Idoneth Deepkin: Isharann...
It is the Tidecasters who conjure the phantasmal sea that allows aelf and aquatic beast to move and breathe as if they were in their own natural environment.
It is the Tidecasters who conjure the phantasmal sea that allows aelf and aquatic beast to move and breathe as if they were in their own natural environment.
Illusion, misdirection and terror are the psychic tools at the disposal of the Shadowseer. Wherever the Shadowseer treads on the battlefield discipline collapses, replaced by a bedlam of screams, gibbering and panicked, aimless gunfire.
Embracing the role of Death in its entirety, there is no mercy in the heart of a Death Jester. His outsize shuriken cannon reaps a deadly toll on his enemies as each round, impregnated with virulent biotoxins, causes its victims’ metabolisms to spectacularly detonate.
Spiritseers are those upon the Witch Path who are called to commune with the dead – a chilling concept, even amongst the Asuryani.
Masters of prediction, the Farseers are the strangest and most visionary of a craftworld's advisors. Even in battle they can perform their divinations, casting the complex wraithbone runes of the Aeldari into the air and interpreting changes as the glowing icons orbit around them.
Ardboy Big Bosses are veteran Ironjawz with an eye for the battlefield and enough bellowing presence to browbeat their lads into line. Only the toughest of Ardboys survive long enough to become a Big Boss – these formidable warriors can turn a boisterous orruk horde into a disciplined killing machine that advances in a semblance of formation before crashing into the enemy like an armoured fist.
The Beast-skewer Killbow is a cruel ballista with one purpose – slaying the largest of beasts with brutal efficiency. Manned by Kruleboyz hand-picked for their proficiency with ranged weapons, the killbow can topple even the sturdiest of Monsters.
Wildly unpredictable, savage, untamed and violent, Waaagh! magic cannot be controlled by anything with even a shred of sanity. Luckily, the Ironjawz don’t have many shreds of sanity amongst them, and the least-shredded of all are the Weirdnob Shamans.
Eldrad Ulthran was once chief amongst the Farseers of Ulthwé. Eldrad has lived for over ten thousand years, and has successfully guided his people along the twisting paths of fate since the Fall, and throughout the rise of the Imperium.
In battle, Harlequin Troupes move fast and hit hard, relying on speed and skill to annihilate the enemy before they even have time to raise their guns. Once in combat, the Harlequins are in their element, performing a lethal dance of death while their masks shimmer with their foe’s worst fears.
Autarchs are renowned for their strategic brilliance, sublime martial skill and indomitable strength of will. Long have they trodden the Path of the Warrior, wearing the ritual masks of countless Aspect Warriors and yet never once slipping into the trap of obsession. Instead, these peerless leaders now walk the Path of Command. Wielding a dizzying variety of wargear and tactics mastered across millennia of battle, they apply all that they have learned to their command of the Asuryani warhosts.
War Walkers are used in rough terrain, to scout out enemy positions. Its two heavy weapons provide a considerable arsenal for its size, but it lacks the armour to fight at the centre of an attack.