain multiple pict-feeds and defence turrets. If the Agents can locate the warden’s office, they can attempt to power up the cogitators and screens (DN 4 Tech (Int) Test) and gain an immense tactical advantage over the enemy. Enemy movements are automatically detected unless they are aware of the picts (which also give Agents +2 dice to detect enemies attempting stealth), and a successful DN5 Tech (Int) Test allows an Agent to locate and command a turret to fire at detected enemies. Treat turrets as stationary Gun-Servitors that always fire full auto and have 4 ammo points. SPACE HULK BATTLEZONE HAZARDS D66 Result Description BATTLEZONE: GILEAD AELDARI DRUKHARI ORKS GENESTEALER CULTS NECRONS THE T’AU EMPIRE


12 In a hive city, the terrain over which Agents are likely to fight depends on the city’s main industrial functions: the oceanic hive cities of Charybdion focus on aquatic foodstuffs and promethium refineries, whilst those on Gilead Primus must import most of their food, concentrating their workforces on supplying the Gilead Gravediggers with the uniforms, armour, and weapons they need. The wealth and power of the enemy is another important factor. If they are in a hive city to abduct a noble scion, the fight will range across fine marble halls, open plazas, and palatial mansions of the spires, with enemies likely comprised of handpicked private security forces with the best wargear and training their employers can afford. Conversely, hunting cultists in a manufactorum workforce will expose Agents to numberless hordes of superstitious, illiterate hive scum with crude weaponry, in an environment bathed in foul pollutants and toxic air. If the Agents must accompany a kill-team to purge areas deep in the lower levels of the hive, they will face even greater threats from mutants, power outages, severe environmental hazards, Emperor knows what else that has grown in the shadows! Hydro Station Gamma-4 Hydroelectric Station Gamma-4 was built on the outer walls of Hive Aidon on Charybdion and intentionally left open to the seas, in a failed attempt to turn the fury of the waves into power for the surrounding hive districts. When the Agents arrive to investigate reports of Drukhari raiders, their mission is severely hampered by the erratic power fluctuations, a result of the cramped corridors constantly flooding and draining as Charybdion’s waves batter and threaten to drag them screaming from the city, into the depths below… The Diligence of Saint Frederick Known as The Diligence of Saint Frederick, this Las weapon manufactorum lies deep in the core of Hive Amarathia. Filled top to bottom by production lines for the endless supply of weapons needed by the Militarum, Agents are sent to investigate possible cult activity, and quickly find themselves fighting an entire factory of heretics adept at the construction and operation of ranged weapons. Whether they choose to escape or fight to the cult’s leader, they must be wary of cultists operating deadly machinery, rigging booby traps from charge packs, and mobs of disorganised but well-armed zealots. BATTLEZONE: HIVE CITY Colossal city arcologies housing billions of souls, hive cities stretch high above the clouds and cover entire land masses. They are typically the industrial powerhouses of a solar system, the vast majority of the population toiling in mass production facilities producing everything from clothing and food to the relatively simple but ever in demand weaponry of the Imperial Guard. The social stratification of the Imperium is exemplified in the hive city; while the lower and middle levels are almost completely devoted to mass production and housing menial labourers, the upper levels belong to influential guilds, the scribes and archives of the Administratum, and wealthy merchant families, with the highest spires reserved for the ruling nobility. The lowest hive levels, usually subterranean or considered uninhabitable due to pollution and industrial accidents, are for those even the common labourer considers beneath contempt; infinite mutations, crimes, and heresies multiply in the forgotten depths.


13 11-15 Bad “Weather” Waste runoff from upper levels mixed with condensation from the billions of workers results in a deeply unpleasant rain of sludge that smears visors and makes the skin itch. For 1D6 Rounds everyone takes a +1DN penalty as the shower gets in the way. 16-24 Promethium Tanks Whether on the same hive level or just above or below, a stray shot or explosion could cause a section of Battlezone to go up in flames! On a Wrath Complication, the shot penetrates a prometheum tank causing a 10+4ED damage explosion with Blast rating equal to the AP of the weapon. Depending on the Hive City, feel free to replace promethium with any number of substances under pressure that might inflict Poisoned, On Fire, or other Conditions. 25-33 “Keep Moving, Citizen.” This part of the Battlezone has a heavy presence of Guild Enforcers, private security or even Adeptus Arbites. They take a dim view of any violence they are not personally inflicting in their jurisdiction, and are more inclined to kill than arrest. Wrath or Ruin points can be spent to declare that the fight has been noticed by 1D6 security (use Enforcers, Wrath & Glory, page 331, with improved Wargear the higher up the Hive they are), and unless it is extremely obvious that one side is not their enemy, they will attack both equally. 34-42 Malfunctioning Power The lighting flickers, air vents sputter, and temperatures fluctuate uncomfortably; without torches, breathing aids etc. Agents are Hindered. 43-44 “In the Name of the Golden Throne, Protect me!” A Preacher, Confessor, or other holy person is caught in the Battlezone! They may have a bodyguard or two (use Enforcers in Wrath & Glory, page 331) but won’t last long against the Agents’ enemies unless they move to protect them. Failure grants the GM 1 Ruin, success grants players 1 Glory. 45-46 Weapons Manufactorum The Battlezone is littered with half-assembled weapons and their accessories. Any Common-rarity weapons do not run out of ammo during combat. 51-52 Pharmacopoeia Production The Battlezone includes a production line for simple medical and first aid items. Combatants rolling Determination convert 1 bonus Wound into Shock. 53-54 Food Processing Silos filled with Ostian grain, fish from Enoch or Charybdion, corpse starch, and more can be found in abundance here. While the silos may be targeted like Waste Storage above, food is incredibly precious in Gilead and such waste will cost Agents Influence and/or Wealth if they survive. 55-56 Riot! The many civilians decide to stand and fight both the Agents and their foes! A Wrath Complication results in 1 Wound lost, as bloodthirsty but untrained citizens vent their fury on everyone around them. 61-62 Bewildering Crowds There are simply so many hivers that it is nearly impossible to detect surprise attacks. Combatants attacking from stealth reduce the amount deducted from their Stealth Score by 2 (Wrath & Glory, page 182). 63-64 Panicking Citizens Throngs of people run every which way as violence erupts. All ranged attacks get a +2DN penalty as combatants are shoved and jostled by fleeing citizens. 65 Misinformed Witnesses Crowds in the Battlezone see the Agents fight, and get the wrong impression. They will go to the authorities (which could be Arbites or the local gang). The Agents have time after the Encounter to convince, bribe, intimidate, or assassinate any witnesses, should they wish. If they decline, a group of the appropriate security guards for that hive level will accost them later, possibly resulting in further Encounters. 66 Meat Shield The civilians here don’t know whether to run or fight, which makes them potential allies! With a successful Deception (Fel), Intimidation (Wil), or Leadership (Fel) Test, an Agent turns the crowd into an allied Mob of 3D6 Imperial Citizens (Wrath & Glory, page 327). HIVE CITY BATTLEZONE HAZARDS D66 Result Description BATTLEZONE: GILEAD AELDARI DRUKHARI ORKS GENESTEALER CULTS NECRONS THE T’AU EMPIRE


14 Crystalline Forest Occasionally on Nethreus, regions rich in hyperalkaline salts cool into dense, crystalline “forests”. Rival factions fight over this bounty, as it is easily processed into essential metals and gases, but the environment is lethal: a slight increase in atmospheric moisture can make these crystal “trees” burst into flame at a moment’s notice, as can a stray breath or Las round. Worse, the wind drives razor-edged slivers of crystal straight through most protective clothing. These Crystalline Forests are a lure to creatures besides humanity, however. Several forms of Megafauna seem to make use of the crystal formations as part of their lifecycle, and mining details are often interrupted by the emergence of such a beast. The Acastan League routinely dispatches one or more Knights to defend rich formations during mining. This is a hazardous duty, as the largest of trees pose a threat even to the armour of an Imperial Knight should they explode nearby. Most of these battles end in the destruction of the Forest, set alight by the overwhelming firepower of the Knights involved. Some pilots attempt to avoid this by relying purely on melee weaponry to face their foes, lessening the chances of a conflagration and thereby winning a substantial honour — should they prevail. Plague Vine Even among the vile squalor and pestilence spread by those who now claim the Death World of Vulkaris as their own the planets native flora still poses a dire threat. Plague Vine, also known as the “Burning Vine” or simply “Pus Creep” by those unfortunate enough to have witnessed its devastating effects is one of the deadliest. Plague Vine sends out slow creeping branches from its root system, slick with a viscous slime-like covering that slowly eats and rots through even hardened adamantium. Exposure to flesh results in immediate seeping burn like wounds that share the same virulent properties of the vine itself, quickly spreading further infection. Within days, those infected who are unable to amputate the blighted area suffer a prolonged and agonising death, their withered corpses lost to the Death World forever. BATTLEZONE: DEATHWORLD Some worlds are so dangerous, so utterly hostile to human life, that the Administratum labels them Deathworlds. These worlds are known across the Imperium for their violent weather, ferocious and particularly resilient Xenos, radioactive atmospheres or any number of other factors that make human survival nigh-impossible. Yet humanity lives and sometimes even thrives on such worlds, carving out a place for itself through resilience, adaptability and determination. Few born on a Deathworld live to adulthood, but those who do are peerless survivors and hardy beyond most Imperial citizens. The only Deathworld in Gilead is Nethreus, whose inhabitants cling to life in a series of Dominions, protected from the predations of Megafauna by towering Imperial Knights. The world is additional beset by endless volcanic turmoil which, combined with the ferocious megafauna, form a crucible in which the ruling Knights are forged into proud and mighty warriors. The only thing that all Deathworlds have in common is regions (or sometimes the entire planet) that are horrifically inhospitable to human life. Survival on a Deathworld is a constant struggle — the slightest lapse in vigilance can be fatal. The reasons for the danger vary wildly between worlds, and even between biomes on the same world. Microbes may cause fatal disease, or the flora and fauna might be overwhelmingly territorial, venomous, toxic, or all three. The world could be wracked with powerful storms, or have a magnetic field so strong it induces psychotic rage in the human brain. Many feature hazards typical to other Battlezones; for example, being a volcanic Deathworld, Nethreus features many of the more dangerous hazards common to the Volcanic Wastes Battlezone, although likely with increases to the DN of any Tests, and even higher damage caused, as befits the exaggerated extremes of a Deathworld. None of the hazards encountered in a Deathworld Battlezone are trivial, and should challenge Agents at all tiers, even without the added dangers of combat.


15 11-15 Spore/Gas Emissions Whether volcanism, fungal spores, or toxic insectoids, a Wrath Complication may be used to cause a target to Test for poison as a wrong step stirs up trouble. 16-24 Antagonistic Flora Creeping razorvines, super-adhesive lichen, or strangling liana severely inhibits movement; Combatants that move faster than half their Speed must pass an Awareness (Int) Test or take 1 Wound as the Deathworld Flora attacks the unwary. 25-33 Dangerous Cover Whether a tree turns out to be carnivorous, a rocky outcrop proves highly radioactive, or a cloud of insects administers lethal stings, there is no safe shelter on a Deathworld. Combatants taking cover must pass a DN 2Awareness (Int) Test each Round or take 1 Wound. 34-42 Blood in the Water The scent of the wounded draws swarms of vicious Deathworld carnivores. Any combatant who causes Wounds may spend a Wrath (or Ruin) Point to summon a Mob of 1d6 carnivores that attack the wounded target until it is slain, or they are. Other combatants may spend Wrath/Ruin Points on their turn to add another 1D6 carnivores to the Mob. If not creating your own creatures, use the stats for a Dissector-Skull in Wrath & Glory, page 336. 43-44 Caustic Surroundings The air, plants, and animals steadily corrode your equipment. Wrath Complications on an attack roll reduce the Damage of the weapon by 1 until repaired with a Tech (Int) Test after the Encounter. 45-46 Ambush Predator Plant or animal, something lies in wait, ready to pounce. Combatants must pass a DN 4 Awareness (Int) Test to notice the predator and may attempt to lure enemies towards it with an appropriate Interaction Attack. Use an Elite-level enemy with appropriate stats or abilities if not designing your own creature. 51-52 Venomous Terrain Plants, birds, insects, even the rocks are toxic and hostile! All Wrath Complications additionally force combatants to pass a DN 2 Toughness Test or become Poisoned. 53-54 Extreme Temperatures Perhaps a solar flare bathes the planet in fire, or the Agents venture to the night side of a tidally locked world. The Battlezone is suddenly subjected to intense heat or cold. Combatants without appropriate protection or shelter must Test for Exhaustion after a number of Rounds equal to their Toughness (Wrath & Glory, page 201). 55-56 Hard Rain Whether torrential downpours or showers of radioactive isotopes, the rain is trying to kill you! Combatants without appropriate protection or shelter must pass Athletics (S) or Toughness Tests to avoid being knocked Prone, and subjected to radiation or Poisoned as appropriate. 61-62 Ill Winds Powerful winds blow radiation, toxins, or even seeds that pierce armour and feast on the flesh within are common on this Deathworld. Combatants not sheltering behind cover must pass a DN 3 Athletics (S) or Toughness Test to avoid being knocked Prone, irradiated, Bleeding, etc. as appropriate. 63-64 Lethal Humidity The air is so full of moisture that human lungs can’t extract oxygen. Without breathing apparatus or augmetics, combatants on this Battlezone are subject to Suffocation. 65 Psycho-spores The air is filled with microbes or spores that not only bypass most filters, but cause terrifying hallucinations! The GM chooses a psychological Condition for the spores to cause before combat. Without sealed breathing environments or lung augmentations, combatants must make a DN 5 Willpower Test. Failure causes the combatant to take the Condition. A successful use of Medicae (Int) can remove the Condition, or prevent it if used before exposure (requires local knowledge or a DN 6 Scholar (Int) Test). 66 Apex Predator Whether Nethrean megafauna or Catachan Devils, the Battlezone is part of their territory! If not creating your own lethal creature, use an Adversary-level enemy with stats and abilities thematically appropriate for the Deathworld. It will attack a random side at first but considers all combatants threats/food. DEATHWORLD BATTLEZONE HAZARDS D66 Result Description BATTLEZONE: GILEAD AELDARI DRUKHARI ORKS GENESTEALER CULTS NECRONS THE T’AU EMPIRE


16 Heat protection and water supplies are the primary concerns for Agents venturing into volcanic wastes, and both are in short supply. Large eruptions create their own weather systems, fiery storms crackling with lightning and acid rain, along with poisonous gases belched from the bowels of the planet. Tectonic activity is difficult to measure, let alone predict. A cadre of Nethrian Sacristans have, alongside their other duties tending to the mighty Imperial Knights, been making a long study of volcanic activity on Nethreus in an attempt to predict episodes of violent volcanic activity. This has met with limited success, and those who have spent too long on the project often begin to speak in hushed tones about the planet being possessed of a will of its own, frustrating any attempts to model its movements and emissions. Some on Nethreus claim to have a sense for upcoming geological activity, whether it be from an old injury or burn flaring up or their own studies, but few are able to accurately predict conditions more than one or two days in advance. The Eye of Acasta Where an erupting volcano meets the relatively cooler weather front their planet’s night side, it forms what Nethreans sometimes call an Eye of Acasta: a mileswide tornado filled with superheated rocks and grit, that can strip flesh to the bone. Setting foot in an Eye of Acasta is very dangerous, but sometimes necessary. Adeptus Militarum companies sent to aid with evacuations ahead of the storm are sometimes caught in them. The prepared buckle down in armoured vehicles or in hastily dug shelters to protect against the constant barrage of pyroclastic material. The ill prepared are picked up by the winds and flung to their deaths, or suspended amidst the gale by capricious winds and their flesh stripped from their bones. Black Glass Valley Geological savants believe Black Glass Valley formed when Nethreus was struck by a sizable comet, the ice rapidly cooling the magma before large crystals formed, resulting in a scar on the planet’s surface made almost completely of obsidian. It is one of the more constant regions of Nethreus, although to call it stable is foolishness; constant tectonic stress has shattered the valley into a multitude of viciously sharp edges, and even a small tremor can drive spearlong shards of glass clean through anything short of tank armour. BATTLEZONE: VOLCANIC WASTES Fiery worlds dominated by volcanoes, earthquakes, and extreme heat make for poor homes for the Imperium’s citizens: but the sheer wealth in precious metals, often found at the surface, near-pure and easily extracted, makes them essential in supplying the Emperor’s war machine. Such extreme volcanic activity is primarily found on young worlds, still in the process of cooling, but other factors may cause any world to exhibit similar climates. Moons orbiting a massive planet find their surfaces endlessly broken apart and reheated by tidal stress. The catastrophic malfunction of ancient terraforming technology, weapons used in Exterminatus, impact events and even stranger, Warptouched events may turn a planet from lush paradise to molten hellfire. With a cool enough atmosphere, volcanic worlds can boast impressive plant growth from the mineral-rich ash that makes up the soil, making them potential food sources, although ones that may be destroyed in the next eruption or earthquake, making the Administratum slow to approve such projects. On others, like the Deathworld Nethreus, the fiery climate permits only the hardy worldroot to grow, while the animal life has grown to gargantuan proportions that threaten entire city Dominions.


17 11-15 Combustible Scenery Stray shots may ignite gas pockets, volatile minerals etc. An attack that misses but rolls a Wrath Critical may set the target On Fire if they fail a DN 3 Athletics (S) Test (Wrath & Glory, page 202). 16-24 Pyroclastic Vents For 2D6 Rounds, toxic gases flood the area. Characters without a sealed air supply Test for suffocation (Wrath & Glory, page 201), with failures inflicting Poisoned Condition. 25-33 Thin Crust Part of the Battlezone has a deceptively solid surface. Characters moving into it who fail a DN 3 Athletics (S) Test suffer a 10+2ED hit and are On Fire. 34-42 Ash Storm Unshielded equipment clogs and stops working on a Wrath Complication. Breathing without protection requires DN 3 Toughness Test or Agent begins Suffocating (Wrath & Glory, page 201). 43-44 Ash Dunes Agents sink down to their knees in hot ash. This is Difficult Terrain (Wrath & Glory, page 181) where crawling is impossible. 45-46 Searing terrain While solid, large parts of the Battlezone are still dangerously hot; Taking cover, falling prone, or being pushed into such a hazard prompts a DN 2 Athletics (s) Test to avoid being set On Fire. 51-52 Geysers Part of the Battlezone regularly erupts with superheated steam, chemicals, or radiation. Roll 1D6; This is the number of Rounds between eruptions, as well as its Blast Rating. Anyone in the area must pass a DN 2 Athletics (S) Test or suffer a 10+2ED hit. Other factors such as rad poisoning may apply as appropriate for the Deathworld. 53-54 Grit Storm The wind blows fine grit into unshielded equipment, jamming triggers, shorting circuits, and scouring exposed skin. All ranged attacks that roll a Wrath Complication automatically suffer the Weapon Jam Combat Complication. 55-56 Endless Smoke Ash-laden smoke obscures vision across the Battlezone, adding +2DN to Ranged attacks and Awareness (Int) Tests, and +1DN to melee attacks, unless combatants have acute senses or vision augmentations. 61-62 Heat Mirage The intense heat plays tricks with your vision, forming mirages and distorting your perception. All ranged attacks are +1DN 63-64 Tectonic Rumblings The Battlezone is near a tectonic fault, and earthquakes are frequent. Players may spend 1 Glory, and the GM may spend 1 Ruin, to trigger a quake; all opposed combatants must pass a DN 4 Athletics (S) Test or fall Prone. 65 Accelerant The air of the Battlezone contains pockets of highly flammable gases. Any firearms that roll a Wrath Complication ignite a nearby pocket, causing 1D6+1ED Damage to the weapon user, who must also pass a DN 3 Athletics (S) Test or be set On Fire. 66 Volcanic Apocalypse D6 Rounds after combat begins, massive volcanic activity strikes the Battlezone! Constant earthquakes throw buildings and combatants about, jagged lances of redhot stone erupt from the ground and flaming balls of lava arc into the air before splattering on the ground. Each Round, combatants must pass an Athletics (S) Test with DN equal to the game Tier, or suffer one of the following (Roll 1D3): 1: Knocked Prone 2: Stuck by a 10+1ED damage with AP -2 3: Stuck by a 12+2ED damage with AP -1 and the Flamer Trait VOLCANIC WASTES BATTLEZONE HAZARDS D66 Result Description BATTLEZONE: GILEAD AELDARI DRUKHARI ORKS GENESTEALER CULTS NECRONS THE T’AU EMPIRE


18 rare or dangerous, and freezing to death is a constant possibility. However, frozen worlds also contain a wealth of resources. The ice provides clean water, the low temperatures mean useful volatile substances remain in the planet’s crust instead of boiling away into space, and the dour, uncompromising people that survive in these lands make for excellent Militarum soldiers. Frozen worlds can vary greatly, with some having seasons while others are locked in permanent ice. A sufficiently cold planet might earn the dubious title of Deathworld, where the lakes are made of liquid nitrogen and an unprotected Agent’s eyes will freeze solid within seconds of exposure. Whether the snow is made of water or ammonia, they still hold many hazards in common, and knowledge of these is key to Agents braving these harsh environments. Absolution’s End Agents are sent to protect a holy site at Enoch’s north pole: an ancient tomb bearing the heraldry of the Absolvers. There is very little to decorate the tomb, though a single line of text in High Gothic reads, ‘Here a brother lies, his vows fulfilled.’ The tending of the grave is a matter of ancient agreements between the Absolvers and the Ecclesiarchy of Enoch, who despite recent tensions see that the grave is well appointed. It is said that vows made while standing before the tomb are especially binding, and that breaking such a pledge brings madness and regret. The Edge of Ruin Few save the Aeldari themselves are permitted to walk the borders of their shattered Craftworld, and Agents are required to swear mighty oaths before setting foot on Trollius. The Asuryani are loath to admit it but they need help. The impact of Ul-Khari has been catastrophic, and whatever nameless evil stalks the tundra of Trollius has rattled all but the strongest willed. The Craftworld’s Wraithguard, awakened to guard what remains of Ul Khari, seem troubled, their Wraithsight especially obscured by some unnatural presence. They have been seen firing, apparently at random, into the blizzards, and despite their presence a number of important Asuryani have vanished from the middle of otherwise secure encampments. BATTLEZONE: FROZEN TUNDRA Trollius, Valhalla, Fenris — the Imperium has settled many icy worlds across the galaxy. Life on such worlds is harsh; there is little farmland, animals are


19 11-15 Thin Ice A thin crust of ice conceals deep snow or a drop. Target must make an Athletics (S) Test to avoid getting stuck, falling Prone, or taking fall damage as appropriate. 16-24 Glacial Scree Aeons of glacial movement have cracked and loosened the ground of this Battlezone. If a combatant rolls a Wrath Complication on their turn, the ground gives way and they must pass an Athletics (S) Test or fall Prone. Cunning Agents may use this hazard against their enemies, for example a DN 4 Called Shot at the target’s feet could cause a landslide. 25-33 Icicle Overhangs Sharp spikes of frozen liquid litter the ceiling or overhangs of this Battlezone. A Wrath Complication causes shots to ricochet and send one such icicle crashing downwards. The target must pass an Athletics (S) Test or suffer damage equal to a single Boltgun shot (10+1ED, Brutal). 34-42 Frozen Volatiles Many highly combustible substances are found frozen or crystallised on this Battlezone. By making a DN 5 Called Shot, a combatant may hit one such deposit and cause an explosion equivalent to a Frag Grenade. Flame or heat weapons reduce the DN by 2. A Wrath Complication may cause the shooter to be included in the blast! 43-44 Bitter Winds Savagely cold winds sap the strength and speed from your body. For the duration of the Encounter all Free Actions are counted as Simple Actions. 45-46 Freezing Joints The bitter cold ices up joints in your armour, making your movements sluggish. All combatants are Vulnerable for the duration of the Encounter. 51-52 Brittle Cold The intense cold makes armour plates prone to shattering. Combatants may Shift Exalted Icons to reduce target Resilience by 1 as if they possessed the Armourbane Talent. Agents who already possess Armourbane reduce target Resilience by 2. 53-54 Fierce Blizzards Heavy snow impairs vision and dulls sound. +2DN to all Ranged attacks, and -2DN to Stealth Tests. 55-56 Reactive Snow Instead of water, the snow is composed of some other substance, and it reacts violently to blood! Whenever a combatant takes Wounds, they must pass an Athletics (S) Test at a DN equal to the number of Wounds lost, or be set On Fire. 61-62 Hardy Scrub Small mounds of vegetation such as bushes and stunted trees cover the Battlezone. All combatants who are prone at the end of their Turn Get a +1 Resilience bonus for light cover. 63-64 Abominable Snow Beast A dangerous predator stalks the frozen tundra! Use the profile of an Ork Nob if not designing your own snow creature. It attacks a random faction, but may be coerced or persuaded to switch sides by passing a DN 5 Survival (Wil) Test. 65 Snow Blind Overexposure to ultraviolet light due to the reflective snow and ice before or during this Encounter risks causing snow blindness. Combatants not wearing protective eyewear or possessing augmetics or implants protecting the eyes must take a DN 3 Toughness Test. If they fail, they are Blinded for the duration of the Encounter. If they roll a Wrath Complication, the accompanying headaches and dizziness make them Staggered until the Encounter is resolved. 66 Avalanche! The heavy snowfall is one loud noise away from crashing down a mountainside and engulfing the Battlezone! Every time a non-Silent weapon is used, roll 2D6 (Blast weapons roll 3D6): On a double 1, the avalanche is triggered. The full effects are up to the GM but should include 10+3ED damage to each combatant who fails to find shelter, and in subsequent Rounds the entire Battlezone is Difficult Terrain. FROZEN TUNDRA BATTLEZONE HAZARDS D66 Result Description BATTLEZONE: GILEAD AELDARI DRUKHARI ORKS GENESTEALER CULTS NECRONS THE T’AU EMPIRE


20 The wastes outside a Mechanicus city are somewhat easier to navigate, but no less dangerous; they are filled with scrap heaps and lakes of toxic effluent, the entire area long ago picked clean of every piece of useful, sacred technology. The Tech-Priests rarely consider these areas; after all, they are the zones designated for industrial waste and useless materials both organic and metal, beneath the notice of their calculations. Here, redundant facilities slowly crumble, and enclaves of miserable scavengers eek out their existence. Rumours sometimes circulate about forgotten caches of actual, useful technology hidden away long ago. Some of these are even true, though the machine spirits of any devices are often old and confused, unable to tell friend from foe and dangerous to handle as a result — even for a skilled Tech-Priest. Orbital Array 14-C The massive orbital ring surrounding Avachrus handles a staggering amount of trade. Security is tight as a result, and the massive construct bristles with devastating weaponry. It is said that, of all the world’s in Gilead, only Ostia and boasts a more substantial defensive system. Any faction intent on raiding Avachrus must first deal with the defences on the Orbital Ring, which is precisely why small Drukhari raiding parties frequently attack in fast moving vessels that can avoid the ring’s massive cannons. The TechPriests of Avachrus have long relied on the Ring for defence against voidships, and if the Drukhari can disable a substantial portion of the ring then the planet itself and its massive population will provide ample opportunity for raiding. Object of Interest #419 OI419 is a medium sized metallic asteroid whose position and velocity was such that only minimal effort was required to bring into orbit around Avachrus. It has been in position for almost a century, and its once substantial mineral wealth is almost depleted. In a few more months the last of its metal-rich interior will be carved out, and the rocky remains accelerated out of orbit. Numerous settlements dot the asteroid, most dedicated to extracting and refining the extracted ore. OI419 holds a dangerous secret, however. It was once part of a Necron Tombworld, shattered long ago. At its heart are dozens of Necron Warriors and their war machines, awaiting the signal to awake and reclaim the Galaxy as their own. Soon, their rest will be disturbed by the busy hands of Imperial miners, eager to claim the last of the asteroids ore. BATTLEZONE: FORGEWORLD The worlds of the Adeptus Mechanicus are equal parts manufacturing plant and sacred temple, and the TechPriests rarely distinguish between the two. While the creation of simple technology is usually left to Imperial citizens on their own planets (with appropriate Adeptus Mechanicus supervision, of course), more complex items are only produced on the Forgeworlds, by the handful of Magi who jealously hoard the ancient knowledge on how to do so. Forgeworld Battlezones can be divided into populated zones and the desolate wastelands outside them. Populated Forgeworld Battlezones can be bewildering to most Agents. Repetition is sacred, and the miles of steel corridors and production lines are impossible for an offworlder to navigate without aid. The Machine God informs every thought and action, and efficiency takes priority over even the few concessions other worlds allow their workers. As the Tech-Priests and their frequently augmented labourers are often freed from certain mortal limitations and concepts, so too are their manufacturing processes. If a process benefits from a smaller working space, then the Magi will remove extraneous limbs from their workers to make better use of the room. Why tolerate a loss of production when you can simply administer stimulants to your workers so they require no sleep?


21 11-15 Servo Skull Network For whatever reason, the Battlezone is constantly crossed by Servo Skulls on their way to or from some inscrutable task. Ranged attacks which roll a Wrath Complication hit a Servo Skull instead of the intended target. 16-24 Security Checkpoints The Tech-Priests control the flow of their workers as tightly as their data. The Battlezone contains a number of scanners and automated checkpoints. The GM may spend 1 Ruin to have the automated guns mounted on them target an Agent. (Treat as an immobile Gun Servitor from Wrath & Glory, page 335). 25-33 Binary Flood A series of vox-speakers “sing” hymns in the static shriek of Binary Cant, disorientating and deafening combatants. GM rolls 1D6: the result is the number of Rounds between bursts. Combatants must pass a DN 3 Toughness Test for each burst, or gain 1 Shock. 34-42 Forge-Shrine The Battlezone houses a shrine to the Omnissiah. If it is damaged in the Encounter, the Agents may lose Influence. It may also be accessed by any combatant to deploy an allied Gun Servitor, with a successful DN 5 Tech (Int) Test. 43-44 Magrail Tunnels The Battlezone is divided by one or more railway lines over which mag-trains occasionally ferry material from one manufactorum to another at blistering speeds. Agents may spend 1 Wrath (and the GM may spend 1 Ruin) to declare that one such train begins speeding through the battlezone. For 3 Rounds combatants cannot move or shoot across the rail line, and anyone caught in front of the mag-train suffers 15+2ED damage as if from a weapon with the Brutal trait. 45-46 Abandoned Cathedral Forge Little but dust and rust is found in this Battlezone. Malfunctioning servitors, no longer useful in the eyes of the Tech-Priests, leak strange ichors from scabrous interface sockets and perform nonsensical tasks in eternal repetition. This Battlezone is desolate, dark, and profoundly disturbing. When the Encounter begins, all combatants gain 1 Shock. 51-52 Manufactorum Oversight The Battlezone is part of a production line monitored by a Tech-Priest (use the suggested Attributes, Skills and Talents in Wrath & Glory, page 109). They are heedless of the actual battle unless it interrupts the task they are supervising. If this happens, they summon a Mob of 5 Combat Servitors and attack the combatants responsible. 53-54 Automated Firing Range The Battlezone covers a large empty space, with various targets at one end and a constant stream of Servitors at the other, as newly forged guns are tested for defects. On a Wrath Complication, a combatant finds themselves in the firing line of one such weapon! Make a Ranged Attack against the combatant (assume a dice pool of 6) with a randomly chosen Las or Projectile weapon. 55-56 Scrap Wastes The Battlezone is used as the Forgeworld’s dump, and automated hauler ships constantly ferry waste from populated areas to be unloaded from a great height. On a Wrath Complication, one such hauler dumps tonnes of waste scrap onto the Agent. They must take an Athletics (S) Test: they take a 10+2ED hit if they fail, and take no damage but are knocked Prone and away from cover if they pass. 61-62 Organics Unworthy Beyond This section of the Forgeworld is devoted to work impossible for unaugmented workers, be it saturated with superheated steam, flooded in pollutants or features dangerous falls for those not blessed with leg augmetics. Choose an Environmental Hazard from Wrath & Glory, page 201, or an appropriate Hazard from another table. On a Wrath Complication, the combatant is targeted by that Hazard, taking any Tests required. 63-64 Wall of Smoke The Battlezone is poorly ventilated, and the smoke and steam are so thick that visibility is poor and breathing difficult. Awareness and Ballistic Skill Tests take +2DN, and anyone not wearing a rebreather or appropriate implants must pass a Toughness Test each Round or become Hindered. Levels of Hindered stack. 65 Caught in the Cogs The Wargear and augmetics of the combatants catch the eye of one of the Forgeworld’s few gangs, and they want them for themselves. 1D6 Rounds after the Encounter begins, a Mob of 1D6+10 Scum (Wrath & Glory, page 334) arrives to the fight, splitting attacks between both groups. 66 Cathode Sterilization Plant This section of the Battlezone is a huge production line where augmetics and other medically sensitive items are bathed in radiation to destroy microorganisms. Such delicate machinery mixes badly with combat: Wrath Complications on any attack roll disrupt the emitters, and the combatant must pass a Toughness Test with a DN equal to the game’s Tier +3 or immediately suffer Radiation exposure (Wrath & Glory, page 202). FORGEWORLD BATTLEZONE HAZARDS D66 Result Description BATTLEZONE: GILEAD AELDARI DRUKHARI ORKS GENESTEALER CULTS NECRONS THE T’AU EMPIRE


22 THE EMBERS OF EMPIRE The Aeldari are the dying, scattered remnants of a once glorious culture. Millenia ago the whole galaxy fell under their dominion, and they attained such achievements of art, technology, and psychic mastery, which have never been bettered since. Alas, their pride was their downfall, their hubristic obsession with decadent indulgence and indolent headonism leading to the birth of Slaanesh, the fourth Chaos God. She-Who-Thirsts slaked herself on the souls of the Aeldari, toppling their empire in an instant. Those that remain have inherited some of the finest artefacts and weaponry ever crafted by mortal hands — yet their society is a shadow of its former self. No matter how hard they fight, they are doomed to a slow, but inevitable, extinction. This is the tragedy of the Aeldari. Aeldari are superficially similar to Humans, and share the Imperium’s hatred of the Ruinous Powers but it is here that any comparisons end for the soul and mind of the Aeldari are truly alien. Composed of an unsettling grace and towering arrogance, they regard the Imperium as interlopers, unworthy beasts squatting amid the ruins of their lost glory. The Imperium teaches its subjects to fear and despise the alien, and the Aeldari consider the ‘Mon-Keigh’ to be little more than brutish pests, unworthy of inheriting the galaxy. The Fall of the Aeldari is a warning of Humanity’s fate, should the Imperium continue to fail in abetting the rising tide of Chaos. With each passing year, the Aeldari’s hope that Humanity will heed these omens dwindles further into contempt and despair. AELDARI


23 Last to endure the Fall were the Drukhari (page 58), whose ancestors made no effort to turn from their lifestyle of indulgence, self-gratification, and depraved cruelty. In the sprawling Webway port of Commorragh, these dark Aeldari were protected from the psychic shock of Slaanesh’s birth, but afterwards found their souls drained away by the insatiable desires of SheWho-Thirsts. With their typical heartlessness, the Drukhari chose to endure this soul debt by drawing psychic sustenance from the suffering of others, and prolonged their lives with grotesque technologies. To this day, the Dark City of Commorragh endures as a bleak monument to imaginative sadism, preserving all the most wretched aspects of the ancient Aeldari who teetered on the brink of the Fall. In the millennia since the Fall, many Aeldari have turned away from these dominant subcultures: wayward Exodites, outcasts from the Asuryani Path, former Harlequins, and exiles from the Dark City. The Corsair fleets (page 44) call to such listless wanderers, promising glory, adventure, and none of the binding strictures that characterise their former kindred. Such lost souls are easy prey for She-Who-Thirsts, but the Corsairs laugh in the face of their looming doom, boasting that a life lived in fear of what awaits after death is a life not lived at all. Recently a new cult has emerged amongst the Aeldari, attracting followers from every branch of their scattered lineage. The Ynnari are devoted followers of Ynnead, the slumbering God of the Dead, who is foretold to awaken and defeat Slaanesh when the last living Aeldari perishes. The Ynnari preach that the ancient prophecies are misunderstood, and that Ynnead’s can triumph over Slaanesh while the Aeldari still draw breath. They offer salvation for a civilisation long resigned to its inevitable demise, espousing another way to preserve the spirits of the departed without Spirit Stones, World Spirits, or soul-stealing torture. This apparent necromancy is dimly-regarded by many Aeldari however who see it as just another stalling of their inevitable demise or worse, a trap laid by Slannesh themself. A SUNDERED KIND After the Fall of the Aeldari and the collapse of their empire, the disparate survivors formed their own separate subcultures, based on the various methods they used to escape Slaanesh’s hunger, and each developed their own martial traditions to shephered their people through the endlessly hostile galaxy. The Exodites were the first to foresee their culture’s doom, and fled to settle worlds as far as possible from their wayward kin. They embrace a simple and rustic existence, living in harmony with nature instead of seeking to conquer it, and placing the souls of their dead in World Spirits that permeate the core of each Exodite world. There are no official Imperial records of any Exodite presence in the Gilead System. The Asuryani (page 24) were next to flee the impending Fall, aboard vast voidships known as Craftworlds. The surviving Craftworld Aeldari devised the Asuryani Path, a binding philosophy that obliges each individual to pursue one specific discipline as their singular focus, rather than seeking to indulge all sensory and emotional desires at once — thereby avoiding the hedonistic extravagance which engineered the Fall. There are many Paths an Asuryani can walk, and practitioners are encouraged to step from one to another as they master each school’s teachings. Unfortunately, some become so enamoured with one discipline they can never move beyond it, and become lost upon the Path. None are sure how the Harlequins (page 52) endured the Fall, but it is believed their patron, The Laughing God Cegorach, choreographed their survival through guile alone. The Harlequins are warrior-performers, preternaturally gifted in the arts of ritual dance and theatrical combat, devoted to serving their god and opposing the machinations of Chaos. Through their sublime performances, they preserve elements of Aeldari culture, history and myth that would otherwise be lost. Though all Aeldari factions make use of the Webway — a labyrinth dimension of ancient paths that cuts through the Warp, and offers relative safety from its horrors — the Harlequins understand its secrets better than anyone. All Aeldari subcultures revere the expertise of the Harlequins, welcoming them as guests and emissaries between rival powers. BATTLEZONE: GILEAD AELDARI DRUKHARI ORKS GENESTEALER CULTS NECRONS THE T’AU EMPIRE


24 ASURYANI “With scorn we named those of Ul Khari as doom-courters, for they refused to turn from their own looming annihilation. Their domes are shattered, their people in distress — yet now the Ynnari preach that death and disaster could deliver salvation. Perhaps the doomcourters have foreseen something we cannot.” Farseer Garrar of Alaitoc Through the wraithgate portals interspersing their Craftworld homes, the Asuryani materialise across the galaxy, thwarting their enemies with elusiveness and firepower. When they stoop to reveal themselves to ‘lesser’ species, it is usually to deliver cryptic warnings, or simply employ unhesitating violence. These sudden interventions may appear pointless or cruel, but they always serve a purpose: to preserve the future of the Aeldari civilisation. The Craftworlds are shepherded by precognitive Farseers, who know that small changes in the present can trigger ripples of consequence, thus saving many lives in centuries to come. The Asuryani Path is foundational to life aboard the Craftworlds, with each Asuryani adult devoting themselves to pursue a specific discipline as the current focus of their lives. Many of these Paths, such as the Path of Service or the Path of the Artisan, can be peacefully pursued aboard a Craftworld, without exposing their adherents to hostile xenos. When the Asuryani do make contact with the Imperium, it is often upon the battlefield. Here, the students of the Path of the Warrior (otherwise known as Aspect Warriors) demonstrate why their species once held dominion over the galaxy, with devastating displays of martial skill that leave their enemies reeling. Their attacks are even deadlier when supervised by the leaders of the Craftworld: seers upon the Witch Path, whose psychic powers can humble even their mightiest Human counterparts, or Autarch generals walking the Path of Command. These armies may be reinforced with Guardian citizen militia, Rangers of the Outcast Path, or even the departed spirits of fallen Asuryani, restored as imposing Wraithguard or towering Wraithlords. “Egotistical vipers and treacherous witches! The Aeldari cultivate an aura of condescension, to disguise jealousy at forfeiting the galaxy to the Emperor’s chosen. They compulsively interfere in Humanity’s destiny, a self-deception to convince themselves of their own continued relevance. As sad as this display is, it would be a mistake to underestimate their kind’s dangerous caprice. Conversing with an Aeldari is an exercise in frustration Though perhaps a deliberate negotiation tactic, they seem prone to emotional extremes, shifting from rage to satisfaction surprisingly quickly. They claim to find speaking with humans to be exceedingly boring, and arrogantly dismiss the many achievements of the Imperium as being beneath them. Far better to meet their kind in combat, where their frail xenos forms are easily sundered by the blade and bolt of the Imperium! Your servant has endured the ‘hospitality’ of the Aeldari on two occasions. The first was a kidnapping and ransom by Aeldari pirates operating from the Voidmire, known as the Greensteel Warriors. Their faux-nobility contrasted sharply with their mercenary nature, yet these Corsairs provided candid recollections about their culture which proved to be most illuminating. In contrast, my mission to Trollius to offer truce to the survivors — and to survey the destruction wrought upon the Xenos — was frustrated by the survivor’s paranoid silence. Such contrasting dispositions suggests a divergence of Aeldari sub-cultures we are still labouring to comprehend. It is true the fragile alliance negotiated with the Aeldari has provided opportunity to prosecute wars on other fronts, and helped to expose enemy infiltrators in our own ranks. Yet my most urgent counsel is that we consider this ‘arrangement’ to be a temporary ceasefire at best. There can be no peace with the Aeldari. I pray we have the wisdom to strike first.” — Ordo Xenos Inquisitor Lucretia von Dalmere, advisor to the Circlet Council


25 THE AELDARI IN GILEAD When the Great Rift appeared, Craftworld Ul-Khari was drifting in the far reaches of the Gilead System, lured by rumours of ancient Aeldari artefacts hidden within its confines. By appalling misfortune or malign machination, the opening of the great rift displaced the frozen world of Trollius into Ul-Khari’s path, triggering a devastating collision that shattered the Craftworld and stranded its inhabitants. Now orange-armoured Ul-Khari Guardians struggle for survival amongst the ice wastes, ever-vigilant for the invisible predators lurking inside the frost storms. When the Ul-Khari abandoned their long-standing policy of isolationism to enter the system, the other Craftworlds decried them as ‘doom-courters’. They had foreseen the perils that awaited the Ul-Khari in Gilead, but the Ul-Khari Seer Council proceeded regardless, trusting to their own prophecies. None are sure how the Ul-Khari failed to anticipate the destruction of their Craftworld; perhaps the rogue warp energies of the Great Rift clouded their psychic senses, or the manipulations of Tzeentch sabotaged their foresight. Perhaps some seers aboard Ul-Khari even anticipated the calamity, but chose to keep it secret, believing that sacrificing their home was a necessary cost for their people to survive the hardships to come… As the surviving Ul-Khari shelter in the few intact domes of their ancient Craftworld, Webway travellers from beyond the Gilead System have arrived to offer relief. Whilst assistance from these Corsairs, Harlequins, and others, the Ul-Khari have declined to retreat through the Webway themselves. Much of the Webway has been ravaged by the aftershock of the Cicatrix Maledictum, and with so many lives lost in the Craftworld’s destruction, the Ul-Khari are hesitant to risk more in desperate flight. Others are determined to recover the Craftworld’s scattered relics from the surface of Trollius: the Spirit Stones of ancestors, psychocrystal artifacts, and weapons from the Aspect Temples. Whilst they undergo this vital work, the Ul-Khari have struck a bargain with Jakel Varonius, purchasing temporary amnesty for their intrusion in an Imperial system — few Aeldari expect this alliance will last for long. FLASHPOINT: THE CRAWLING CLIFFS Trollius is characterised by its polar ridges, Craftworld wreckage, and abandoned Imperial hives — but nowhere are these environments more intertwined than along the Crawling Cliffs. Massive sheets of ice descend the slopes, rolling to envelop the Dome of Dread Enchantment, even as they expose the long-forgotten edges of Hive Aksuma. The glacier’s motion is too fast to be explained by conventional geology, and the Aeldari fear the same malefic presence that haunts Trollius’ storms is at work in the Crawling Cliffs. If the course of this disaster cannot be averted, the Aspect Temples and meditation habitats of this dome shall be buried beneath the snow, and all hopes of reintegrating them with the rest of the Craftworld will be lost. The Imperium, though, is in no rush to reverse the Crawling Cliffs’ advance. As more of Hive Aksuma becomes visible, the Mechanicus explorators of the Varonius Flotilla have detected evidence of still-functional cogitators operating inside the city walls. If they could be excavated, they might finally answer the mystery of Trollius’ origins — and perhaps even supply Gilead with precious archeotech, to address the system’s material deficiencies. The frozen ice of Trollius is notoriously resistant to drilling, but as the Crawling Cliffs collapse, they offer a rare opportunity to force entry into the lost hive city. In recent months, the Ul-Khari have sought to settle the issue with a perimeter defence and none can approach the Crawling Cliffs without express permission from the Ul-Khari Seer Council. Not even other Aeldari are exempt from this blockade, leading many to wonder if there is more to the Dome of Dread Enchantment than the Ul-Khari have been willing to reveal. Breaching this exclusion zone might be interpreted as a challenge to the fragile alliance brokered between Varonius and the Craftworld Aeldari… but sooner or later the cost of inaction might prove even greater. BATTLEZONE: GILEAD AELDARI DRUKHARI ORKS GENESTEALER CULTS NECRONS THE T’AU EMPIRE


USING THE AELDARI IN COMBAT When it comes to gameplay, the Aeldari are quintessential ‘glass cannons’, with devastating weaponry, high Speed and Defence, but low Wounds and Resilience. They seldom field large Mobs, but make up for it with individual excellence. Fights with Aeldari should never feel ‘fair’ — they attack exclusively with overwhelming force, in optimum conditions, spending Ruin on free Moves to evade Agent reprisals. When on the defensive, they may flee from the Agents in apparent disorder, usually as the set-up for a devious trap. Though battles against the Aeldari should feel punishing, they are less likely than other xenos to fight to the death. Unlike Orks, Necrons, or Genestealers who will happily slaughter an Agent without thinking, the Aeldari recognise a capable or fated individual when they see one. Seers in particular may choose to let them live if they can later be manipulated to serve Aeldari interests, though an Aspect Warrior may simply decide it is even more vital to ensure the Agent is swiftly slain. Similarly, if an Aeldari warhost senses a battle is turning against them, they will leverage their superior mobility to immediately withdraw, rather than trade lives piecemeal. USING THE AELDARI IN YOUR GAME Enigmatic, elusive, and inexplicable — the Aeldari’s apparent similarities to Human Agents only make them appear more uncanny and alien. They are conceited in the company of ‘lesser beings’, and do not stoop to justify their actions with explanations because their leaders have foresight of the future, they are rarely unprepared for interactions with Agents. However, the Asuryani are neither omniscient nor indestructible, and their representatives know better than to court unnecessary conflict. Though not cowards, they always prefer to withdraw in the face of a superior force, unless a valiant stand will help to preserve the lives of their kindred. Asuryani NPCs may be patrons to a group of AELDARI Agents, or temporary partners of an IMPERIAL party that can tolerate their presence. They will never willingly consort with Orks or followers of Chaos.


27 AVATAR OF KHAINE Legends tells how the Aeldari god of war was shattered during the Fall, his essence was dispersed to settle at the heart of every Asuryani Craftworld. In times of cataclysm, the Asuryani awaken Khaine’s enraged embers through ritual sacrifice, calling forth a titanic entity of runic iron and incandescent flame. In one hand he wields a monstrous blade, whilst his other drips with streaming red gore, leaving none in doubt that this is the Avatar of the Bloody-Handed God. The Avatar of the Ul-Khari Craftworld is perhaps the most dangerous entity in the Gilead System. Even highTier Agents may not penetrate the creature’s Divine Determination without Combined Fire or dedicated anti-armour weaponry, whilst The Wailing Doom can cause the Annihilation of low-Tier Agents in a single strike. Agents could aim to surround and humble the war god through sheer weight of numbers, but the Avatar is seldom encountered alone, almost always serving as the speartip of the Asuryani warhosts, inspiring his followers to acts of glorious bloodshed. AVATAR OF KHAINE Threat A|A|A|A|A AELDARI, ASURYANI, DAEMON MONSTER, [CRAFTWORLD] S T A I Wil Int Fel 11 13 5 6 8 4 1 Defence Wounds Shock Resilience 5 23 — 18 (4 AR) SKILLS: Default 7, Awareness 10 (Passive 5), Ballistic Skill 14, Intimidation 12, Weapon Skill 16 BONUSES Molten Form: The Avatar is immune to the Bleeding, Exhausted, On Fire, and Poisoned Conditions, and cannot Suffocate. Khaine Awakened: Allied ASURYANI who can see the Avatar gain +3 bonus dice on Resolve tests, and can Sprint as part of Charges. The Avatar itself does not gain these bonuses. Second Strike: This Threat reduces the Multi-Atack penalty by 2 DN, as though it had the Dual Wield Talent (Wrath & Glory Rulebook page 133). Champion: The Avatar may use Ruin Actions and has 6 personal Ruin. ABILITIES BATTLECRY: Doom of Mortals Enemies who see the Avatar must make a DN 4 Terror test. ACTION: The Wailing Doom (melee): 19 +6 ED / AP -5 / Parry, Inflict (On Fire) The Wailing Doom (shooting): 23 +3 ED / AP -4 / Range 6 – 12 – 18 / Salvo 1 / Assault, Flamer, Melta DETERMINATION: Divine Determination Spend 1 Ruin to roll 13d6. The Avatar can roll Determination against Mortal Wounds. Any Wounds negated by Determination are ignored instead of being converted to Shock. ANNIHILATION: Burning Demise If an attack which destroys the Avatar rolls a Complication, the Avatar explodes as though it were the epicentre of a Blast weapon’s attack: 10 +5 ED / AP -2 / Blast (6), Inflict (On Fire). Conviction Resolve Speed Size 8 7 10 Huge BATTLEZONE: GILEAD AELDARI DRUKHARI ORKS GENESTEALER CULTS NECRONS THE T’AU EMPIRE


28 AUTARCH Autarchs are military commanders par excellence, veterans of the Path of Command with such deep tactical insights that they put the generals of lesser cultures to shame. After walking several Paths of the Warrior, they have not only honed their combat skills, but mastered their understanding of how each Aspect Temple contributes to the wider Aeldari warhost. Autarchs are identified by their myriad Aspect Warrior wargear, raiment that indicates their personal combat history and preferred blend of strategic philosophies. AUTARCH Threat A|A|A|A|E AELDARI, ASURYANI, [CRAFTWORLD] S T A I Wil Int Fel 4 4 6 6 7 7 5 Defence Wounds Shock Resilience 5 14 12 12 (8 AR) SKILLS: Default 8, Awareness 10 (Passive 5), Ballistic Skill 12, Intimidation 10, Leadership 12, Pilot 10, Weapon Skill 12 BONUSES Beyond the Warrior Paths: Autarchs may be given weapons, bonuses, and abilities from any ASPECT WARRIOR profile (pages 34-41) at the GM’s discretion. Autarchs do not use Exarch equipment or bonuses. Autarchs may be equipped with Swooping Hawk wings, increasing their Speed to 16 (Fly). Champion: An Autarch may use Ruin Actions and has 4 personal Ruin. They may activate the Move Ruin Action during their own turn. Intense Emotions: This Threat takes a penalty of +1 DN to all Resolve Tests. Path of Command: Any ally within communication range of an Autarch may use Ruin Actions using the Autarch’s personal Ruin. ABILITIES BATTLECRY: Superlative Strategist Before combat begins, the Autarch may choose an ally within communication range to use a Ruin Action for free. If they make a Test, as part of this Ruin Action, they gain +3 bonus dice. ACTION: Shuriken Pistol: 10 +1 ED / Range 6 – 12 – 18 / Salvo 2 / Pistol, Rending (3) Star Glaive: 10 +5 ED / AP -3 / Parry Plasma Grenade (2): 10 +5 ED / AP -1 / Range 16 / Blast (6) DETERMINATION: Force Shield: Spend 1 Ruin to roll 4d6. Autarchs can roll Determination against Mortal Wounds. Conviction Resolve Speed Size 7 6 8 Avg Autarchs are devastating fighters in their own right, but are most dangerous when commanding a larger force of Asuryani warriors. As an architect of victory, they effortlessly bait melee-focused Agents to pursue uncatchable foes, whilst bombarding those poor fools with repeated attacks from their army’s most devastating weapons. To disrupt this strategy, Agents are advised to eliminate Autarchs as a first priority. Of course, between the Autarch’s armour, weapons, and skill at arms, this is easier said than done… AUTARCH OPTIONS An Autarch can replace their Shuriken Pistol with any of the following: u Death Spinner: 14 +1 ED / AP -2 / Range 6 – 12 – 18 / Salvo 1 / Assault, Blast (4 u Dragon Fusion Gun: 186 +4 ED / AP -4 / Range 6 – 12 – 18 / Salvo 1 / Assault, Melta u Fusion Pistol: 16 +2 ED / AP -4 / Range 3 - 6 - 9 / Salvo 1 / Pistol, Melta u Reaper Launcher (Starshot): 16 +26 ED / AP -2 / Range 24 – 48 – 72 / Salvo - / Heavy (4) (Starswarm): 12 +2 ED / AP -2 / Range 24 – 48 – 72 / Salvo 2 / Heavy (4) An Autarch can replace their Star Glaive with either of the following: u Banshee Blade: 9 +5 ED / AP -4 / Parry u Scorpion Chainsword: 10 +5 ED / AP -1 / Brutal, Parry An Autarch may be equipped with either of the following: u Autarch Jump Generator: This Threat can make a 12m Long Jump as a Simple Action. u Swooping Hawk Wings: This Threat can Fly at Speed 16. An Autarch can also be equipped with either of the following: u Howling Banshee Mask: This Threat may make an Intimidation Interaction Attack as a Free Action as part of a Charge. WRATH: Mandiblasters If this Threat rolls a Wrath Critical on a melee attack Test against a creature Size Average or smaller, the target suffers 1d3 Mortal Wounds in addition to the Critical Hit’s effects.


29 FARSEER Threat A|A|A|A|A AELDARI, ASURYANI, PSYKER, [CRAFTWORLD] S T A I Wil Int Fel 3 4 5 5 8 7 5 Defence Wounds Shock Resilience 4 14 13 8 (4 AR) SKILLS: Default 7, Awareness 10 (Passive 5), Ballistic Skill 10, Leadership 10, Psychic Mastery 12, Weapon Skill 10 BONUSES Architect of Fate: When a Farseer’s turn begins, the GM gains 1 Ruin. Champion: A Farseer may use Ruin Actions and has 4 personal Ruin. They may activate the Move Ruin Action during their own turn. Ghosthelm: Farseers never roll on the Perils of the Warp table. They always use the Unbound Power Level (+1 Wrath Die). Intense Emotions: This Threat takes a penalty of +1 DN to all Resolve Tests. ABILITIES ACTION: Runes of Fate: The Farseer may attempt to activate one of the following psychic powers: Smite (Wrath & Glory page 272), Forewarning (page 274), Misfortune (page 274), Guide (below). Guide: DN 5, Action. An ally within 15m gains +6 bonus dice on their next attack Test. Spend 1 Shift per additional +1 bonus die on the attack Test, or 1 Shift per additional 5m of range. Shuriken Pistol: 10 +1 ED / Range 6 – 12 – 18 / Salvo 2 / Pistol, Rending (3) Witchblade: 13 +5 ED / Range 1 / Force, Parry, Wary Weapon RUIN: The Path of the Seer Spend 1 Ruin to activate a Psychic Power or Deny the Witch (Wrath & Glory page 267). DETERMINATION: Power Field: Spend 1 Ruin to roll 4d6. Farseers can roll Determination against Mortal Wounds. Conviction Resolve Speed Size 7 6 8 Avg FARSEER If the Autarchs are the shepherds of combat, then Farseers are the shepherds of destiny. They have walked the Witch Path to its doomed conclusion, developing incredible psychic powers of precognition. Their ability to anticipate and counter enemy strategies has obvious applications on the battlefield, but most Farseers prefer to take a long term view, architecting centuries-long manipulations of fate so their Craftworld can benefit at lesser races expense. Consequently it is not uncommon for them to be singled out as assassination targets. Farseers have little need for mundane weapons, and use their powers to aid their allies and stage-manage the doom of their enemies. Yet many Agents expecting to easily overwhelm these aged seers with brute force have ended up their minds shattered as reward for their hubris. Farseers excel at psychic duels in particular, leveraging ancient wisdom to tax younger psykers to their very limits. BATTLEZONE: GILEAD AELDARI DRUKHARI ORKS GENESTEALER CULTS NECRONS THE T’AU EMPIRE


30 WARLOCK After having walked the Path of the Warrior, those that turn to the Path of the Seer most often find their psychic powers turned to violent ends. These Warlocks might lead less-experienced Guardians into battle, or form a ‘Seer Council’ retinue for an elder Farseer. Either way, their powers are mostly channelled to protect and strengthen their kin, but readily turn destructive if an enemy comes too close. Warlocks may appear as the ‘boss’ of a low-Tier Aeldari war-party, whilst several acting as a closeknit battle conclave pose a severe threat to even higher-Tier groups. Thanks to their psychic prescience, Warlocks usually begin a battle with Conceal (or another augmenting Runes of Battle power) already active. Agents may direct small-arms fire to break this Sustained power — but unless they can finish off the Warlock, they should expect debilitating eldritch powers to afflict them in reprisal. WARLOCK Threat A|A|E|E|E AELDARI, ASURYANI, PSYKER, [CRAFTWORLD] S T A I Wil Int Fel 3 3 5 5 7 5 3 Defence Wounds Shock Resilience 4 9 9 7 (4 AR) SKILLS: Default 6, Awareness 8 (Passive 4), Ballistic Skill 7, Leadership 8, Psychic Mastery 12, Weapon Skill 8 BONUSES Champion: A Warlock may use Ruin Actions. They may activate the Move Ruin Action during their own turn. Intense Emotions: This Threat takes a penalty of +1 DN to all Resolve Tests. ABILITIES ACTION: Runes of Battle: The Warlock may attempt to activate one of the following psychic powers: Smite (Wrath & Glory, page 272), any Runes of Battle power (page 283), Conceal (below). Conceal: DN 5, Action, Sustained. While sustained, allies within 5 m gain +1 Defence and +1 bonus dice on Stealth (A) Tests. Spend 3 Shifts per additional +1 Defence and +21 on Stealth (A) Tests. Shuriken Pistol: 10 +1 ED / Range 6 – 12 – 18 / Salvo 2 / Pistol, Rending (3) Witchblade: 9 +5 ED / Force, Parry, Warp Weapon RUIN: The Path of the Seer Spend 1 Ruin to activate a Psychic Power or Deny the Witch (Wrath & Glory page 267). DETERMINATION: Spend 1 Ruin to roll 3d6. Warlocks can roll Determination against Mortal Wounds. Conviction Resolve Speed Size 6 6 8 Avg PATH OF THE SEER When AELDARI psykers trigger Perils of the Warp they roll 2d6; the highest is always the ‘tens’ digit of the d66 roll, and the lower result is the units digit. However, ASURYANI psykers may reroll a single Wrath die that rolled a Complication once per Test.


31 GUARDIAN DEFENDER Guardians are the most commonly sighted Asuryani fighters —reservist soldiers summoned from civilian duties to make up their warhost’s numbers. Most are equipped as Defenders, with psychically-reactive mesh armour and rapid-firing, monomolecular-blade spitting shuriken catapults. Depending on a Guardian’s prior experiences walking the Path of the Warrior, they might instead operate a heavy weapon platform, or pilot a jetbike, grav-tank, or aerial fightercraft. On Trollius, where the winds themselves harbour malevolent intent, it is common for travelling Ul-Khari civilians to wear the garb of a Guardian for self-defence. Guardians are lightly-protected, but even the militia of the Craftworlds are dangerous killers by the standards of lesser cultures. They fare best when utilising their natural Aeldari grace to quickly seize positions of cover, or keeping out of range from enemy melee fighters. Agents of all Tiers should beware a Guardian squad’s floating heavy weapon platform, which combines the deadliness of Aeldari military technology with enviable mobility. GUARDIAN DEFENDER Threat E|T|T|T|T AELDARI, ASURYANI, [CRAFTWORLD] S T A I Wil Int Fel 3 3 4 4 3 3 2 Defence Wounds Shock Resilience 3 7 5 7 (4 AR) SKILLS: Default 5, Awareness 6 (Passive 3), Ballistic Skill 7, Pilot 7, Weapon Skill 7 BONUSES Defenders: When a Guardian Defender attacks from a position of Cover, they gain +2 bonus dice to Ballistic Skill Tests with SHURIKEN weapons. Intense Emotions: This Threat takes a penalty of +1 DN to all Resolve Tests. ABILITIES ACTION: Shuriken Catapult: 10 +1 ED / Range 9 – 18 – 27 / Salvo 3 / Assault, Rending (3) Plasma Grenade (1): 10 +5 ED / AP -1 / Range 8 / Blast (6) RUIN: Battle Focus Spend 1 Ruin immediately before or after making a ranged attack to Move up to the Guardian Defender’s Speed as a Free Action. DETERMINATION: Spend 1 Ruin to roll 3d6. Conviction Resolve Speed Size 6 5 8 Avg MOB OPTIONS In a Mob of ten or more Guardian Defenders, two Guardians can operate a heavy weapons platform with one of these weapons: Aeldari Missile Launcher (Sunburst): 12 +6 ED / AP -3 / Range 24 – 48 – 72 / Salvo - / Blast (10), Heavy (4) Bright Lance: 16 +2 ED / AP -4 / Range 18 – 36 – 54 / Salvo 1 / Heavy (12), Lance, Reliable Scatter Laser: 13 + 2 ED / Range 18 – 36 – 54 / Salvo 4 / Mounted (Large), Rapid Fire (3) Starcannon: 14 + 3 ED / AP -3 / Range 18 – 36 – 54 / Salvo 2 / Mounted (Large), Rapid Fire (2) Shuriken Cannon: 14 +2 ED / Range 12 – 24 – 36 / Salvo 3 / Assault, Heavy (6), Rending (4) STORM GUARDIAN Mustered Guardians with experience as Howling Banshees, Striking Scorpions, or other meleefocused Warrior Paths will fight as Storm Guardians, accompanying those Aspect Warriors into the fiercest close-quarters combat. They provide the numbers to match their kindred’s specialist training, flushing out entrenched enemies with grenades, flamers or shock assaults, and establishing their own mobile cover with floating ‘Serpent Shield’ force field emitters. Though capable fighters, Storm Guardians lack the resilience to withstand concentrated fire as they charge, depending on their allies for support. This may be provided through a suppressive barrage, deployment by grav-tank or wraithgate, or even the prophecies of a Farseer that facilitate assault with maximum speed and surprise. Agents which deprive a Storm Guardian mob of this essential assistance have a much better chance of repelling their assault, or gunning them down from a distance. BATTLEZONE: GILEAD AELDARI DRUKHARI ORKS GENESTEALER CULTS NECRONS THE T’AU EMPIRE


32 STORM GUARDIAN Threat E|T|T|T|T AELDARI, ASURYANI, [CRAFTWORLD] S T A I Wil Int Fel 3 3 4 4 3 3 2 Defence Wounds Shock Resilience 3 7 5 7 (4 AR) SKILLS: Default 5, Awareness 6 (Passive 3), Ballistic Skill 7, Pilot 7, Weapon Skill 8 BONUSES Stormblades: If a Storm Guardian is Engaged at the start of their Turn, they gain +1 bonus dice to Weapon melee attack Tests and +1 Defence when attacked in melee. Intense Emotions: This Threat takes a penalty of +1 DN to all Resolve Tests. ABILITIES ACTION: Shuriken Catapult: 10 +1 ED / Range 9 – 18 – 27 / Salvo 3 / Assault, Rending (3) Plasma Grenade (1): 10 +5 ED / AP -1 / Range 8 / Blast (6) RUIN: Battle Focus Spend 1 Ruin immediately before or after making a ranged attack to Move up to the Guardian Defender’s Speed as a Free Action. DETERMINATION: Spend 1 Ruin to roll 3d6. Conviction Resolve Speed Size 6 5 8 Avg MOB OPTIONS In a Mob of ten or more Guardian Defenders, two Guardians can operate a heavy weapons platform with one of these weapons: Aeldari Missile Launcher (Sunburst): 12 +6 ED / AP -3 / Range 24 – 48 – 72 / Salvo - / Blast (10), Heavy (4) Bright Lance: 16 +2 ED / AP -4 / Range 18 – 36 – 54 / Salvo 1 / Heavy (12), Lance, Reliable Scatter Laser: 13 + 2 ED / Range 18 – 36 – 54 / Salvo 4 / Mounted (Large), Rapid Fire (3) Starcannon: 14 + 3 ED / AP -3 / Range 18 – 36 – 54 / Salvo 2 / Mounted (Large), Rapid Fire (2) Shuriken Cannon: 14 +2 ED / Range 12 – 24 – 36 / Salvo 3 / Assault, Heavy (6), Rending (4)


33 RANGER The Path of the Outcast awaits those who cannot bear the prohibitive restrictions of the Asuryani Path. Whilst many cut ties with their Craftworld and become Corsairs (page 45), others continue to serve their distant kin as Rangers, acting as scouts, explorers, messengers, or even assassins. These Rangers survive in a hostile galaxy by mastering fieldcraft and stealth, fostering a self-reliance born of necessity, as backup may be lightyears away. Individual Rangers have roamed the Gilead System for centuries, sniper assassins interfering as third parties in seemingly unrelated conflicts, enacting the enigmatic will of their Craftworld’s Seer Council. In recent years, squads of Rangers patrol Ul-Khari ruins as an unseen frontier guard, or perform reconnaissance on strongpoints soon to be targeted by Aeldari warhosts. In active combat, Rangers excel when attacking from cover, at long range, and against unaware targets. When the odds are not in their favour, they simply disappear into the wilderness, waiting patiently for the next opportunity to strike again. RANGER Threat A|E|T|T|T AELDARI, ASURYANI, [CRAFTWORLD] S T A I Wil Int Fel 3 3 6 4 3 3 2 Defence Wounds Shock Resilience 3 7 5 7 (4 AR) SKILLS: Default 6, Awareness 8 (Passive 4), Ballistic Skill 10, Pilot 7, Stealth 8, Weapon Skill 7 BONUSES Ranger Cloak: Rangers gain +1 bonus die to Stealth (A) Tests and +1 to Defence when in shadow or cover. ABILITIES ACTION: Ranger Long Rifle: 10 +1 ED / AP -1 / Range 18 – 36 – 54 / Salvo - / Sniper (4) Shuriken Pistol: 10 +1 ED / Range 6 – 12 – 18 / Salvo 2 / Pistol, Rending (3) Knife: 3 +2 ED RUIN: Battle Focus Spend 1 Ruin immediately before or after making a ranged attack to Move up to the Ranger’s Speed as a Free Action. DETERMINATION: Spend 1 Ruin to roll 3d6. Conviction Resolve Speed Size 3 2 8 Avg MOB OPTIONS In a Mob of five or more Rangers, one Ranger may gain one of the following: Gloom Field: When targeted by an attack from 18m or more away, the wearer of the Gloom Field and all allies within 6m gain +2 Defence. Wireweave Net: As an Action, a Ranger can set up a Wireweave Net over a space of Blast (10). Whenever an opponent enters the Blast (10) of the Wireweave Net, they must make a DN 4 Toughness Test or suffer 1d1 Mortal Wound. The Wireweave Net is destroyed after it deals 3 or more Mortal Wounds. BATTLEZONE: GILEAD AELDARI DRUKHARI ORKS GENESTEALER CULTS NECRONS THE T’AU EMPIRE


34 DIRE AVENGER First among the Asuryani Aspect warriors, the Dire Avengers represent Khaine’s unending thirst for vengence. The most common and adaptable of their kind, their wargear superficially similar to a Guardian Defender’s, but wielded with expertise only one committed to the Warrior Path could attain. In combat, they lay down a relentless onslaught of shuriken fire that shreds an oncoming force in a storm of monomolecular blades. Deadly in attack, yet steadfast in defence, Dire Avengers alternate between Sprinting, Full Defence, and Reloading after utilising Salvo options — all whilst maintaining a steady rate of fire. Their flexible Defence Tactics also make them a prime choice for seizing mission-critical objectives, when their goal is not simply to obliterate a team of Agents. DIRE AVENGER EXARCH A Dire Avenger Exarch has Weapon Skill 10 and 9 Wounds. They lose their Avenger Shuriken Catapult, and gain the equipment and bonuses below: u Shuriken Pistol: 10 +1 ED / Range 6 – 12 – 18 / Salvo 2 / Pistol, Rending (3) u Power Glaive: 9 +5 ED / AP -2 / Parry u Shimmershield: *2 AR (Invulnerable) / Power Field, Shield u Champion: An Exarch may use Ruin Actions. u Shredding Fire: Dire Avengers within 10m of their Exarch may Reload after using a Salvo option as a Free Action. If you wish, a Dire Avenger Exarch may exchange their Shuriken Pistol and Power Glaive for a pair of Avenger Shuriken Catapults. Their peerless mastery of warfare reduces the penalty for making MultiAttacks with these weapons by 2. DIRE AVENGER Threat A|E|T|T|T AELDARI, ASURYANI, ASPECT WARRIOR, [CRAFTWORLD] S T A I Wil Int Fel 3 3 5 5 5 3 2 Defence Wounds Shock Resilience 4 9 8 8 (4 AR) SKILLS: Default 5, Awareness 6 (Passive 3), Ballistic Skill 8, Weapon Skill 8 BONUSES Defence Tactics: Dire Avengers may make a ranged attack as a Free Action, but cannot do so in the same Turn they use their Action to make ranged, melee, or Interaction Attacks. Intense Emotions: This Threat takes a penalty of +1 DN to all Resolve Tests. ABILITIES ACTION: Avenger Shuriken Catapult: 10 +2 ED / AP -2 / Range 9 – 18 – 27 / Salvo 4 / Assault, Rending (4) Plasma Grenade: 10 +5 ED / AP -1 / Range 12 / Blast (6) RUIN: Battle Focus Spend 1 Ruin immediately before or after making a ranged attack to Move up to the Dire Avenger’s Speed as a Free Action. DETERMINATION: Spend 1 Ruin to roll 3d6. Conviction Resolve Speed Size 5 4 8 Avg


HOWLING BANSHEE The shrieking maidens of Aeldari myth are made incarnate by the Howling Banshee Aspect Warrior temple, an order of swordmasters whose power weapons sunder armour with contemptuous ease. Their attacks are never subtle and always forewarned, the audio-amplifiers in the war masks transforming their battlecries into a crashing wave of sonic bombardment, striking as the Banshees close into engagement range. Those lucky few who survive the assault will forever hear the Banshee’s wail in their nightmares. Howling Banshees are the shock assault specialists of the Asuryani. They are absolutely devastating on the charge, and are best tackled at a distance, or with a pre-emptive counter-charge, depending on the Agents’ specialties. Remaining mobile is a better defence than heavy armour, as Banshee blades will make short work of the latter. Unfortunately, few combatants can count on enjoying superior mobility to the acrobatic murderers closing on them with lethal intent. HOWLING BANSHEE EXARCH A Howling Banshee Exarch has Weapon Skill 11 and 9 Wounds. They loses their Banshee Blade, and gain the equipment and bonuses below: u Executioner: 9 +5 ED / AP -3 / Parry u Champion: An Exarch may use Ruin Actions. u Nerve-Shredding Shriek: Howling Banshees can emit a horrible shriek that leaves their foes reeling. When within 10m of their Exarch they may spend Shifts on Intimidate Interaction Attacks to inflict 1 Mortal Wound on the target. HOWLING BANSHEE Threat A|E|T|T|T AELDARI, ASURYANI, ASPECT WARRIOR, [CRAFTWORLD] S T A I Wil Int Fel 3 3 5 6 4 3 2 Defence Wounds Shock Resilience 4 9 8 8 (4 AR) SKILLS: Default 5, Athletics 8, Awareness 6 (Passive 3), Ballistic Skill 7, Intimidate 8, Weapon Skill 10 BONUSES Whirling Death & Howling Banshee Mask: Howling Banshees gain an additional +2 bonus dice on melee attacks made as part of a Charge (+3 bonus dice in total). Additionally, a Howling Banshee may make an Intimidation Interaction Attack as a Free Action as part of a Charge. Intense Emotions: This Threat takes a penalty of +1 DN to all Resolve Tests. ABILITIES ACTION: Shuriken Pistol: 10 +1 ED / Range 6 – 12 – 18 / Salvo 2 / Pistol, Rending (3) Banshee Blade: 8 +5 ED / AP -4 / Parry DETERMINATION: Spend 1 Ruin to roll 5d6. Conviction Resolve Speed Size 5 4 8 Avg BATTLEZONE: GILEAD AELDARI DRUKHARI ORKS GENESTEALER CULTS NECRONS THE T’AU EMPIRE


36 STRIKING SCORPION Striking Scorpions are Aspect Warriors that haunt the shadows as ambush predators, silently stalking across dense terrain to slit the throats of unsuspecting prey. When their attack is launched, it is with a terrifying snap of shuriken shot, spinning chainblades, and short-range laser fire from the Mandiblasters in each Scorpion’s war mask. Even amongst the Aeldari, the Striking Scorpions have a dark reputation, seeming to revel in the brutality of their kills. Ostensibly, the patience of the hunt helps to temper these unseemly instincts but those on the receiving end of their assault are unlikely to agree. Striking Scorpions are dispatched to hunt Agents that wander into difficult terrain, urban ruins and unspoiled wilderness concealing their creeping advance. Wary Agents may anticipate their approach, and attempt to turn the tables on their pursuers but less diligent teams are destined for shocking close-quarters engagement and a desperate struggle for their lives. STRIKING SCORPION EXARCH A Striking Scorpion Exarch has Weapon Skill 11 and 9 Wounds. They lose their Shuriken Pistol, and gain the equipment and bonuses below: u Scorpion’s Claw: 9 +5 ED / AP -3 / Brutal u Claw-Mounted Shuriken Catapult: 10 +1 ED / Range 6 – 12 – 18 / Salvo 3 / Assault, Rending (3) u Champion: An Exarch may use Ruin Actions. u Scorpion’s Sting: Striking Scorpions within 10m of their Exarch inflict an extra 2 Mortal Wounds with their Mandiblasters (5 Mortal Wounds total). STRIKING SCORPION Threat A|E|T|T|T AELDARI, ASURYANI, ASPECT WARRIOR, [CRAFTWORLD] S T A I Wil Int Fel 4 3 5 5 4 3 2 Defence Wounds Shock Resilience 4 9 8 8 (4 AR) SKILLS: Default 5, Athletics 8, Awareness 6 (Passive 3), Ballistic Skill 7, Intimidate 8, Weapon Skill 10 BONUSES Stalking Shadow: Striking Scorpions in a concealed position may start an encounter with a Stealth Score of 5, and may Move at full Speed without reducing their Stealth Score. They gain +2 bonus dice and +2 ED when making a Surprise Attack (+4 bonus dice and +4 ED in total). Intense Emotions: This Threat takes a penalty of +1 DN to all Resolve Tests. ABILITIES ACTION: Shuriken Pistol: 10 +1 ED / Range 6 – 12 – 18 / Salvo 2 / Pistol, Rending (3) Scorpion Chainsword: 10 +5 ED / AP -1 / Brutal, Parry Banshee Blade: 8 +5 ED / AP -4 / Parry WRATH: Mandiblasters If a Striking Scorpion rolls a Wrath Critical on a melee attack Test against a creature Size Average or smaller, the target suffers 1d3 Mortal Wounds in addition to the Critical Hit’s effects. DETERMINATION: Spend 1 Ruin to roll 5d6. Conviction Resolve Speed Size 4 3 8 Avg


37 FIRE DRAGON Fire Dragons are dauntless anti-armour specialists clad in blazing war plate. Their short-ranged melta weaponry is the bane of vehicles and fortifications alike, and capable of reducing enemy infantry to smouldering ash. Setting their sights on battle tanks and towering walkers, Fire Dragons often use vehicles of their own to safely close into position. They bask in the flames of the devastation they unleash, torching surviving crew without mercy. Agents who regularly use vehicles as transportation or a mobile headquarters may first encounter Fire Dragons when their fusion guns reduce its armour to molten slag. They often deploy in concert with other units, so surviving the subsequent combat depends on adapting to other threats of the Asuryani warhost. In isolation, Fire Dragons can be effectively encountered at either long range or close-quarters, but in mid-range firefights they can annihilate a low-Tier Agent with a single shot. Players disturb the Dragons at their peril! FIRE DRAGON EXARCH A Fire Dragon Exarch has Weapon Skill 9 and 10 Wounds. They lose their Dragon Fusion Gun, and gain the equipment and bonuses below: u Firepike: 16 +6 ED / AP -4 / Range 9 – 18 – 27 / Salvo 1 / Assault, Melta u Champion: An Exarch may use Ruin Actions. u Burning Heat: Fire Dragons within 10m of their Exarch gain +4 ED on ranged weapon attacks made at Short Range. FIRE DRAGON Threat A|E|E|T|T AELDARI, ASURYANI, ASPECT WARRIOR, [CRAFTWORLD] S T A I Wil Int Fel 3 4 5 5 4 3 2 Defence Wounds Shock Resilience 4 10 7 9 (5 AR) SKILLS: Default 5, Awareness 6 (Passive 3), Ballistic Skill 10, Weapon Skill 7 BONUSES Assured Destruction: Fire Dragons may activate their weapons’ Melta trait at Medium and Long Range (as well as Short Range). Intense Emotions: This Threat takes a penalty of +1 DN to all Resolve Tests. ABILITIES ACTION: Dragon Fusion Gun: 18 +4 ED / AP -4 / Range 6 – 12 – 18 / Salvo 1 / Assault, Melta RUIN: Battle Focus: Spend 1 Ruin immediately before or after making a ranged attack to Move up to the Fire Dragon’s Speed as a Free Action. DETERMINATION: Spend 1 Ruin to roll 5d6. Conviction Resolve Speed Size 4 3 8 Avg BATTLEZONE: GILEAD AELDARI DRUKHARI ORKS GENESTEALER CULTS NECRONS THE T’AU EMPIRE


38 DARK REAPER Dark Reapers carry the heaviest weaponry of any Aspect Warrior — the missile-launching Reaper Launchers that obliterate their foes from afar. In their role as Khaine the Destroyer, they employ an assortment of targeting vanes, recoil absorbers, and mind-to-weapon links to ensure they land a hit with every barrage. Their black armour and bone masks recalls the inevitability of death itself, an apt comparison considering the toll they reap upon the battlefield. Dark Reapers lack the mobility of other Aeldari warriors, making them easy prey once an Agent has locked them down in melee combat. The hard part is surviving the advance, as a Dark Reaper can easily devastate even high-Tier Agents if allowed to strike from long range. Stealth is an Agent’s friend here — if a Dark Reaper sees an attacker coming, there is no heavy armour, concealing cover, or vehicular transport that can truly protect their target from the subsequent fusillade. DARK REAPER EXARCH A Dark Reaper Exarch has Weapon Skill 9 and 9 Wounds. They lose their Reaper Launcher, and gain the equipment and bonuses below: u Aeldari Missile Launcher (Starshot): 16 +8 ED / AP -5 / Range 24 – 48 – 72 / Salvo - / Heavy (4) u Aeldari Missile Launcher (Sunburst): 12 +6 ED / AP -3 / Range 24 – 48 – 72 / Salvo - / Blast (10), Heavy (4) u Champion: An Exarch may use Ruin Actions. u Reaper’s Reach: Dark Reapers within 10m of their Exarch ignore the Heavy trait of their ranged weapons. DARK REAPER Threat A|E|E|T|T AELDARI, ASURYANI, ASPECT WARRIOR, [CRAFTWORLD] S T A I Wil Int Fel 4 3 5 5 4 3 2 Defence Wounds Shock Resilience 4 9 7 9 (5 AR) SKILLS: Default 5, Awareness 6 (Passive 3), Ballistic Skill 10, Intimidate 6, Weapon Skill 7 BONUSES Inescapable Accuracy: Characters targeted by a Dark Reaper’s ranged attacks do not gain bonus Defence for being in Cover. A Dark Reaper may also Aim as a Free Action when they Brace a Heavy Weapon. Intense Emotions: This Threat takes a penalty of +1 DN to all Resolve Tests. ABILITIES Reaper Launcher (Starshot): 16 +2 ED / AP -2 / Range 24 – 48 – 72 / Salvo - / Heavy (4) Reaper Launcher (Starswarm): 12 +2 ED / AP -2 / Range 24 – 48 – 72 / Salvo 2 / Heavy (4) DETERMINATION: Spend 1 Ruin to roll 5d6. Conviction Resolve Speed Size 4 3 8 Avg


39 SWOOPING HAWK The wings of a Swooping Hawk permit them to strike from any angle, their swift attacks ferocious even by Aeldari standards. Though they are effective killers at long range with their rapid-firing lasblasters, they usually prefer to circle their targets, bombarding from above with plasma grenades ejected from their greaves. If an enemy is cunning enough to strike down a Swooping Hawk, the survivors simply soar out of reach, before banking around for another strafing pass against their defenceless quarry. Swooping Hawks are a melee fighter’s worst nightmare. Though a party of ranged combat specialists can capably deter a squad of Hawks with fire discipline, shorter-ranged Agents will have few options but to hunker down and wait for reinforcements. Alternatively, Agents with jump packs can take to the sky, and engage their hunters in an aerial assault. Such a memorable combat should be characterised with daring manoeuvres and high-speed chases, testing the Agent’s Pilot Skill as well as their combat abilities. SWOOPING HAWK EXARCH A Swooping Hawk Exarch has Weapon Skill 9 and 9 Wounds. They lose their Lasblaster, and gain the equipment and bonuses below: u Hawk’s Talon: 12 +1 ED / AP -1 / Range 12 – 24 – 36 / Salvo 4 / Assault, Rapid Fire (2) u Champion: An Exarch may use Ruin Actions. u Suppressing Fire: Swooping Hawks within 10m of their Exarch may spend Shifts on ranged attacks to inflict the Hindered Condition on their target. SWOOPING HAWK Threat A|E|E|T|T AELDARI, ASURYANI, ASPECT WARRIOR, [CRAFTWORLD] S T A I Wil Int Fel 3 3 5 5 4 3 2 Defence Wounds Shock Resilience 4 9 7 8 (5 AR) SKILLS: Default 5, Awareness 8 (Passive 4), Ballistic Skill 9, Pilot 8, Weapon Skill 7 BONUSES Swooping Hawk Wings: This Threat can Fly at Speed 16. Skyleap: Swooping Hawks do not provoke Reflexive Attacks when they move out of Engagement. Swooping Hawks also gain +2 bonus dice when they make a Pinning Attack (Wrath & Glory, page 189). BATTLECRY BATTLECRY: Sudden Assault: If a Swooping Hawk attacks from above, all opponents must make a DN 3 Initiative Test. If they all fail, the Swooping Hawk may Sieze the Initiative without spending Ruin. ABILITIES ACTION: Lasblaster: 10 +1 ED / Range 12 – 24 – 36 / Salvo 3 / Assault, Rapid Fire (3), Reliable, Rending (3) RUIN: Battle Focus: Spend 1 Ruin immediately before or after making a ranged attack to Move up to the Swooping Hawk’s Speed as a Free Action. DETERMINATION: Spend 1 Ruin to roll 5d6. Conviction Resolve Speed Size 4 3 16 (Fly) Avg BATTLEZONE: GILEAD AELDARI DRUKHARI ORKS GENESTEALER CULTS NECRONS THE T’AU EMPIRE


40 WARP SPIDER The jump generator technology of the Warp Spiders is something truly alien, a miniature Warp engine that teleports them around the battlefield with short hops through the Empyrean. They use this technology to launch unpredictable surprise attacks, and disappear before facing reprisals. Warp travel is especially dangerous for an Aeldari, as Slaanesh is ever hungry, so for an Aspect Warrior to risk their soul in this manner is regarded by the Asuryani as either foolhardy or courageous. Such valour is unappreciated by the target of a Warp Spider’s Death Spinner, as they are entangled in a cloud of monomolecular wire that shreds flesh and bone as it settles. Like Swooping Hawks, Warp Spiders represent the Asuryani at their most frustratingly elusive. Their hitand-run tactics target Agents when they are herded into a tight group, so their death spinners can ensnare multiple targets at once. Though Flickerjump allows them to escape melee combat, it can be countered through combined assaults by multiple Agents. WARP SPIDER EXARCH A Warp Spider Exarch has Weapon Skill 9 and 9 Wounds. They gain an upgraded dualDeath Spinner (replace their Death Spinner’s Blast [6] trait with Blast [10]), and gain the equipment and bonuses below: u Powerblade (x2): 8 +4 ED / AP -3 / Parry u Champion: An Exarch may use Ruin Actions. u Spider’s Lair: Warp Spiders within 10m of their Exarch inflict 1 Mortal Wound on any enemy that Moves into their Engagement. WARP SPIDER Threat A|E|E|T|T AELDARI, ASURYANI, ASPECT WARRIOR, [CRAFTWORLD] S T A I Wil Int Fel 3 3 5 5 4 3 2 Defence Wounds Shock Resilience 4 9 7 8 (5 AR) SKILLS: Default 5, Awareness 6 (Passive 3), Ballistic Skill 8, Pilot 10, Stealth 7, Weapon Skill 8 BONUSES Intense Emotions: This Threat takes a penalty of +1 DN to all Resolve Tests. Warp Spider Jump Generator: Warp Spiders may make a DN 3 Pilot (A) test to increase their Speed to 12 when they Move, teleporting horizontally through characters and ignoring terrain penalties. If the Test fails, their movement deviates according to Scattering rules (Wrath & Glory, page 186). A Complication means something has gone terribly wrong — the results are up to the GM, but it is likely the Warp Spider is simply dead. ABILITIES ACTION: Death Spinner: 14 +1 ED / AP -2 / Range 6 – 12 – 18 / Salvo 1 / Assault, Blast (4) RUIN: Battle Focus: Spend 1 Ruin immediately before or after making a ranged attack to Move up to the Warp Spider’s Speed as a Free Action. REACTION: Flickerjump: When a character enters Engagement with an Unengaged Warp Spider, the Warp Spider may Move up to their Speed, teleporting as a Reflexive Action. This Move does not provoke Reflexive Attacks. DETERMINATION: Spend 1 Ruin to roll 3d6. Conviction Resolve Speed Size 4 3 8 Avg


41 SHADOW SPECTRE Shadow Spectres float across the battlefield on silent jetpacks, their camouflaging holo-fields bestowing them with the visage of malignant ghosts. Their haunting presence evokes the eternal vigilance of their Craftworld’s wraith constructs, eternal warriors who fight from beyond the grave. This daunting spectacle is accompanied by the lightning discharge of Shadow Spectre prism rifles, the spectral bands of the laser shot fine-tuned to target large groups or priority targets as required. By attuning to a bizarre crystal targeting matrix known as the Ghostlight, the Aspect Warriors can even combine the shots of multiple prisms rifles into a single lancing strike, that punches through tank armour with ease. Shadow Spectres combine the deadly weaponry of Dark Reapers with the mobility of Swooping Hawks, claiming their enemy’s souls whilst remaining out of range from return fire. They are easily scattered by Agents with heavy weapons though, or canny melee combatants who find a way to close the gap with stealth or speed. Fortunately, Shadow Spectres are commonly deployed alongside Ghost Warriors, whose resilience and horrifying short-range firepower effectively compliments these weaknesses. SHADOW SPECTRE EXARCH A Shadow Spectre Exarch has Weapon Skill 9 and 9 Wounds. They lose their Prism Rifle, and gain the equipment and bonuses below: u Prism Blaster: 16 +3 ED / AP -3 / Range 12 – 24 – 36 / Salvo 2 / Assault u Champion: An Exarch may use Ruin Actions. u Ghostlight: Shadow Spectres within 10m of their Exarch gain +8 bonus dice on Leadership (Wil) Tests during Combined Attacks (Wrath & Glory, page 188) involving multiple Shadow Spectres. SHADOW SPECTRE Threat A|E|E|T|T AELDARI, ASURYANI, ASPECT WARRIOR, [CRAFTWORLD] S T A I Wil Int Fel 3 3 5 5 4 3 2 Defence Wounds Shock Resilience 5 9 7 7 (5 AR) SKILLS: Default 5, Awareness 6 (Passive 3), Ballistic Skill 9, Intimidate 8, Pilot 8, Stealth 8, Weapon Skill 7 BONUSES Intense Emotions: This Threat takes a penalty of +1 DN to all Resolve Tests. Shadow Spectre Jetpack: A jetpack is built into the Shadow Spectre’s Heavy Aspect Armour, and their sophisticated technology allows them to fly at their Speed +4, and do not need to make Pilot (A) Tests unless called for by the GM. Spectre Holo-Field: Shadow Spectres gain +1 Defence and +1 bonus die on Stealth (A) Tests (bonuses included above). ABILITIES ACTION: Prism Rifle (Diffuse): 12 +1 ED / AP -1 / Range 9 – 18 – 27 / Salvo 1 / Assault, Blast (6) Prism Rifle (Focused): 14 +2 ED / AP -3 / Range 12 – 24 – 36 / Salvo 1 / Assault RUIN: Battle Focus: Spend 1 Ruin immediately before or after making a ranged attack to Move up to the Warp Spider’s Speed as a Free Action. DETERMINATION: Spend 1 Ruin to roll 3d6. Conviction Resolve Speed Size 4 3 12 (Fly) Avg BATTLEZONE: GILEAD AELDARI DRUKHARI ORKS GENESTEALER CULTS NECRONS THE T’AU EMPIRE


42 WRAITHGUARD Just as the Asuryani have mastered the process of transplanting an Aeldari’s soul into a Spirit Stone upon their death, they have learned to install that Spirit Stone in an inanimate shell, so they can be restored to a facsimile of true life. Disturbing the slumber of the dead can only be justified in times of existential conflict, so these wraith constructs are designed to be formidable battle platforms: roughly twice the height of an Aeldari, and armoured in reinforced wraithbone. A Wraithguard no longer perceives the world as a living soul would, but their superlative combat instincts remain. These talents are further enhanced by the appalling distortion weaponry they wield in battle, designed to tear apart a body with invasive Warp energies, or cast a soul into the ruinous beyond. Wraithguard are forged with a resilience most Aeldari warriors lack, and Agents equipped to handle fastmoving Asuryani may find their Blast or other antipersonnel weaponry struggles to penetrate a wraith construct’s carapace. It is just as well the Asuryani only deploy Ghost Warriors in only the most dire circumstances, for low-Tier Agents are easily Annihilated by Wraithguard weaponry. However, the Spiritseers of Ul-Khari find themselves awakening their ancestors with increasing frequency in defence of their walls, but with each awakening they further risk the spirits of their beloved ancestors falling into the grasp of She-Who-Thirsts. WRAITHBLADE Wraithblades resemble their Wraithguard cousins in form, but are entirely unlike them in disposition. Whilst the Wraithguard are stoic and still, the Wraithblades are wrathful and furious, desperate to dispatch their foes in close combat. Their ghostblades are implanted with Spirit Stones retrieved from Crone Worlds, those forsaken planets were most afflicted by the Chaotic energies of the Fall, and the souls of their occupants have endured tortures that drove them to a howling rage. Though the Spiritseers are deeply troubled by the anguish of these spirits, they are a useful asset in battle, as the Wraithblades vent their anger against the enemies of their Craftworld. Whilst Wraithguard excel at mid-range firefights, Wraithblades are melee specialists through-andthrough, preferring to brutally engage groups of Agents where possible. Luckily, they can be outmanoeuvred, as they are neither fast nor as unnaturally graceful as living Aeldari. Whilst canny Agents can avoid melee by affecting a tactical retreat and firing on-the-move, the sheer resilience of the Wraithblades makes this a time-consuming strategy, allowing other Asuryani to seize unguarded strongpoints in the meantime. HighTier Agents may stand and fight instead, but should expect to pay a price for their courage. WRAITHGUARD Threat A|A|E|T|T AELDARI, ASURYANI, WRAITH CONSTRUCT, [CRAFTWORLD] S T A I Wil Int Fel 7 9 4 4 5 3 1 Defence Wounds Shock Resilience 3 17 9 14 (4 AR) SKILLS: Default 4, Awareness 8 (Passive 4), Ballistic Skill 9, Weapon Skill 9 BONUSES Wraithsight: Wraithguard can communicate telepathically, and perceive the presence of psychic powers and Warp phenomena, as well as thoughts and feelings at the GM’s discretion. However, unless there is a living Aeldari character within line of sight, Wraithguard gain the Hindered Condition. War Construct: Wraithguard are immune to the Blinded, Bleeding, and Poisoned Conditions, and cannot Suffocate. Any ranged weapons wielded by Wraithguard can be used whilst Engaged, as though they had the Pistol Trait. ABILITIES ACTION: Wraithcannon: 20 +3 ED / AP -4 / Range 9 – 18 – 27 / Salvo 1 / Assault, Heavy (8), Warp Weapon Wraithguard can instead be equipped with a D-Scythe: 20 +1 ED / AP -4 / Range 6 – 12 – 18 / Salvo 1 / Assault, Blast (6), Warp Weapon DETERMINATION: Spend 1 Ruin to roll 9d6. Conviction Resolve Speed Size 5 4 5 Large


43 WRAITHBLADE Threat A|A|E|T|T AELDARI, ASURYANI, WRAITH CONSTRUCT, [CRAFTWORLD] S T A I Wil Int Fel 8 9 3 4 5 3 1 Defence Wounds Shock Resilience 3 17 9 14 (4 AR) SKILLS: Default 4, Awareness 8 (Passive 4), Ballistic Skill 7, Weapon Skill 10 BONUSES Wraithsight: Wraithblades can communicate telepathically, and perceive the presence of psychic powers and Warp phenomena, as well as thoughts and feelings at the GM’s discretion. However, unless there is a living Aeldari character within line of sight, Wraithblades gain the Hindered Condition. War Construct: Wraithblades are immune to the Blinded, Bleeding, and Poisoned Conditions, and cannot Suffocate. Any ranged weapons wielded by Wraithblades gain the Pistol Trait. Blades of Bone: Wraithblades are equipped with either two Ghostswords or one Ghostaxe. If equipped with Ghostswords, they reduce the DN penalty for making Multi-Attacks by 2. If equipped with a Ghostaxe, they also gain a Forceshield (*2 AR / Power Field, Shield) ABILITIES ACTION: Ghostsword (x2): 13 +4 ED / AP -3 / Parry Ghostaxe: 14 +6 ED / AP -3 / Rending (2) DETERMINATION: Spend 1 Ruin to roll 9d6. Conviction Resolve Speed Size 5 4 5 Large BATTLEZONE: GILEAD AELDARI DRUKHARI ORKS GENESTEALER CULTS NECRONS THE T’AU EMPIRE


44 WRAITHLORD Housing the soul of a legendary Aeldari war hero, Wraithlords are the largest constructs deployed by the Asuryani, armed and armoured with both the devastating weaponry and wisdom of the ancients. Each Wraithlord is crafted to suit the specialties of its occupant, so a range of heavy weaponry may be employed. The Ghostglaive is perhaps the most iconic — a blade twice the height of a man that can fell a towering monster as easily it does a whole squad of infantry. A Wraithlord is a devastating opponent for any warparty. They are best engaged whilst separated from their living kin, which can confuse their spectral perceptions of reality — they are not helpless however, the Spirits they carry still ever wary of traps or deceptive ploys. High-Tier Agents could amass antiarmour weaponry, and hope to fell the colossus with a combined assault. Low-Tier Agents would be smarter to flee to a confined space, where the Wraithlord’s bulk will not permit them to follow. LEGENDS OF WAR Wraithlords may replace their Bright Lance with weapons listed under the Guardian Defender’s heavy weapon platform on page 31. A Wraithlord may have up to two of these weapons. WRAITHLORD Threat A|A|E|T|T AELDARI, ASURYANI, WRAITH CONSTRUCT, [CRAFTWORLD] S T A I Wil Int Fel 12 13 3 4 6 4 1 Defence Wounds Shock Resilience 3 17 9 14 (4 AR) SKILLS: Default 4, Awareness 8 (Passive 4), Ballistic Skill 9, Weapon Skill 9 BONUSES Wraithsight: Wraithguard can communicate telepathically, and perceive the presence of psychic powers and Warp phenomena, as well as thoughts and feelings at the GM’s discretion. However, unless there is a living Aeldari character within line of sight, Wraithguard gain the Hindered Condition. War Construct: Wraithguard are immune to the Blinded, Bleeding, and Poisoned Conditions, and cannot Suffocate. Any ranged weapons wielded by Wraithguard can be used whilst Engaged, as though they had the Pistol Trait. ABILITIES ACTION: Wraithcannon: 20 +3 ED / AP -4 / Range 9 – 18 – 27 / Salvo 1 / Assault, Heavy (8), Warp Weapon Wraithguard can instead be equipped with a D-Scythe: 20 +1 ED / AP -4 / Range 6 – 12 – 18 / Salvo 1 / Assault, Blast (6), Warp Weapon DETERMINATION: Spend 1 Ruin to roll 9d6. Conviction Resolve Speed Size 5 4 5 Large


Such is the skill and courage of Corsairs that small warbands of these warriors operate independently from their fleets, embarking on secretive missions known only to their Princes and their patrons. Each Corsair fleet carves out a portion of space as their own, terrorising those who would dare pass through, launching surprise raids from these havens. Some fleets hold court in space stations they have reclaimed and outfitted to act as harbours for their vessels, while others use drifting planetoids or lurk within asteroid fields where few would dare venture. AELDARI CORSAIRS Those restless Aeldari who stray from the Asuryani Path, or who stop themselves before giving in to the epicurean degeneracy of the dark city, Commorragh, find life amongst the Corsair fleets. Their life is one of adventure, heroism, danger, and a desire to live to the fullest if these truly are the twilight years of their race. As pirates of the void - ‘Anhrathe’ in the Aeldari tongue. Corsairs are members of fleets that raid the trading routes and colonies of thousands of worlds. Each warrior in the fleet is a capable fighter, pilot, and socialite, seeking to succeed in any arena of conflict and enjoy the spoils. To outsiders, a Corsair is a dashing figure, dressed in void capable armour, using components from every part of the Aeldari race and all manner of trinkets and trophies they have plundered over hundreds of years. Corsairs are not merely pirates though: some fleets and warbands sell their services as privateers, supporting their Craftworld brethren in battle or travelling where others would dare not, carrying cargo and missives to distant parts of the galaxy. Likewise, Corsairs can be found in the company of Drukhari raiders or engaging in the byzantine politics and depravity of Commorragh. Unlike their Drukhari cousins, Corsairs tap into the well of psychic potential that each Aeldari has and utilise their supernatural abilities to guide their ships through the winding corridors of the Webway. BATTLEZONE: GILEAD AELDARI DRUKHARI ORKS GENESTEALER CULTS NECRONS THE T’AU EMPIRE


46 CORSAIR PRINCE Corsair Princes proudly sit upon the command thrones of their flagships, surveying all they command, idly sipping potent cordials and enjoying platters of delicacies plundered from the hundreds of star systems they claim as their hunting grounds. Some claim they are lords and ladies of the domains they stalk, imagining themselves as scions of noble bloodlines. In some cases, this is true, but often it is merely an act used to legitimise a Prince’s independence. Corsair Princes typically fall into their role after a critical divergence with their kin. Some doggedly pursue an enemy to the bitter end at the expense of their Craftworld. In contrast, others, exhausted by the constant procession of enslaved people and sacrifices, set out for some higher calling and escaping the ennui of the Dark City. The reasons for their odysseys are myriad and unique to the prince, just as each prince’s title is. The term “prince” is a Human term that inaccurately describes the fleet captains of the Corsairs, as each has a unique title within their own tongue. Princes are experts in combat, displaying insightful tactics that confound the captains of Imperial ships. They are deft blade-masters, and keen marksmen, aware they must maintain their prowess unless they wish to risk being deposed by an enterprising underling. Princes are also canny negotiators — despite their ostracism from their Asyurani and Drukhari kindred, their skills, knowledge, and fleets are required by these other parties. Princes use honeyed words and gifts to gain the favour of their patrons, sometimes accepting boons and promises that they will cash in at a later date. Their broad experiences and smoothtalking ease their interactions with non-Aeldari far from the prying eyes of those who would frown upon such interactions. Such diplomacy skills are critical for a prince to hold together the multitude of ships and warbands that form their fleet. As captains who have seen more worlds than the years of a human lifetime, Corsair Princes carry an eclectic collection of weapons and armour of Aeldari design. They are decked in rare furs, teeth from deadly alien beasts, and blades recovered from the tombs of longdead Aeldari mystics. Unlike their Craftworld cousins, their cybernetic augments are garish and a sign of their deadly prowess and status. CORSAIR PRINCE Threat A|A|A|A|A AELDARI, ASURYANI, WRAITH CONSTRUCT, [CRAFTWORLD] S T A I Wil Int Fel 3 3 7 7 5 4 4 Defence Wounds Shock Resilience 6 11 9 10 (3 AR) SKILLS: Default 9, Athletics 10, Awareness 10 (Passive 5), Ballistic Skill 12, Leadership 10, Pilot 10, Weapon Skill 12 BONUSES Champion: This Threat may use Ruin Actions and has 4 personal Ruin. Intense Emotions: This Threat takes a penalty of +1 DN to all Resolve Tests. Path of Command: Any ally with a shared [COTERIE] Keyword within communication range of a Corsair Prince may use Ruin Actions using the Autarch’s personal Ruin. Reckless Abandon: This Threat’s attacks gain +6 bonus dice during All-Out Attacks. Uncanny Balance: The Corsair Prince gains +3 bonus die when they use Athletics (S) Interaction Attacks. BATTLECRY Superlative Strategist: Before combat begins, the Corsair Prince may choose an ally with a shared [COTERIE] Keyword within communication range to use a Ruin Action for free. If they make a Test, as part of this Ruin Action, they gain +2 bonus dice. ABILITIES ACTION: Void Sabre: 8 +4 ED / AP -3 / Range 1 / Brutal, Parry Fusion Pistol: 16 +2 ED / AP -4 / Range 3 - 6 - 9 / Salvo 1 / Pistol, Melta DETERMINATION: Enduring Resolve: Spend 1 Ruin to roll 3d6. This Threat can roll Determination against Mortal Wounds. Include a Wrath Die in this Threat’s Determination rolls. If the Wrath die rolls an Icon, the Threat does not suffer Shock damage for this Determination roll, the Wounds are simply ignored. Conviction Resolve Speed Size 5 4 8 Avg


47 FELARCH Champions and captains amongst the pirate fleets, leading warbands, starships, or wings of starfighters, Felarchs are dashing figures on the field of battle, brandishing exotic mind-flaying firearms, and finely crafted monomolecular edged blades. Having travelled across the stars for many centuries and faced all manner of enemies, they are capable combatants able to stand toe to toe with millennia-old Chaos Space Marines, and gargantuan Ork brutes. Felarchs lead the reaver bands that venture far from the courts of their Corsair Prince, either sent on a specific mission, or having strayed to pursue their own personal agenda. Even in larger engagements, Felarchs are assigned small warbands to enable tactical flexibility and unpredictability that confounds armies that rely on massed arms but lack in skill. WAYSEEKER Corsairs are unafraid of tapping into the raw psychic potential inside every member of the Aledari race. As a void-faring society, the Corsairs rely on psykers to guide their starships through the labyrinthine network of the Webway. While Void Dreamers direct the flagships and fleet at larger, Wayseekers are less experienced psykers, with similar skills in reading portents and omens, who guide smaller ships of the fleet and join warbands to guide them to their targets. Brandishing staffs made of psychically resonant Wraithbone, these psykers can unleash crackling bolts of lighting. Tapping into visions of the future the Wayseeker can cloak themselves and others in a bubble of fate that does not deflect shots, but simply ensures the beneficiaries are stood in the right spot at the right time to survive. Likewise, their future sight can guide the shots of Fate Dealers and Shade Runners. SOUL WEAVER As travellers far from the confines of the Craftworlds, exploring lost Maiden Worlds, or the ruins of their ancient civilisation, the Anhrathe recover Spirit Stones of long dead Aeldari. Amongst the Corsairs, the Soul Weavers are psykers who use their talent to speak to the spirits held within these relics, learning from them forgotten secrets, lost arts, and borrowing their former strength in life to bestow it temporarily upon others. The Soul Weavers commune with their fallen ancestors and honour the dead. Far from the Infinity Circuits of the Craftworlds, the Soul Weavers take the time to care for each Spirit Stone in their care. However, the call of the newly risen Aeldari god of the dead, Ynnead, provides a powerful argument for returning these cherished stones to their Craftworlds, to hasten the possible salvation of their race. FELARCH Threat A|A|A|E|E AELDARI, ANHRATHE, DRUKHARI, [COTERIE] S T A I Wil Int Fel 3 3 6 6 4 3 3 Defence Wounds Shock Resilience 5 9 7 9 (5 AR) SKILLS: Default 6, Athletics 8, Awareness 8 (Passive 4), Ballistic Skill 10, Intimidation 7, Leadership 8, Pilot 10, Weapon Skill 11 BONUSES Champion: This Threat may use Ruin Actions and has 2 personal Ruin. Combat Master: When using a weapon in each hand, the DN penalty for Multi-Attack is reduced by 2. Intense Emotions: This Threat takes a penalty of +1 DN to all Resolve Tests. Reavers of the Void: This Threat’s attacks gain +2 bonus dice during All-Out Attacks. Uncanny Balance: Corsairs gain +1 bonus die when they use Athletics (S) Interaction Attacks. ABILITIES ACTION: Aeldari Power Sword: 8 +4 ED / AP -3 / Range 1 / Parry Shuriken Pistol: 10 +1 ED / Range 6 - 12 - 18 / Salvo 2 / Pistol, Rending (3) Plasma Grenade (1): 10 +5 ED / AP -1 / Range 8 / Blast (6) RUIN: Reaver of the Void: Spend 1 Ruin. The Felarch Seizes the Initiative and gains +3 bonus dice to all attack Tests. WRATH: Outcast Coordinator: When a Felarch rolls a Wrath Critical, an ally that shares its [COTERIE] Keyword within 6m may immediately Move or take an Action. DETERMINATION: Enduring Resolve: Spend 1 Ruin to roll 3d6. This Threat can roll Determination against Mortal Wounds. Include a Wrath Die in this Threat’s Determination rolls. If the Wrath die rolls an Icon, the Threat does not suffer Shock damage for this Determination roll, the Wounds are simply ignored. Conviction Resolve Speed Size 4 3 8 Avg BATTLEZONE: GILEAD AELDARI DRUKHARI ORKS GENESTEALER CULTS NECRONS THE T’AU EMPIRE


48 WAY SEEKER Threat A|E|T|T|T AELDARI, ANHRATHE, DRUKHARI, PSYKER [COTERIE] S T A I Wil Int Fel 3 3 4 5 7 4 3 Defence Wounds Shock Resilience 4 7 9 7 (3 AR) SKILLS: Default 6, Athletics 7, Awareness 8 (Passive 4), Ballistic Skill 7, Pilot 8, Psychic Mastery 10, Weapon Skill 7 BONUSES Intense Emotions: This Threat takes a penalty of +1 DN to all Resolve Tests. Ghosthelm: This Threat never rolls on the Perils of the Warp table. They always use the Bound Power Level (+0 Wrath Die). Reckless Abandon: This Threat’s attacks gain +4 bonus dice during All-Out Attacks. ABILITIES ACTION: Shuriken Pistol: 10 + 1 ED / Range 6 - 12 - 18 / Salvo 2 / Pistol, Rending (3) Witch Staff: 10 + 3 ED / Ap -1 / Range 2 / Force, Warp Weapon Witch Sight: The Way Seeker knows the following Psychic Powers: Protect/Jinx (Wrath & Glory page 284), Quicken/Restrain (page 284), Smite (page 272) Ruin: Soul Channel: Spend 1 Ruin to activate a Psychic Power or Deny the Witch. DETERMINATION: Enduring Resolve: Spend 1 Ruin to roll 3d6. Conviction Resolve Speed Size 7 6 8 Avg SOUL WEAVER Threat A|E|T|T|T AELDARI, ANHRATHE, DRUKHARI, PSYKER, [COTERIE] S T A I Wil Int Fel 3 3 4 5 7 4 3 Defence Wounds Shock Resilience 4 7 9 7 (3 AR) SKILLS: Default 6, Athletics 7, Awareness 8 (Passive 4), Ballistic Skill 6, Pilot 8, Psychic Mastery 10, Weapon Skill 8 BONUSES Intense Emotions: This Threat takes a penalty of +1 DN to all Resolve Tests. Reckless Abandon: This Threat’s attacks gain +4 bonus dice during All-Out Attacks. ABILITIES ACTION: Aeldari Power Sword: 7 +4 ED / AP -3 / Range 1 / Parry Shuriken Pistol: 10 + 1 ED / Range 6 - 12 - 18 / Salvo 2 / Pistol, Rending (3) Plasma Grenades (2): 10 +5 ED / AP -1 / Range 12 / Blast (6) Soul Channel: The Soul Weaver knows the following Psychic Powers: Dull Pain (Wrath & Glory, p. 269), Embolden/Horrify (page 283), Empower/Enervate (page 283). RUIN: Soul Channel: Spend 1 Ruin to activate a Psychic Power or Deny the Witch. REACTION: Channeler Stones: Once per Round when this Threat or an ally within 5m would suffer damage, this Threat may activate their Channeler Stones. The damage of that attack is reduced to 0. DETERMINATION: Spend 1 Ruin to roll 3d6. Conviction Resolve Speed Size 7 6 8 Avg


49 FATE DEALER Rangers are expert marksmen who have grown bored of life on the Craftworlds and have chosen the Path of the Outcast, wandering the Webway and visiting distant worlds. Though they have strayed from the Asuryani, many return to their former Craftworlds in their time of need, offering their services as scouts and assassins. Some rangers, however, find a sense of belonging amongst the pirate fleets of the Corsairs. Known as Fate Dealers, these marksmen are prized assets within the fleet, striking from the shadows with their long rifles, having waited patiently for days for their target to reveal themselves. Fate Dealers are often sent ahead of their warbands, relaying critical intelligence regarding their opponents numbers and distribution, and complementing the ability of Corsair warbands to adapt to any opponent. KURNATHI Whether having trained on the Path of the Warrior, in the deadly gladiatorial arenas of Commorragh, or learned their martial arts during their dance with the Harlequins, Kurnathi are expert swordmasters who seek out new challenges out amongst the stars. Their skill and subtlety with a blade makes Kurnathi the ideal bodyguards for Corsair Princes, forming bands known as Blade Sworn retinues. Together they test each other, constantly seeking to perfect their art, while protecting their liege. Within the Voidscarred warbands these swordmasters challenge all manner of alien killers to mortal combat, meeting crude chainaxes with their finely crafted power blades. Each sword that a Kurnathi bears has a history of its own, passed on from mentor to student, or as a prize between honourable duelists. FATE DEALER Threat A|E|T|T|T AELDARI, ANHRATHE, DRUKHARI, [COTERIE] S T A I Wil Int Fel 3 3 6 4 3 3 2 Defence Wounds Shock Resilience 3 7 5 7 (3 AR) SKILLS: Default 6, Athletics 7, Awareness 10 (Passive 5), Ballistic Skill 10, Pilot 9, Stealth 9, Survival 8, Weapon Skill 7 BONUSES Cameleoline Cloak: Gain +1 bonus die to Stealth (A) Tests and +1 Defence while in cover or shadows. Intense Emotions: This Threat takes a penalty of +1 DN to all Resolve Tests. Reckless Abandon: This Threat’s attacks gain +4 bonus dice during All-Out Attacks. ABILITIES ACTION: Shuriken Pistol: 10 + 1 ED / Range 6 - 12 - 18 / Salvo 2 / Pistol, Rending (3) Ranger Long Rifle: 10 + 1 ED / Range 18 - 36 - 54 / Salvo - / Sniper (4) WRATH: Sniper: When the Threat rolls a 6 on the Wrath Die as part of a ranged attack it deals an additional 1d3 Mortal Wounds. DETERMINATION: Enduring Resolve: Spend 1 Ruin to roll 3d6. Conviction Resolve Speed Size 3 2 8 Avg KURNATHI Threat A|E|T|T|T AELDARI, ANHRATHE, DRUKHARI, [COTERIE] S T A I Wil Int Fel 3 3 5 6 2 3 2 Defence Wounds Shock Resilience 6 7 4 7 (3 AR) SKILLS: Default 6, Athletics 7, Awareness 8 (Passive 4), Ballistic Skill 9, Intimidation 7, Pilot 10, Weapon Skill 11 BONUSES Bladed Stance: When wielding two melee weapons, this Threat reduces the DN penalty for Multi-Attack by 2. Additionally, this Threat gains +1 Defence when wielding two melee weapons (already included above). Intense Emotions: This Threat takes a penalty of +1 DN to all Resolve Tests. Reckless Abandon: This Threat’s attacks gain +4 bonus dice during All-Out Attacks. ABILITIES ACTION: Shuriken Pistol: 10 + 1 ED / Range 6 - 12 - 18 / Salvo 2 / Pistol, Rending (3) Dual Aeldari Power Swords: 7 +4 ED / AP -3 / Range 1 / Parry DETERMINATION: Enduring Resolve: Spend 1 Ruin to roll 3d6. Conviction Resolve Speed Size 2 1 8 Avg BATTLEZONE: GILEAD AELDARI DRUKHARI ORKS GENESTEALER CULTS NECRONS THE T’AU EMPIRE


50 SHADE RUNNER Leaping from the shadows before disappearing from sight once more, Shaderunners are the sharp eyes and deft blades of a Prince, daring to go where others would not. Shade Runners share the skills and training from across the Aeldari. Wielding Hekatarii Blades forged in the Dark City, they are able to slice through even the thickest armour. Shade Runners wear blink packs, enabling them to strike from the shadows. Operating in a similar manner to the warp jump packs of the Warp Spider Aspect Warriors, but combined with the technology of the Drukhari, these teleportation devices give the appearance of their bearers appearing and disappearing from the shadows. STARSTORM DUELLISTS Even amongst the Aeldari there are gunslingers and desperados, out to make a name for themselves as the greatest fighters in the galaxy. Wielding shuriken pistols, fusion guns, poisonous splinter pistols, blast pistols, and laser carbines, these gunfighters unleash a hailstorm of death on their enemies at close range. When not engaged in battle these duelists hone their skills in the holo-arenas of the fleet, and indulge their desires, gloating about their latest kills and the recent haul of loot from raids on shipping lanes and outposts. Where Kurnathi are noble and measured, and Shaderunners secretive and conniving, Starstorm Duelists are some of the most boisterous champions amongst their kind. SHADE RUNNER Threat A|E|T|T|T AELDARI, ANHRATHE, DRUKHARI, [COTERIE] S T A I Wil Int Fel 3 3 5 6 2 4 2 Defence Wounds Shock Resilience 5 7 4 7 (3 AR) SKILLS: Default 6, Athletics 7, Awareness 8 (Passive 4), Ballistic Skill 6, Pilot 9, Stealth 9, Weapon Skill 12 BONUSES Blademaster: When wielding its Paired Hekatarri Blades , this Threat reduces the DN penalty for Multi-Attack by 2. Intense Emotions: This Threat takes a penalty of +1 DN to all Resolve Tests. Reckless Abandon: This Threat’s attacks gain +4 bonus dice during All-Out Attacks. BATTLECRY BATTLECRY: Shade Runner Assaults: The Shade Runner Charges at a target, potentially using its Blink Pack, and attacks a minimum of twice with its Hekatarri Blades. If it deals any Wounds, the target is Vulnerable. ABILITIES ACTION: Shuriken Pistol: 10 + 1 ED / Range 6 - 12 - 18 / Salvo 2 / Pistol, Rending (3) Paired Hekatarri Blades: 8 + 4 ED / -3 AP / Range 1 / Parry RUIN: Blink Pack: The Shade Runner slips from sight, momentarily entering the Warp, before appearing again. They may make a DN 3 Pilot (A) test to increase their Speed to 12. They may move in any direction, ignoring terrain, though may not end their movement within terrain. If the test fails, their movement is resolved using the Scattering rules (Wrath & Glory, page 186). A Complication triggers here indicates that the Shade Runner ends up somewhere they did not intend — the exact results of this are up to the GM. DETERMINATION: Dodge: Spend 1 Ruin to roll 5D6. This Threat uses Agility instead of Toughness to roll Determination. Conviction Resolve Speed Size 2 1 8 Avg STARSTORM DUELLIST Threat A|E|T|T|T AELDARI, ANHRATHE, DRUKHARI, [COTERIE] S T A I Wil Int Fel 3 3 6 5 2 3 3 Defence Wounds Shock Resilience 4 7 4 6 (3 AR) SKILLS: Default 6, Athletics 8, Awareness 8 (Passive 4), Ballistic Skill 12, Intimidation 8, Weapon Skill 8 BONUSES Intense Emotions: This Threat takes a penalty of +1 DN to all Resolve Tests. Pistol Barrage: This Threat reduces the Multi-Attack penalty by 2DN when it fires with both of its pistols. Reckless Abandon: This Threat’s attacks gain +4 bonus dice during All-Out Attacks. ABILITIES ACTION: Fusion Pistol: 16 +2 ED / AP -4 / Range 3 - 6 - 9 / Salvo 1 / Melta, Pistol Shuriken Pistol: 10 +1 ED / Range 6 - 12 - 18 / Salvo 2 / Pistol, Rending (3) RUIN: Reaver of the Void: Spend 1 Ruin. The Voidreaver Seizes the Initiative and gains +2 bonus dice to all attack Tests. DETERMINATION: Spend 1 Ruin to roll 3d6. Conviction Resolve Speed Size 2 1 8 Avg


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