Aeldari Autarch
A highly mobile commander coordinating elite xenos killers.
Threat File — Aeldari Autarch
TR 11 · AeldariSaves: Agility +8, Willpower +7
Proficiencies: Command +9, Awareness +8, Athletics +7
Path of Command. Aeldari allies within 60 feet act with +1 Initiative and may reroll their first failed Morale or withdrawal-discipline check each scene.
Many Paths Walked. The autarch carries one signature tool from each Aspect it mastered — a banshee mask, swooping hawk wings, a mandiblaster rig — chosen by the GM before the encounter.
Perfect Order. Once per round, up to two Aeldari units within 60 feet may immediately reposition up to half their Movement or change targets as the plan visibly reshapes.
Multiattack. The autarch makes two attacks, using its star glaive and fusion pistol in any combination.
Star Glaive. Melee Attack: +9 to hit, reach 5 ft., one target. Hit: 2d10 + 5 slashing damage. On a critical hit, the target is Exposed until the end of its next turn and every enemy that saw it is shaken.
Fusion Pistol. Ranged Attack: +8 to hit, range 15/45 ft., one target. Hit: 3d10 + 4 fire damage. Vehicles and constructs take an extra 1d10 damage. Armor-deletion carried from the Dragon path.
Countermove. When an enemy within 60 feet ends its movement, the autarch may order one Aeldari ally within 60 feet to move up to 10 feet without provoking Reactive Fire.
Morale: Withdraws with the host by plan, covering the retreat personally. An autarch's death breaks the host's tempo but not its discipline.
Tactics: Let the party feel the difference between fighting Aeldari units and fighting an Aeldari army. The autarch appears at the plan's hinge — reinforcing the flank the party was winning, personally deleting their breakthrough asset — then hands tempo back to the host. Killing it decapitates the machine; the farseer's plan survives, but nothing executes it as well.
Loot / Evidence / Hooks: The autarch's panoply is a museum of dead Aspect shrines; any single piece would start a war between collectors, and all of them together will start one with the craftworld.
Enemy Dossier
GM ReferenceAn Aeldari Autarch is a supreme battlefield commander who walked multiple Aspect paths and kept the lessons — a strategist with a war-hero's toolkit and total authority over the host. Where the farseer is why the plan exists, the autarch is why it executes flawlessly.
Use this enemy to make an entire Aeldari force fight as one organism, and as a mobile elite threat wherever the plan needs personal attention.
Threat Profile: Good durability for Aeldari, elite melee and ranged skill from Aspect training, wings or jetbike mobility, command auras that sharpen the whole host, high-value decapitation target.
Path of Command. Aeldari allies within 60 feet act with +1 Initiative and reroll their first failed Morale or withdrawal-discipline check each scene.
Many Paths Walked. Carries one signature tool from each Aspect it mastered — banshee mask, fusion pistol, wings — at GM discretion.
Strategic Tempo. Once per round, one Aeldari unit may immediately move half its Movement out of sequence.
Star Glaive. Elite melee attack; critical hits leave the target Exposed and the witnesses shaken.
Fusion Pistol. Short-range armor-deletion carried from the Dragon path.
Perfect Order. Redirects the host: up to three Aeldari units may reposition or change targets as the plan visibly reshapes.
Morale: Withdraws with the host by plan, covering the retreat personally; an autarch's death breaks the host's tempo but not its discipline.
Tactics: Let the party feel the difference between fighting Aeldari units and fighting an Aeldari army. The autarch appears at the plan's hinge — reinforcing the flank the party was winning, personally deleting their breakthrough asset — then hands tempo back to the host. Killing it decapitates the machine; the farseer's plan survives, but nothing executes it as well.
Full Stat Block Priority: High