[ ] 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.
My read on that is that we would have gotten an option about how to regulate ourselves, and Asuryan's paths would have been one of the options.
Or we might have gotten a phoenix lord come over, and the paths catch on.

Yeah, our Military goods should be highly sought after. Then again Biel-Tan still wants to kill us rather than have us be their primo weapons dealer, so you know.
Our best bet for becoming an arms dealer is Ulthwe, IMO. They have a standing army of highly trained guardians... which would certainly benefit from having Armor and more Dakka.

We are too ideologically opposed to Biel-tan:
Vau-Vulkesh: the old days are gone, and are never coming back. Just move on.
Biel-Tan: the old days can be brought back!!1 And we will kill anyone who stands in the way of that.
 
Alright that explains that, thanks guys. I can't imagine altaioc and biel-tan going full open war in us, eldar very rarely have interpecies conflicts unless it's something ritualistic like saim-hann or eldar corsairs. But I wouldn't discount biel-tan actually doing that, it's biel-tan afterall.

Now I imagine craftworlds like Ilyaden and our two minor craftworld pals and along with ulthwe wouldn't mind or even really like us if we help them more and more. We might not pay heed to asurmen's paths but we will still help out fellow eldar.
 
My read on that is that we would have gotten an option about how to regulate ourselves, and Asuryan's paths would have been one of the options.
Or we might have gotten a phoenix lord come over, and the paths catch on.


Our best bet for becoming an arms dealer is Ulthwe, IMO. They have a standing army of highly trained guardians... which would certainly benefit from having Armor and more Dakka.

We are too ideologically opposed to Biel-tan:
Vau-Vulkesh: the old days are gone, and are never coming back. Just move on.
Biel-Tan: the old days can be brought back!!1 And we will kill anyone who stands in the way of that.

From the first post.
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.
We were never going to go on the Paths. That's literally the Core Conceit here.

I entirely agree on Arming Ulthwe though. Their Black Guardians having Proper Void Armor or Ilithimar instead of Guardian Suits are going to be a HUGE boost to their military power and survival. Plus having access to the premier Seers of the setting is no small thing.
 
Alright that explains that, thanks guys. I can't imagine altaioc and biel-tan going full open war in us, eldar very rarely have interpecies conflicts unless it's something ritualistic like saim-hann or eldar corsairs. But I wouldn't discount biel-tan actually doing that, it's biel-tan afterall.

Now I imagine craftworlds like Ilyaden and our two minor craftworld pals and along with ulthwe wouldn't mind or even really like us if we help them more and more. We might not pay heed to asurmen's paths but we will still help out fellow eldar.

Nothing to imaging Biel-Tan going full open war against us.
That is the state of things and one of the reason why we are doing this fast refit instead of going right to building infrastructure and using the forge to boost our infrastructure up a lot.
 
From the first post.

We were never going to go on the Paths. That's literally the Core Conceit here.

I entirely agree on Arming Ulthwe though. Their Black Guardians having Proper Void Armor or Ilithimar instead of Guardian Suits are going to be a HUGE boost to their military power and survival. Plus having access to the premier Seers of the setting is no small thing.
We might take a commission for them, designing armor and weapons to their specification, making our own suggestions along the way. We would want anything we make for them fit their doctrines, and how they plan to deploy their armies after all.
 
Yeah, the issue with Biel-Tan is they're going Full, MY HONOR right now. Plus we're still very much recent post fall, and as far as they're concerned they're temporarily inconvenienced Demigods that just need to kill an overgrown parasite before they can return to the status quo. Meanwhile we're the Trans-Eldari Doom Cult screaming about how we must adapt or die.
 
Nothing to imaging Biel-Tan going full open war against us.
That is the state of things and one of the reason why we are doing this fast refit instead of going right to building infrastructure and using the forge to boost our infrastructure up a lot.
True it's biel-tan so I am giving them too much credit, having some scary as shit guns to tell them to fuck off is a good idea.

Also, I find it funny how our eldsr operate more a like a more conventional military instead of a more specialised aspect warriors of the asuryani. Truly the vulkhari have feel no pain from working all day and night in the forges of mighty vaul.
 
True it's biel-tan so I am giving them too much credit, having some scary as shit guns to tell them to fuck off is a good idea.

Also, I find it funny how our eldsr operate more a like a more conventional military instead of a more specialised aspect warriors of the asuryani. Truly the vulkhari have feel no pain from working all day and night in the forges of mighty vaul.
I don't think we will be facing significant numbers of aspect warriors unless the Biel-tan attacks at something like turn 7 or 8.
And even then, it should mostly be dire avengers.
 
I think it's more that since we lack a Martial leaning, IE a Warrior's Perspective, and we're primarly Smiths and Artistians we're looking at War through a more... Industrial Mindset. We're less worried about Glory or Honor, and more about making the other guy fuck off fast enough that we can go back to the actually important things faster. Like figuring out what pattern we want to put on this ring.
 
I don't think we will be facing significant numbers of aspect warriors unless the Biel-tan attacks at something like turn 7 or 8.
And even then, it should mostly be dire avengers.
I wouldn't think so, I don't think even biel-tan is so blood hungry that they'd potentially piss away dozens if not hundreds of aspect warriors against some guys who are have a pile of old empire weapons and tech that even they don't have.
 
Maybe if we are able to scry next turn we could try to figure out what Biel-Tan actually WANTS out of this oncoming conflict? What is their goal? Their objective? Are they coming to steal our stuff? Kill our people? Subjugate us and force us to make stuff for them? Kill us all?

If we know what their goal is we can figure out how to make them go away, beyond shooting them until they stop coming.
 
Maybe if we are able to scry next turn we could try to figure out what Biel-Tan actually WANTS out of this oncoming conflict? What is their goal? Their objective? Are they coming to steal our stuff? Kill our people? Subjugate us and force us to make stuff for them? Kill us all?

If we know what their goal is we can figure out how to make them go away, beyond shooting them until they stop coming.

We already know how to stop them/make them go away.
Get one of the other major craftworlds involved, they then tell Biel-Tan to stop this shit or else.
 
We already know how to stop them/make them go away.
Get one of the other major craftworlds involved, they then tell Biel-Tan to stop this shit or else.
Yes but what if that fails?

I think knowing what Biel-Tan's specific objective is is a proactive way to end the war as quickly and painlessly as possible *on our terms*. Getting a major craftworld involved might have costs involved, costs we might be find paying mind you. But costs none-the-less. It might be easier to get them involved if we know what Biel-Tan is specifically after.

If anything.

If they arent after anything, if they want to just punish us, then we can probably bring that to other craftworlds to get them to side with us and back off. :V

But we need to know that information so we can make that decision. We cant just assume, we need to bring proof.
 
Yes but what if that fails?

I think knowing what Biel-Tan's specific objective is is a proactive way to end the war as quickly and painlessly as possible *on our terms*. Getting a major craftworld involved might have costs involved, costs we might be find paying mind you. But costs none-the-less. It might be easier to get them involved if we know what Biel-Tan is specifically after.

If anything.

If they arent after anything, if they want to just punish us, then we can probably bring that to other craftworlds to get them to side with us and back off. :V

But we need to know that information so we can make that decision. We cant just assume, we need to bring proof.

If what fails, the other major craftworlds telling Biel-Tan to stop and they don't ?
Then they have pretty much every other major craftworld after their head.

And why we know how to stop them well:
[ ] Hateful Relationship (7 Points | +50% for every additional Hateful relationship)
The Tempest of Blades storms against you even now. To spill the blood of Aeldari now is nigh-perverse, yet spill it you must, and hope their more reasonable ally Iyanden can intercede to end this pointless bloodletting. Assuming you have not insulted them as well, in which case you may need to beg aid from honorable Saim-hann or dutiful Ulthwe—or perhaps both—before this conflict can grow out of hand.

We took the respected trait with Saim-hann for a reason.
 
977.M29 | Turn 2 | The Ishari | Wargear Production
Cloudburst Attack Skimmer
The Cloudburst is a light attack vehicle designed to serve in a tactical-artillery role with a pair of Grenade Launchers mounted to an open turret, with two Spike Rifles mounted to a 'nose' turret operated by the pilot. The pilot is supplied with a suit of Wraithweave Brigandine armor, while the gunner is ensconced in a Void Guard Warsuit. Both are supplied with Spike Carbines.

Cost: 93 EP (Vehicle) | 1 Wraithweave Brigandine, 1 Void Guard Warsuit, 2 Spike Carbines
Starhammer Battle Tank
Designed to engage any target effectively, though particularly effective against other armored vehicles, the Starhammer carries a potent and varied arsenal of weaponry. The primary turret is fitted with a powerful vehicle-grade Starlance on the right side, and a light Spike Cannon and Heavy Needler in an over-under configuration on the left side for engaging infantry threats or light vehicles. A secondary chin turret under the cockpit is fitted with a Starcarver and Needler Rifle which allows effective engagement of most target types. A Holo-Field and two Grav-Shield generators provide significant protection from enemy fire. The four crew are each supplied with Wraithweave Brigandine armor and a Spike Carbine for use when dismounted.

Cost: 380 EP & 28 Starcrystals (Vehicle) | 4 Wraithweave Brigandine, 4 Spike Carbines
Star Anvil Superheavy Assault Tank
The Star Anvil is a Super-heavy Grav-Vehicle designed to engage any target, including other Super-heavy vehicles and even Titan scale combatants, effectively and heavily. The most obvious feature of the vehicle is the massive Starblade mounted to its centerline, which is effective against even large battle-constructs such as Gargents and Stompas. Supporting this are a pair of flank turrets carrying deadly Fatesever Cannons which are extremely effective against all but the largest, most heavily armored vehicles, and a fore hull turret with a Starlance and Starcarver mounted opposite the driver's cockpit—which is displaced to the right by the massive Starblade. A pair of Fatecaster Rifles are mounted to the cockpit in a chin turret, operated by the pilot. Three Grav-Shield generators and a Holo-Field make the vehicle exceptionally difficult to engage effectively, let alone destroy. The six crew are protected by Wraithweave Brigandine armor and carry Spike Carbines for use when dismounted.

Cost: 1300 EP, 78 Starcrystals & 6 Fatebender Psy-Scopes (Vehicle) | 6 Wraithweave Brigandine, 6 Spike Carbines




[ ] [1.5] Commit to saving the Ishari of Fea-Eresh as soon as you are able
- [ ] [1.0] … and send at least some forces to defend them in the meantime.
commit to the evacuation of Fea-Eresh as soon as you can move the Craftworld there, and perhaps send some forces along to defend them against anything unfortunate happening in the meantime.

[ ] [2.0] Evacuate Immediately
Why wait? You have ships, you have a route—Send forth a fleet of transports along with some numbers of warships to protect them to begin evacuating the Ishari enclave at once—before anything can befall them.
Commit some of your navy to escort convoys of civilian transports between the Craftworld and the Ishari enclave, beginning their evacuation immediately (read next turn). Whilst not as fast or safe as doing it all at once, this does have the advantage of being something you can do right now, and hopefully ensure that, even in the absolute worst case scenario for the enclave, at least some of their people will survive.

[ ] [1.0] Entreat your Allies
Specifically, Arach-Qin. Their engines, after all, are still perfectly functional, and even if they aren't willing to permanently house the Ishari themselves, they certainly might be willing to evacuate the enclave from Fea-Eresh and then bring them to your own Craftworld.
Negotiate with Arach-Qin—the only ally you have currently able to move under their own power—to either take on the enclave themselves, or ferry it to Vau-Vulkesh. Likely the latter.

Finally, the last major decision to be made this turn is the allocation of equipment produced this turn. You have produced 10,000 EP worth of equipment, which may be any combination from the below tables that does not exceed your total budget.
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
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
Close-Combat Weapon (Light)1NoneSidearm
Close-Combat Weapon1NoneLongarm
Holo-Field Generator8NoneDefense
Wraithbone Trauma Plates1NoneArmor
Wraithweave Voidsuit2NoneArmor
Wraithbone Hardsuit3NoneArmor
Wraithweave Brigandine2NoneArmor
Void Guard Warsuit6NoneArmor
Ithilmar Assault Suit23NoneArmor
NameEP CostStarcrystals RequiredFatebender Psy-scopes Required
Jetbike (Militia/unarmed)2100
Jetbike (Fatesplitter Carbine)2801
Jetbike (Starblaster Rifle)3120
Razorwind Jetbike6600
Bright Talon Heavy Jetbike9881
Star Flare Attack Skimmer120162
Attack Barge15600
Mirage Hover-Transport18200
Needlestorm IFV23603
Blazestar Grav-tank257201
Bright Eagle Fighter-bomber469400
Note: some vehicle costs have been updated compared to the original tables due to math errors on my part. These will be fixed when I update the respective posts for Turn 3.

[ ] Wargear Production (Write-in plan)

6 HOUR MORATORIUM
Please vote by plan for Equipment.

 
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And indeed, their Greenseers are tormented by visions of fire, each different as time passes and their likelihood waxes and wanes. Sometimes—often—chains of strangling dark bind them, and when the fire takes them it is a release. Other times, a great dragon of flames and magma grasps them in claws and impossible fire, and they are washed away. In some, a wounded beast comes with axe and rage to burn and despoil. Yet others, a great horde of buzzing insects strips every trace of green, every leaf, every stalk, and they are undone. And in some, the worst yet rarest of all, a blinded phoenix with tattered wings and the false-dawn come, and tools of creation are turned against them by their own kin.
So they probably saw in order:
  • Drukhari finding them and torturing them (probably a risk with gradual evacuation, a high trafic may be noticed by them)
  • Vulkan and the salamander
  • Angron
  • Tyranids
  • FUCKING BIEL-TAN
 
Ooh, the Ishari sound interesting, probably not a viable route to curing ourselves in its current state (plants burn after all), but the fact that it's even possible is proof enough that - with some time, study and perhaps some Ishari volunteers maybe - we could accelerate curse research significantly.

Now, here's what I think is currently threatening them.

Other times, a great dragon of flames and magma grasps them in claws and impossible fire, and they are washed away.

This sounds like Vulcan and the Salamanders might show up and burn the planet down (par for the course) judging by the use of 'Dragon', 'Flames' and 'Magma' (Nocturne has - iirc - a species of dragon/salamander that Vulcan uses as the icon of his legion) and is gonna be a bit of a fuckbarrel situation if we have to come into blows with him (If he's anything like canon Vulkan, we can't kill him and make him STAY dead) and so our policy should probably be one of avoidance.

(We could always try killing the fleets while they're in space, and while that won't hurt Vulkan, it will hurt his legion, perhaps enough to make him decide it isn't worth the effort)

In some, a wounded beast comes with axe and rage to burn and despoil.

Wounded beast and axe / rage implies Angron and the World Eaters showing up and being world eaters, not much to be said really.

Yet others, a great horde of buzzing insects strips every trace of green, every leaf, every stalk, and they are undone.

This might actually be the Tyranids killing them, and if so, they'd managed to survive for a surprisingly long time all things considered, we don't need to worry about this one unless someone teleports a hive-fleet to us 10k years earlier.

And in some, the worst yet rarest of all, a blinded phoenix with tattered wings and the false-dawn come, and tools of creation are turned against them by their own kin.

Now this is definitely an unknown, my first thought was "Fulgrim" as he often has phoenix-like iconography and will definitely go out of his way to kill Eldar, but it could also be the other craftworlders (Cough cough Biel-Tan cough)

If if is Biel-Tan, then them being idiots just turned into them being completely and utterly braindead stupid (the kind of stupid that might be enough to get the other craftworlders to declare Biel-Tan a rogue element maybe, because one kinstrife is bad, but two is a sign of some serious problems)
 
So obviously we are helping the ishari out, it's only right and even a few of them could help us out immensely on the food front. But now I am wondering something, since the ishari are basically isha eldar, who wants to be bet we are going to see kurnothi eldar at some point in the future?
 
Regardless of which option we take. We should spread them across our allies and vassals if only so that they know of other ways to prevent corruption and to keep the traditions of Isha worship...uncorrupted.
 
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