A Different Breed (Warhammer 29K)
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By the reckoning of humanity, it is the twenty-nineth millennia. The birth of a Dark God, already responsible for the collapse of civilization into the Age of Strife, is nigh, and with it comes the dawn of the Age of Humanity.

In the northern edge of the Galaxy,, Craftworld Vau-Vulkesh begins a defiant plan to reforge their own souls to reject the newborn Slaanesh. They will keep Vaul's fire burning, they and their allies, with the aid of technology lost to the other survivors, and defy fate. Yet enemies they have, moving against them even now...

It is the closing days of the twenty-nineth millennium.
The Empire of the Aeldari is dead.
The Imperium of Man has yet to rise.
The galaxy is in chaos-
-yet chaos and opportunity, so often go hand in hand.​
Last edited:
Creation, Part 1 of 2

Mechanis

Confirmed Techpriest
Location
Deep Net
Me: no, bad, you have like so many quests already
Also me: but space elves though
Also Also me: …you aren't going to let me get any work done on DSDQuest until I post this are you.
Also Also Also me: (〜^∇^)〜 Nope~
In the time of the Breaking, when old glories fell, mighty Uldenesh and his disciples carved Paths in the world that would dominate the destiny of the Craftworlds thereafter. Many are the mighty deeds of this time, and many more the sagas written, yet some would make their own way. In the Time-That-Was these others would fall—to the Soul-Thirster, to the Mon-Keigh, to threats unknown and to a hundred hundred other ill fates.

In the End of Times, when prophecy and fates were broken and all turned to nought, a pebble was cast by desperate allies—to shift the river of Time to a new course. A single, tiny change, for perhaps what the universe needed…
…was a Different Breed.​

In this quest you will play as an Eldar faction who are not the Asuryani of "modern" Craftworlds, having found a different way than Asuryan's Paths to deny She-Who-Thirsts. In canon all such attempts failed, for various reasons; here an (Unspecified) Doomed Future has shifted the odds just enough in your favor to ensure your survival, in the hopes that you can avert the events that led to it. Not, of course, that you (or anyone) are actually aware of this, of course.

Your enemies will be legion, your resources thin. In ironic mirror of the Imperium to come, you have lost much of the technology and might your people once commanded, and will need to rebuild… very nearly everything, with the psykery you once wielded (and which so much of your ancient might required) now all but denied to you—or even entirely denied to you, as it is for the fallen Drukari—yet, some strength of the old empire still lingers, and some devices lost to the rest of your cousin-kin may yet be at your command. Equally, as you rebuild your strength, there is nothing which requires you to tread the same path as your other kindred—for in having to rebuild from next to nothing, there is opportunity to forge a new path of war and peace alike. The choice will be yours to make, but be assured that in this uncertain future, one certainty remains: War is coming. A war in its own way as great and terrible as that for which your race was forged; a war with seemingly no end—you shall need mighty blades and mail if you are to survive the coming storm, this you know well.

Character creation will consist of two phases; first, you will decide the size (and therefore starting population) of your Craftworld and its attending fleet, a few points of overall philosophy for your population, the precise mechanics of your denial of the Devourer of Souls (and therefore its limitations and advantages), and what of the ancient technological might of the fallen Aeldari Empire remains to you. In the second, you will determine your overall position within the galaxy at the time of the Fall, and therefore shape the most pressing threats, and your population's feelings on various other races and of course the major Craftworlds, which will inform your initial relationships with them, and potentially if any major disasters or issues occured in the immediate aftermath of the Fall—this can range from things that are temporary but a significant issue in the immediate sense, such as the Craftworld having engines that stopped working, to the serious but recoverable like losing a significant portion of your initial starting population, to the massively problematic, such as having the Craftworld stuck in a section of the Webway with no accessible exits large enough to bring it into real space. You will also have a selection of advantages which may be available—perhaps you possess an unusually large fleet, maybe you have an Exodite world or two, or lesser Craftworlds as allies to call upon, or your Craftworld has some specific facilities of unusual size or sophistication, and so on.
This will work on a simple point-buy system—during the first portion you may run a deficit, during the second portion your final balance must be 0 or greater. Note that things which make your life easier typically cost less than an equivalent that makes it more difficult would give, in acknowledgement of how your baseline situation is, to use a technical term, beyond fucked.
I̸̬̅'̵̞̆l̴̼̿ḷ̷̒ ̸̟͝s̴̜͠á̶̟ŷ̶͎~̸͋͜​
Quiet you!
*Sigh* gonna need new wards again…

The first decision to make is the size of your Craftworld, and therefore its base fleet strength, population, defensive strength, and so on. By default you will be average in size, counted among neither the powerful, greater Craftworlds, nor the lesser, smaller Craftworlds. You may, however, choose to start as a larger or smaller Craftworld if you so desire; though a larger example might need to pick an uncomfortable number of complicating factors later on, and a smaller will be significantly more challenging.

[ ] Major (-4 points)
You are counted among the largest and thus most influential Craftworlds to survive the Fall, standing equal to the likes of Ulthwe, Beil-Tan, or Alaitoc. Might, you shall have, allies, you shall have–and enemies, too, for your bucking of norms. Even at your weakest, nothing lesser than the full might of an Astartes Legion—Primarch included—or equivalent could hope to lay you low, and lesser foes would break themselves in trying.
Highest starting population. Greatest starting resources. Start with at least one other Craftworld in your faction and chances for more. Start with at least one other Craftworld that is openly hostile (Beil-Tan by default).

[ ] Large (-1 point)
While not as vast and influential as the Major Craftworlds, you are still a cut above the average size. This lends you weight, strength and influence you would not otherwise have, yet conversely frees you from many of the burdens of politics; too large to be casually dismissed by the Major Craftworlds, yet not large enough to be considered a pressing political threat to any of them. Your defenses at their weakest could turn aside an Astartes Legion, so long as their Primarch didn't get involved, with very good chance of success; even in the case of the full might falling upon you, you would have at least even odds of victory.
Higher starting resources (including population), chance to start with one or two allied Craftworlds.

[ ] Small (4 points)
Smaller than the average size, you will possess correspondingly weaker influence, lesser resources, and more fragile defenses. Were the full muster of an Astartes Legion to fall upon you, you would fall, even without the support of a Primarch. This would be a hard road, but with cunning, caution, and perhaps a little luck, you could perhaps still rise to prominence.
Less starting population and resources. Will have to fight for influence (and to avoid being "allied" with a Major Craftworld whether you want to be or not).

[ ] Minor (8 points)
You are counted among the smallest of the surviving Craftworlds. Most numerous are these, and most fragile—most will either seek a patron in the larger, more influential Craftworlds, have such a patron forced upon them, or perish, for even a single Astartes Chapter of the much-waned 41st millennium could break your defenses with, if not ease, than at least reasonable expectation of success. You will need every advantage and every drop of cunning you can muster to survive, yet you may well possess the tools you will need to do so…
Lowest starting population and resources, weak to attack, likely to be explicitly targeted as an "ally" by one of the major Craftworlds (assuming you don't seek one out yourself first).
The Curse of Slannesh grips your very souls since the Dark Prince's birth. You may resist for a time, protected from its grasp by distance, hasty wardings, and the fact that She-Who-Thirsts has learned of patience, but sooner rather than later these will not be enough. If you will not walk the Path of Asuryan, you must still foil it somehow. Regardless, you may retain only some of what you were of Eld, and must choose what to abandon and what to preserve.

[ ] Deny the Warp Entire (8 points)
Reject the Warp entirely, severing your potential for psykery with the tether on your souls to the Dark Prince. You will be free of them, forever, save those who seek the Ruinous One deliberately, but oh what a price to pay!
Completely frees you from the Curse of Slannesh. Also prevents you from taking any Imperial age tech, developing Psytech of any kind, and using Psykery. As this includes Wraithbone you will pretty much have to reinvent your entire technology base from scratch, which could be… problematic.
(Basically a more thorough version of what the Dark Eldar/Cormmorites are doing, without the whole "feeding the damnable thing by doubling down on the hedonism" bit.)

[ ] To Battle Excess, All Things in Moderation (2 points)
Asuryan's paths you may reject, but the core of these ideas of battling the Soulthirster with rigorous discipline is a good one—you simply take this core idea in a rather different direction.
Similar situation to the bulk of the Craftworlds—limited Psykery, limited ability to use Psytech, mostly resistant to the Curse by denying it fuel.

[ ] A Shield of Spirit (-1 point)
The first to reject Excess, the Exodites show a path, for their world-spirits guard them against the Dark Prince's predations. Could one then, cultivate such a spirit on a Craftworld? A single Starship? Or even perhaps a suit of armor? Smaller spirits would likely be weaker, true, yet could you not craft them in ironic mirror to the Ruinous Ones; many parts of a greater whole, more than the mere sum of its constituents? And even if not, many small things working in concert can shift mountains, even without such connection—Isha's domain provides more than enough examples of this principle to all with eyes to see!
Develop Spiritcrafting, imbuing everything you make with world-spirit analogs that guard against Chaos. Alone, the Spirit of a sword or breastplate might fall to even the least Deamon, yet such spirits will never be alone, and with the might of hundreds of fellows in a Warhost behind them, even the greatest of Neverborn will learn to fear their bite.
(Obviously, this is not a perfect solution, since it's very much reliant on having lots of spirit imbued stuff on all the time, and even then they can get overpowered, but it does make your stuff even more possession-resistant as a happy side effect!)

[ ] If One is a Hooked Fish, Tangle the Line. (-2 Points)
The Curse of Slannesh has speared your very souls like a fish upon a hook—you have resisted its pull for the moment, though it would but take a strong pull to overwhelm your resistance. Yet you are still Aeldari, and none save the vanished Old Ones can claim greater mastery of Warpcraft than you. With effort it may be possible to entangle that line within something else, which can prevent the fisherman from reeling in her catch—hook and line will yet remain, tethering you evermore, but caught you will not be, save by the breaking of that to which you are tangled.
Create physical anchors for a warp-working that entangles Slannesh's claim on your souls, preventing it from claiming said souls so long as the anchor still exists. This will, however, permanently limit your ability to use certain Psykeic abilities. Obviously, if you lose your anchor or it breaks, you are in deep doodoo, but otherwise it's safe.
(This is sorta "Soulstones but Better". If only because you can make as many new ones as you need rather than having to loot Daemon-Worlds in the Eye of Terror for them.)

[ ] To Guard the Soul, a Shield Alone is Insufficient (-3 points)
Asuryan's path is the way of defense—to concede the field lost, and hope that one may survive an endless siege. A fool's hope. Of eld your souls were forged into their present shape of shining, immortal crystal, yet the Soul-Drinker's birth has put a great crack within that shaping. Could you, perhaps, use that fracture to forge anew, a shape to reject the Dark Prince's claim? Perhaps it is hubris to even try, for you do not claim the secrets of the Old Ones, yet are you not their successors?
Reforge your souls as the Old Ones once did for the War in Heaven, in a way that actively rejects Slannesh. Will succeed at least as well as the Asuryani method at mitigating the influence of Chaos, effects beyond that highly unpredictable.
Once, the Aeldari wielded a might of empire and vastness of knowledge matched only by their vanished foes, the Necron. For six thousand millennia, the Aeldari were the undisputed masters of the galaxy, shaping it as they pleased, for there were none who could hope to offer them true challenge.

Those days are gone—and no matter what some of the scattered survivors of that mighty Empire's Fall might dream, you can be certain they are never to return, for the birth of the Dark Prince has not simply torn that Empire's heart from its breast, but torn away all but a tithe of the strength its survivors once wielded.

Yet for all that, some strength yet remains to you—whether by deliberate plan or sheer luck, you have retained some of the Empire's more potent technologies—Not its greatest, no, those are denied to you, perhaps evermore—but by the standards of other races, equal to or surpassing the greatest of their weapons.

Choose up to Four​

[ ] Starlances (-1 point)
The technology from which the Brightlance of the Asuryani and Darklance of the Drukhari are derived, Starlances are among the most potent of lance type weapons technologies. You retain the ability to build these potent weapons, where your kin do not.

[ ] Flamespears (-1 point)
Effectively a plasma lance, Flamespears are not as generally powerful as Starlances, but compensate by being particularly effective against foes which regenerate, such as your enemies of Eld, the Necrons. Most of the plasma weapons of the Asuryani are derived from attempts to recreate these weapons.

[ ] Fatecasters (-1 point)
Fatecasters are projectile weapons, firing needles of impossibly sharp Wraithbone—the trick, however, is that these weapons bend the flow of time and the weft of space to ensure every needle finds its home in the enemy's weak points… at least, when said enemy isn't manipulating those things themselves. The Shuriken weapons of the Asuryani and Splinter weapons of the Drukhari are derived from these weapons, though your cousins can no longer make use of the time- and space-bending Psytech which they once enjoyed.

[ ] Doomblades (-1 point)
Unlike your Asuryani cousins, you retain the ability to create Doomblades—weapons which invoke the Wailing Doom of Khaela Mensha Khane. Whilst limited to melee weapons, these are potent beyond the craft of lesser races—Power weapons, all but the greatest Daemon weapons, and the like will be found wanting, should they clash with a Doomblade, and like the Wailing Doom, their mere presence inflicts unnatural terror upon your foes.

[ ] Voidcannons (-2 points)
Voidcannons are among the most powerful weapons the Aeldari once possessed, their principles inspired by weapons of your ancient foes the Necrons. For a Voidcannon reaches past even the Immaterium itself to hurl its target into utter oblivion—even the Neverborn must fear these weapons, for they are among the few capable of inflicting the True Death upon them. The D-Cannons of the Asuryani are but crude—failed—attempts to recreate these weapons, for without the secrets of Blackstone, they cannot be forged. Secrets you have retained, for good or ill, and your cousins have not.

[ ] Forge of Vaul (-2 points)
The Forges of Vaul were the mightiest of your empire's industries before the Fall, and the source from which the weapons of the War in Heaven sprung. Vaul's death has reduced them to a pale shadow of what they once were, yet in absolute terms they are still perhaps one of the most potent industrial machines in the galaxy, and your possession of one will grant you the ability to manufacture even the greatest war machines and most potent weapons at a rate that few can match.

[ ] Webway Seeds (-2 points)
Once, your people had mastery over the Labyrinthian Dimension that even perhaps the Old Ones who first created it could not boast. Of Eld you could shape and grow the Webway as you pleased, but now only bare hints of this ability remain—while you yet retain the ability to create new spaces, and shape them as they grow, you do not have the ability to alter that which already is; potentially problematic, since there are others who can, and may connect any space you create to the existing network—and all its dangers—with little warning. Though the fact that none of your cousins retain even this much may yet be worth considering.

[ ] The Key of Asuryan (-3 points)
Smuggled from the heart of the Empire in utmost secrecy, this ancient Psy-Engine is perhaps one of the most valuable prizes imaginable, for it grants the ability to shape the Webway itself as one pleases. Yet this must be used adroitly and sparingly, not simply because of the vast Psykeic might which needs must be expended upon even the most minor changes, but also as there are many powers who would stop at nothing to secure it, should they learn it is in your possession—some of them your own kin. Yet simply by possessing it, many of the Labyrinthine Dimension's secrets may be revealed to you…
In addition to the above, your population has a few overall traits in the main. Some are helpful in these times, others are less so. These do not necessarily represent permanent boons or banes, but rather starting positions—though in some cases, you may find the task of overcoming the latter too great to accomplish in practicality.

You may choose one from each section, or none, and as many or as few options as you like.

[ ] Martial (-1 point)
Your people are more martial than average to start, an advantage in the wars to come; and part of how you have resisted the call of the Soul-Drinker is the warrior's discipline running deeply in your halls.
Bonus to War actions, raising troops, etc
[ ] Peaceful (2 points)
Your people are less martial than average to start, and the need to adapt to a harsher galaxy than that to which you were accustomed will be a hard road.
Malus to War actions (until you do some social engineering and or have a disaster or two)

[ ] Industrious (-1 Points)
Your people have what the Aeldari would call a "Vaulish Streak"; with a fondness for making things. This offers advantage when it comes time to build, whether it be a pistol or a warship.
Bonus to Production
[ ] Unindustrious (2 Points)
Whilst you of course have some artisans and thing-makers among your population, the vast majority are not especially interested in such labors. Changing this would require much effort indeed—or perhaps only a few hardships.
Malus to increasing Production

[ ] Artistic (1 point)
Your people have a plurality of artists and a habit of adding extra flourises and decorations, with a modest attitude of form over function. Whilst not necessarily a major issue, it can occasionally cause problems with production times or efficiency of a technology.
Chance for production delays, chance for efficiency problems with new technology.


[L̸̨̰̱̰̹̖̝͓̳͒͂͋̓̓̆͐̈͜Ǒ̷̡͔̦͇̙͓͕͚̹͐̓̉̇̿̌͒̔̒ͅC̸̨̘̠̤̝̹̒̾͐̄͘K̸̛̯̝̫̬̪͉̼̮̙̮̠͈̙̳͓̽͑͌̇̏͆̈̾̕̚͝͠͠E̶͚͔͉̹̮̻͇͖͎̗͋̋̆̊͆̓̈͋͂͐͠͝D̶̼̜̙͎͇̰̯̉́̏] Fruitful (#̶̟̓̀͒̿̀́͂$̵̧̩̠͉̬̜̗͈̖̖̲̎̅̽ͅ Points)
Your people enjoy the Blessing of Isha, Goddess of Life (among other things), allowing you to increase your population explosively at need; very little limits this save culture.
[X] [Ľ̶̛̛̟̟̗̮̤̦̰̭̝̥̗͓̞͗̂͑̐̾̅̀̍̀̏̂̅͋̐͘͘͝Ơ̸͖̤̟͉̺͆̆̄͑́̌͛̐̚͘Ç̵̡̛͉͔̼̬̲̥̣̖̫͈͈̻̄͐̏̆̿̒́̀͌̾͒̄̏͋̎͐̆͘͘͝͠ͅĶ̴̛͚̘̗̠̣̯̾̀́͋Ę̷̡̛̛͚̞̜̳̦͔̩̪̬̫̖̲̳̜̙͈͎̣͒̽̄̋͋̍̈́̌̓͌́͊͑̊̈́͊̇͒̃̕͜͝͝ͅḊ̵̢̛̥̥͎̘͚̩̹͎͙͔̫͓͚̓̍̾̿͗̒̑͋̕̚̕] Infertile (3 points)
Your people have great difficulty reproducing—children are rare indeed, even if, ah, vigorous efforts, are made. As a consequence your population grows only slowly, and every loss is a great blow—lose too much, and you might find it near impossible to recover.



(R̶̢̡͔̟̫̘̯̼̆̈́͑͒͐͌͆̂̑͒̐͛̍̅͘͘e̷̙̗̣͌͗̈̑̾̔́̈́̿̅s̸̨͐̐͐͒̈̑̓͒͘̚͠c̵̗̦͓̱̓͐̎̓͗͂̑̓́͋̏͒̿̒͊͗̿͠ų̴̪̳̹͈͉̙͔̠̊̈́͒͋͂̓̋̑ͅę̶̨̖̮͉̻̻͍̖̫̮̟͇̘̤̲͍̅͒̎̅̅̽ ̵̡̬̈́̓̒͛̾̏́̅͂̈́͐̾̈́͊̒̕ỵ̷̨̨̙̦̫͈̮͖̙̜͎̘̜̠̮͓̀̾̉͒́̊̏̂̒̽̽̐̐̈́́̄̑̽͠ȯ̴͈͙̮̺̜̪̰͖͓̳̜̹͎̹̳̀͑̕u̸̧̪̹̘͉̫͚͖̎͝r̴̝̺̀ ̸̳̮̟̙̗͈̜̣̫͎̰̘͑̈́͒̏̀̍́͑̒̅̋̌͗̈̂̔̚͝͠G̸͇̪̀̊̉͆͋͠o̴̧̡̥̬̲͕̦̻̩̭͓̻̪̩͓̩̒̒̈́͑d̷̨̡̜͇̪̠̝̼̺̞́̃̉͌̃̽̌̏͝d̵͓̘͉̰͚̰̦͐͒͆̀͗̈́̅̌͗́̀̓͌̀́͠͠ẹ̵̛̜̀̋̈́́̓͌̌̒̇̆̀̚̚ṡ̵̰̲͖͇̞̭̞̞̋̿͛͆̈́̂̀̿͌̔̆̾͐͌̕͜͝s̴̛͖̦̬̩̟͚͓͈̹̱͖̲̀̈̉̎͑͆́͑͑̔́̓͊͜,̵̣̙̀͒̔͐̆̋̊̓̊̈̀͠ ̵̢̛̛̖̎͆̄̆̐̈́͂̽̉͝L̸̬̭̋́̚ị̸̝̌͌̆͐̓̎̍͂̀̀̊͝t̵̡̻̻̰̱̣̹͕͕̳͇̠͕̯̙̲̬͛̽͑t̶̛̥̜̱̟̼̞͓̪̑͆̏̊̋͗̇͐ͅl̸̢̥̳̩̓̑̕ͅe̶̗̩̬̩̘̻͕͊͗̍̈̾̿̽͂̾̃̅̋͜ͅ ̵̨̺͌̄̓̂̀͆̀̆̆̆͘Ę̵͔̫̣̻̣̬̙̑͑͛͌̄͗̀͌̑̕͝͝ͅl̶̨̢͓̻͎̠̼̟͍̗̩̼̥̼̲͈̑̂͂̊̉̐͑̂̈́̌̾̋͗̏̎ḏ̶̗̪͕̣̖͍͇͊͘a̸͈̦̤̮̪̱͖͍͉̦̿́̇̈́̅̑̉̎̏̿͆̿͘͘͜ͅr̵̪͙͙̠̞̘̠̜̼͕̣̞̯̠͉̋̔͆̀̈—̵̡̲͙̗̼͖͒͠Ȋ̵̡̤̝̹̤̻͔̠̫̙́͑͒͂̆̄̍͋̆̀̐͘̕͜ͅf̶̡̡̨̰̤̯̼̮̪̖̠̃̀̎̾̋̋̒̓̓́̒̄̈͆̀̋̆̀͘ ̸̧̛̞̦̪̫̗̮̺͓̬͇̳̟͖̠̲̮̄̽͋̆̓̒̈̊̄̂͜͜y̸̳̦̼͓̙̘͍͚̾̾̇͋͆̽̇̌̕ọ̷͓̼̘̭̣͉̺̣̣̫̈̍̾̈́̑̇̂̀̍͊̽͂͗̇͘͠͝ư̸̡̤͖͈͖̩̈̇̌͛̒̓̈́̒̓̈́̓̓̌͜͝ ̵̡̩̭̰͕̠̗̩̙̲̍͊̌͝c̴̩̊͒͆͑̽͌͊̅a̷̲͇͉̟̪̞̍̋͋̅̑ǹ̷̢̡̨͖̘̈͐̓̄̒͝͠.̴̠̥̩͖͈̓̾̏͑̋̅̀̄́̽̾̎̎̉̓̎́̂̕)



[ ] Innovative (-1 Points)
Your people are more creative and willing to innovate, a great boon in this uncertain future—especially as this will make adapting to the loss of so much technology easier than it might otherwise be.
Bonus to Research and Development actions
[ ] Conservative (2 Points)
Your people are more stalid and resistant to change—perhaps an issue, when it is all too clear that how things have "always been done" doesn't work.
Malus to Research and Development

[ ] Blessed (-3 points)
For whatever reason, your people enjoy unnatural good fortune; disasters are never as bad as they look, your enemies always seem to make critical mistakes at just the wrong time, and so on. Whilst this alone cannot save you every time, it can turn a bitter defeat into an unfortunate setback, or tip a critical battle in your favor.
[ ] Lucky (-1 points)
Your people are statistically luckier than average—not greatly, perhaps not even enough that someone might note it, but just enough that a bullet might strike a breastplate instead of a neck, that a desperate ploy might succeed when it should have failed, that a problem was noticed before it becomes a disaster.
[ ] Unfortunate (3 points)
Your people are distinctly unlucky—not enough to be called unnaturally so, but enough that things always seem to go just a little bit sideways whenever you engage in risks, that disasters are always just a little bit worse than they might have been, and so on.
[ ] Cursed (6 points)
Your people are ill-fated to the point where it is obviously enemy action—some manner of warpwork turns the very universe against you. You can compensate, somewhat, but finding the source and ending it must be a priority, before your ill-fourtune causes a disaster from which you cannot recover.
 
Armory of Vau-Vulkesh
Starlances
  • Pistol
    Starblasters are a weapon of the Vulkhari Eldar, and are based on ancient technology of their Imperial Age. Whilst similar to the Las weapons of humanity, Starblasters are vastly more powerful and sophisticated, using a psy-active material called "Starcrystal" to allow far higher power output and fire rate than human technology allows. Starblaster Pistols can fire nearly as fast as a Hellpistol, but each shot is nearly two thirds as powerful as a human Lascannon, allowing them to mow down even light vehicles with ease.
    Type: Pistol
    Equipment Points cost: 4
    Special Resource Requirement: 1 Starcrystal
    Carbine
    Starblaster Carbines are extremely sophisticated Las-weapons used by the Vulkhari Eldar. Unlike the crude and primitive designs of humanity or other non-Eldar races, these weapons are nearly as powerful as a Lascannon while having a rate of fire comparable to a Hellgun, despite their small form-factor. These weapons are even light enough to be fired at a run—a truly potent weapon.
    Type: Ranged
    Equipment Points cost: 8
    Special Resource Requirement: 2 Starcrystals
    Rifle
    The sophisticated Starblaster weapons of the Vulkhari Eldar are derived from weapons of their empire's zenith. Using a psy-active material, "Starcrystal" in their various operating mechanisms combines with their far more sophisticated overall design to make these weapons far more potent than the crude Las-weapons of other races - a Starblaster Rifle is nearly as powerful as a human Lascannon with the fire rate of a Hellgun.
    Type: Ranged
    Equipment Points cost: 10
    Special Resource Requirement: 5 StarcrystalsSpecial Resource Requirement: 2 Starcrystals
  • Starcarvers are heavy weapons equally adept at mowing down heavy infantry and armored vehicles, sending sheeting torrents of laser-blasts almost twice as powerful as human Lascannons at a rate of fire that can cut down entire squads of Space Marines in seconds.
    Type: Heavy
    Equipment Points cost: 30
    Special Resource Requirement: 8 Starcrystals
  • Starlances are weapons of the ancient Aeldari Empire, and while that power considered them mere tertiary weapons, in the modern day they are one of the most potent Las-weapons in the galaxy. Starlances can be found on vehicles as small as tanks or as large as battleships, and are generally roughly three times as powerful as an equivalent weapon of human design, while able to fire four or five times as quickly.
    Type: Vehicle | Superheavy | Naval | Heavy Naval
    Equipment Points cost: 100 | 350 | 10 | 20
    Special Resource Requirement: 20 Starcrystals | 45 Starcrystals | 100 Starcrystals | 350 Starcrystals
  • A Starblade is a modified Starlance designed to engage Titan scale combatants, sacrificing the majority of its refire speed for even greater power - a single shot from a Starblade can core a fresh Warhound Titan like a mere infantryman hit by a Lascannon.
    Type: Superheavy
    Equipment Points cost: 400
    Special Resource Requirement: 50 Starcrystals
  • The Starcaster Mega-Lance is the largest known example of the family of extremely sophisticated Las-weapons employed by the Vulkhari Eldar, only ever seen as fixed forward mounts. Given that these weapons can carve through the armor of a human or Orkish warship as if it were cheese, rather than metal, even a single mount as most ships manage is extremely dangerous.
    Type: Naval Special
    Equipment Points cost: 50
    Special Resource Requirement: 1000 Starcrystals
Fatecasters
  • The Fatecutter Pistol fires needles of Wraithbone at a high rate, which unerringly find their way to the weakest points in a target, guided by some manner of Psy-tech device.
    Type: Pistol
    Equipment Points cost: 3
    Special Resource Requirement: 1 Fatebender Psy-scope
  • Fatesplitter Carbines are a favorite of Vulkhari Eldar starship crews, firing needle-like projectiles of Wraithbone which home on a target's weak points with murderous accuracy, thanks to advanced Psy-tech incorporated into their design.
    Type: Ranged
    Equipment Points cost: 7
    Special Resource Requirement: 1 Fatebender Psy-scope
  • Fatecaster Rifles are heavy weapons which fire spikes of Wraithbone the size of an Eldar finger - each seeking out weak points in the target without fail, guided by advanced Psy-tech which dates to the Imperial Age.
    Type: Heavy
    Equipment Points cost: 25
    Special Resource Requirement: 1 Fatebender Psy-scope
  • The Fatesever Cannon is effectively a supersized Fatecaster Rifle which fires massive spikes the size of an Eldar forearm as an anti-vehicle weapon. Like their smaller cousins, these seek out weaknesses in a target with unnatural accuracy.
    Type: Vehicle
    Equipment Points cost: 60
    Special Resource Requirement: 2 Fatebender Psy-scopes
  • A heavy anti-infantry weapon found on some Vulkhari Eldar vehicles, the Fateshredder Cannon is effectively a "triple-linked" Fatecaster Rifle, sending swarming hails of needles which can butcher entire squads of infantry in seconds.
    Type: Vehicle
    Equipment Points cost: 80
    Special Resource Requirement: 3 Fatebender Psy-scopes
  • Found only on some super-heavy vehicles, the Fatesheer Cannon fires a spearlike projectile of Wraithbone which can impale a Knight-Titan like an insect, with the unerring accuracy of all weapons of that family.
    Type: Superheavy
    Equipment Points cost: 300
    Special Resource Requirement: 4 Fatebender Psy-scopes
  • These weapons are effectively similar to the Macro-Cannons of other races, but possess unnatural accuracy and the ability to fire significantly "off bore", mitigating the usual weakness of those weapons systems. Fatetwister Cannons were but tertiary weapons by the standards of the old Aeldari Empire, but in the modern day they are shockingly potent weapons by the standards of most races.
    Type: Naval
    Equipment Points cost: 5
    Special Resource Requirement: 50 Fatebender Psy-scopes
Grav-Weapons
Grav-Weapons encompass a vast variety of ranged and close combat weapons which exploit gravity manipulation to damage and or disrupt a target—from Amplifier Guns that turn a victim's own mass against it, to Gravity Blades that can cut nearly anything, and dozens of other applications besides, Grav-Weapons are perhaps the second most common form of High Technology weaponry after Plasma weapons, and a truly dizzying number of weapons can fall under this umbrella.
  • Gravity Blades generate an impossibly sharp cutting edge with focused gravity fields—it is, in fact, so impossibly sharp that such weapons must be limited in efficiency, lest they slice apart not just molecules but atoms—and few wielders of a blade can stand in the heart of a nuclear explosion unharmed. On the other hand, even with deliberately throttled sharpness, such blades can still cut through most materials with no more difficulty than air.

    Type: Light Melee | Melee
    Equipment Points cost: 14 | 16
  • Implosion Hammers are melee weapons which incorporate a powerful but very short ranged grav-implosion projector in the head of a warhammer or maul. When the weapon strikes a target, the projector is activated as close to impact as possible, inflicting significant damage from the implosion effect. Their weakness, however, is that the projector machinery is not especially suited for being repeatedly smashed into things, and thus will generally suffer some form of disabling damage after repeated and prolonged usage in combat.

    Type: Light Melee | Melee
    Equipment Points cost: 10 | 13
  • Conceptually similar to the Chainsword, though vastly more sophisticated, a Rending Blade uses dozens or even hundreds of small but extremely powerful 'gaol-fields' which are rapidly oscillatilated to tear apart materials like a saw. While sophisticated, these weapons are considerably less expensive to produce than many other comparable weapons due to the relative simplicity and very short range required of their field-projectors.
    Type: Light Melee | Melee
    Equipment Points cost: 5 | 8
  • Graviton Thrusters are some of the most effective armor-piercing weapons in existence, their signature vantablack beams easily perforating almost any material with effectively no resistance. While potent, the individual beams are relatively thin—the standard pistol and rifle sized weapons being perhaps the diameter of a pencil—and so they are most effective when the user can target known weaknesses with high accuracy.
    Graviton Thruster Serpentia
    These highly advanced weapons fire thin beams of absolute blackness which can penetrate most materials as if they don't even exist, though their range is relatively short.

    Type: Pistol
    Equipment Points cost: 4
    Graviton Thruster Caliver
    Exotic gravity weapons that fire distinctive black beams of gravetic force that can punch through nearly anything without resistance, Graviton Thrusters are the terror of any armored unit with known weakpoints—their beams may be thin and their range limited, but very, very few materials can resist these weapons at all.

    Type: Ranged
    Equipment Points cost: 7
    Graviton Thruster Lance
    Unlike smaller graviton-thruster weaponry, Graviton Thruster Lances have significantly less limited range, being comparable to the average range of other energy weapons of similar scale—this makes these rare and exotic devices extremely dangerous even in relatively small numbers.

    Type: Heavy | Vehicle | Superheavy | Naval | Heavy Naval
    Equipment Points cost: 24 | 65 | 150 | 9 | 14
  • Powerful weapons which emit ultra-sharp 'blades' of gravetic force, Graviton Sheer weapons can easily slice apart anything that is foolish enough to allow one into range—for their short effective range is their critical weakness.
    Graviton Sheer Rifle
    A Graviton Sheer Rifle emits a flat 'plane' of gravetic force that will slice through nearly anything from its signature bladelike emitter. The operator can tune the shape of these blasts to account for different targets and battlefield conditions, such as releasing an expanding crescent to cut down a mob of charging Orks or a narrowly focused arrowhead to slice specific weapons off of a tank, though range is limited to only a few meters before the field weakens into uselessness.

    Type: Heavy
    Equipment Points cost: 20
    Graviton Sheer Cannon
    A scaled up version of the Graviton Sheer Rifle, this weapon operates in a similar fashion, firing flat 'planes' of grav-force which cut most materials like air. The principal advantage of these larger weapons is that their more powerful emitter arrays can sustain deadly levels of force for a much greater distance of a few hundred meters, when firing compressed and focused blasts, though even on 'wide-beam' settings the weapons can reach a few dozen meters.

    Type: Vehicle
    Equipment Points cost: 50
    Graviton Sheer Bombard
    Massive and moderately expensive weapons based on the Graviton Sheer Rifle, Graviton Sheer Bombards fire two perpendicular planes of force from their cross-shaped emitters—While they do gain some range over a smaller Cannon, they are still ultimately most effective at short ranges, especially when used by Voidships.

    Type: Superheavy | Naval
    Equipment Points cost: 95 | 7
  • Vibration weapons project rapidly oscillating gravetic fields from their distinctive dish-like emitters, visible only as a seeming ripple in the air—yet anything caught within their beams will swiftly begin to heat up as the grav-fields excite their molecules. At lower intensities and with lesser power, such weapons can be limited to simply inflicting debilitating (though eventually deadly) burns to a target or lighting particularly flammable objects or materials on fire, but the more powerful weapons of the family can boil a man alive instantly or reduce a light tank to a mound of molten slag in seconds. Regardless of size, however, all vibration weapons have fairly limited range, being considered medium ranged weapons at best.

    Vibration Serpentia
    The weakest form of Vibration weapon, these pistol sized forms of the technology are effectively limited to inflicting serious burns or lighting flammable or volatile materials in spite of armor, and at fairly limited ranges as well. However, their ability to simply ignore most forms of armor material mean that these weapons should definitely not be underestimated.

    Type: Pistol
    Equipment Points cost: 3
    Vibration Caliver
    These exotic grav-weapons use rapidly oscillating grav-fields to cause targets to heat up—held for even a few seconds, these weapons can burn an armored infantryman to death inside a suit of power-armor, render metal too hot to touch, and set off explosions or conflagrations as volatile materials are swept by the field.

    Type: Ranged
    Equipment Points cost: 8
    Vibration Culverin
    Larger and more powerful than the handheld versions, a Vibration Culverin can impart so much heat to a target that a man explodes, rather than burns, as all the liquid in their body turns instantly to steam, and heat metals to deadly temperatures in seconds.

    Type: Heavy | Vehicle
    Equipment Points cost: 22 | 56
    Vibration Bombard
    The largest form of Vibration weapon, massive Vibration Bombards can reduce a tank to little more than a puddle of slag in seconds, whilst their naval cousins can inflict devastating damage to voidcraft in a short-range brawl, ablating entire sections of a vessel into sheets of slag and vapor.

    Type: Superheavy | Naval
    Equipment Points cost: 165 | 10
  • Sweeper weapons are a weaponized form of tractor-pressor beam, projecting a wide but relatively weak grav-field which attempts to keep everything within it stationary relative to the emitter. Whilst this field is only strong enough to be comparable to thick mud—or wet concrete for the larger models—the operator can simply move the emitter to inflict a proportional 'shove' on everything within the field, sending everything affected stumbling—or slamming into the terrain, shoved off of cliffs or into dangerous fires or machinery.

    Type: Heavy | Vehicle
    Equipment Points cost: 18 | 45
  • One of the two most common forms of grav-weapons, Imploder Guns project powerful grav-fields which can slow or stumble an enemy on lower power settings and crack bones, crush joints, or even crumple vehicles like they were made of cheap foil, depending on the size of the weapon.

    Imploder Pistol/Rifle
    These handheld grav-weapons might lack the power to crush a tank, but they can still inflict debilitating or even deadly crush damage to merely organic tissues—or the weaker portions of human-scale robots.

    Type: Pistol | Ranged
    Equipment Points cost: 3 | 6
    Imploder Cannon
    Imploder Cannons are deadly grav-weapons which can easily crush armored infantry, lighter vehicles, or even entire battle tanks depending on the size of the weapon. Of course, at lower settings, they can simply immobilize such units instead, making them quite usefully flexible.

    Type: Heavy | Vehicle | Superheavy
    Equipment Points cost: 18 | 45 | 125
    Macro-Imploder
    Massively scaled-up versions of their lesser cousins, Macro-Imploders are gigantic grav-weapons designed to be used against voidcraft at short and medium ranges.

    Type: Naval | Heavy Naval
    Equipment Points cost: 6 | 14
  • Perhaps the second most common form of grav-weaponry, Amplifier Guns are fiendishly simple: their only effect is to amplify the effects of gravity on a target area. At high enough strength, such weapons can crush a Titan under its own weight, for these weapons are more effective the larger—and therefore more massive—their victim is.

    Amplifier Serpentia
    An Amplifier Serpentia is an advanced gravity-weapon which increases the effects of gravity on an area perhaps two meters in diameter, to a factor of perhaps four at most—which is still quite sufficient to crush most species to death under their own weight if held for any significant length of time. Though of course these high power settings will quickly drain the power supply, so operators will usually keep to lower amplification factors on smaller areas to conserve power.

    Type: Pistol
    Equipment Points cost: 3
    Amplifier Caliver
    These advanced grav-weapons amplify the effects of gravity for a small area—perhaps two or three meters—around their focus point, by up to ten times its normal strength. Under such gravitational force, most biologicals are simply crushed by their own weight, and even many vehicles cannot survive. Of course, such high settings will rapidly drain the weapon's power cells, so operators typically stick to far lower amplification settings for better endurance.

    Type: Ranged
    Equipment Points cost: 7
    Amplifier Culverin
    Whilst the actual amplification effect of these larger weapons is not exceptionally stronger than the handheld versions, topping out at perhaps a factor of fifteen or sixteen, the area affected is substantially larger—where a Caliver can target perhaps a single infantryman effectively, these larger weapons can target entire squads or large vehicles at the same time.

    Type: Heavy | Vehicle
    Equipment Points cost: 18 | 40
    Amplifier Bombard
    The largest form of Amplifier weapons, Bombards—especially the massive "Grand" macro-weapons and even larger "Emperor" heavy macro-weapons—increase in both strength and area affected as their size increases. Even the smallest form, however, can crush the toughest targets under thirty or more times normal gravity.

    Type: Superheavy | Naval | Heavy Naval
    Equipment Points cost: 110 | 8 | 13
  • Point Singularity Projectors are advanced and exotic explosive weapons that harness the power of gravity to create a potent area-effect weapon. These weapons compress space into micro-singularities which are then fired at a target, kept compressed by an extended grav-field. When the projectile reaches the desired distance and the operator releases the compression field—or simply reaches the range limit of the field projectors—the singularity evaporates, releasing all of the energy it claimed in a tremendous explosion. While the complex operation of the weapon necessitate a fair degree of skill to use effectively, the tactical utility of such a weapon in terrain-clearing and the direct-fire artillery role are rather self-evident.

    Type: Heavy | Vehicle | Superheavy | Naval
    Equipment Points cost: 25 | 62 | 175 | 12
Plasma Weapons
Perhaps the single most ubiquitous form of High Technology weaponry, Plasma weapons fire bolts, blasts, streams or beams of ultra-hot matter that can superheat most materials that it cannot ontright destroy, often inflicting significant area-effect damage from thermal bloom and radiant heat.
  • Sunblasters are a form of man-portable plasma weapons used by the Eldar, a relative of the larger Suncannons seen on many vehicles. Largely conventional in operation though notably more powerful and longer ranged than equivalent designs of other races, the most notable feature of these weapons is that their cooling array can become dangerously hot during sustained firing, enough to inflict severe burns even though fairly thick gloves. Consequently, deployment of these weapons is restricted to forces in various forms of power armor, whose more heavily insulated gauntlets can protect the operator from the weapon's heat. Additionally, these weapons are elegantly simple in their design, far easier to manufacture than most equivalent systems.

    Type: Pistol | Ranged | Heavy
    Equipment Points cost: 2 | 6 | 15
  • The larger, vehicle scale version of Sunblasters, Suncannons are largely conventional plasma weapons with notable power and range compared to most other weapons of equivalent size and type. They are also extremely elegantly designed, such that their cost of manufacture is easily half that of the more clumsy designs of other races.
    Type: Vehicle | Superheavy | Naval
    Equipment Points cost: 30 | 95 | 5
  • Fusion Mortars are a plasma-based tactical artillery weapon that fire highly compressed 'shells' of plasma in a preprogrammed arc trajectory, releasing a large blast of superheated plasma comparable to more conventional artillery weapons of comparable size, though obviously the operator can simply set a flat trajectory and fire them like a conventional weapon.
    The man-portable form is designed to be either shoulder-fired whilst on the move, or emplaced with an adjustable bipod, whilst larger versions can be mounted to vehicles or even voidships as powerful close-combat weapons.

    Type: Heavy | Vehicle | Superheavy | Naval
    Equipment Points cost: 18 | 32 | 110 | 6
Needler Weapons
  • Needler weapons fire spikes of impossibly sharp wraithbone extremely rapidly, thanks to multiple barrels allowing very high rates of fire. While they lack the advanced systems of the Fatecaster weapons from which they are derived, they are thusly far easier to manufacture—and the high fire rate does compensate somewhat for the loss in accuracy.
    Type: Pistol | Ranged (Carbine) | Ranged (Rifle)
    Equipment Points cost: 2 | 4 | 6
  • Designed to serve as a heavy anti-infantry weapon, Heavy Needlers fire hissing hails of impossibly sharp wraithbone spikes that can saw lighter infantry in half and pincusion heavier infantry into near immobility.
    Type: Heavy
    Equipment Points cost: 10
  • Derived from Fatecaster weapons, Spike weapons are cousins to the Needlers that compensate for the loss of their impossible accuracy with greater stopping power. While each shot might be less accurate, those that do hit do so with devastating force.
    Type: Pistol | Ranged (Carbine) | Ranged (Rifle)
    Equipment Points cost: 3 | 4 | 5
  • Even larger versions of the Spike weapons derived from advanced fatecaster weapons, Spike Cannons fire increasingly large spikes of Wraithbone that can penetrate surprisingly deep into most armor. These weapons range from relatively small heavy weapons to massive macro-batteries found on starships.
    Type: Heavy | Vehicle | Superheavy | Naval
    Equipment Points cost: 12 | 25 | 120 | 3
Las-weapons
  • Aeldari Las-weapons are vastly superior to those of other races, but still considered crude and unsophisticated by their standards. Still, like those of other races their ease of manufacture makes Las-weapons the usual choice of those who need to equip a great many soldiers in a very short amount of time.
    Type: Pistol | Ranged (Rifle) | Ranged (Carbine)
    Equipment Points cost: 1 | 2 | 2
  • Similar to the Las-weapons of humanity (or indeed most other races who utilize the technology) Aeldari Lascannons are highly sophisticated designs but ultimately not especially different from those employed by other races, used more for their ease of manufacture than for any special effectiveness.
    Type: Heavy | Vehicle
    Equipment Points cost: 6 | 20
  • Las-Lances are very common weapons for voidships across the galaxy for many good reasons. The Aeldari versions are more sophisticated than those of other races, but ultimately much the same as those found on a human ship, or those of many other races across the galaxy.
    Type: Naval | Heavy Naval
    Equipment Points cost:
    5 | 8
Flamers
Flamers are invented by effectively every race who masters fire at some point; if not during their history, then within a short time of their first encounter with the Ork. Aeldari flamers are more sophisticated than similar weapons of human design, but ultimately not especially different in operation.
Type: Pistol | Ranged | Heavy
Equipment Points cost: 1 | 2 | 6
Close-Combat Weapons
Close Combat Weapons are various forms of unpowered melee weapons used by most races across the galaxy. While cheap to produce, they require inordinate amounts of skill to utilize effectively on the modern battlefield.
Type: Light Melee | Melee
Equipment Points cost: 1 | 1
Screamer Grenade Launcher
Screamer Grenades are sonic weapons used by the Aeldari, non-lethal but projecting discordant noise, painful stinging shrapnel, and blinding light-pulses that leaves most living targets disoriented from sensory overload—making them easy pickings for other weapons.
Type: Heavy
Equipment Points cost: 4
Force Weapons
Force Weapons are designed to channel the abilities of a Psyker more effectively than mundane close combat weapons, and in the hands of a powerful Psyker are considerably more dangerous than even power weapons. In the hands of someone who isn't a Psyker, or at least unable to use Psykeic abilities, a Force Weapon is just an overly ornate unpowered Close Combat Weapon.
  • Force Staves are commonly carried by Psykers who utilize their powers as their main combat skill, as they serve as much as a focus or amplifier for the Psyker's ability as a weapon. And of course, when their ability to throw fireballs or what-have-you is exhausted, having a long stick with something heavy and probably pointy on the end to hit things over the head with comes in handy.
    Type: Melee
    Equipment Points cost: 16
  • Force Swords are a favorite of Psykers who prefer direct combat rather than support casting, and were once common among the Aeldari. While few are able to use these weapons following the Fall, those that do can be terrors on the battlefield, for while a Stave is a better focus in general, a Force Sword is a superior channel for abilities which harm an enemy directly.
    Type: Light Melee | Melee
    Equipment Points cost: 9 | 14
Power Weapons
Power Weapons are the "typical" advanced melee weapon of the galaxy, sheathing a weapon in various destructive energies or energy fields—the exact mechanics are as varied as the different forms of melee weapon—in order to increase their effectiveness against advanced armor and Vehicles. Races which deride melee weapons in a battlefield environment where lasers, plasma, and all manner of other exotic and powerful ranged weapons are abundant generally recant their words shortly after the first time a horde of Orks overruns one of their positions with nothing more than crude cleavers and a sufficient number of bodies.

Power Sword
The Power Swords of Vau-Vulkesh are not especially notable examples of the type, though they do tend to be a bit more decorated than the average.

Type: Melee (Light) | Melee
Equipment Points cost: 15 | 18

Power Maul
A Power Maul is a thoroughly unsubtle weapon, designed to crush and smash rather than cut as a sword does. These are a favorite weapon of Hearthguard Ironbreaker Squads, as effective at smashing open armored vehicles as they are at smashing unfortunate infantry to paste. Even if they do trend to be ornate in design.
Type: Melee
Equipment Points cost: 20
Armor
  • Wraithbone Trauma Plates are partial armor which can be manufactured in large amounts very quickly. While they provide very little actual protection, they're still better than nothing at all.
    Type: Minimal Armor
    Equipment Points cost: 1

  • Common amongst Aeldari starship crews, Wraithweave voidsuits are comprised of layers of ultrafine Wraithbone wire or thread woven extremely tightly, with various sealant materials between them, and a few larger pieces such as a sealed helm. These suits, like the voidsuits of most races, are designed to protect the wearer from the hazardous environment of the Void, rather than combat, and therefore provide very little protection in combat.
    Type: Minimal Armor
    Equipment Points cost: 2

  • Wraithbone Hardsuits are used extensively by the current combat forces of the various Craftworlds (such as they are). While not particularly designed as combat armor, the sealed hardsuits are nonetheless fairly resistant to weapons fire due to the inherent durability of Wraithbone.
    Type: Light Armor
    Equipment Points cost: 3
  • Wraithweave Brigantine is a type of light armor that incorporates thick Wraithbone-cloth armor reinforced with attacked plates of Wraithbone, over a sealed skinsuit with an advanced sensor package mounted to the helmet. This combines to make it a capable light armor, resistant to most small arms, though it is insufficient in the face of true heavy weapons or those with significant armor-piercing capability.
    Type: Light Armor
    Equipment Points cost: 2
  • Void Guard suits are medium-grade power-assisted armor that is highly resistant to most small arms and moderately resistant to most man-portable heavy weapons. Aim-assist Autotargeters are built into the suit, along with an infantry scale Holo-Field projector to further protect the wearer from fire. Additional life-support equipment and an extended power supply allows the suit to operate at full combat power for up to ninety hours without replenishment, and considerably longer if the wearer disables power intensive systems such as the sensor suite or even the power-assist exo-frame—the armor is just barely within the range of an Aeldari being able to move without the power-assist function, though they certainly will not do so quickly or for long without becoming exhausted by the suit's weight.
    Type: Medium Armor
    Equipment Points cost: 6
  • The massive Ithilmar suit is a heavy powered armor designed for high durability with reasonable mobility. The suit carries a vehicle-grade Grav-Shield which can deflect most types of ranged attacks, backed up by a Holo-Field projector that can prevent it from being hit in the first place. Even if both defenses are penetrated, the thick Wraithbone plating protecting the hulking warsuit bears more in common with that of a light vehicle—only dedicated anti-tank weapons have a reasonably high chance of penetrating the suit's carapace. Further, the suit boasts an exo-frame of significantly reinforced strength, allowing the suit shocking mobility despite its size and weight, and enhanced sensor systems that greatly improve its ability to detect threats in the chaos of battle. These suits could go toe to toe with an Ork Mega-Nob barehanded with a reasonable chance of victory, and can allow the wearer to fire heavy weapons as though they were a standard longarm. The cost of this capability, of course, is a manufacturing expense comparable to an entire Jetbike.
    Type: Heavy Armor
    Equipment Points cost: 23
Holo-fields
Holo-fields are a defensive technology which uses extremely sophisticated holographic technology—so advanced that it can even fool most forms of sensor technology—to obscure the position of a unit. This can come in the form of rendering the entire unit invisible—or nearly so—by mimicking the background environment, displacing its apparent position, creating illusionary duplicates, projecting dazzling lights or concealing fog, or, more frequently, some combination of several of these things. Regardless, active holo-fields make hitting what they are mounted to an exercise in extreme frustration—unless one simply saturates the entire area with massed fire, explosives, or other weapons which do not require any particular accuracy, as a Holo-Field provides no actual protection beyond making a unit extremely difficult to hit.
Type: Defense (Infantry) | Defense (Vehicle) | Defense (Escort) | Defense (Capital)
Equipment Points cost: 8 | 18 | 3 | 9
Grav-Shields
Grav-shields are a technology which turns gravetic manipulation technology to the purpose of defense—against kinetic projectiles (or those of most energy weapons), the shot can simply be 'slapped' aside by a momentary pulse of gravity, while beam type weapons can be turned aside with gravitational lensing. The system is even effective at disrupting grav-weapons, which few other defensive technologies can claim; however, they have three primary flaws: firstly, area-effect weapons can bypass the system simply because they only need to be near a target to inflict damage. Secondly, the system is less effective against guided, actively propelled projectiles such as missiles or torpedos, which can course-correct from deflection. Thirdly, the system can only stop so many attacks within a set period, and therefore massed fire can overwhelm the system. Nonetheless, Grav-shields are a potent defensive technology.
Type: Defense (Vehicle) | Defense (Escort) | Defense (Capital)
Equipment Points cost: 30 | 5 | 12
Energy-Dispersion Barrier Generator
A form of Conversion field technology, Energy-Dispersion Barriers protect a unit, such as an infantryman or voidcraft, by absorbing the energy of a shot and redirecting it across its entire geometric shield matrix. This is an extremely energy-efficient configuration, particularly when absorbing wide forces; such as pressure waves, but the same efficiency requires the shield be tuned to only intercept high-energy projectiles, as otherwise they would present operational issues with the unit's drive systems—particularly on the ground, as one does not wish the shield to attempt to block the planet!
The principal downside is that the primary emitter system is of necessity inconveniently large in volume, as it must be a sphere of a minimum of eight percent of the protected volume's diameter, making integrating the devices to a unit potentially awkward.

Type: Defense (Infantry) | Defense (Vehicle) | Defense (Escort) | Defense (Capital)
Equipment Points cost: 6 | 15 | 2 | 6

At present the surviving Aeldari—you included—are supplied with, effectively, hastily armed and occasionally armored civilian vehicles pressed into service. There is little unity among the designs currently serving, with every Craftworld having effectively used their own ideas—and often even single Craftworlds have an eclectic mix of designs with different capabilities. As a consequence of these designs being made in great haste, they often use but a fraction of their theoretical capacity.
Jetbike

Jetbikes are fairly simple grav-vehicles commonly used for personal transport or recreation during the Imperial Era. In these harsh times, they have been impressed to serve in combat, able to carry a pair of infantry-scale ranged weapons.

Slots: 2 R | 0 H | 0 V | 0 SH | 3 S
Heavy Jetbike

Effectively a jetbike modified for two passengers, these vehicles have powerful enough engines and grav-impulsers to carry a single heavy weapon in addition to the standard pair of infantry weapons.
Slots: 2 R | 1 H | 0 V | 0 SH | 3 S
Speeder

Speeders are effectively jetbikes enlarged enough to sport a modest cargo capacity or carry a handful of passengers. In the current era they are outfitted similarly to Heavy Jetbikes, but their greater size and engine power allows them to carry more support systems.
Slots: 2 R | 1 H | 0 V | 0 SH | 5 S
Grav-Barge

Grav-barges were common as mass transit and small-cargo carriers in the Imperial Era. in the modern day these vehicles can serve as open-topped transports and reasonably effective weapons platforms in a pinch, but truthfully they are not especially suited to it.
Slots: 3 R | 1 H | 1 V | 0 SH | 8 S
Light Grav-Vehicle

Light Grav-vehicles were commonly used as transports for all manner of items and personnel, but in the modern age most Craftworlds have impressed them into service as ad-hoc armored vehicles, adding weapons and armor plating to these once civilian vehicles.
Slots: 0 R | 2 H | 1 V | 0 SH | 12 S
Heavy Grav-Vehicle

Heavy Grav-vehicles were once used to carry large cargos for the needs of the Aeldari, but after the Fall these once peaceful vehicles have been impressed into service as carriers for massive weapons suitable for engaging Ork battle-walkers or human Titans—or merely carrying firepower fit to wipe out lesser armored vehicles in an instant.
Slots: 2 R | 2 H | 2 V | 1 SH | 30 S
Air Racer
Air Racers were once used by daredevils and thrill-seekers in all manner of death-defying sports, but in these fallen times the highly maneuverable craft have been turned to war, carrying weapons to act as interceptors for the fleets of the remaining Aeldari.
Slots: 0 R | 2 H | 2 V | 0 SH | 7 S
Passenger Shuttle
Originally used to carry passengers in comfort during the Imperial Era, these craft have been repurposed as void-fighters by the fleets of the surviving Aeldari.
Slots: 0 R | 4 H | 2 V | 0 SH | 16 S
Cargo Shuttle
These craft once carried all manner of goods and treasures for the Craftworld fleets, and greater Empire, but in these fallen times have been refit to serve as bombers for the voidfleets of the remaining Aeldari.
Slots: 0 R | 2 H | 4 V | 0 SH | 20 S
Like Vehicles, Starships are limited by their specific configuration of slots. Each type of ship has a different number of base slots available, which can be configured as standard System slots, light or heavy Weapons Batteries, or Special Weapon slots. System slots are for a wide variety of purposes, including engines, sub-naval weapons systems, and support features such as extra armor or transport space for Warhosts. Weapons Batteries come in two types, standard and heavy—a standard battery comes as a pair, while a heavy battery can either carry an extra-powerful weapon or three standard weapons. Special Weapon slots are for devices of particular note in terms of destructive power and physical size, which makes mounting more than one or two to a single ship difficult to impossible. The Nova Cannon of the Imperium would be an example of such a weapon. Alternatively,these slots can be fitted with more conventional heavy weapons as a pair.
One can, when designing a new vessel on an existing chassis, swap two systems slots for an extra weapons battery, two standard weapons batteries for a single heavy weapons battery, and in turn swap two heavy weapons batteries for a single Special Weapon battery, but the reverse is less efficient; removing a standard weapons battery only reclaims one slot, removing a heavy battery two slots, and removing a Special Weapon slot refunds only three slots. This will, however, incur a moderate cost penalty when used in either direction, though it is obviously still far less time consuming than developing an entirely new hull from scratch.
Escorts are the smaller flavor of Voidship, and are cheaper, easier to produce, and generally more common than true capital ships. They are also, however, considerably more fragile.
Cutter Hull

A Cutter hull is suitable for use as a Destroyer, and can support up to three standard weapons batteries in that role. This leaves it only four slots for other systems, however.
Slots: 4 System | 3 Weapon Batteries
Sloop Hull

Sloop hulls can be used as destroyers, able to carry a single heavy weapons battery and standard weapons battery, but with only four system slots their ability to engage in support roles is highly limited.
Slots: 4 System | 1 Weapon Battery | 1 Heavy Weapon Battery
Ketch Hull

A Ketch hull can be used as the base for a frigate, and is the smallest hull currently suitable for support roles as its single heavy weapon battery and pair of light batteries leave it with seven system slots.
Slots: 7 System | 2 Weapon Batteries | 1 Heavy Weapon Battery
Schooner Hull

Schooner hulls can be made into reasonably capable frigates, with one heavy weapons battery and three standard batteries. Five system slots do not especially allow a significant amount of secondary functions.
Slots: 5 System | 3 Weapons Batteries | 1 Heavy Weapon Battery
Capital ships are more difficult to construct than escorts, requiring especially large docks which are typically in limited supply and massive investment in time and resources to construct. They are, however, often considerably more capable than Escorts, as well as more difficult to destroy.
Caravel Hull

Caravel hulls make a fair basis for a light cruiser, with four standard weapons batteries, one heavy weapons battery, and eight system slots.
Slots: 8 System | 4 Weapon Batteries | 1 Heavy Weapon Battery
Dhow Hull

Dhow hulls are your other option for a light cruiser hull, having one fewer weapons battery for two additional systems slots.
Slots: 10 System | 3 Weapon Batteries | 1 Heavy Weapon Battery
Carrack Hull

Carrack hulls can be made into reasonably formidable cruisers, boasting a pair of heavy weapons batteries, six standard weapons batteries, and eight system slots.
Slots: 8 System | 6 Weapon Batteries | 2 Heavy Weapon Batteries
Clipper Hull

Clipper hulls are your second cruiser option. These hulls also boast two heavy weapons batteries, but have two fewer standard weapons batteries and four additional system slots.
Slots: 12 System | 4 Weapon Batteries | 2 Heavy Weapon Batteries
Brigantine Hull

The massive Brigantine hull is a Battleship grade hull, equipped with a pair of Special Weapon slots, two heavy weapons batteries, and three standard weapons batteries. Fifteen system slots are available to the ship after this stupendous investment in heavy firepower.
Slots: 15 System | 3 Weapon Batteries | 2 Heavy Weapon Batteries | 2 Special Weapon Slots
Galleon Hull

A more sedate battleship design, a Galleon hull is supplied with a single Special Weapon slot, four heavy weapons batteries, and two standard weapons batteries.
Slots: 17 System | 2 Weapon Batteries | 4 Heavy Weapon Batteries | 1 Special Weapon Slot


NameEP CostSpecial Resource CostType
Starblaster Pistol41 StarcrystalSidearm
Starblaster Rifle102 StarcrystalsLongarm
Starblaser Carbine82 StarcrystalsLongarm
Starcarver308 StarcrystalsHeavy Weapon
Fatecutter Pistol31 Fatebender Psy-scopeSidearm
Fatesplitter Carbine71 Fatebender Psy-scopeLongarm
Fatecaster Rifle251 Fatebender Psy-scopeHeavy Weapon
Graviton Thruster Serpentia4NoneSidearm
Graviton Thruster Caliver7NoneLongarm
Graviton Thruster Lance24NoneHeavy Weapon
Vibration Serpentia3NoneSidearm
Vibration Caliver8NoneLongarm
Vibration Culverin22NoneHeavy Weapon
Gravetic Amplifier Serpentia3NoneSidearm
Gravetic Amplifier Caliver7NoneLongarm
Gravetic Amplifier Culverin18NoneHeavy Weapon
Imploder Pistol3NoneSidearm
Imploder Rifle6NoneLongarm
Imploder Cannon18NoneHeavy Weapon
Point Singularity Projector Rifle25NoneHeavy Weapon
Graviton Sheer Rifle20NoneHeavy Weapon
Sweeper Cannon18NoneHeavy Weapon
Sunblaster Serpentia2NoneSidearm
Sunblaster Caliver6NoneLongarm
Sunblaster Culverin15NoneHeavy Weapon
Fusion Mortar18NoneHeavy Weapon
Needler Pistol2NoneSidearm
Needler Carbine4NoneLongarm
Needler Rifle6NoneLongarm
Heavy Needler10NoneHeavy Weapon
Spike Pistol3NoneSidearm
Spike Carbine4NoneLongarm
Spike Rifle5NoneLongarm
Spike Cannon12NoneHeavy Weapon
Laspistol1NoneSidearm
Lasrifle2NoneLongarm
Lascarbine2NoneLongarm
Lascannon6NoneHeavy Weapon
Flamer Pistol1NoneSidearm
Flamer2NoneLongarm
Heavy Flamer6NoneHeavy Weapon
Screamer Grenade Launcher4NoneHeavy Weapon
Force Sword (Light)9
None
Sidearm
Force Sword14NoneLongarm
Force Stave16NoneLongarm
Power Sword (Light)15
None
Sidearm
Power Sword18NoneLongarm
Power Maul20
None
Longarm
Gravity Blade (Light)14NoneSidearm
Gravity Blade16NoneLongarm
Implosion Hammer10NoneSidearm
Implosion Maul13NoneLongarm
Rending Blade (Light)5NoneSidearm
Rending Blade8NoneLongarm
Close-Combat Weapon (Light)1NoneSidearm
Close-Combat Weapon1NoneLongarm
Holo-Field Generator8NoneDefense
Energy-Dispersion Field Generator6NoneDefense
Wraithbone Trauma Plates1NoneArmor
Wraithweave Voidsuit2NoneArmor
Wraithbone Hardsuit3NoneArmor
Wraithweave Brigandine2NoneArmor
Void Guard Warsuit6NoneArmor
Ithilmar Assault Suit23NoneArmor
NameEP CostStarcrystals RequiredFatebender Psy-scopes Required
Jetbike (Militia)2100
Jetbike (Fatesplitter Carbine)2801
Jetbike (Starblaster Rifle)3120
Razorwind Jetbike6600
Bright Talon Heavy Jetbike9881
Star Flare Attack Skimmer120162
Cloudburst Attack Skimmer9300
Attack Barge15600
Mirage Hover-Transport18200
Needlestorm IFV23603
Starhammer Battle Tank380280
Blazestar Grav-tank257201
Star Anvil Superheavy Assault Tank1300786
Bright Eagle Fighter-bomber469400
 
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Warhost of Vau-Vulkesh
At present your Warhosts are composed of an eclectic mixture of modified civilian vehicles and space vessels, poorly equipped (especially by Aeldari standards) volunteer militia, and a comparative handful of what passed for regular military before the Fall to stiffen this with better equipped troops. You will, undoubtedly, wish to rationalize these mixed forces; design, produce and distribute better vehicles, wargear and starships, and work to develop specialist troops to supplement your armies.

Some progress has been made to rectify this issue, with new equipment beginning to make its way to portions of your army.


Guardian Militia Fire Squad
Guardian Militias are hastily recruited—or, when circumstances are sufficiently dire, conscripted—former citizens. Often poorly equipped (even by the standards of other races, let alone the Aeldari) due to being raised in great haste, these units are not especially suited to pitched battle.
Fire Squads of Vau-Vulkesh are comprised of ten individual soldiers equipped with little more than Wraithbone Trauma Plates for protection. Offensively they have two Flamer specialists and a single Screamer Grenade Launcher—the latter carried by the squad leader—and Lasrifles.
CP: 10
Guardian Militia Assault Squad
Guardian Militias are hastily recruited—or, when circumstances are sufficiently dire, conscripted—former citizens. Often poorly equipped (even by the standards of other races, let alone the Aeldari) due to being raised in great haste, these units are not especially suited to pitched battle.
Assault Squads are similarly equipped with Wraithbone Trauma Plates, but carry an eclectic array of melee weapons and the occasional Laspistol. Assault squads can be as many as ten individuals, but attrition rates are obscene against any serious foe.
CP: 10
Guardian Militia Marine Squad
Guardian Militias are hastily recruited—or, when circumstances are sufficiently dire, conscripted—former citizens. Often poorly equipped (even by the standards of other races, let alone the Aeldari) due to being raised in great haste, these units are not especially suited to pitched battle.
Marines are slightly better equipped, though their Wraithweave Voidsuits are if anything more vulnerable to weapons fire. They are, however, equipped with advanced Fatesplitter Carbines rather than Las-weapons, and arranged in squads of eight.
CP: 8
Brightsword Squad
The Brightsword Squad is a line infantry formation consisting of eleven Aeldari warriors clad in a Void Guard Warsuit, each carrying a Starblaster Rifle and a one-handed blade as a sidearm. The squad leader instead wears a formidable Ithilmar Assault Suit, carrying a Screamer Grenade Launcher and Power Sword to support the squad.
CP: 12
Forgefire Squad
These heavy assault units are equipped with the potent Ithilmar Assault Suit, and consist of twelve warriors with Power Mauls and either a Heavy Flamer or Needler, making them extremely formidable assault and suppression units.
CP: 12
Voidspear Squad
These six-man squads are specialist marksmen equipped with Ithilmar Assault Suits for protection and fire-mobility, a Fatecaster Rifle, and an unpowered short spear for close combat.
CP: 12


Hearthguards are your sole military-adjacent units, equipped to higher standards than militias—would that you had enough of them to field as your standard troops! Alas, you have only a handful of these forces and must use them to stiffen your militias.
Hearthguard Brightstar Squad
Brightstar Squads carry either Starblaster Rifles or Starblaster Carbines as the situation requires, and their Wraithbone Hardsuits provide at least modest protection from enemy fire. Each squad consists of six troopers, though their advanced weapons allow them to output more damage than an entire militia squad.
CP: 6
Hearthguard Fatebreaker Squad
Fatekiller Squads carry Fatecaster Rifles and specialize in disrupting enemy elites and leadership elements with their advanced weapons. They are similarly equipped with Wraithbone Hardsuits and organized into six-strong squads.
CP: 6
Hearthguard Ironbreaker Squad
Ironbreaker Squads are specialized in melee assault, carrying deadly Power Mauls with Starblaster Pistols as secondary weapons. Like other Hearthguard units, they are arranged into six-man squads and protected by Wraithbone Hardsuits.
CP: 6


Your options for Fast Attack are at present limited to Militia Jetbiker Squads, Hearthguard Jetbiker Squads and Bright Talon Heavy Jetbike Squads.
Militia Jetbiker Squad
Milita Jetbikes are unarmed, but each rider carries a Lascarbine which can be fired while driving. Similarly, only Wraithbone Trauma Plates protect the eight riders from damage.
CP: 8
Hearthguard Jetbiker Squad
Hearthguard Jetbiker Squads consist of six jetbikes, four armed with a Fatesplitter Carbine and two armed with a Starblaster Rifle. The riders themselves are protected by Wraithbone Hardsuits, and carry Fatecutter Pistols to supplement their vehicle's integrated weapon.
CP: 6
Bright Talon Heavy Jetbike Squad
A Bright Talon Heavy Jetbike is equipped with a Fatecaster Rifle slung under the bike's nose and a Starcarver on a pintle mount. The two-man crew is protected by Wraithbone Hardsuits, but carry no weapons beyond those mounted to the vehicle. Three such vehicles are arranged into a squad for deployment.
CP: 8


Your heavy support options are limited to Attack Barges, Star Flare Attack Skimmers, Blazestar Light Gravtanks, and Needlestorm Infantry-Fighting Vehicles.
Attack Barge
Attack Barges are used mostly by your militia as general-purpose support vehicles. For anti-armor purposes a vehicle-grade Lascannon deck gun is mounted in the fore, while a pair of Heavy Flamers in couplas along its flanks provide reasonable ability to engage infantry. The crew carries laspistols, which they may add to attacks, with Wraithbone Trauma Plates for protection, and the open-topped transports easily allow militia squads a fast-moving firing platform.
CP: 4
Star Flare Attack Skimmer
Star Flare Attack Skimmers carry two Fatespitter Carbines and a pair of Starcarvers in flank-mounted turret cupolas. The three-man crew are protected by Wraithbone Hardsuits, but carry no weapons other than those of their vehicle.
CP: 3
Blazestar Light Gravtank
Blazestar Light Gravtanks are equipped to engage other vehicles, mounting a turreted Starlance with a coaxial Fatecaster Rifle for anti-infantry duty and hull-mounted Lascannon as a secondary weapon. The crew are supplied with Wraithweave Voidsuits, but not weapons.
CP: 3
NeedleStorm Infantry-Fighting Vehicle
The NeedleStorm Infantry-Fighting Vehicles are armed solely with a turreted Fateshredder Cannon to engage infantry threats, and may carry up to six individuals. Hearthguard Squads are typically supported by a Needlestorm in order to move them quickly to where their firepower is needed. Similarly, crews of these vehicles are supplied with Wraithweave Voidsuits, but carry no weapons beyond those mounted to the tank.
CP: 2


Special Units are in highly limited supply for one reason or another. As a result, these units often have additional restrictions on how many may be deployed in a Detachment, or sometimes even an entire Warhost.
Battle Psykers
Battle Psykers are perhaps one of the most dangerous forms of special unit, not only for the enemy, but their own side, for the Perils of the Warp are many. As Aeldari you have both an advantage and disadvantage in that department—your people once commanded depths and breadths of power lesser races cannot even imagine, let alone match, and while you are vastly reduced from what you were even a faded echo of that power still puts even the worst Psyker among you head and shoulders above even the above average Psykers of other races. On the other hand, the Prince of Pleasure will happily assail any Aeldari who draws too greedily now, and with the Ruinous Ones no longer checked by the gods of the Aeldari the Immaterium has become fickle, dangerous, and filled with predators.
Few there are remaining to you who can walk the knife-edge path required to raise enough power to fight at even a fraction of your old capacity, and so you may deploy a maximum of twelve Battle Psykers per Detachment.
  • A Warseer is a Battle Psyker trained to use precognition and psykeic guidance in battle. Each is supplied with a Wraithbone Hardsuit, Force Stave, and Starblaster Pistol as equipment.
    When attached to a Squad, a Warseer leverages their abilities to help avoid danger, detect hidden threats, and guide actions to increase a squad's effectiveness.
  • Alternatively, six Warseers can be arranged into a Seeing Circle, to provide a lighter but wider bonus to an entire Detachment or Warhost by combining their abilities. As when attached to a squad, the individual members of a Seeing Circle are supplied with Wraithbone Hardsuits, Force Staves, and Starblaster Pistols.
  • Battlecasters are the most directly dangerous Battle Psykers, able to use Pyromancy, Electromancy, and Kineomancey to burn foes with gouts of flames, blast them with bolts of lightning, or crush, rend and throw them with telekinetic force in combat. These dangerous ranged fighters are given Wraithbone Hardsuits for protection and carry only Force Staves, for what other weapon do they need? Attached to a squad, a Battlecaster supports them in combat as a living heavy weapon, raining destruction on the foe. Note, however, that as ranged-combat specialists Battlecasters may not be attached to Melee specialist squads.
  • Alternatively, you may elect to field a squad of six Battlecasters together in a deadly Warcasting Circle. Not only are these units perfectly capable of wiping out entire squads with a hail of fireballs, lighting bolts, and telekinetic blasts, they can combine their strength to engage in greater workings which are sufficient to destroy even armored vehicles. As when attached to other units, the members of a Warcasting Circle are protected by Wraithbone Hardsuits and carry only Force Staves as weapons.
  • Blade Dancers are battle psykers who specialize in self-enhancement techniques and combat precognition, making them extraordinarily dangerous melee fighters who can dodge and deflect bullets, leap dozens of meters, and slip through even the tiniest flaw in an opponent's technique. Unfortunately, they cannot do this and psykeicly manipulate the heavy armor they once enjoyed, and thus must effectively engage in combat without armor at all—none of the armor available to you is both light enough and flexible enough not to hinder their abilities. To provide even some minimal protection, they are supplied with a belt containing a Holo-Field system, the only present use of the technology.
    Blade Dancers are equipped with either one or two Force Swords and a Holo-field. When attached to a squad, Blade Dancers add their considerable melee ability to that of the squad they are attached to. Note, however, that as melee specialists themselves, Blade Dancers may only be attached to melee specialist squads.
  • Alternatively, Blade Dancers may be deployed in six-strong squads which can butcher their way through enemy infantry with near impunity, though they are far less able to endure fire. As in the case of when they are attached to standard squads, the members of a Sworddance Troupe are supplied with Force Swords and Holo-fields but no other Wargear.

Mirage Hover-Transport
The Mirage Hover-Transport is an open-topped transport with the capacity for up to thirteen passengers in addition to the four-man crew. Three pintle-mounted weapons emplacements with Spike Rifles gives the vehicle reasonable ability to engage most infantry or lighter vehicles, while a Holo-Field and pair of Grav-shields make the vehicle (and its passengers) quite difficult to successfully hit. The crew is supplied with Wraithweave Brigandine armor, as well as Flamer Pistols and light Close Combat Weapons to defend against boarders or in the event of the vehicle needing to be abandoned.
Mirage Hover-Transports may be attached to Infantry squads as an Attached Transport, in which case they are considered part of the squad for organizational purposes, or taken independently as a Fast Attack option if for some reason it was required to deploy them independently.


Hearthguard Veteran Squads are your sole HQ unit at the moment, being the only individuals with any actual combat experience having automatically catapulted them to leadership positions. Like other Hearthguard squads, they are protected by Wraithbone Hardsuits and arranged in six-man squads; typically armed with two Starblaster Rifles, two Fatecaster Rifles, and either two Starblaster Carbines or Fatesplitter Carbines depending on the expected opposition.

At present you have no true military vessels, but hastily armed civilian ships of various designs—most are armed with Las-Lances due to their ease of manufacture, but a few larger ships are armed with more potent weapons.
Lance Cutter
Hastily refit with simple Las-Lances, these ships are fairly nimble thanks to a pair of Aethersails, but lack even rudimentary point defense or any protection beyond the inherent durability of their Wraithbone hull. With only Æthersails, these ships are highly vulnerable to mobility kills.
Equipment:
• 2x Las-Lance Weapon Batteries
• 2x Æthersails
Construction Time:
• 1 Turn (Batch of 2)
• 2 Turns (Batch of 5)
Lance Sloop
Refit to carry a heavy lance and anti-fighter Lascannons with great haste, these ships lack any defense beyond the inherent durability of their Wraithbone hull and the agility afforded by their pair of Æthersails—though their lack of a backup plasma drive renders them highly vulnerable to being mobility-killed.
Equipment:
• 1x Heavy Las-Lance
• 1x Lascannon Point Defense
• 2x Æthersails
Construction Time: 1 Turn
Nettle Class Destroyer
The Nettle class is a light escort developed to replace the original hasty refits in use by Vau-Vulkesh. The ship is propelled by a pair of Æthersails, with a starship grade Holo-Field for defense. The ship's armament consists of three Spike Cannon Weapons Batteries and a single Lascannon Point Defense Weapon Battery.

Equipment:
• 3x Spike Cannon Weapons Batteries
• 1x Lascannon Point Defense Weapon Battery
• Holo-Field
• 2x Æthersails
Construction Time:
  • 1 Turn (single ship)
  • 2 Turns (batch of 3)
  • 3 Turns (batch of 5)
  • 4 Turns (batch of 7)
War Ketch
Designed primarily as a refit for existing Assault Ketches, the War Ketch retains the bulk of the original armament, but removes the original Starlance close in weapons batteries in favor of less expensive Lascannon point defense batteries, and swaps one Plasma drive for an additional Æthersail. The principal improvement is the installation of a Grav-Shield generator and Holo-Field projectors which render the ship vastly less vulnerable to hostile fire.
Equipment:
• 1x Heavy Starlance
• 1x Fatetwister Cannon Weapons Battery
• 1x Lascannon Point Defense Weapon Battery
• Holo-Field
• 1x Grav-Shield Generator
• 2x Æthersail
• 1x Plasma Thrusters
Construction Time:
• 2 Turns (single ship)
• 3 Turns (batch of 2)
• 4 Turns (batch of 3)
• 5 Turns (batch of 4)
Special Resource Requirement:
• 350 Starcrystals
• 50 Fatebender Psy-Scopes
Assault Ketch
The core of your original fleet, Assault Ketches carry a single heavy Starlance with a secondary battery of Fatetwister Cannons for defense. Superheavy-grade Starlances are fitted as tertiary weapons batteries, effective against fighters and even other voidships at close range. While the ship has a single Aethersail as its primary propulsion, a pair of conventional plasma drives are also fitted to supplement this. While originally fitted with several advanced defense systems, the Fall has stripped the divine blessings they relied upon, causing them to cease functioning. As a result only the inherent durability of the hull provides protection for the ship.
Equipment:
• 1x Heavy Starlance
• 1x Fatetwister Cannon Weapons Battery
• 1x Starlance Close-In Weapons Battery
• 1x Æthersail
• 2x Plasma Thrusters
Construction Time: 2 Turns
Special Resource Requirement:
• 800 Starcrystals
• 50 Fatebender Psy-Scopes
Capital ships are larger than Escorts to the point where only the largest docks can construct them. Like your escorts, the bulk of your fleet consists of hastily refit merchant ships and transports, with a core or more capable ships armed with better weaponry.
Battle Caravel
Refit in great haste, these ships carry a single heavy Las-Lance, two batteries of standard Las-Lances, and a heavy grid of anti-fighter lascannons. However, with only Aethersails for maneuvering and no defense other than the inherent durability of Wraithbone to protect them, these ships are highly vulnerable to being mobility killed.
Equipment:
• 2x Las-Lance Weapon Batteries
• 1x Heavy Las-Lance
• 2x Lascannon Point Defense Weapon Batteries
• 2x Æthersails
Construction Time: 1 Turn
Battle Carrack
The core strength of your heavy combatants, these ships carry a heavy Starlance and three batteries of Fatetwister Cannons, along with a set of Fatesheer Cannons which can engage fighters or in close-range attacks on other Voidships. With three Aethersails these ships are quite nimble for their size, and the backup plasma drive makes them more difficult to disable. Unfortunately the advanced active-defense systems originally fitted to the ship have ceased to function in the wake of the Fall.
Equipment:
• 1x Heavy Starlance
• 3x Fatetwister Cannon Weapons Batteries
• 1x Fatesheer Cannon Close-In Weapons Battery
• 3x Æthersails
• 1x Plasma Drive
Construction Time:
• 3 Turns (single unit)
• 5 turns (Batch of 2)
Special Resource Requirement:
• 350 Starcrystals
• 214 Fatebender Psy-Scopes
Combat Brig
Your sole heavyweight, the Combat Brig mounts a centerline Starcaster Mega-Lance which can destroy most lesser starships in a single hit, and six batteries of Starlances. Batteries of Fatesever Cannons and the ship's own trio of smallcraft squadrons protect the ship from enemy fighters and bombers, while its paired Aethersails and Plasma drives give the ship above-average maneuverability for a battleship, allowing it to bring its deadly mega-lance into action more easily. Unfortunately the active defenses these ships once enjoyed have been disabled by the Fall, and no longer funcion, rendering them a "Glass Cannon". To aid in deploying Warhosts away from the Craftworld, these ships carry an on-board Webway Gate, serving as direct deployment points.
Equipment:
• 1x Starcaster Mega-Lance
• 6x Starlance Weapons Batteries
• 1x Fatesever Cannon Point Defense Weapon Battery
• 2x Æthersails
• 2x Plasma Drives
• 1x Strike Craft Hanger
• Webway Gate
Construction Time: 6 turns
Special Resource Requirement:
• 1700 Starcrystals
• 360 Fatebender Psy-Scopes
Smallcraft are warriors smaller vehicles carried by a Voidsiop into combat in a Hanger. At present your only Small Craft is the Bright Eagle Fighter-bomber, a general purpose attack craft.
Bright Eagle Fighter-bomber
Developed just prior to the Fall, the Bright Eagle carries two vehicle grade Starlances and a pair of heavy Lascannons. The craft is also fitted with a bomb bay, able to serve as a light bomber in addition to its role as a fightercraft. Bright Eagles may also be attached to ground forces detachments as Special Units, where they operate as a wing-pair.
Equipment:
• 2 Starlance (Vehicle)
• 2 Lascannon (Heavy)
• 1 Bomb Bay
Cost:
• 469 (1 Fighter)
• 2,814 (Squadron of 6)
Special Resource Requirement:
• 40 Starcrystals (1 Fighter)
• 240 Starcrystals (Squadron of 6)

Organizing a Detachment
The principle unit for tactical deployment is the Detachment. each Detachment consists of a number of infantry squads, vehicles, and special units selected from those available to you. Each Detachment may have, with no competition, two Headquarters units, two Elites, three Troops and Fast Attack units, and one Special unit. Additionally, up to six further units may be taken; each of which may be one of two types: a Headquarters or Troops unit, a Troops or Fast Attack unit, a Fast Attack or Special unit, a Special or Heavy Support unit, a Heavy Support or Elite unit, or an Elite unit and Headquarters unit.
In addition, no more than three of any given unit should be present in a given Detachment, and some units (Such as an Avatar of Khane) may only appear once within a Warhost, or Once at all (such as Hero Units). Depending on the equipment and size of a Detachment it will be classed as Light, Medium or Heavy; unless it contains units which may appear in limited numbers within a Warhost, in which case it will automatically be classed as a Special detachment. Other Special detachments may include organizations which technically violate the Detachment rules, such as a Titan Legion maniple.
Attached Units: Some special units may be "attached" to squads of other types, though they will usually also have the ability to be deployed as homogeneous squads. Note that in these cases, you may have up to a single "squad" of the unit for one slot of the unit type, e.g, if a unit can be deployed in squads of four, than you may have up to four as attachments for a single slot purchase. You may not, however, attach a unit of the same type to a homogeneous squad thereof; however, a different type of unit may still be attached if desired. That is, you cannot attach a Unit A to a Unit A squad, but could attach a Unit B. Regardless, no squad may have more than three attachments, or half its size in attachments, whichever is lesser.


Organizing a Warhost
Once Detachments have been constructed, they are then organized into a Warhost, the level used by strategic deployments. A Warhost may contain anywhere between two and sixteen individual Detachments, depending on their exact configuration. One Detachment, which may be of any type, is selected as the Headquarters unit for the Warhost as a whole. From there, up to three Heavy Detachments and three Special Detachments may be added to the Warhost; the former may each be traded for two Normal Detachments, which may in turn each be traded for two Light Detachments. As you might imagine, this means a Warhost can be designed for a wide variety of roles, varying wildly in size, equipment, and capability!


Battlecasting Support Detachment
A Battlecasting Support detachment is a light addition which brings the formidable firepower of Battlecasters to the field. A single Battlecaster is attached to the detachment's two Guardian Militia Fire Squads, as well as the Hearthguard Veteran, Brightstar, and Fatebreaker squads which form the elite core of these detachments, while a deadly Warcasting Circle brings terrifying displays of the Eldar's psyekic might to the field. A squadron each of Hearthguard jetbikers and Bright Talon Heavy Jetbikes provide flanking support for the detachment.

You do not have any detachments of this type which are not assigned to a Warhost.
Required Wargear:
  • 14 Lasrifles
  • 4 Flamers
  • 2 Screamer Grenade Launchers
  • 1 Starblaster Carbine
  • 8 Starblaster Rifles
  • 6 Fatecutter Pistols
  • 1 Fatesplitter Carbine
  • 8 Fatecaster Rifles
  • 11 Force Staves
  • 20 Wraithbone Trauma Plates
  • 41 Wraithbone Hardsuits
  • 2 Jetbikes (Fatesplitter Carbine)
  • 4 Jetbikes (Starblaster Rifle)
  • 3 Bright Talon Heavy Jetbikes
Required Battle Psykers: 11 Battlecasters
Command Points: 61
Hearthguard Light Support Detachment
These detachments are elite units typically used to stiffen Warhosts which are mostly militia. Each brings a single Veteran squad, a squad of Ironbreaker melee specialists, Fatebreaker snipers, and Brightstar rifle squads, with a squadron of Hearthguard Jetbikers and a single Star Flare attack skimmer as fast-moving support.
At present, your standing army has but one such detachment which is not assigned to a Warhost. This Consumes 33 CP.
Required Wargear:
  • 6 Starblaster Pistols
  • 1 Starblaster Carbine
  • 8 Starblaster Rifles
  • 6 Fatecutter Pistols
  • 1 Fatesplitter Carbine
  • 8 Fatecaster Rifles
  • 6 Power Maul
  • 1 Wraithweave Voidsuit
  • 32 Wraithbone Hardsuits
  • 2 Jetbikes (Fatesplitter Carbine)
  • 4 Jetbikes (Starblaster Rifle)
  • 1 Star Flare Attack Skimmer
Command Points: 33
Militia Light Support Detachment
A light unit typically used as scouts or flankers, these detachments bring a pair of Guardian Militia Fire Squads, supported by a single Hearthguard veteran squad and Brightstar squad. Guardian Militia jetbikers support a Star Flare attack skimmer as the detachment's flanking force.

At present, your standing army has two such detachments which are not assigned to a Warhost. These consume 86 CP.
Required Wargear:
  • 14 Lasrifles
  • 8 Lascarbines
  • 4 Flamers
  • 2 Screamer Grenade Launchers
  • 1 Starblaster Carbine
  • 8 Starblaster Rifles
  • 1 Fatesplitter Carbine
  • 2 Fatecaster Rifles
  • 28 Wraithbone Trauma Plates
  • 1 Wraithweave Voidsuit
  • 14 Wraithbone Hardsuits
  • 8 Jetbikes
  • 1 Star Flare Attack Skimmer
Command Points: 43


Militia Line Detachment
The bulk of your forces at present, Militia Line Detachments bring three Guardian Militia Fire Squads mounted on Attack Barges, two squadrons of Militia jetbikers, and one squad of Bright Talon heavy jetbikes; supported by a squad of Hearthguard Veterans and a single Brightstar squad, one of which will be mounted in the detachment's Needlestorm IFV.

At present, your standing army has Nine such detachments which are not assigned to a Warhost. These consume 702 CP.
Required Wargear:
  • 12 Laspistols
  • 21 Lasrifles
  • 16 Lascarbines
  • 6 Flamers
  • 3 Screamer Grenade Launchers
  • 1 Starblaster Carbine
  • 8 Starblaster Rifles
  • 1 Fatesplitter Carbine
  • 2 Fatecaster Rifles
  • 58 Wraithbone Trauma Plates
  • 2 Wraithweave Voidsuits
  • 18 Wraithbone Hardsuits
  • 16 Jetbikes
  • 3 Bright Talon Heavy Jetbikes
  • 3 Attack Barges
  • 1 Needlestorm Infantry-Fighting Vehicle
Command Points: 78
Militia Assault Detachment
Militia Assault detachments are similar to line detachments, but trade their squad of Bright Talon heavy jetbikes and two Fire Squads for a pair of Guardian Militia Assault Squads.

At present, your standing armory has ten such detachments which are not assigned to a Warhost. These consume 720 CP.
Required Wargear:
  • 22 Laspistols
  • 7 Lasrifles
  • 16 Lascarbines
  • 2 Flamers
  • 1 Screamer Grenade Launcher
  • 1 Starblaster Carbine
  • 8 Starblaster Rifles
  • 1 Fatesplitter Carbine
  • 2 Fatecaster Rifles
  • 10 Close-Combat Weapons
  • 10 Light Close-Combat Weapons
  • 58 Wraithbone Trauma Plates
  • 2 Wraithweave Voidsuits
  • 12 Wraithbone Hardsuits
  • 16 Jetbikes
  • 3 Attack Barges
  • 1 Needlestorm Infantry-Fighting Vehicle
Command Points: 72
Hearthguard Skirmish Detachment
A Hearthguard Skirmish detachment is a fast-moving formation designed to rapidly reposition to meet enemy forces. Each brings a squad of Hearthguard Veterens, Brightstars and Fatebreakers mounted on Needlestorm IFVs, supported by a single squad of Guardian Militia Marines mounted on an Attack Barge, two squads of Hearthguard Jetbikers, and a single squad of Bright Talon heavy jetbikes.

You do not have any detachments of this type which are not assigned to a Warhost.
Required Wargear:
  • 4 Laspistols
  • 8 Lascarbines
  • 1 Starblaster Carbine
  • 8 Starblaster Rifles
  • 12 Fatecutter Pistols
  • 1 Fatesplitter Carbine
  • 8 Fatecaster Rifles
  • 4 Wraithbone Trauma Plates
  • 14 Wraithweave Voidsuits
  • 36 Wraithbone Hardsuits
  • 4 Jetbikes (Fatesplitter Carbine)
  • 8 Jetbikes (Starblaster Rifle)
  • 3 Bright Talon Heavy Jetbikes
  • 1 Attack Barge
  • 3 Needlestorm Infantry-Fighting Vehicles
Command Points: 54


Bladestorm Detachment
A Bladestorm detachment is a heavy melee combat unit. Each brings three Guardian Militia Assault Squads and three Hearthguard Ironbreaker squads, each with an attached Blade Dancer, while a squad of Hearthguard Veterans, a squad of Fatebreakers, and a Bladedance Troupe are mounted to Needlestorm IFVs.

You do not have any detachments of this type which are not assigned to a Warhost.
Required Wargear:
  • 15 Laspistols
  • 18 Starblaster Pistols
  • 1 Starblaster Carbine
  • 2 Starblaster Rifles
  • 1 Fatesplitter Carbine
  • 8 Fatecaster Rifles
  • 15 Close-Combat Weapons
  • 15 Light Close-Combat Weapons
  • 12 Force Swords
  • 18 Power Mauls
  • 30 Wraithbone Trauma Plates
  • 6 Wraithweave Voidsuits
  • 30 Wraithbone Hardsuits
  • 12 Infantry Holo-Field Projectors
  • 3 Needlestorm Infantry-Fighting Vehicles
Battle Psykers Required: 12 Blade Dancers
Command Points: 78
Militia Heavy Detachment
Militia Heavy Detachments are typically used to hold ground or fortifications. Each brings three Guardian Militia Fire Squads and Jetbike Squads, supported by a Guardian Militia Assault Squad and Marine Squad, a squad of Hearthguard Veterans and Brightstars, a single Needlestorm IFV, and two Star Flare attack skimmers.

You do not have any detachments of this type which are not assigned to a Warhost.
Required Wargear:
  • 5 Laspistols
  • 21 Lasrifles
  • 32 Lascarbines
  • 6 Flamers
  • 3 Screamer Grenade Launchers
  • 1 Starblaster Carbine
  • 2 Starblaster Rifles
  • 1 Fatesplitter Carbine
  • 8 Fatecaster Rifles
  • 5 Close-Combat Weapons
  • 5 Light Close-Combat Weapons
  • 64 Wraithbone Trauma Plates
  • 12 Wraithweave Voidsuits
  • 10 Wraithbone Hardsuits
  • 24 Jetbikes
  • 2 Star Flare Attack Skimmers
  • 1 Needlestorm Infantry-Fighting Vehicle
Command Points: 86
Hearthguard Armor Detachment
Designed to provide a Warhost with a heavy bunch, a Hearthguard Armor detachment brings one Veteran squad mounted on a Needlestorm IFV, one Star Flare attack skimmer, two squads of Hearthguard jetbikers and Bright Talon heavy jetbikes, as well as a pair of Blazestar Grav-tanks.

You do not have any detachments of this type which are not assigned to a Warhost.
Required Wargear:
  • 1 Starblaster Carbine
  • 2 Starblaster Rifles
  • 12 Fatecutter Pistols
  • 1 Fatesplitter Carbine
  • 2 Fatecaster Rifles
  • 9 Wraithweave Voidsuits
  • 26 Wraithbone Hardsuits
  • 4 Jetbikes (Fatesplitter Carbine)
  • 8 Jetbikes (Starblaster Rifle)
  • 3 Bright Talon Heavy Jetbikes
  • 1 Star Flare Attack Skimmer
  • 1 Needlestorm Infantry-Fighting Vehicle
  • 2 Blazestar Grav-Tanks
Command Points: 35
Hearthguard Line Detachment
A Hearthguard line detachment is a heavy force which brings one squad of Veterans, Fatebreakers, Ironbreakers, and a pair of Brightstar squads, supported by a squad of Hearthguard Jetbikes, Bright Talon heavy jetbikes, a Star Flare attack skimmer, a Needlestorm IFV, and a single Blazestar Grav-tank.

You do not have any detachments of this type which are not assigned to a Warhost.
Required Wargear:
  • 6 Starblaster Pistols
  • 1 Starblaster Carbine
  • 14 Starblaster Rifles
  • 6 Fatecutter Pistols
  • 1 Fatesplitter Carbine
  • 8 Fatecaster Rifles
  • 6 Power Mauls
  • 6 Wraithweave Voidsuits
  • 44 Wraithbone Hardsuits
  • 2 Jetbikes (Fatesplitter Carbine)
  • 4 Jetbikes (Starblaster Rifle)
  • 3 Bright Talon Heavy Jetbikes
  • 1 Star Flare Attack Skimmer
  • 1 Needlestorm Infantry-Fighting Vehicle
  • 1 Blazestar Grav-Tank
Command Points: 50


Armored Assault Detachment
An Armored Assault detachment brings a heavy armored fist to any Warhost. Each such unit brings four Blazestar Grav-tanks and six Star Flare attack skimmers as a heavy armored fist, supported by a Hearthguard Veteran squad mounted in a Needlestorm IFV, a Guardian Militia Fire Squad mounted to an Attack Barge, two squads of Hearthguard jetbikers, and a squad of Bright Talon heavy jetbikes.
You do not have any detachments of this type which are not assigned to a Warhost.
Required Wargear:
  • 4 Laspistols
  • 7 Lasrifles
  • 2 Flamers
  • 1 Screamer Grenade Launcher
  • 1 Starblaster Carbine
  • 2 Starblaster Rifles
  • 1 Fatesplitter Carbine
  • 2 Fatecaster Rifles
  • 14 Wraithbone Trauma Plates
  • 20 Wraithweave Voidsuits
  • 36 Wraithbone Hardsuits
  • 4 Jetbikes (Fatesplitter Carbine)
  • 8 Jetbikes (Starblaster Rifle)
  • 3 Bright Talon Heavy Jetbikes
  • 6 Star Flare Attack Skimmers
  • 1 Attack Barge
  • 1 Needlestorm Infantry-Fighting Vehicle
  • 4 Blazestar Grav-Tanks
Command Points: 70
Mechanized Headquarters Detachment
Intended as a command unit for the largest or most important Warhosts, a Mechanized Headquarters detachment brings two squads each of Hearthguard Veterans, Fatebreakers, and Brightstars, each with an attached Warseer, and a Warcasting Circle to provide heavy protective firepower, all of which are mounted to Needlestorm IFVs. Four Star Flare Attack Skimmers provide perimeter security for the detachment.

You do not have any detachments of this type which are not assigned to a Warhost.
Required Wargear:
  • 6 Starblaster Pistols
  • 2 Starblaster Carbines
  • 16 Starblaster Rifles
  • 2 Fatesplitter Carbines
  • 16 Fatecaster Rifles
  • 12 Force Staves
  • 20 Wraithweave Voidsuits
  • 56 Wraithbone Hardsuits
  • 4 Star Flare Attack Skimmers
  • 8 Needlestorm Infantry-Fighting Vehicles
Battle Psykers Required:
  • 6 Warseers
  • 6 Battlecasters
Command Points: 76

Fist of Vau-Vulkesh
A heavy Warhost lead by a Mechanized Headquarters detachment, commanding an Armored Assault detachment, two Hearthguard Armor detachments, and two Hearthguard skirmish detachments.
Assignment: None
Status: Nominal
CP: 324 CP
Vaul-Hammer
A heavy warhost meant to act as a linebreaker unit for other warhosts in large-scale battles, this host is commanded by a Hearthguard Armor detachment, and brings a Militia Heavy Detachment, a Milita Assault detachment, a single Bladestorm detachment, and two Hearthguard Light Support detachments.
Assignment: None
Status: Nominal
CP: 337
Blades of Isha
A former historical reenactment group stiffened with some actual soldiers, this Warhost consists of four Bladestorm detachments. Likely best used by throwing them at Orks.
Assignment: None
Status: Nominal
CP: 312
Hearthguard Iron Fist
A warhost led by a Mechanized Headquarters detachment, commanding one Armored Assault detachment, one Hearthguard Armor detachment, and four Hearthguard Skirmish detachments.
Assignment: Hunt Freebootas near Val-Terrine
Status: Nominal | Deployed
CP: 397
Grand Warcasting Circle
A Warhost that brings considerable Psykeic might to the battlefield, with four Battlecasting Support detachments supported by a pair of Hearthguard Skirmish detachments and a Militia Line detachment. A second Militia Line detachment serves as the headquarters formation.

The Battlecasting Support detachments of this host have been given heavy Ithilmar Assault Suits to replace the Hardsuits of their Battlecasters, whilst the various Hearthguard squads supporting them have been issued Void Guard Warsuits which are far more protective than their original Hardsuits.

Both Hearthguard Skirmish detachments in this Warhost have similarly traded their old Hardsuits for far more hardy and capable Void Guard Warsuits.

The Militia Line detachments of this Warhost have traded their Wraithbone Trauma Plates for the vasty more capable Wraithweave Brigandine armor, massively improving their survivability and ability to withstand hostile environmental conditions, such as vacuum or poisonous atmospheres.

Assignment: None
Status: Nominal
CP: 508
1st Heavy Militia
A warhost lead by a Hearthguard Line detachment, commanding one Militia Line detachment, assault detachment, and heavy detachment, as well as three Militia Light Support detachments and a Battlecasting Support Detachment.

Assignment: Hunt Freebootas near Val-Terrine
Status: Nominal | Deployed
CP: 476
2nd Heavy Militia
A warhost lead by a Hearthguard Line detachment, commanding one Militia Line detachment, assault detachment, and heavy detachment, as well as three Militia Light Support detachments and a Battlecasting Support Detachment.

The Battlecasting Support detachment of this host has been given heavy Ithilmar Assault Suits to replace the Hardsuits of their Battlecasters, whilst the various Hearthguard squads supporting them have been issued Void Guard Warsuits which are far more protective than their original Hardsuits.

The Hearthguard Line Detachment this Warhost has also traded its Hardsuits for Void Guard Warsuits, significantly improving their survivability in the face of fire.

The Militia Line detachments of this Warhost have traded their Wraithbone Trauma Plates for the vasty more capable Wraithweave Brigandine armor, massively improving their survivability and ability to withstand hostile environmental conditions, such as vacuum or poisonous atmospheres.

The Militia Light Support detachments of this warhost have similarly been issued Wraithweave Brigandine in place of their original Wraithbone Trauma Plates.

The Militia Heavy Detachment of this Warhost has exchanged the original Wraithbone Trauma Plates for far more effective Wraithweave Brigandine armor, improving their survivability by an order of magnitude.

The Militia Assault Detachment has also exchanged its Wraithbone Trauma Plates for far more effective Wraithweave Brigandine armor, additionally, each of the Militia Assault Squads have traded four Laspistols for Flamer Pistols, and the fifth for a Starblaster Pistol, improving their shock damage and ability to engage heavy armored targets.

Assignment: None
Status: Nominal
CP: 476
3rd Heavy Militia
A warhost lead by a Hearthguard Line detachment, commanding one Militia Line detachment, assault detachment, and heavy detachment, as well as three Militia Light Support detachments and a Battlecasting Support Detachment.

The Battlecasting Support detachment of this host has been given heavy Ithilmar Assault Suits to replace the Hardsuits of their Battlecasters, whilst the various Hearthguard squads supporting them have been issued Void Guard Warsuits which are far more protective than their original Hardsuits.

The Hearthguard Line Detachment this Warhost has also traded its Hardsuits for Void Guard Warsuits, significantly improving their survivability in the face of fire.

The Militia Line detachments of this Warhost have traded their Wraithbone Trauma Plates for the vasty more capable Wraithweave Brigandine armor, massively improving their survivability and ability to withstand hostile environmental conditions, such as vacuum or poisonous atmospheres.

The Militia Light Support detachments of this warhost have similarly been issued Wraithweave Brigandine in place of their original Wraithbone Trauma Plates.

The Militia Heavy Detachment of this Warhost has exchanged the original Wraithbone Trauma Plates for far more effective Wraithweave Brigandine armor, improving their survivability by an order of magnitude.

The Militia Assault Detachment has also exchanged its Wraithbone Trauma Plates for far more effective Wraithweave Brigandine armor, additionally, each of the Militia Assault Squads have traded four Laspistols for Flamer Pistols, and the fifth for a Starblaster Pistol, improving their shock damage and ability to engage heavy armored targets.

Assignment: None
Status: Nominal
CP: 476
4th Heavy Militia
A warhost lead by a Hearthguard Line detachment, commanding one Militia Line detachment, assault detachment, and heavy detachment, as well as three Militia Light Support detachments and a Battlecasting Support Detachment.

The Battlecasting Support detachment of this host has been given heavy Ithilmar Assault Suits to replace the Hardsuits of their Battlecasters, whilst the various Hearthguard squads supporting them have been issued Void Guard Warsuits which are far more protective than their original Hardsuits.

The Hearthguard Line Detachment this Warhost has also traded its Hardsuits for Void Guard Warsuits, significantly improving their survivability in the face of fire.

The Militia Line detachments of this Warhost have traded their Wraithbone Trauma Plates for the vasty more capable Wraithweave Brigandine armor, massively improving their survivability and ability to withstand hostile environmental conditions, such as vacuum or poisonous atmospheres.

The Militia Light Support detachments of this warhost have similarly been issued Wraithweave Brigandine in place of their original Wraithbone Trauma Plates.

The Militia Heavy Detachment of this Warhost has exchanged the original Wraithbone Trauma Plates for far more effective Wraithweave Brigandine armor, improving their survivability by an order of magnitude.

The Militia Assault Detachment has also exchanged its Wraithbone Trauma Plates for far more effective Wraithweave Brigandine armor, additionally, each of the Militia Assault Squads have traded four Laspistols for Flamer Pistols, and the fifth for a Starblaster Pistol, improving their shock damage and ability to engage heavy armored targets.

Assignment: None
Status: Nominal
CP: 476
1st Militia
A Warhost commanded by a Militia heavy detachment, with one Militia Assault detachment, two Militia Line detachments, and three Militia Light Support detachments stiffened by a single Hearthguard Light Support detachment.

The Hearthguard Light Support detachment of this warhost has traded the original Wraithbone Hardsuits for far more protective Void Guard Warsuits, increasing survivability considerably.

The Militia Heavy Detachment of this Warhost has exchanged the original Wraithbone Trauma Plates for far more effective Wraithweave Brigandine armor, improving their survivability by an order of magnitude.

The Militia Assault Detachment has also exchanged its Wraithbone Trauma Plates for far more effective Wraithweave Brigandine armor, additionally, each of the Militia Assault Squads have traded four Laspistols for Flamer Pistols, and the fifth for a Starblaster Pistol, improving their shock damage and ability to engage heavy armored targets.

Assignment: None
Status: Nominal
CP: 476
2nd Militia
A Warhost commanded by a Militia heavy detachment, with one Militia Assault detachment, two Militia Line detachments, and three Militia Light Support detachments stiffened by a single Hearthguard Light Support detachment.
Assignment: None
Status: Nominal
CP: 476
3rd Militia
A Warhost commanded by a Militia heavy detachment, with one Militia Assault detachment, two Militia Line detachments, and three Militia Light Support detachments stiffened by a single Hearthguard Light Support detachment.
Assignment: None
Status: Nominal
CP: 476
4th Militia
A Warhost commanded by a Militia heavy detachment, with one Militia Assault detachment, two Militia Line detachments, and three Militia Light Support detachments stiffened by a single Hearthguard Light Support detachment.

The Hearthguard Light Support detachment of this warhost has traded the original Wraithbone Hardsuits for far more protective Void Guard Warsuits, increasing survivability considerably.

The Militia Heavy Detachment of this Warhost has exchanged the original Wraithbone Trauma Plates for far more effective Wraithweave Brigandine armor, improving their survivability by an order of magnitude.

The Militia Assault Detachment has also exchanged its Wraithbone Trauma Plates for far more effective Wraithweave Brigandine armor, additionally, each of the Militia Assault Squads have traded four Laspistols for Flamer Pistols, and the fifth for a Starblaster Pistol, improving their shock damage and ability to engage heavy armored targets.

Assignment: None
Status: Nominal
CP: 476
5th Militia
A Warhost commanded by a Militia heavy detachment, with one Militia Assault detachment, two Militia Line detachments, and three Militia Light Support detachments stiffened by a single Hearthguard Light Support detachment.

The Hearthguard Light Support detachment of this warhost has traded the original Wraithbone Hardsuits for far more protective Void Guard Warsuits, increasing survivability considerably.

The Militia Heavy Detachment of this Warhost has exchanged the original Wraithbone Trauma Plates for far more effective Wraithweave Brigandine armor, improving their survivability by an order of magnitude.

The Militia Assault Detachment has also exchanged its Wraithbone Trauma Plates for far more effective Wraithweave Brigandine armor, additionally, each of the Militia Assault Squads have traded four Laspistols for Flamer Pistols, and the fifth for a Starblaster Pistol, improving their shock damage and ability to engage heavy armored targets.

Assignment: None
Status: Nominal
CP: 476

Your ships are divided into various fleet assignments (which may themselves be divided into subfleets) as well as two principal pools of Fresh and Damaged vessels available for assignments. Obviously, you will generally wish to assign the former rather than the latter to any fleets you dispatch wherever possible.
    • 11 Combat Brig
    • 26 Battle Carrack
    • 25 Assault Ketch
    • 10 Battle Caravel
    • 5 Nettle Class Destroyer
    • 26 War Ketch
    • 3 Assault Ketch
    • 19 Lance Cutter
    • 27 Lance Sloop
  • The world of Fea-Eresh is home to a colony of Aeldari who were able to deny the Dark Prince by thoroughly entangling themselves with their world's bio-sphere to the point they are functionally inseparable from it. Whilst this has cost them the vast majority of the outwardly expressed psychic abilities the Aeldari once commanded, it has spared them the Prince's curse. Their seers, however, have Seen their destruction from many possible threats, and without the ability to operate most of what little technology the religious commune there maintained, or venture far without sufficient biomass to anchor their spirits, they had no way of even calling for help. Fortunately, the mysterious Harlequins put them in contact with you, and a consensus to simply evacuate the majority of the planet's biosphere to Vau-Vulkesh has resulted in an ongoing evacuation effort. The various escorts and capitals assigned escort convoys of the vast bio-haulers and earth-carriers needed to transplant entire forests, plains and mountains to the craftworld as they are moved.
    • 5 Battle Caravel
    • 8 Assault Ketch
    • 4 War Ketch
    • 4 Nettle Class Destroyer
  • The Exodite world of Val-Terrine has been suffering raids by Orkish Freebootas. You have sent a fleet to seek out these raiders, and put an end to them.
    This has been successful—the primary nest of these raiders has been eliminated. The fleet is now lingering to ambush strays as they return, to prevent easy re-establishment of the Freeboota settlement, as well as sort through the piles of orkish plunder for items of interest.
    • 1 Combat Brig
    • 4 Battle Carrack
    • 8 Assault Ketch
    • 12 Lance Cutter
  • Small fleets sent to ensure maps of the Webwey, now evershifting, remain accurate and perhaps explore any new termini discovered within the Labyrinthian Dimension.
      • 1 Battle Caravel
      • 1 Assault Ketch
      • 2 Lance Cutter
      • 2 Lance Sloop
      • 1 Battle Caravel
      • 1 Assault Ketch
      • 2 Lance Cutter
      • 2 Lance Sloop
      • 1 Battle Caravel
      • 1 Assault Ketch
      • 2 Lance Cutter
      • 2 Lance Sloop
      • 1 Battle Caravel
      • 1 Assault Ketch
      • 2 Lance Cutter
      • 2 Lance Sloop
    • 2 Combat Brig (Starcaster Mega-Lance disabled)
    • 2 combat brig (Æthersails destroyed)
    • 7 battle Carrack (Æthersails destroyed)
    • 7 battle Carrack (One to two Weapons Batteries disabled, Plasma Drives offline)
    • 10 battle Carrack (Heavy Starlance disabled)
    • 5 Assault Ketch (Æthersails destroyed)
    • 12 Assault Ketch (Weapons Batteries disabled)
    • 7 Assault Ketch (Heavy Starlance disabled)
    • 40 Battle Caravel (Æthersails destroyed/Mobility Kill)
    • 2 Battle Caravel (Æthersails Damaged/Mobility Impaired)
    • 10 Battle Caravel (Point Defense Grid & 1-2 Weapons Batteries disabled)
    • 2 Battle Caravel (Heavy Las-Lance disabled)
    • 50 Lance Cutter (Æthersails destroyed/Mobility Kill)
    • 8 Lance Cutter (Æthersails Damaged/Mobility Impaired)
    • 23 Lance Cutter (Weapons Battery Disabled/Mission Kill)
    • 5 Lance Cutter (Mobility Impaired/Æthersails Damaged)
    • 42 Lance Sloop (Æthersails destroyed/Mobility Kill)
    • 32 Lance Sloop (Heavy Las-Lance Disabled/Mission Kill)
    • 6 Lance Sloop (Mobility Impaired/Æthersails Damaged)
 
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[X] We Are Going To Build Our Own Alderi With(out) Blackjack and Hookers
-[X] Major (-4 points)
-[X] Deny the Warp Entire (8 points)
-[X] Martial (-1 point)
-[X] Industrious (-1 Points)
-[X] Innovative (-1 Points)
-[X] Infertile (3 points)
-[X] Blessed (-3 points)
 
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How many points do we have to start with? I don't see it listed anywhere.
We just need a final balance of 0 or better after the second part.

[X] We Are Going To Build Our Own Alderi With(out) Blackjack and Hookers
-[X] Large (-1 point)
-[X] Deny the Warp Entire (8 points)
-[X] Voidcannons (-2 points)
-[X] Forge of Vaul (-2 points)
-[X] Martial (-1 point)
-[X] Industrious (-1 Points)
-[X] Innovative (-1 Points)
Pretty sure that taking Deny the Warp means you can't take any technology.
 
How many points do we have to start with? I don't see it listed anywhere.
Zero normally, but technically 3 because Infertile is locked so long as Isha is in that most vile of durance.
As mentioned, however, you can run a negative balance for this section and make up any difference by picking stuff that gives points in section two.
 
[X] We Are Going To Build Our Own Alderi With(out) Blackjack and Hookers
[X] Plan: Vaul's Disciples
 
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[X] Plan: 'Excess' Positive Points Edition?
-[X] Large Craftworld (-1 Point)
-[X] Deny the Warp Entirely (+8 Points)
-[X] Martial (-1 Point)
-[X] Industrious (-1 Point)
-[X] Infertile (+3 Points)
-[X] Innovative (-1 Point)
-[X] Blessed (-3 Points)

Excess of... +4 Points I think?
 
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[x] Plan Blessing of Vaul
-[x] Large (-1 point)
-[x] To Battle Excess, All Things in Moderation (2 points)
-[x] Starlances (-1 point)
-[x] Doomblades (-1 point)
-[x] Voidcannons (-2 points)
-[x] Forge of Vaul (-2 points)
-[x] Industrious (-1 Points)
-[x] Artistic (1 point)
-[x] Infertile (3 points)
-[x] Conservative (2 Points)
-[x] Blessed (-3 points)

8-13= -5 points to deal with on section 2
 
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[X] Plan Modern Problems Require Old & Modern Solutions
-[X] Large (-1 point)
-[X] To Guard the Soul, a Shield Alone is Insufficient (-3 points)
-[X] Flamespears (-1 point)
-[X] Doomblades (-1 point)
-[X] Voidcannons (-2 points)
-[X] Unindustrious (2 Points)
-[X] Artistic (1 point)
-[X] Conservative (2 Points)
-[X] [Locked] Infertile (3 points)

Plans need to have the word "plan" at the start of the vote for the auto tally to work 100% correctly.

I don't really see it happening but I once had a thought about what if an Aeldari group tried to harness waaagh energy somehow.

[x] plan Hope we win
[X] Plan: Vaul's Disciples
 
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@Mechanis

I'm assuming all the tech options (in the current vote) are Imperial Era techs? I'm not really well versed on the whole WH40K series..
@_@;
Yee. They're not the absolute best, of course, and even some of the things you do have (potential) access to aren't as powerful as they once were, without literal divine backing, but as mentioned, just because they aren't blatant cheating how is that fair anymore doesn't mean they aren't still very, very good.

But yeah, I am loring the Aeldari Empire as being able to fight high end Necrons on equal terms, which mean dealing with Time Shenanigans, handguns that can blow up planets, garbage disposals that work by throwing things out of the universe, and loads of other Clarketech nonsense-- and the ancient Aeldari had just as much Magic Warp Nonsense at their command.

You, however, don't, because almost all your gods just got eaten by the God/des of Excess, using even ten percent of your actual psyker power is basically holding up a giant "Eat Me, I'm Tasty!" sign for said entity, and most of it was in the core of the empire that just got Negative Space Wedgie'd into Space Hell anyway.
 
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[X]Plan Ninja
[X] Large (-1 point)
[X] Forge of Vaul (-2 points)
[X] To Guard the Soul, a Shield Alone is Insufficient (-3 points)
[X] Unfortunate (3 points)
[X] [Ľ̶̛̛̟̟̗̮̤̦̰̭̝̥̗͓̞͗̂͑̐̾̅̀̍̀̏̂̅͋̐͘͘͝Ơ̸͖̤̟͉̺͆̆̄͑́̌͛̐̚͘Ç̵̡̛͉͔̼̬̲̥̣̖̫͈͈̻̄͐̏̆̿̒́̀͌̾͒̄̏͋̎͐̆͘͘͝͠ͅĶ̴̛͚̘̗̠̣̯̾̀́͋Ę̷̡̛̛͚̞̜̳̦͔̩̪̬̫̖̲̳̜̙͈͎̣͒̽̄̋͋̍̈́̌̓͌́͊͑̊̈́͊̇͒̃̕͜͝͝ͅḊ̵̢̛̥̥͎̘͚̩̹͎͙͔̫͓͚̓̍̾̿͗̒̑͋̕̚̕] Infertile (3 points)

Industry to mass produce tons of weapons. Reshape our souls to allow us to hopefully use our psyker powers heavily without getting eaten. Large so that we have a decent starting population.
 
[x] plan Hope we win
[x] Major (-4 points)
[x] To Guard the Soul, a Shield Alone is Insufficient (-3 points)
[x] Voidcannons (-2 points)
[x] Forge of Vaul (-2 points)
[x] Webway Seeds (-2 points)
[x] The Key of Asuryan (-3 points)
[x] Peaceful (2 points)
[x] Unindustrious (2 Points)
[x] Artistic (1 point)
[X] [locked] Infertile (3 points)

8 - 16 = -8
 
[X] Plan "Deus Elf Mechanicus (Or putting the CRAFT in Craftworld)"

[X] Large (-1 point)
[X] To Guard the Soul, a Shield Alone is Insufficient (-3 points)
[X] Forge of Vaul (-2 points)
[X] Voidcannons (-2 points)
[X] Martial (-1 point)
[X] Industrious (-1 Points)
[X] Innovative (-1 Points)
[X] Lucky (-1 points)
[X] Infertile (3 points)

(Point total = -9, so we might need to take some maluses in the next part)

Basically what the plan says, we try and become known for putting the CRAFT in "Craftworld" and maaaaybe being seen as a bit of a bunch of weirdos in the process, Forge of Vaul, Industrious and innovative to really hem home the point and voidcannons to help with dealing with any kind of plot armour / Daemon revival shennanigans (plus that flavour text that implies we can make Blackstone, which would be very nice with our forge, and maybe lucky to avoid a little bit of rng related issues?)

We could also drop Martial maybe and just leave it blank? I was gonna suggest downgrading to a small craftworld but the idea of one the big ones trying to mosey into OUR space-factory is making me a little antsy

Either way though, If this plan turns out well, I wonder what the other Craftworlds would think of us just going "Screw it, we're playing Factorio now!" :V
 
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[] Plan: New Path For a New Dark Age (-3 Total)
-[] Major (-4 points)
-[] To Guard the Soul, a Shield Alone is Insufficient (-3 points)
-[] Infertile (3 points)
-[] Artistic (1 point)



Alright, The Eldar are absolutely doomed right out the gate so radical action is needed to try and thread the needle as many times as necessary to at least survive. The canon way they did things did nothing but delay the inevitable and GW had to pull out the old Deus ex machina to make the Ynnari a thing.
So as a result we must be big in order to have a actual faction in order to get a big chunk of the Eldar to follow us but that by itself is useless unless we have a actual solution, reforging the souls of the eldar in order to escape she who thirsts is risky but only risk can make victory possible at this point and will hopefully let them retain their vast psychic might.
The only eldar technology that really matters is webway technology in my mind but we could easily doom ourselves by diving way to deep into the negatives point wise. I don't like being blind to the rest of char creation so I say we should skip the tech and focus exclusively on what is the true problem, she who thirsts.
The cultural things are a bit... meh in my opinion considering we can social engineer later and the remaining culture flaws are 2 dot flaws.

@Mechanis How long is voting going to be open for?
 
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[X] We Are Going To Build Our Own Alderi With(out) Blackjack and Hookers

" You ask why we don't use the warp? We create the Fourth!!!! We help ruin the sea of souls! Why by Isha cursed prison would we leave the possibility of us making the sea of souls worse?!?!?!?"
 
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