Also, this is something the rest of you have probably realised already, but two out of our three allies find themselves in their current shit because of orks. Pretty sure that "purge on sight" policy earned us some brownie points, if nothing else, or it just might be a direct request from them lol.
i wonder what kind of weapons we'll come up with to eliminate greenskin fungus infestations after defeating them.

Biel-tan has the Void Spinner...
 
The Drukhari came up with the some interesting stuff in canon. The glass plague transmutes organic matter into crystals. That could be a big tool against orks or tyranids. If they could we certainly can.
 
The Drukhari came up with the some interesting stuff in canon. The glass plague transmutes organic matter into crystals. That could be a big tool against orks or tyranids. If they could we certainly can.
Oh yea i remember that one. Glassing the surface, but in a different way.
The ork ecosystem is a fantastic piece of world building.
 
It is the destiny of craftsmen races to hate greenskins. We just need to make a book of grudges, and everything will be fine.
If anything, the orks would probably love us (Apparently the Ork language has this gem "Friend/Favourite enemy" meaning the same thing) for the sheer amount of cool loot we have and how often we might go looking to fight them.
 
If anything, the orks would probably love us (Apparently the Ork language has this gem "Friend/Favourite enemy" meaning the same thing) for the sheer amount of cool loot we have and how often we might go looking to fight them.
Vulkhari: DIE YOU GREEN FUCKS!!! [shoots newly restored and relearned pre-fall weapon]
Orks: BOY'Z FUN LONG 'EARS CAME WAA'GH!!! [HAPPY ORK NOISES]
 
nah, treating it as a war only feeds their whole deal. be more like:
*after blasting the biggest bits from orbit*
"This is not war. This is pest control."
or "One does not go to war with an invasive plant in one's garden. one simply uproots it, to ensure it cannot spread further."
 
Now if I'm reading the galactic map right the closest primarch founding worlds to us are Caliban and Medusa. So unless we want to use the web way and stop one of the traitors from falling to chaos the only primarchs we have a chance of influencing are Ferrus and Lion el'Jonson.
 
Now if I'm reading the galactic map right the closest primarch founding worlds to us are Caliban and Medusa. So unless we want to use the web way and stop one of the traitors from falling to chaos the only primarchs we have a chance of influencing are Ferrus and Lion el'Jonson.
This depends on if we'll even be able to get to Caliban/Medusa by the time the Primarchs get discovered by the Emperor, because at any moment we could get cut off from the webway and unless we find a different alternative to FTL (gravitics maybe?) then it could take years for us to pass back through the Halo Stars and to find a webway connection close enough to either of those two planets to influence the Primarchs.

If we can get to them before the Emperor does and positively influence them enough (like maybe we use some precognition to determine when they arrive and a hefty amount of luck getting to them) then yeah I'd up for trying to influence the primarchs closest to our home territory.

Otherwise? I'm not sure whether the disruption of the Halo Star's local webway could be enough to affect the entirety of the region, or only a few of the portals, trying to predict stuff like that is gonna have to wait until we actually get to the Halo Stars and peep the horrors ourselves.
 
Also another important thing is that 2 missing primarch hide from our meta vision. We know that at least one of them died in halo star and at least one of them died to the blade of Russ.
 
Did the QM say this and I missed it or is this canon information? If it's the latter I'd like a source, please.
It is mostly based on canon, russ was Big E execucioner who we were told killed unnamed primarch(s), the xenocides of the randan had to be fought in 3 tries, which means something went very wrong, [REDACTED] and his legion were part of those xenocides, but after them mention of him or them dry out. Also Rangdan were like very very debuffed and primitive version of Flood from halo.

Which paints pretty bad picture for humans.
 
This depends on if we'll even be able to get to Caliban/Medusa by the time the Primarchs get discovered by the Emperor, because at any moment we could get cut off from the webway and unless we find a different alternative to FTL (gravitics maybe?) then it could take years for us to pass back through the Halo Stars and to find a webway connection close enough to either of those two planets to influence the Primarchs.

If we can get to them before the Emperor does and positively influence them enough (like maybe we use some precognition to determine when they arrive and a hefty amount of luck getting to them) then yeah I'd up for trying to influence the primarchs closest to our home territory.

Otherwise? I'm not sure whether the disruption of the Halo Star's local webway could be enough to affect the entirety of the region, or only a few of the portals, trying to predict stuff like that is gonna have to wait until we actually get to the Halo Stars and peep the horrors ourselves.
To clarify, the Webway being disrupted is not a local phenomenon---it's like that everywhere. There are routes which are mostly stable and usually safe, but note the use of qualifiers; the surviving Aeldari spend a lot of effort on keeping their maps up to date.
They are, of course, also perfectly capable of making a conventional Warp jump, provided the ship is appropriately equipped (most of the current ones aren't), they just generally hold that as plan ZZZZZZ because it's hideously dangerous for them now, on par with "juggling flasks of Chlorine Trifluoride" for Really Bad Ideas™.
 
To clarify, the Webway being disrupted is not a local phenomenon---it's like that everywhere. There are routes which are mostly stable and usually safe, but note the use of qualifiers; the surviving Aeldari spend a lot of effort on keeping their maps up to date.
They are, of course, also perfectly capable of making a conventional Warp jump, provided the ship is appropriately equipped (most of the current ones aren't), they just generally hold that as plan ZZZZZZ because it's hideously dangerous for them now, on par with "juggling flasks of Chlorine Trifluoride" for Really Bad Ideas™.

Ah right, whoops I misunderstood the original point.

The question then becomes 'Is Biel-Tan petty enough to try doing this even despite knowing the risk that it proves to the crew?' (The answer is 'probably not', they're not THAT suicidally homicidal even though I joke about it a lot, they've most likely got bigger things on their plate than galivanting through the Halo Stars looking for 'that one craftworld full of weirdos')

(And speaking of, would warp travel even be all that effective wherever the astronomican isn't shining like the Halo Stars? I know that there's ways to do shorter, computer/cogitator assisted jumps but iirc those are slower than even regular Imperial warp travel right?)

But yeah it's a relief that we might not have to deal with centuries of isolation from the greater galaxy when we go out to the Halo Stars, (would make diplomacy and trade a lot easier) although the idea of us becoming more and more weird from the isolation would be a fun thing to think about, like how cultures diverge because of environmental effects like islands and mountain ranges (even if it could never work out well since we'd have a grand total of 6 billion other Eldar between us and our allies to keep us company and each Eldar lives for around a thousand years, so any divergences would probably be small scale unless our lifespan gets cut by the reforging)
 
Last edited:
Also that giant Warp machine that is burried under their planet.

And considering that this giant Warp machine is part of Webway tunneling device*, I think it should be relatively high on our bucket list

*Yes, I know that in canon it took a combination of 3 artefacts made by minor Chaos God of amoral science, but I still think we're better having this thing than not.
 
As much as Biel-Tan hate us, I wouldn't go so far as to say they're incapable of prioritisation.

If they were in a room with us and Chaos I can see them manipulating us into fighting each other so they can attack the weakened winner, but give them a gun with one bullet and I'm fairly sure they'd still shoot Chaos.
 
I've been reading over the flavour text of the fateforge and starcrystal farm in char-gen 2 and getting ideas for applying that time and space manipulation technology/energy channeling to other weapons and equipment.

Maybe the starcrystals could be used in certain defensive technologies like our Grav-Shields by basically increasing the efficiency of our shield generators and making them be able to deflect more fire or otherwise help with miniaturising them further, or maybe they could be Incorporated into some power weapons to make them even stronger / more capable of chopping through armour, could even be used for more infrastructure maybe? I'm not sure.

The time and space manipulating technology on the other hand could be a lot more weird, maybe it affects our grav-shields or maybe we can apply that level of accuracy and 'off-bore firing' to our starlances? Maybe it could even be transferred over to a melee weapon so it always hits weakpoints?

The fact that we're able to make them (and KEEP making them) could mean that we can repurpose them for pretty much anything we can imagine and we just have to worry that our usage of them isn't outstripping our supply
 
Last edited:
Well, our armory's in pretty good state for when the fires are still burning. I can see why our high Industry relative to our population is going to be very handy, as we'll have the capacity to afford much more well equipped forces on average.

And yeah, our industry being as crazy as it is and not going too mad with our immediate damage situation, I think we should be able to weather the early days as long as we don't end up like this guy.


View: https://www.youtube.com/watch?v=95QbmCC_1Nc&ab_channel=ZephSuki
 
Last edited:
@Mechanis The special resource requirement is repeated twice in the Starblaster Rifle section in Wargear. Also, the description of the carbine and rifle are nearly identical.
 
970.M29 | Turn 1: A Time of Crisis

Craftworld Vau-Vulkesh
Galactic Edge, Northwest Quadrant, Uninhabited Maiden System Erd-Varesh
500 Standard days since the Fall

You are Forgelord Aresh-Vul of Vau-Vulkesh, once among the highest clergy of Vaul remaining. Your hands have made wonders, your god's blessings flowing though you to exceed the craft of lesser races. Every hammer-strike was a prayer, every wonderwork forged an idol.

You are Aresh-Vul, and you cannot bear to pick up a hammer again, for your god is dead, and the anguish of his lack is beyond you to endure.

You are Aresh-Vul, and you are the only surviving leader among the survivors of Vau-Vulkesh—so no matter your anguish, you must lead, for if you do not, who will?

Yet if your god is dead, then you will keep the fires of his memory burning, for as long as Vau-Vulkesh stands.

Each Turn will last Five Years until either the start of the Great Crusade (specifically, the Scattering of the Primarchs, which is an event any Seer worth the name will See when it happens) or the completion of your Faction Quest, To Forge A Soul, whichever comes first.

Action Pools
Representing your available manpower, time, and resources, each Action Pool is strictly segregated. Action Points (AP) do not accumulate over time; but other actions (such as deploying an existing fleet or Warhost) obviously have different limits.
Some actions have fixed costs, others may be taken multiple times (tagged with "each"), and some can have more effort directed to them up to a limit (tagged "X max").

At present, the most pressing issues are as follows:
Food Scarcity
As you no longer have access to massed Psychomaton labor, cornucopia machines, and many other such technologies which made the old Empire a post-scarcity civilization, you are currently not producing enough food to meet the rate of consumption. While deep stockpiles of preserved foodstuffs from before the Fall and its immediate leadup are, for now, covering the deficit, these will not last indefinitely. Improving your ability to produce food will need to be done sometime soon.
Damage from the Fall
The Fall has caused moderate but wide-ranging damage to the infrastructure of the Craftworld. While no critical systems are affected other than the engines, which have suffered a breakdown of some nature, it will be impractical to engage in any large scale infrastructure projects until the bulk of this damage is repaired.
Poorly Equipped Military
At present, your military forces are fairly poorly equipped—even your best units do not have dedicated combat armor and most barely have armor at all, the bulk are equipped with Las-weapons which are, in the estimations of the Eldar, barely a step up from pointy sticks, your stable of vehicles and starships does not even make full use of what technology you do have, being for the most part hasty refits of former civilian craft, and many have rather significant flaws. Improving your ability to engage in combat will be a necessity if you are to survive.
GondorMeros calls for Aid
The Craftworld of Meros is in trouble—Their fleets are functionally destroyed, with what few ships they have recklessly plunging through the Webway and even taking the insane risk of Warp-jumps to beg help from someone—anyone—for help, as they nearly didn't escape the Croneworlds and then landed right in the middle of the most powerful Orkish empire in the region. Their armies are even worse off than yours and half their population is already dead—And worse, the Orks disabled their engines during the first attack, so they can't even try to run. Without immediate military assistance, the next attack will undoubtedly overrun what meager defense Meros is able to muster, and Meros will be lost. You will not allow this. Poorly equipped or not, flawed or not, Vau-Vulkesh's fleets and armies will salle against the Ork—the question is only one of how large a host you will send.

Stockpiles:
Weapons and Vehicles: At present, all your previous stockpiles of Wargear have been expended.
Special Resources:
  • Starcrystals (+800/turn): 5548
  • Fatebender Psy-scopes (+120/turn): 1451


The sign of the Steward controls many of your basic administrative, diplomatic, and organizational tasks. Choose wisely, for you have many pressing concerns and few enough hours to complete them.

The Steward has 10 Action Points available.​

A Moment to Breathe—and to Plan

[ ] Rationalize Infantry (1 AP)
At present your infantry is mostly militia troops raised in great haste in the immediate leadup to the Fall—poorly equipped, unevenly trained (if at all), and mostly ill suited for pitched battles—bolstered by your Hearthguards, who, while somewhat better equipped, are still using equipment that was mostly assembled in haste. Beginning a rationalization plan will allow you to deploy more effective troops, both reducing casualties and increasing effectiveness.
Start working to rationalize your troops by developing an equipment plan for new standard troops. (Troop design subvote)
[ ] Rationalize Vehicles (2 AP)
Similarly, your vehicle arsenal is hastily thrown together from what was on hand just before the Fall, and could use some work. This would allow you to field far more formidable vehicles with more weapons, additional equipment, and superior capabilities in general.
Begin rationalizing your vehicles by drawing up designs for two new vehicles, with a greater amount of care than the hasty refits currently in use. (Vehicle design subvote)
[ ] Rationalize Fleet (4 AP)
Your fleet is, at present, comprised of little more than hastily armed luxury-yachts and cargo-ships. Most lack even serious armor plating, relying entirely on the durability of their Wraithbone hulls. Creating a design plan for a new Destroyer with the full range of your available equipment is the first step in getting your fleet into shape.
Begin getting your fleet into shape by drawing up plans for a proper militarized Destroyer. (Destroyer design subvote)

The Foundations of War

[ ] Design a Detachment (1 AP each, 3 Max)
Use your existing forces to design a Detachment.
Detachment organization subvote. Once organized, you will be able to Raise them under the Warrior sign.

Scarcity Once More

[ ] Form and Function to Feed a World (3 AP)
Vau-Vulkesh has many gardens, parks, and green spaces which are 'public works,' such as they are. Shifting these spaces to grow fewer purely decorative plants and more which are edible would be a challenge, but the caretakers of those places are certain that, with appropriate assistance recruiting more hands to tend them, this can be done without compromising the beauty of those spaces.
Convert purely decorative green spaces and gardens to grow various edible, medicinal, or otherwise useful plants rather than purely decorative ones. Will considerably ease your food margins.
[ ] River and Lake, Pond and Pool—All may Feed the World (4 AP)
At present, the many water features within Vau-Vulkesh serve mostly as decoration, but those tasked with addressing the food situation have suggested that these features be put to use, for a wide variety of aquatic and amphibious animals and waterborne plants might be cultivated within them, given time.
Begin the process of converting the various water-features of sufficient size within your craftworld to comprehensive Aquaponic farms, growing various edible plants, fish, crustaceans, molluscs, amphibians and insects.
[ ] Tend to the Fields, Ye sons and Daughters (2 AP)
Vau-Vulkesh has already many places where food is grown by hand, for such was a luxury commodity within the Empire of Eld. Some, even, are traditional fields of soil and sod within vast bio-domes that fully simulate a planetary surface, others are ultra-efficient growrooms that can feed thousands for every square kilometer of area. Regardless, however, almost all of these relied heavily upon Psycomaton labor for most of the basic tasks, and without them their caretakers struggle to find enough hands to tend these places. Throwing some support into their recruiting actions will ensure that those with the will and talent to attend such tasks are directed swiftly to them.
Recruit more hands to tend your existing farms, now that they cannot simply throw legions of Psycomatons at every conceivable issue.

Heirs of Empire

[ ] Harken the Exiles (1 AP)
The Exodites have already learned many of the lessons you now must. Why not tap this experience? Most might live as nomadic herders, but there are a number of Exodite worlds known to you that prefer a more settled agrarian existence, and from these you may be able to recruit advisors and experienced hands—at least on a temporary basis—though what it may cost is unknown to you. You know that Saim-Hann has likely already done the same, given their close kinship with the Exodite worlds.
Reach out to various Exodite worlds for assistance with farming and food production. Diplomacy subvote with various options; increases effectiveness of all/any Scarcity Once More options.

Relics of Eld

The relic-vaults of Vau-Vulkesh have been accumulating all manner of oddiments, curiosities, and unusual artifacts for centuries, and then you spent the final days of the Empire's twilight piling into them everything that you could which was not nailed down—and if determined parties of Hearthguard and Bonesingers could prise it loose, it did not count as nailed down—and you have absolutely no idea of what is even in them now. Set some workers to the monumental task of sorting, cataloging, and organizing the contents of those vaults. Much of it is likely of only cultural or historical value—and therefore priceless, things being as they are—but the sheer size of those vaults means they almost certainly contain items which would be valuable to you—devices of the old Empire to study, relicular equipment, and who knows what else. At this point, you wouldn't be surprised to find one of the Croneswords or Swords of Vaul (that is, the blades forged for Khane by the smith-god, not the battleship class named for them) sitting in a corner under a pile of rugs, or something equally ridiculous.
[ ] Delve the Vaults (1 point each, max 5)
Sort through one of the many Relic Vaults of your Craftworld. Who knows what might be in there?


The Sign of the Bonesinger controls much of your infrastructure—from starships to the very Craftworld itself, the Bonesinger is the foundation on which your technology rests. Basic development of your technology is the domain of the Bonesinger as well, at least for the simpler forms of technology.

The Bonesinger has 15 Action Points available.​

The Wings of Vau-Vulkesh

The mighty engines which drove Vau-Vulkesh through the void have sputtered and died. Those who tend them are confident that the damage is not irrecoverable, yet each is a machine greater in size and complexity than an entire battleship. It will take a great deal of time and effort to even assess how they are damaged to begin with, let alone actually begin affecting repairs.
[ ] Assess the damage to Vau-Vulkesh's engines (2 points Each, max 3)
Begin the process of repairing the Craftworld's engines by sending teams to assess the extent and nature of the damage in detail. The amount of effort will be the same whether you do it all now with a large team, or more slowly with a smaller one.

The Scars of the Fall

Vau-Vulkesh has not suffered as grievously as some, yet scarred you are all the same. Put these scars to rights and mend that which is broken.
[ ] Effect general repairs (1 point each, max 6. Est 2-8 turns)

Spending one action point under the Bonesinger can allow the production of up to 480 EP of Wargear each turn. These actions may be taken multiple times in a turn, if needed. Note, however, that some items may require Special Resources. these are in limited supply, enough that they are produced and stockpiled automatically if you are capable of producing them at all. Other such resources—Soulstones being the most pertinent example—will require dedicated actions and even deployment of your Warhosts to secure them.
Some types of Wargear—especially Vehicles—might require more than one turn to manufacture if you do not have enough action points available. You will likely wish to avoid this, as it is inefficient.

[ ] Stockpile Wargear (1 point each)
Wargear includes infantry scale arms and armor, and complete vehicles. Consult with either the full Armory post, or the quick Reference table in the same post for a list of current Wargear.

You may begin constructing, repairing, or refitting (once you have designs to refit them to) a starship (or several) by spending one (or more) of your actions to do so. Note that even a destroyer is a massive construction project which can take multiple turns at this stage, and will effectively soft-lock that action for some time. You are also limited in how many docks you have available; currently this amounts to 80 capable of handling a capital ship and 240 able to construct Escorts.
Capital ships are Light Cruisers and up. Escorts are Frigates, Destroyers, Corvettes, and Raiders. You do not presently have hulls for the latter two, but they exist.

[ ] Begin Construction of an Escort (3 points)
[ ] Begin Construction of a Capital Ship (4 points)

[ ] Repair an Escort (1 point each; 3 ships per point)
[ ] Repair a Capital Ship (1 point each)

The Fleets of Arach-Qin

Arach-Qin once boasted a fleet able to almost match your own, yet it has suffered grievous damage from the Ork—most critically, the complete loss of the Craftworld's Shipyards. Your own, however, are still intact, and may be used to aid them, and for this boon they have offered a mighty prize in payment: the Sword of Vaul class battleship Serpent that Strikes from the Shadows with no Warning—and aside from the power that ship represents, the ability to examine its technology is no small prize either.
At least one of these must be taken within two turns.

[ ] The Fleets of Arach-Qin: Lords of the Void
Begin repairing Arach-Qin's fleet, starting with the most heavily damaged of their capital ships. Will occupy between 10 & 20 of your available capital docks for a minimum of 4 turns.
[ ] The Fleets of Arach-Qin: Lighter Than a Feather
Begin repairing Arach-Qin's fleet, starting with its most heavily damaged escorts. Will require four turns on the outside. Occupies between 20 and 100 of your available Escort docks.

[ ] Refit an Escort
[ ] Refit a Capital Ship
you do not have anything besides your initial hasty refits to refit your ships into.


Development of basic technology belonging to the Aeldari falls under the sign of the Bonesinger, and each may expand your ability to wage war.

[ ] Develop Needlers (1 point)
Needlers are simply Fatecaster weapons which lack the advanced guidance Psy-tech, making them far easier to produce en masse. These should be fairly trivial to develop, even if the more Vaulish Bonesingers say they will likely increase the fire-rate of the weapons to compensate for the loss in accuracy.

[ ] Develop Melta Weapons (2 points)
Melta type weapons are effectively the ultimate evolution of the flamethrower, firing ultra-compressed bursts of superheated material which is equally effective at burning though armored vehicles or unfortunate infantry. Their only real weakness is their relatively short effective range. Developing Melta weapons will offer potent anti-tank and anti-infantry capabilities to your forces—especially against enemies with irritating tendencies to regenerate.

[ ] Develop Monofilament Weapons (3 points)
These weapons fire rapidly expanding webs of monomolecular wire that shred effectively anything they come into contact with. This is especially effective against living targets, whose pained thrashing only serves to further entangle them in the deadly net. While short ranged, these weapons are incredibly effective against essentially all but the very heaviest of infantry, and even many light vehicles.

[ ] Develop Wraithbone Warsuit (1 point)
While your current hardsuits are reasonably effective as combat armor, they are designed primarily to protect the wearer from moderate environmental hazards and or moderately dangerous animals (or plants), not a screaming Ork trying to remove one's limbs and or head.
Develop Wraithbone Warsuits, which are actual purpose built combat armor. Required for further armor development. Sub-vote to determine desired characteristics/design focus.

[ ] Develop Wraithweave Brigantine Armor (1 point)
An idea pitched as an upgrade for Wraithbone Trauma Plates, Wraithweave Brigantine Armor would incorporate thickly layered Wraithweave with solid plates affixed to various locations, and possibly even actual environment sealing for use in hostile conditions.
Develop Wraithweave Brigantine. Design subvote for some basic decisions.

The Forge of Vaul
In addition to your standard action pool, the Forge of Vaul can be used to either support an ongoing construction or repair project—including both infrastructure projects and the construction or repair of a starship—reducing its required time by 1d3 turns; produce a large amount of Special Resources, or can be used to produce up to 5000 EP of Wargear for ground units. Any two of these options may be selected in a given turn, or one option may be selected twice.

[ ] Forge of Vaul: Aid a Construction/Repair project
[ ] Forge of Vaul: Produce Resources (1000 Starcrystals, 300 Fatebender Psy-Scopes or 500 Starcrystals & 150 Psy-Scopes)
[ ] Forge of Vaul: Produce Wargear (5000 EP max)

Zahr-Tann the Proud

[ ] Dispatch aid to Zahr-Tann (1 point each, max 4)
Send a party to Zahr-Tann to aid them in repairing the stricken craftworld's engines, gaining the allegiance of the martially minded Zahr-Tann.. Must be taken within two turns.

The Salvation of Meros: The Bonesinger

[ ] Dispatch aid to Meros (1 point each, max 4)
Send a party to embattled Meros to speed their engine repair, reducing the time they spend in danger from the Orks

The Shipyards of Arach-Qin

Whilst not specifically a part of your terms with the smaller Craftworld, sending a party—or several—to assist them in rebuilding their yard capacity would likely generate no small amount of gratitude, for the despoilment of the Ork is something you have some amount of experience with.
[ ] Assist Arach-Qin with rebuilding their Shipyard (1 point each, max 6)
Send parties to assist Arach-Qin with the monumental task of rebuilding its destroyed shipyards.


The sign of the Seer encompasses your development of Psyker abilities, reading the past, present and or future with clairvoyance, and the development of Psy-tech devices. Certain types of Wargear called Artifacts may also be produced by the Seer rather than the Bonesinger, though you do not have any such equipment as yet.

The Seer has 10 9 Action Points available.​

The Eyes of the Eldar See Far

[ ] Scry the Future (1 point each)
Gaze upon the evertwisting maze of Fate, but be wary, for the very act can shift its course.
Attempt to gain information about the future. You may optionally write-in a simple specific question, EG, "When is this faction likely to attack us", "where could we find something to help us with this action", and so on. If not specified, this will provide a random glimpse of future events, weighted to those most relevant to you.
Note that the accuracy, level of detail, and usefulness of this information can vary significantly—the very act of looking into the future changes it. You can, however, learn general trends by comparing longer ranged prognostication over several turns.

[ ] Scry the Present
Turn your gaze outward, and See that which Is.
Attempt to use clairvoyance to gain information about the current state of the galaxy. Can either be left to weighted random or targeted at a specific question or location.

[ ] Scry the Past
Peer across time into what Was.
Attempt to divine events in the past. As with other options, may be taken as a weighted-random or question-specific option.

Regardless of type, scrying is not guaranteed to succeed, or produce actually useful information even if it does; the more narrow/specific your criteria, the more difficult it is to See. It may therefore be wise to keep any specific queries as broad as possible, thereby maximizing your chances of success. For example, going for "something that can help with [problem]" is more likely to succeed than say, "a gun which can kill [this thing that is causing the Problem]", which is in turn more likely to succeed than "a laser that can penetrate [problem]'s defenses that we can get without them knowing" and so on.
You can also devote more points to one query to make it more likely to succeed, rather than taking multiple queries (or any desired combination thereof within the limits of your available Action Points), though this does not also guarantee that the resulting information will actually be useful to you, or even that you will succeed—only make it more likely that some information is acquired.

The raising of Battle Psykers also falls under the sign of the Seer, rather than the Warrior, and is a process that takes longer than an ordinary unit. Battle Psyker units, unlike most unit types, are not immediately disbanded when removed from a Detachment, but will instead return to your pool of available units—as they are too valuable and rare to dismiss outright. Equally, the training of a Battle Psyker cannot be stopped midway—it is simply too dangerous. Once you commit to raising a unit, it will lock however many action points are required for the full training cycle.

[ ] Raise a Seeing Circle (2 points per turn, 2 turns)
[ ] Raise a Warcasting Circle (3 points per turn, 4 turns)
[ ] Raise a Bladedance Troupe (1 point per turn, 4 turns)

To Forge A Soul

[X] [Minimum Locked] The Flaw, The Curse, The Claim (1 point minimum. No max. Length unknown.)
Vau-Vulkesh plans a project of grand ambition and legendary mein—guided by ancient legends from the dawn of the Aeldari, you seek to reforge your very souls to reject the Dark Prince, freeing your people from the Curse of Slaanesh. Much will need to be done to accomplish this—first, the exact nature of the fracture within the crystal-souls of the Aeldari must be mapped, an undoubtedly perilous project, for you doubt strongly that the Soulthirster has not emplaced precautions against doing exactly that—or if it hasn't, that She-Who-Thirsts will neglect to do so as soon as your poking of his claim becomes known to the Ruinous One.


The sign of the Seeker controls development of your most advanced technology, and the study of the devices of others. Unlike the sign of the Bonesinger, costs for most projects under the Seeker are quite variable, and require a certain investment in points to even produce an estimate of how difficult they will be, though you can make educated guesses based on the description of the technology, and the initial investment costs.

The Seeker has 12 Action Points available.​

High Technology research falls under the sign of the Seeker, as does study of relic technology and the works of other races. At present, you are mostly working with the contents of what technology of the old Empire you have access to—the simpler ones, anyway. The most advanced of those have been set aside temporarily, as it will likely take more time than can be spared at the moment to develop even inferior copies.

[ ] Reverse-engineer Meson Blasters (5 AP initial)
Meson Blasters can penetrate most shields and armor as though it didn't exist, striking at unprotected vitals or crew directly—reverse-engineering this formidable technology would greatly improve the ability of your Warhosts to deal with heavily armored targets.

[ ] Reverse-engineer Grav-weapons (4 2 AP, est 1-3 turns)
Grav weapons use artificial gravity manipulation to destroy targets—whether it be by amplifying gravity so the target is crushed under its own weight, hurling victims into the sky to let natural gravity do the work, or ripping things apart with rotating or oscillating gravity-fields. Adding this technology to your arsenal will provide many options, for such weapons can be used on nearly any scale. Having devised a defensive system using gravetic principles already, you will find it easier to develop Grav-weapons than might otherwise have been the case.

[ ] Reverse-engineer Plasma Blasters (1 AP initial)
More sophisticated than the crude plasma weapons of lesser races, Eldar plasma blasters are completely reliable and remain cool to the touch even after hours of firing. They come in a wide variety of formfactors, from pistols to massive starship-grade macro-weapons of stupendous power. Perhaps one of the 'simplest' forms of High Technology, plasma weapons were not used by the Empire of old solely because they possessed many much better weapons—but with these weapons now lost to you, plasma weapons may fill the gap nicely.

[ ] Reverse-engineer Conversion Fields (6 AP initial)
Conversion Fields absorb energy from incoming attacks, stopping most energy weapons and kinetic projectiles cold. Depending on their precise settings they can even provide significant protection against area effect weaponry. The principle limit is that a Conversion Field can only handle a certain maximum amount of energy over a set period, and if this threshold is exceeded the field generator suffers a destructive overload. Developing this technology will allow you a potent defensive system which can be scaled from single infantry troopers to kilometers-long battleships.

[ ] Reverse-engineer Haywire Weapons (4 AP initial)
Haywire weapons can cause malfunctions and eventual shutdown in all manner of technology—or, if the power is turned high enough, inflict agonizing death on a living being as its nervous system suffers the same effect. Developing Haywire weapons will make it far simpler to capture intact technology from your foes, not to mention provide a less-than-lethal option for disabling various vehicles.


The sign of the Warrior controls your fleets and armies—it is here that you will muster Warhosts and assign fleets, and set them to tasks. Many of the actions under the Warrior are not limited by the sign's action pool, but by your available vessels, warhosts, and detachments.

The sign of the Warrior has 5 Action Points available.​

The Salvation of Meros: The Warrior

The Craftworld of Meros is in dire position. Its fleet broken, its Warhosts shattered, and its engines damaged by the Ork, who surround the stricken vessel. You must send aid to them at once, for the Ork will not delay long before renewing its assault.
Summon a Warhost (or several) to aid Meros and protect it from ork attacks while the Craftworld is repairing its engines.
[X] [Locked] Dispatch Warhosts
Select from among your existing Warhosts (or those assembled this turn from your standing Detachments) one or more to send to the aid of Meros. You should send at least five, or three of particular strength.
[X] [Locked] Send Forth your Fleets
Select from among your ships which to dispatch to Meros's aid, to prevent the Orks from simply smashing the Craftworld with their own fleets. You should send at minimum three Battleships, six cruisers or light cruisers, and twenty escorts, if you are to mount an effective guard; more would likely be wise.

The Stars are Strange

Whilst your people of Eld had visited these stars on the very edge of the galaxy, no Aeldari has ventured here in living memory, not for many times many centuries. What maps you have of the region are likely to be inaccurate for real-space and worthless for the Webway, given the latter has been drastically altered by the Fall and indeed is still changing even now, if less dramatically. Send forth some of your forces to map these stars, as it may be some time yet before you may be leaving them.
[ ] Dispatch ships to scout the Webway (1 point each, write in up to five ships, max 4)

[ ] Raise a Detachment (1 point)
Raise a fresh Detachment from your list of existing Detachment types, becoming available the following turn.
Requires sufficient Wargear and Command Points be available. You may produce the needed Wargear concurrently if you can provide all of it within a single turn; otherwise you must first stockpile sufficient Wargear before you may do so. If the Detachment contains Battle Psykers, you must have sufficient numbers of them available at the end of the turn.
[ ] Disband a Detachment (1 point)
Stand down a Detachment, returning its Wargear to your supplies.
Disband one of your standing Detachments to immediately reclaim its Wargear and Command Points. Note that you may, if desired, immediately Raise an new detachment with that equipment; in this case you will also retain the personnel. Battle Psykers will of course be retained, returning to your pool of available units.

[ ] Raise a Warhost
Raise from your existing detachments a mighty (or perhaps not so mighty) Warhost, that it may be deployed at need.
Organize a Warhost from among your standing Detachments. This will become available to deploy on the same turn, so you may raise a Warhost (or several) to meet immediate requirements.
[ ] Disband a Warhost
Remove an existing Warhost from your list thereof, allowing you to assign its Detachments to other Warhosts as needed.
Breaks up an existing Warhost, returning its components to your pool of available Detachments. As this occurs immediately, you can disband a Warhost and immediately assign any of its component Detachments to a new Warhost on the same turn.

24 Hour Moratorium.
Vote By Plan.

 
Back
Top