Dumnanarii

## Dumanarii

The **Dumnanarii**, to walk between veils, (Gothic: 'Shadows') are the mainline military forces of the Shadow of the Phoenix, an alliance of Corsair and Exodites that have evolved into their own distinct faction. While the Shadow of the Phoenix utilise auxiliary and mercenary forces extensively, they maintain their own core of professional warriors; The Dumanarii are this force, adept special forces operating in small cells across the galaxy, performing clandestine operations from sabotage to assassination. They are well armed, disciplined and highly motivated, sworn to eternal service to their Ead’Ranai (Gothic: Arbiter), to which even in death they serve eternal.

## Etymology

Dumanarii is adapted from an Aeldari poem about Outcasts and Asuryani lifestyles, in which a character, known as the Wanderer, finds solace in being lost and walked between the veils of existence to eventually settle aside of them. However, the Dumanarii were coined Shadows, by the Imperium. Initially this nomenclature came from their operational nature – the Imperium did not know who was conducting these attacks, just that they were a figurative third party – when Imperial operators finally identified this militant group and secured negotiating parties to meet them the name was deemed still suitable.; As these warriors both served the Shadow of the Phoenix and were usually seen ‘shadowing’ Regulate on the field of battle.

## History

The Shadows have slowly evolved from a rag tag assortment of freelance fighters to a professional military that rivals and even surpasses that of the Craftworlds or Kabals; in the prowess of individual warriors, not scale. Their cause now is justice and their reputation is formidable. As the motley crew accumulated resources, a home and structure they began standardising their military. Regulate was inspired from his adventures and with the surplus of craftsmen now available he set about making his vision possible. A force of modular and flexible warriors, given every edge that was possible, to complement the core of aspect warriors and auxiliaries from his Corsair and Exodite allies. Given that this military and the people built around it, much like Regulate himself, belonged to no previously established faction of the Aeldari, they became known as the Dumanarii.

The Dumanarii were recognised as an entirely detached military force shortly after the first Hamartia Campaign and prototype forces were seen at the end of the second Hamartia Campaign. However much of the force, such as the Wanderers, and Honour Guard existed in the early adventures of Regulate. Adherents naturally evolved from the freelance warriors of both Exodites and Corsairs.

## Wanderers

‘Intelligence, Strategy, Victory’ - When Regulate was asked if the expense given to housing Outcasts was advisable.

While Outcasts are known to come from the Dumanarii, and their militant regime, it is more common for Outcasts to come to the Dumanarii. They are a curiosity to encounter along their travels who are welcoming and provide food, accommodation, and resources. A ranger will find the Dumanarii hospitable, freely giving what may have been a few weeks ago a dire resource. This generosity comes at an unspoken cost, it is a lure of recruitment, and while the outcasts tell their stories or exchange drinks with another, skilled diplomats and negotiators walk among them, accumulating intelligences and recruiting agents. Further, many Outcasts will be tempted in return – especially when in dire straits – and with more frequent visits are further tempted to take a permeant, if semi permeant, position with the Dumanarii.

The least publicly known but greatest assets to the Dumanarii is their spy network. For a group that spurn reliance on the prophetically skilled members of their race, they are rarely taken by surprise, as their network of allied Outcasts and their own Wanders keep them well informed. Exchange of intelligence is their primary source of trade and resource, trading vital intelligence with many factions. The Cait’Eoi’R (Gothic = Wanderers) are outwardly much like their Outcast cousins, rangers who explore the wide galaxy, walking the unknown road. However, they are not lost. They are the scouts, the assassins, the skirmishers and saboteurs of the Shadows. It is their life’s work and their path to secure the step ahead for the Adherents to follow. They are bolstered by skilled Outcasts allied or hired to pass on their endless knowledge and skills, and advance dedicated military equipment for the full scale war they will conduct. Wanderers are the first step of the path that all Dumanarii trek.

**Force Recon**

Feid’Athéan (Gothic = Force Reconnaissance) are the professional warrior class of the Wanderers, who conduct both observation and ‘mischief’ operations. Regulate, having once been an outcast and ranger himself for over a millennium, knew keenly the limitations in their design and function but also their potential and augmented them suitably. The Force Recon are flexible warriors with excellent armour and weaponry, able to tackle enemy tanks and infantry battalions, backed with the intelligence and autonomy in their decisions. Each squad of Wanderers is led by a veteran, and accompanied by a Spectre class Grav Platform. Strikeforces are often accompanied by a Reaper class Wraith construct.

The Force Recon wear a variant of Adherent Panoply, which has its wraithbone plates replaced with lighter and flexible alternatives, it keeps it defining support systems. The Wanderers can switch out standard issue Longrifles for Carbines instead. In addition to their rifles they carry mines, grenades and bombs. A Brightglaive and Hawks Talon replace the primary weapon of two warriors within each squad. The two support systems of a Feid’Athean (Only one for the Brightglaive equipped warrior) include Holofield decoy and monocular.

**Pathfinder Kill-Teams**

From their source of Outcasts, agents and saboteurs, the Dumanarii assemble elite kill teams of veteran Pathfinders to lead Force Recon strike teams, or to head hunt. The Dumanarii never walk into the unknown, as there will be a Pathfinder leading the way. Any Pathfinder recruited to the Dumanarii, even if just for a single mission, is gifted a finely crafted suit of armour to respect their current status among peers. Those Pathfinders who do not already possess a Shadeweave cloak are offered one to augment their own cameoline for the missions duration. Their longrifles are upgraded with inbuilt focusing crystals that greatly amplify their firepower, such that they can bleed through power armour and tank plates to strike the crew behind. These crystals are not gifted, loaned instead due to their cost in construction.

Spectre class Grav Platforms are redesigned grav platforms made to accompany Wanderers and amplify their potential firepower. A spiritstone, of a wanderer, sits at the core of the platform and guides it. The platform instinctively travels in a stealthy fashion and is programmed to follow the squad at a distance. It is coated on cameoline and its engine is silenced, which combined with the other factors means the platform does not inhibit the squad. When given the command the spirit guided platform will fire at targets acquired by the squads monoculars. Its efficiency in target elimination is noteworthy less effective that standard platforms.

Reaper class Wraith Constructs have a body capable of full flight, built around the spirit of a Swooping Hawk aspect warrior, and operate as a supporting weapons platform for a strikeforce of wanders. Cloaked in a similar fashion to the Spectre they soar above the strikeforce, relaying hotspots of emotional activity. They carry a number of phoenix missiles, but given their nature as a Wraith Construct they are unable to accurately target by themselves and are reliant on the ‘emotional beacons’ that the Wanders deploy.

## Adherents

A Mai’Grach (Gothic = Adherent) is the professional warrior class of the Dumanarii. A term that covers a variety of loadouts or specialisms of the same soldier. Each Adherent can switch between these variants before the battle and are well versed in the various combat scenarios. Well-armed and equipped Adherents are more than a match for their counterpart in other factions, as they are a semi elite unit.

The Adherents specialise in hitting hard and are closer to heavy infantry, but as with all Aeldari they remain extremely swift on their feet. Theirs are martial warriors, although their warriors do not follow a specific path of the warriors (Being closer to Exodites or Corsairs in spirit), they follow the general path of war, their training and practice consumes their life and is their art. What war requires they will provide and adapt to. It is very common for the Adherents to join a warrior's path as a result of this regime, but the majority remain unspecialised.

The Adherent comes in several flavours listed below. The Baseline armament of an Adherent is Adherent panoply, Sunspot pistol, Adherent power blade, and servo harness which holds two support systems. They operate in small squads, as little as three warriors in each but often group into a larger cohesive unit.

* **Assault** – Utilises Bladestorm variant Shuriken Catapults, Shrapnel Grenades, Star Killers, & Magnetic Trophy. Assault Adherents are infantry killers, shredding any organics that are not shielded with heavy armour (who remain vulnerable to star killer strikes). They move and strike hard and rarely remain still. Through their Magnetic Trophies they are resistant to solid shot and plasma-based munitions, while moving. Assault Adherents are seen at the front of the formation, butchering enemy infantry and passing off their attacks. They are the most flexible and easily recover, protecting the more inflexible Adherents.

* **Rifleman** – Utilises Spiritrifles, Rune grenades, & Bale light trophy. Hunter Adherents are skirmishers, keeping out of reach of the enemy, while keeping them in range. Should an enemy draw close they can look forward to an assault of bale light. Hunter Adherent’s Spirit rifles are deadly psychic weapons that can shred the mind of its enemies at excellent range as well as wound the machine spirits of enemy vehicles, they draw power from a large spirit stone emplaced instead of the second support system, which also provides a weak shield alike to Rune armour. Seen behind the first wave, Riflemen support the attacks and defence of other units. Their toughness can catch and stall the enemies attack, doubly so for their own attacks – their spirit rifles shred enemy infantry formations but more importantly stun and disable groups of infantry and, in salvos, vehicles.

* **Breacher** – Utilises Spiderbite blasters, Melta Grenade, Haywire launcher, and balelight trophy. Breacher Adherents are close range shock troops, weaving chaos among infantry and vehicles alike with their bale light and haywire respectively. While devastating, these Adherents work ‘within the blades length’, and require supporting units to counteract melee rushes. Seen at the ‘tip of the spear’ before coordinated strikes, Breachers are line breakers and routers. They are not typically seen within the battleline, being a reactive force.

* **Challenger** – Utilises Brightglaive, Rocket pod and Shimmer Orb grenades. With their secondary support system replaced with a servo arm that carries the bright glaive, the Challenger Adherent is a heavy weapon support unit, able to carry shuriken cannons alternatively. The rocket pod has limited ammunition but allows well rounded assault ability. The servo arm allows the Challenger Adherent to fire on the move, despite carrying a heavy weapon. Seen amongst the Riflemen, Challengers multiply the firepower of their company, but are also deployed in a reactionary sense (Often by Skyhunters) to quell vehicular assaults.

* **Technician** – Utilises Bladestorm variant shuriken catapult, drone controller, and balelight trophy. Technician Adherents are the closest to their Guardian defender equivalent (Though their Bladestorm Catapults and Adherent panoply gives them improved firepower and armour), with only their balelight trophy to enhance their combat ability. However, for each adherent there is a dedicated support grav platform, under control from a crystal targeting matrix mounted upon a servo arm. With each adherent controlling a single platform. Finally, they can swap out their bale light for a second controller, but only when commanding suicide grav platforms, moving two mobile mines at once ahead of the strike force to sew chaos in the enemies ranks.

### Advocate

Veteran Adherents evolve beyond the structure and flavours of their former squads. Becoming individual fighters who create and forge unique fighting styles of their own design, and customise their weapons and gadgets accordingly. If possible suitable warriors are teamed together or assigned to lead Adherent squadrons; but many fight alone. They are Syn’Goros (Gothic = Advocate) and are some of the finest warriors within the Dumanarii. They have access to the entire Adherent armoury, and the liberty to design their own wargear.

**Path Forger**

Rarely, an Advocate may not embrace a path of war, but become lost in their own warriors path. These individuals create and master a single combat style of their own creation, and will never break free of it. These warriors are exceptional, each one equivalent to an exarch and can often be seen with students studying and learning their way. A path forger can be resurrected with the sacrifice of a student, taking on the armour of their former master where their mind melds with the gestalt psychic potential of the former warrior. These Path Forgers lay the foundation for the variants of base Adherents.

## Skyhunters

The Dumanarii make use of the larger Skyweaver Jetbikes, suitably modified for their purpose. Standard Jetbikes (Or those used by the Drukhari Reavers) may be used by individuals, or their allies, as well as case specific scenarios; It is common for Force Recon squads to use Jetbikes to infiltrate and exfiltrate a combat zone, while completing a mission on foot. The standard jetbike is often considered a throwaway transport, rather than a combat platform. The ‘Skyhunter’ teams are considered heavy weapon platforms and transports, rapidly reacting in a support capacity to the Adherent squads, or in a hunting fashion.

A Skyhunter jetbike does receive a significant upgrade over its peers, a spiritstone. Built into the wraithbone skeletal matrix, this tear of isha contains the soul of a former bike rider and is able to guide the bike in a limited capacity; even when riderless to the psychic will of its dismounted pilot. This spirit stone helps the rider ride with a weapon in the offhand (Often a meltabomb), as well as guide the rider's accuracy and avoid incoming fire. In addition, the bikes now spare seat is expanded and converted to become a perch for two potential riders, which allows Skyhunters to extract or deploy foot soldiers from the heat of battle. Given the small size of aspect and adherent squads that the Dumanarii typically field, Skyhunter squads are typically adequate for such duty.

Skyhunters are armed with a heavy weapon, which they may choose from the same pool as that used by Grav support platforms. Their mirage launchers are replaced with general purpose grenade launchers that they use to barrage enemies as they fly by. Finally, a weak deflective shield has been built into the platform that further protects against ranged fire. The rider carries a powersword and is capable of passing melee attacks should all else fail. Many riders modify the bikes with sharpened blades in the same manner as Reavers.

## Honour Guard

Sola’an’Scáth, the abridged translation being ‘Light borne from the darkest shadows’ (Gothic Designation = Honour Guard) are a unit born from Regulates admiration and even jealously of the Dragon’s Guard of Tien Bo. Their prowess was such that he saw the need to implement a unit that could break the enemy’s attack no matter their advantage. Such he took his best warriors, and devised a new combat doctrine for them to adopt. Since their inception the Honour Guard continue to recruit from the best warriors of their allies, but not from the Adherents.

The Honour Guard ride skyhunter jetbikes to swiftly travel from one battle to the next as well as using webway runes to quickly disengage or appear on the battle as needed. The Honour Guard’s Jetbikes are the pinnacle of the Dumanarii constructs, holding several upgrades unique to them. With a significantly powerful spirit stone the bike has limited autotomy and can fire instinctively as well to the psychic command of the rider. The rider is able to steer with just their knee’s and mind alone and thus can even shoot their rifles on the move. The spiritstone also provides a reserve rune shield. With the power of the Spiritstone the bikes can be fitted with Neural Shredders as their primary weapon.

The Honourguard use Sunrifles and powerswords, they wear reinforced adherent panoply and mandiblasters. Their support systems of choice are holofield decoy and rocket pod. With their veterancy behind these tools of death the Sola’an’Scath are a force to be reckoned with, and this was most keenly seen in the first campaign of Harmartia where they carved through the relentless chaos forces and astartes to reach the incapacitated body of Regulate.

## Heavy Support

The Dumanarii typically field the unaltered heavy support of the Craftworlds, with a preferred focus on Fire Prisms and neglect of Vipers. With their lack of traditional guardian units, the Dumanarii do not have access to Wrath of Vaul squads. Wraithseers, as well as Wraith constructs in general, are notably abundant. However there are some unique units they field in addition to this.

### Heavy/Support-Wraith Lord

Existing in two classes, the ‘Heavy’ Wraithlord, as termed by the Imperium, carry heavy support weapons, typically seen used by the Wrath of Vaul; D-Cannon, Shadow Weavers and Vibrocannons. These ranged specialists accompany squads of Wraith lords. The second-class utilise the Heavy D-Cannon or Suncannon of Wraithknights but cannot move and fire as the first-class of Heavy Wraithlord.

### Apocalypse Tank

A super heavy grav tank designed in a similar vein to the Scorpion, but fitted with twin Prism Cannons and Phoenix missiles to the rear of the turret. The resulting tank is a more flexible design and a tank killer.

### Helios Wyrm

The Helios Wyrm is an advance grav transport loosely based off a Crimson Hunter. Fitted with a troop bay and vectored thrusters the Wyrm can rapidy traverse the battlefield and continents, drop or collect troops, and act as fire support gunship with its full VTOL capability. Many Dumanarii Cells are based around one or two of these transports.

## Armoury

The Dumanarii spare no expense with their armoury, they have access to exotic weapons from the mysterious Corsairs and esoteric Drukhari, as well as the skilled artisans of the Craftworlds. Having previously experienced years without the Dumanarii are determined that not a single soldier is not equipped to a gold standard.

* **Adherent Panoply**, is the armoured suit purpose crafted for the Adherents use. Each suit of armour is handcrafted by a Dumanarii artisan for a specific warrior. Rarely are suits entirely reused, but they may be dismantled by the wearers' close relatives and friends to be exchanged with their own armour. The armour is equivalent to the Heavy Aspect armour or Incubi plate of Asuryani and Drukhari respectively. At its base is a functionally similar body glove that replaces the microweave of Craftworld warriors. An Exodite material Hamamex, sourced from the Maiden World of Tien Bo (But not unique to it), forms the base layer. A self-replicating and healing material that seals wounds and stimulates the healing process, protecting them from extreme weather and attacks. It is symbiotic to the wearer and draws from their strength, moving in time with the wearer and growing as need be. On top of this is a mono-layer of exotic weave, thin wires of exotic materials who’s sources are known only to the most travelled of Corsairs and Outcasts. This material emits a power and resonance that greatly enhances the under weave and its effects. On top of this Wraithbone plates are layered with the outermost void hardened by Corsair artisans. The armour is noticeably heavier than its counterparts, and a point of pride that Adherents are not encumbered or fatigued by it.
	+ **Ranger Variant**, likeable to Drukhari ghostplate, the wraithbone plates are replaced with hollow resin constructs which are selectively void hardened and filled with a reactive polymer. The segmented hardened allows the plate to flex but is weaker between the segments. While lighter the armour is more importantly flexible and allows the wearer greater acrobatic ability and has become a staple for Wanderers to use. Those utilised by Pathfinders have their wraithbone plates replaced, but formed by unsurpassed artisans the plates do not inhibit the wearers movement – much as Incubi aspect armour.

**Weapons**

* **Carbine**, a ‘juiced up’ variant of the lasblaster that sits between that and a longrifle. It is hard hitting and faster firing but keeps its effectiveness as a marksman weapon.
* **Bladestorm Shuriken Catapult**, an upgraded Shuriken Catapult that is fed through a cable from an external ammo store. The ammo store is a unique liquid metal that hardens in contact with a catalyst. The significant advantage is renewable ammunition allows significant bursts of fire. The Bladestorm can be utilised as a squad support weapon, as the basic shuriken catapult would be akin to a sub machine gun. Its second advantage is the ability to fire a ‘monofilament bolt’, as the liquid metal is fed, hardened, and grown along the barrel. The significant weight of the bolt gives it considerably enhanced velocity compared to the smaller shurikens. The bolt requires charging, but can be used to match the longer range weapons of other races.
	+ **Bladestorm Shuriken Catapult, Furi**, a ‘Heavy’ variant of the Catapult, simply designed with a longer barrel the Furi is accelerated across a longer space. The weapon is more unwieldy but when firing bolts considerably more deadly.
	+ **Bladestorm Shuriken Catapult, Spitfire**, an assault variant of the Catapult built with a drum magazine fed horizontally. While in this configuration ammunition reserves are quickly depleted, especially when utilising the bolts. However it is a mobile and unencumbered weapon favoured by leaders, gunslingers and militia.
* **Spirit Rifle**, a batlerifle that’s primary attack shoots a stream of particles that are superheated by a laser beam. This conducts an electrical current that shoots far ahead than would have been capable originally. At the particle beams end the lightning is loosed and seeks the closest target. The lightning charge is a conduit for the rifle's spirit stone that charges the lightning with psychic power. Along with a central spirit stone the rifle carries further tears of Isha creating a considerable Gestalt power.
* **Spiderbite blasters**, are flechette launchers with a two stage firing mechanism, following the monomolecular needles with high-yield, short ranged laser that blooms much as the flechette cloud and induces a plasma like flash vaporisation of the metal filaments. The weapon is able to control the spread of induced plasma to eviscerate a spread of lightly armed infantry or a single heavily armoured soldier. The volatile blast has a considerable blinding and stunning effect.
* **Brightglaive**, a powerful anti-tank weapon sitting between a Hawk’s talon and Brightlance. While heavy and encumbering, its prowess is worthwhile.
* **Ghoul’s Illuminator**, a deadly weapon and favourite of the Advocates who are permitted access to these prize weapons made by the finest smiths of Corsairs or select Commorragh citizens. It is a cyclic blaster, feeding a series of balelight charges into an amplifier. A conversion field within the weapon collects charge with each shot feeding the next. The weapon is potent, and rapid fire grows in ferocity with prolonged use.
* **Sunspot pistol**, a pistol of the same design as the Starcannon, that sends armour melting superheated plasma forth with shorter range and less power. A deadly weapon and excellent back up or even primary weapon. However, compared to its comparative shuriken pistol it has a slower fire rate.
* **Adherent Power Blade**, reliable and rugged, the blades of Adherents are designed closely to the Me’Djai Corsairs. Curving inwards the blade hits with substantial weight, even without the power field it is known to cleave men in two.

**Grenades**

* **Axion Scatter**, Corsair sourced, possible xenos origin. Release warp particles that scatter sporadically (Or malevolently for warlocks). With contact it begins molecular conversion into explosive and volatile plasma. Leaves gaping wounds in the enemy. Advocate only.
* **Shrapnel**, releases a cloud of shurikens that are directed through gravity into a single victim. After each kill it moves on to its next victim.
* **Rune**, dark ritual involving drukhari tortured into using their psychic power and before Slannesh can take them fully trapped within a tear of isha. The grenade is this tear. When activated the soul is violently ejected and immediately seeks an adjacent victim to torture and spare its own pain. Area denial weapon. Doesn’t cause death but extreme anguish.
* **Disc**, small grav platform with a shaped charge. Casually thrown it will skim across the terrain over a long distance before detonating. Decapitating like effect.
* **Melta**, as utilised by Fire Dragons, the deadly meltabomb is used against vehicles, often when they are at the mercy following haywire attack.
* **Shimmer Orb**, as those utilised by warp spiders, these grenades are defensive, used to produce a shield to protect the Adherent.

**Support Systems**

* **Holofield Decoy**, able to project a holographic decoy scattered across a wide area, the distracting blight and moving lights complement the cameoline cloaks of the rangers.
* **Monocular**, a smart lens that tracks targets and feeds data to the wearer providing a sixth sense.
* **Starkiller**, a small starcannon that has a single use and hard hitting spear of plasma designed to break armour. Considerably harder hitter than the sun spot but not reusable within the battlefield (Without assistance).
* **Balelight Trophy**, Defensive use stun weapon, with a lower yield than typical balelight weapons, the trophy is used against charging enemies to bind and halt the attacker, allowing the Adherent to run away. Rechargeable.
* **Magnetic Trophy**, a reactionary magnetic field that impedes munitions and especially plasma attacks.
* **Haywire launcher**, much like their larger blaster cousins, the Haywire launcher is an electromagnetic weapon that’s deadly potential can leave immobilised and at the mercy of otherwise insufficient weapons. Rather than fire a focused pulse of energy, the Haywire launcher lobs an advanced haywire grenade that contains a spool of monofilament wire that helps the charge expel in a direct surge.
* **Arm Servo**, a mechanical servo that can clamp to the weapon to allow the user to keep the offhand free and to brace the weapon before firing and distribute recoil across the shooter's back. A simple and effective way to allow heavy weapons like the Brightglaive’s use on the move.
* **Rocket pod**, launches a scattering spread of missiles that arc in the air to hit from above. Reloads require the pod’s head to be removed and cannot be conveniently achieved mid-battle.
* **Crystal Targeting Matrix**, combines guardian arm bracelet and sensor tower with scorpion lens. A single Adherent can control a weapon mounted platform alone, or two suicide platforms.

**Grav Platforms**

The Dumanarii have expanded the standard armoury of Grav-Platforms and their utility. Along with the standard selection of Star Cannon, Rocket Launcher, Brightlance, Scatter Laser, & Shuriken Cannon are a number of addition weapon variants as well as gadgets and alternatives. These include **Twin Fusion Blaster**, **Twin Dark Lance**, **Harlequin Prism weapon**, **Heavy Balelight**, **Serpent Shield**, **Hay wire** , **Twin Heat lance**, & **Dissonance cannon**.

**Emotional Beacon**

Drukhari technology, the anguish and pain of a victim is stored within a grenade sized device. This, when activated, becomes a flare which only psykers and Wraith can perceive. Wraith constructs such as the Reaper class can perceive these flares and are trained to fire upon them.