Aeldari Ranger
A concealed marksman who punishes exposed movement.
Threat File — Aeldari Ranger
TR 5 · AeldariSaves: Agility +6
Proficiencies: Stealth +8, Awareness +6, Fieldcraft +6
Cameleoline Cloak. Ranged attacks against the ranger from more than 30 feet away are made with Disadvantage while it is in cover or concealment. The ranger has Advantage on Stealth checks.
Patient Shot. If the ranger does not move on its turn, its long rifle attack scores a critical hit on a roll of 19 or 20.
Long Rifle. Ranged Attack: +7 to hit, range 150/450 ft., one target. Hit: 1d12 + 4 piercing damage. Against a target that has not yet acted this scene or is unaware of the ranger, the attack deals +1d6 damage.
Shuriken Pistol. Ranged Attack: +6 to hit, range 30/90 ft., one target. Hit: 1d6 + 4 slashing damage.
Fade. When an attack misses the ranger, it may move up to 10 feet toward cover or concealment without provoking Reactive Fire.
Morale: Withdraws the moment the angle is lost. Fragile if pinned; assume it planned the exit before taking the first shot.
Tactics: Choose the angle, kill whoever moves in the open, relocate before retaliation arrives.
Enemy Dossier
GM ReferenceAn Aeldari Ranger is a patient xenos marksman who turns distance, concealment, and arrogance into a kill pattern. Imperial troops usually learn of their presence after the officer falls.
Use this enemy when the party needs to fear open sightlines, exposed leaders, or moving without smoke and counter-sniper pressure.
Threat Profile: Low durability, high precision, strong stealth, dangerous opening attack, prefers withdrawal over fair combat.
Impossible Stillness. Gains Advantage on Stealth checks while stationary in cover or concealment.
Patient Angle. If the Ranger has not moved, its first shot against an exposed target gains +2 to hit.
Ghost Withdrawal. When bloodied, the Ranger may move toward concealment without provoking Reactive Fire from targets it has not attacked this round.
Long Rifle Shot. High-accuracy ranged attack that punishes Exposed targets.
Mark the Officer. Marks a visible leader or support character; the next attack against that target gains +1 to hit.
Relocate. Moves half speed while maintaining concealment if terrain allows.
Morale: Withdraws if pinned, flanked, or denied sightlines. Rarely fights to the death unless guarding something sacred.
Tactics: Start hidden and target leaders, psykers, medics, or exposed heavy weapon users. Do not keep the Ranger in a static duel once discovered; reposition or retreat.
Full Stat Block Priority: Medium