Aeldari Dark Reaper-Type
A long-range heavy weapons specialist that punishes open ground.
Threat File — Aeldari Dark Reaper-Type
TR 8 · AeldariSaves: Willpower +6
Proficiencies: Awareness +7
Reaper Rangefinder. The dark reaper's ranged attacks ignore Disadvantage from dim light, from the target's movement, and from cover-hugging advance. Jinking does not help.
Aspect of Death. The dark reaper is immune to fear and cannot be Frightened. It has already accepted the answer.
Reaper Launcher. Ranged Attack: +7 to hit, range 150/450 ft., one target. Hit: 3d8 + 4 energy damage.
Starswarm Barrage. Once per scene, the reaper saturates a 15-foot zone within 300 feet. Creatures in the zone make an Agility Save DC 14, taking 3d8 energy damage and becoming Pinned until the end of their next turn on a failure, or half damage on a success.
Death's Attention. The reaper marks one visible creature. While the mark holds and the target remains in the reaper's line of sight, the target is Suppressed. The mark ends if the reaper marks another target or loses sight of this one.
Reaper's Answer. The dark reaper makes Reactive Fire with its reaper launcher against the first creature each round that moves through open ground in its sightline.
Morale: Holds its firing position with funerary calm. Withdraws only on the seer's word, and then without hurry.
Tactics: Emplace it deep, high, and early, and let its fire define the map's geometry. Everything the party wants to do in the open should cost a save or a smoke grenade. Its weakness is a closed distance — banshees exist to prevent that, so make the party solve both at once.
Loot / Evidence / Hooks: Reaper armor is a funerary shell nobody sane wears twice, but the launcher's rangefinder array alone would buy a rogue trader's silence.
Enemy Dossier
GM ReferenceAn Aeldari Dark Reaper-Type is a long-range heavy weapons specialist in the armor of the Aspect of Death — patient, immobile by Aeldari standards, and lethal to anything that shows itself. Open ground within its sightline belongs to it.
Use this enemy to lock the party's movement from across the map and force smoke, tunnels, and flanking as the price of advance.
Threat Profile: Moderate durability, extreme-range fire that ignores most evasion, punishing Suppression, static by doctrine, dies to anyone who actually reaches it.
Reaper Rangefinder. Its attacks ignore Disadvantage from cover-hugging movement and dim light; jinking does not help.
Aspect of Death. Immune to fear; it has already accepted the answer.
Reaper Launcher Volley. Long-range attack with excellent accuracy; against moving targets it loses nothing.
Starswarm Barrage. Saturates a zone at range; everything in it saves or is damaged and Pinned.
Death's Attention. Marks one target; that target is Suppressed while it remains in the reaper's sightline.
Morale: Holds its firing position with funerary calm; withdraws only on the seer's word, and then without hurry.
Tactics: Emplace reapers deep, high, and early, and let their fire define the map's geometry. Everything the party wants to do in the open should cost a save or a smoke grenade. Their weakness is a closed distance — banshees exist to prevent that, so make the party solve both at once.
Full Stat Block Priority: High