Aeldari Guardian
A disciplined citizen-soldier with high mobility and accurate fire.
Threat File — Aeldari Guardian
TR 3 · AeldariSaves: Agility +5
Proficiencies: Awareness +4, Fieldcraft +3
Ancient Reflexes. When combat begins, before the first round, the guardian may move up to 10 feet. It is never Exposed by its own movement in the first round of combat.
Fluid Line. After making a ranged attack, the guardian may move up to 10 feet if it ends that move in cover. The firing line the party charged is not where it was.
Shuriken Catapult. Ranged Attack: +5 to hit, range 60/180 ft., one target. Hit: 2d6 + 2 slashing damage. On a critical hit, the monomolecular storm leaves the target Exposed until the end of its next turn.
Combat Blade. Melee Attack: +3 to hit, reach 5 ft., one target. Hit: 1d6 + 1 slashing damage.
Displace by Squad. The guardian and one Aeldari ally within 30 feet each move up to half their Movement. This movement does not provoke Reactive Fire from Suppressed creatures.
Morale: Withdraws in good order when bloodied or when the line's position is lost. It is a tactical retreat the seers planned an hour ago, never a rout.
Tactics: Fight as a moving line: shoot, displace, refuse the melee, and screen the specialists behind. Punish exposed advances; evaporate away from committed assaults. Only a pinned guardian is a fragile guardian.
Loot / Evidence / Hooks: Its wraithbone-grown shuriken catapult sickens and warps in human hands within days, and the spirit stone at its throat is priceless — stealing one invites the craftworld's vengeance.
Enemy Dossier
GM ReferenceAn Aeldari Guardian is a citizen-soldier of a dying species — an artist or engineer carrying a shuriken weapon with drilled, joyless competence. Individually modest; as a coordinated line, faster and more accurate than any human militia has a right to expect.
Use this enemy as the baseline Aeldari line infantry: mobile fire teams screening seers, platforms, and Aspect killers.
Threat Profile: Low durability, accurate mid-range fire, high mobility and Initiative, disciplined repositioning, fragile if Pinned or caught in the open.
Ancient Reflexes. Acts early in most rounds and may move a short distance when combat begins.
Fluid Line. May move after shooting if it ends in cover; the firing line the party charged is not where it was.
Shuriken Volley. Accurate ranged attack; on a critical hit, the monomolecular storm leaves the target Exposed.
Displace by Squad. The guardian and one ally reposition half their Movement without provoking Reactive Fire from Suppressed targets.
Morale: Tactical withdrawal, not panic — guardians preserve Aeldari lives above ground, and their seers usually knew the retreat was coming.
Tactics: Fight them as a moving line: shoot, displace, refuse the melee, and screen the specialists behind them. They punish exposed advances and evaporate away from committed assaults. Pinning a guardian squad is the only way to make it fragile — reward parties who manage it.
Full Stat Block Priority: Medium