[X] Less Dark Dark Elves
-[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)

Simple plan that leaves us with 4 points as we go into Phase Two, in the vain hope that we can buy ourselves a Commoragh sized hole in the webway to hide in as we focus on teching up again.
 
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Adhoc vote count started by Mortenkam on Jun 8, 2024 at 10:49 AM, finished with 92 posts and 39 votes.
  • 41

    [X] Plan: Vaul's Disciples
    -[x] Large (-1 point)
    -[X] To Guard the Soul, a Shield Alone is Insufficient (-3 points)
    -[x] Starlances (-1 point)
    -[X] Fatecasters (-1 point)
    -[x] Forge of Vaul (-2 points)
    -[X] Peaceful (2 points)
    -[X] Industrious (-1 Points)
    -[x] Artistic (1 point)
    -[X] Innovative (-1 Points)
    -[X] Lucky (-1 Point)
    [X] We Are Going To Build Our Own Alderi With(out) Blackjack and Hookers
    [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] Infertile (3 points)
    [x] plan Hope we win
    [X] Plan: New Path For A New Dark Age V2 (-6 points total)
    -[X] Major (-4 points)
    -[X] To Guard the Soul, a Shield Alone is Insufficient (-3 points)
    -[X] The Key of Asuryan (-3 points)
    -[x] Forge of Vaul (-2 points)
    -[X] Infertile (3 points)
    -[x] Artistic (1 point)
    -[X] Peaceful (2 points)
    [X] Forge of Vaul (-2 points)
    [X] To Guard the Soul, a Shield Alone is Insufficient (-3 points)
    [X] [Ľ̶̛̛̟̟̗̮̤̦̰̭̝̥̗͓̞͗̂͑̐̾̅̀̍̀̏̂̅͋̐͘͘͝Ơ̸͖̤̟͉̺͆̆̄͑́̌͛̐̚͘Ç̵̡̛͉͔̼̬̲̥̣̖̫͈͈̻̄͐̏̆̿̒́̀͌̾͒̄̏͋̎͐̆͘͘͝͠ͅĶ̴̛͚̘̗̠̣̯̾̀́͋Ę̷̡̛̛͚̞̜̳̦͔̩̪̬̫̖̲̳̜̙͈͎̣͒̽̄̋͋̍̈́̌̓͌́͊͑̊̈́͊̇͒̃̕͜͝͝ͅḊ̵̢̛̥̥͎̘͚̩̹͎͙͔̫͓͚̓̍̾̿͗̒̑͋̕̚̕] Infertile (3 points)
    [X] Plan Lords and Ladies of the Webway.
    -[x] Large (-1 point)
    -[X] A Shield of Spirit (-1 point)
    -[x] Starlances (-1 point)
    -[x] Doomblades (-1 point)
    -[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] Innovative (-1 Points)
    -[X] Blessed (-3 points)
    [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)
    [X] Large (-1 point)
    [x] Voidcannons (-2 points)
    [X] Plan "Deus Elf Mechanicus (Or putting the CRAFT in Craftworld)"
    [X] Plan Spirits of the Celestial Court
    -[X] Major (-4 points)
    -[X] A Shield of Spirit (-1 point)
    -[X] Industrious (-1 Points)
    -[X] Infertile (3 points)
    -[X] Innovative (-1 Points)
    -[X] Blessed (-3 points)
    [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)
    [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)
    [X]Plan Ninja
    [X] Unfortunate (3 points)
    [x] Major (-4 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] Martial (-1 point)
    [X] Industrious (-1 Points)
    [X] Innovative (-1 Points)
    [X] Lucky (-1 points)
    [X] Plan Lords and Ladies of the Webway (Bad Luck Ed).
    -[x] Large (-1 point)
    -[X] A Shield of Spirit (-1 point)
    -[x] Starlances (-1 point)
    -[x] Doomblades (-1 point)
    -[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] Innovative (-1 Points)
    -[X] Unfortunate (3 points)
    [X] Plan: Even In Death, Life Continues
    -[x] Large (-1 point)
    -[X] If One is a Hooked Fish, Tangle the Line. (-2 Points)
    -[x] Doomblades (-1 point)
    -[x] Voidcannons (-2 points)
    -[x] Forge of Vaul (-2 points)
    -[X] Peaceful (2 points)
    -[X] Industrious (-1 Points)
    -[x] Artistic (1 point)
    -[X] Innovative (-1 Points)
    -[X] Lucky (-1 Point)
    [X] Plan Spirits of the Celestial Cour

As a Vaul fan, I am pleased about our dominance fellow disciples
 
I am very curious as to what the effects of the "reforging" of our souls would entail, at its least, we'll have atleast a pretty decent ward against chaos, but those unpredictable side effects could be anything, maybe our craftworlders have a blank-like uncanny effect to other Eldar that could be a diplomatic malus, maybe we come out of it lacking the blessings/curses of the gods (which could even mean that our Isha-induced infertility might not be an issue) or maybe it does work perfectly fine, but the other craftworlders see it as too radical of a solution / admitting defeat?

Either way, whatever the outcome, we'll definitely at the very least not have to go looting crone-worlds to grow our population, and that alone is a massive boon, hell, considering that we're investing so much into industry and research, we could probably punch a bit higher above our weight-limit so that while we might ruffle some feathers (looking at Biel Tan intensely right now :V) we'd at the very least make it so that attacking us would be utterly ruinous for most conventional threats we might encounter (Orks and the Great Crusade come to mind first) and could be enough to dissuade the big boy craftworlds from trying to do anything overtly hostile to us.

(In other words: sure, we might not have the numbers of Biel-Tan, Ulthwe, Iyanden or Alatoic, and sure we might not be the most politically influential folks, but we can make so much military equipment if we have to that they aren't gonna be able to win decisively if they ever decide to throw their weight around, of course excluding bad rolls and all that)

Obviously I'm not outright suggesting that we'd come under attack from the other craftworlds right out the gates unless we roll HORRIBLY, but I'm just giving an example of how good being an industrial powerhouse could be JUST for defending ourselves, to say NOTHING of the political/diplomatic weight we could have for possibly supplying the other Craftworlds or sharing research with them.

"Sure, they might be weirdos, but they just armed an entire swordwind for us and given us the design for a new weapon and they aren't bothering us, may as well focus on something more threatening like Chaos or the Imperium."
 
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That's kind of the idea, yeah, we might not be the strongest Craftworld in a straight fight, but we can very much play Kingmaker if provoked, and we're too big to just be devoured in one bite either.
 
I am very curious as to what the effects of the "reforging" of our souls would entail, at its least, we'll have atleast a pretty decent ward against chaos, but those unpredictable side effects could be anything, maybe our craftworlders have a blank-like uncanny effect to other Eldar that could be a diplomatic malus, maybe we come out of it lacking the blessings/curses of the gods (which could even mean that our Isha-induced infertility might not be an issue) or maybe it does work perfectly fine, but the other craftworlders see it as too radical of a solution / admitting defeat?
I personally hope that we won't abandon Mom in the hands of Nurgle and that we, as Vaul's students, save her like he once saved her. That is some narrative good shit.
Either way, whatever the outcome, we'll definitely at the very least not have to go looting crone-worlds to grow our population, and that alone is a massive boon, hell, considering that we're investing so much into industry and research, we could probably punch a bit higher above our weight-limit so that while we might ruffle some feathers (looking at Biel Tan intensely right now :V) we'd at the very least make it so that attacking us would be utterly ruinous for most conventional threats we might encounter (Orks and the Great Crusade come to mind first) and could be enough to dissuade the big boy craftworlds from trying to do anything overtly hostile to us.

(In other words: sure, we might not have the numbers of Biel-Tan, Ulthwe, Iyanden or Alatoic, and sure we might not be the most politically influential folks, but we can make so much military equipment if we have to that they aren't gonna be able to win decisively if they ever decide to throw their weight around, of course excluding bad rolls and all that)
Obviously I'm not ououtright suggesting that we'd come under attack from the other craftworlds right out the gates unless we roll HORRIBLY, but I'm just giving an example of how good being an industrial powerhouse could be JUST for defending ourselves, to say NOTHING of the political/diplomatic weight we could have for possibly supplying the other Craftworlds or sharing research with them ("Sure, they might be weirdos, but they just armed an entire swordwind for us and given us the design for a new weapon and they aren't bothering us, may as well focus on something more threatening like Chaos or the Imperium.")
I personally hope that we will be enemies with Biel-Tan, mostly because we are ideologically opposed; they want to go back to the past that didn't exist, while we want to forge a better future.
I think the sheer amount of stuff we can make and thus sell would make other major craftworlds murder Biel-Tan and shatter their infinity circuit over letting us be their subjects or our stuff being damaged in the fighting. (or well put Biel-tan in the path of one of the legions)
 
I personally hope that we won't abandon Mom in the hands of Nurgle and that we, as Vaul's students, save her like he once saved her. That is some narrative good shit.
True, true, but it could be that we could save her anyway even without any kind of connection to her, if nothing else it'd definitely be a sweet narrative moment to have Isha be saved by the children who had to grow and adapt to survive the post-Dominion galaxy.

I personally hope that we will be enemies with Biel-Tan, mostly because we are ideologically opposed; they want to go back to the past that didn't exist, while we want to forge a better future.
Yeah I'm fully anticipating some tension between us and Biel-Tan, if for no other reason than because we're actively trying to (in their eyes) abandon our past and have a plethora of military-industrial equipment.

(Also IIRC, doesn't Biel-Tan tend to lean more towards Khaine at times? Like with the militarist imperialism and heavy focus on aspect warriors? If so, then yeah that just makes the tension even MORE spicy between a more "Khaine-Oriented" craftworld representing the old-ways for all of its sins and triumphs, and the more "Vaul-Oriented" Craftworld trying to carve a new path.

Hell, maybe one of the other craftworlds like Ulthwe or Iyanden steps up to be the mediator between us, iirc Iyanden did ally with Biel-Tan to colonise a bunch of maiden worlds right?)

I think the sheer amount of stuff we can make and thus sell would make other major craftworlds murder Biel-Tan and shatter their infinity circuit over letting us be their subjects or our stuff being damaged in the fighting. (or well put Biel-tan in the path of one of the legions)

I wouldn't go THAT far with the reaction to the Biel-Tan murder train derailing and crashing into us, but I would definitely imagine them coming out of it with a lot of shame and diplomatic pressure (basically the Eldar equivalent of the corner-of-shame) on their heads, maybe even an apology or some recompensation to us if we're lucky

They definitely aren't gonna burn a craftworld down because they attacked us (to do that would be a little dumb), but there would be consequences that a militant / expansionist Biel-Tan would not want to stomach by any means. (We aren't gonna be like Vaul and end up chained to Biel-Tan making stuff for all eternity at least)

Basically, as long as we don't antagonize any of the other Eldar or give them an actually valid reason for attacking / intergrating us, we'll be okay.

EDIT: Huh, I'm actually noticing a similarity between us and the Mechanicus in this instance, too much effort to conquer or vassalise, plenty of potential diplomatic weight due to being capable of mass producing / researching technology to a RIDICULOUS scale, we might not have the entire monopoly of technology unlike the AdMech thanks to bonesingers being on every craftworld, but nobody would want to anger the Factory-Craftworld / Think-Tank in case it gets the wrong people upset.
 
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Creation 1 Results
Right.
Adhoc vote count started by Mechanis on Jun 8, 2024 at 7:56 PM, finished with 107 posts and 43 votes.
  • 45

    [X] Plan: Vaul's Disciples
    -[x] Large (-1 point)
    -[X] To Guard the Soul, a Shield Alone is Insufficient (-3 points)
    -[x] Starlances (-1 point)
    -[X] Fatecasters (-1 point)
    -[x] Forge of Vaul (-2 points)
    -[X] Peaceful (2 points)
    -[X] Industrious (-1 Points)
    -[x] Artistic (1 point)
    -[X] Innovative (-1 Points)
    -[X] Lucky (-1 Point)
    [X] We Are Going To Build Our Own Alderi With(out) Blackjack and Hookers
    [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] Infertile (3 points)
    [x] plan Hope we win
    [X] Plan Lords and Ladies of the Webway.
    -[x] Large (-1 point)
    -[X] A Shield of Spirit (-1 point)
    -[x] Starlances (-1 point)
    -[x] Doomblades (-1 point)
    -[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] Innovative (-1 Points)
    -[X] Blessed (-3 points)
    [X] Plan: New Path For A New Dark Age V2 (-6 points total)
    -[X] Major (-4 points)
    -[X] To Guard the Soul, a Shield Alone is Insufficient (-3 points)
    -[X] The Key of Asuryan (-3 points)
    -[x] Forge of Vaul (-2 points)
    -[X] Infertile (3 points)
    -[x] Artistic (1 point)
    -[X] Peaceful (2 points)
    [X] Forge of Vaul (-2 points)
    [X] To Guard the Soul, a Shield Alone is Insufficient (-3 points)
    [X] [Ľ̶̛̛̟̟̗̮̤̦̰̭̝̥̗͓̞͗̂͑̐̾̅̀̍̀̏̂̅͋̐͘͘͝Ơ̸͖̤̟͉̺͆̆̄͑́̌͛̐̚͘Ç̵̡̛͉͔̼̬̲̥̣̖̫͈͈̻̄͐̏̆̿̒́̀͌̾͒̄̏͋̎͐̆͘͘͝͠ͅĶ̴̛͚̘̗̠̣̯̾̀́͋Ę̷̡̛̛͚̞̜̳̦͔̩̪̬̫̖̲̳̜̙͈͎̣͒̽̄̋͋̍̈́̌̓͌́͊͑̊̈́͊̇͒̃̕͜͝͝ͅḊ̵̢̛̥̥͎̘͚̩̹͎͙͔̫͓͚̓̍̾̿͗̒̑͋̕̚̕] Infertile (3 points)
    [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)
    [X] Large (-1 point)
    [x] Voidcannons (-2 points)
    [X] Plan "Deus Elf Mechanicus (Or putting the CRAFT in Craftworld)"
    [X] Plan Spirits of the Celestial Court
    -[X] Major (-4 points)
    -[X] A Shield of Spirit (-1 point)
    -[X] Industrious (-1 Points)
    -[X] Infertile (3 points)
    -[X] Innovative (-1 Points)
    -[X] Blessed (-3 points)
    [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)
    [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)
    [X]Plan Ninja
    [X] Unfortunate (3 points)
    [x] Major (-4 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] Martial (-1 point)
    [X] Industrious (-1 Points)
    [X] Innovative (-1 Points)
    [X] Lucky (-1 points)
    [X] Plan Lords and Ladies of the Webway (Bad Luck Ed).
    -[x] Large (-1 point)
    -[X] A Shield of Spirit (-1 point)
    -[x] Starlances (-1 point)
    -[x] Doomblades (-1 point)
    -[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] Innovative (-1 Points)
    -[X] Unfortunate (3 points)
    [X] Plan: Even In Death, Life Continues
    -[x] Large (-1 point)
    -[X] If One is a Hooked Fish, Tangle the Line. (-2 Points)
    -[x] Doomblades (-1 point)
    -[x] Voidcannons (-2 points)
    -[x] Forge of Vaul (-2 points)
    -[X] Peaceful (2 points)
    -[X] Industrious (-1 Points)
    -[x] Artistic (1 point)
    -[X] Innovative (-1 Points)
    -[X] Lucky (-1 Point)
    [X] Plan Spirits of the Celestial Cour
    [X] Less Dark Dark Elves
    -[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)


Gotta do a little bit of clean up and inserting values, then we goin.
 
(Also IIRC, doesn't Biel-Tan tend to lean more towards Khaine at times? Like with the militarist imperialism and heavy focus on aspect warriors? If so, then yeah that just makes the tension even MORE spicy between a more "Khaine-Oriented" craftworld representing the old-ways for all of its sins and triumphs, and the more "Vaul-Oriented" Craftworld trying to carve a new path.

Hell, maybe one of the other craftworlds like Ulthwe or Iyanden steps up to be the mediator between us, iirc Iyanden did ally with Biel-Tan to colonise a bunch of maiden worlds right?)
I think other craftworlds see Biel-Tan as a good meat stick to point at imperium, not really a true ally.
As for the god stuff, yup I agree. Iyanden is the Asuryan one, Ulthwe is Lileath and Alaitoc is Kurranos
 
Creation, 2 of 2
Your fleet can be made larger or smaller than is typical, and or weighted to escort or capital class ships. Additionally, you may possess a relic battleship which dates to the War in Heaven.
You may opt to select one option from each section.

[ ] Armada (-2 points)
Your fleet is vast for your size, slightly grander than even the currently active Major Craftworlds in sheer numbers.
[ ] Large (-1 point)
Your fleet is larger than is typical for a Large Craftworld, allowing you to project more power than you otherwise might from the beginning.
[ ] Small (2 points)
Your fleet is smaller than average—whether that was always the case, or if ships were lost in the Fall, you will have less ability to send forth your warriors or strike at foes.
[ ] Flotilla (5 points)
Almost certainly a result of taking losses in the Fall or its immediate aftermath, your fleet is reduced to only a few handfuls of ships. Without building more, your ability to project power will be limited to but four Warhosts at a time, all that can be spared without compromising your defenses to an unacceptable degree.

[ ] Weighted Heavy (-1 point)
Your fleet is weighted to capital class vessels—Cruisers, Battleships, and the like—to a notable degree. Perhaps you simply lost a good portion of your Escorts in the Fall, perhaps you simply always favored larger vessels. Either way, your fleet brings more firepower than its numbers alone suggest.
[ ] Weighted Light (1 point)
Your fleet is weighted to escort weight vessels—raiders, gunboats, frigates, destroyers, and other such light craft. This will make it difficult for you to fight an enemy who brings heavier vessels in quantity, until your lesser number of capital vessels can be reinforced with new construction.

[ ] Killing Blow of the Murdiously Shining Sword, Sword of Vaul class Relic Warship (-5 points)
The Sword of Vaul class was the line vessel of the Aeldari during the War in Heaven—each a unique work of art dedicated to bringing furious and absolute destruction upon the foe. Each superior to even the greatest battleships of the lesser races in size, and able to effortlessly crush the gathered strength of younger races single handed, without taking so much as a scratch. Of all the enemies they faced, only the Necron have ever laid even one low.
But like the aeldari, this ancient warship is much reduced. With the Gods dead many of its systems have simply ceased to function—and others had to be torn away lest the corruption of She-Who-Thirsts flow through them to taint the vessel entirely. Even those systems which continue to function are often but a shadow of what they were of Eld—and yet; a Sword of Vaul still remains one of the most terrifyingly potent war-vessels in the galaxy, with only a tiny handful of ships that could dare claim peerhood.
Killing Blow of the Murdiously Shining Sword is currently armed primarily with batteries Fatetwister Cannons along its flanks, supplemented by batteries of light and heavy naval-grade Starlances and a set of six forward-facing Starcaster Mega-Lances—effectively what remains of its tertiary weapons battery; its more potent weapons either no longer functional at all due to the deaths of the aeldari gods, requiring too much psyekic might to be used with your people as reduced as they are now, or irreparably damaged during the Fall and beyond your means and knowledge to replace. At present only the ship's high maneuverability and Ancient Wraithbone Carapace protect the vessel, and only a quarter of its potential weapons batteries are employed. Fitting the ship with additional weapons and defenses is recommended to bring out its full potential as a combat unit.
Your Craftworld may be fitted with additional facilities, or be somewhat lacking in those areas.
You may opt to select one option from each section.

[ ] Plentiful Industry (-2 points)
Your Craftworld has vastly more industry than is typical for one of its size, allowing you to match a Major Craftworld in output of everything from pistols to Titans.
[ ] Heavy Industry (-1 point)
You have more industry than is typical for a Craftworld of your size, increasing the rate at which you can manufacture equipment significantly.
[ ] Light Industry (2 points)
You have less industry than is typical for a Large Craftworld, whether by design or by the losses of the Fall. Either way, your ability to manufacture wargear and vehicles will be reduced.
[ ] Minimal Industry (4 points)
You possess only the bare minimum of industry needed to support your Craftworld—this might be by design, but it is more likely your industry simply took irreparable damage during the Fall.

[ ] Huge Shipyard (-2 points)
Craftworlds naturally have shipyards with which to construct lesser voidcraft, and yours is an especially extensive example, capable of building anything from the smallest Escort to the largest Battleship in numbers.
[ ] Large shipyard (-1 points)
While all Craftworlds have the ability to construct lesser voidcraft, yours has a larger than is typical example, capable of constructing even multiple battleships simultaneously.
[ ] Small shipyard (3 points)
While your Craftworld does still technically have the ability to produce lesser voidcraft, and in not insignificant amounts, you do not possess facilities capable of constructing capital craft—almost certainly due to damage from the Fall.
[ ] No shipyard (7 points)
A great issue, your Craftworld's shipyard was either destroyed or otherwise rendered nonfunctional during the Fall or its aftermath. Restoring or rebuilding it will be a necessary priority, for you will be unable to repair or reinforce your fleet without it.

[ ] Seerstone Tower (-1 point)
Among the artifacts borne away from disaster by your Craftworld in the chaos of the Fall is a Seerstone—a self-aware repository of warp-lore and potent scrying tool in one. Ensconced in an appropriate facility, this relic construct will provide aid in any Warpcraft research, as well as helping to train Psyker powers for use.
- [ ] Seer Council (-2 points)
Having a Seerstone offers an opportunity—by having those of your population with the greatest skill in divination collaborate with the ancient construct, it is possible to avert disaster before it begins more easily, and better receive forewarning of dangers or opportunities.​

[ ] Bonesinger Choir (-1 point)
A dedicated hall for the Bonesingers to experiment within, this facility would ease the development of much of your technology, for Wraithbone is the pillar upon which the worlds of the Aeldari are built.

[ ] Shrine of Khane (-1 point)
Of the Eldar gods to escape the Dark Prince, it is Khaela Mensha Khane whose escape is most dramatic, shattered into countless shards and scattered across the galaxy. The surviving Aeldari secure these shards—when they can find them—within a Shrine of Khane, in hopes that one day all will be found, and the God of War reborn. In the meantime, mighty Avatars of the fallen god can be summoned in times of great need, to lay waste to an enemy.

[ ] Vaulic Academy (-1 point)
In times past, the Aeldari have studied many technologies—and before pride curdled into arrogance, often those of other races, adapting their principles to their use. Such studies have lain fallow for many long millennia now, those Vaulic Academies not repurposed sealed away and
nearly forgotten. Yet in this age of uncertainty, perhaps the time is right to open them once more, for the study of "lesser" technologies might be necessary in the coming days.

[ ] Relic Vault (-1 points)
Aside from what you still may build, some examples of the old Empire's technology which is beyond your means to reproduce made its way to secure vaults within the Craftworld. While it might be forever beyond your means to reproduce, it also might not be—and even if it is, a lesser version might still be derived from much study.

[ ] Psychomaton Forge (-1 points)
Psychomatons were once one of the key portions of the Aeldari's technology—tireless servants which performed nearly every type of manual labor needed by the Empire and potent combat units when so designed—no Aeldari in the Empire's time went to battle without a maniple or two of Psychomaton warriors at their command. Alas, the Dark Prince has rendered them worse than useless—not only is the Psykery needed to power and command even a single Psychomaton beyond your people now, they are damnably vulnerable to possession by her servant daemons, all too easily becoming deamon-engines which require massed heavy anti-vehicle weapons to stop. You have already dismantled those which you possessed to avert that danger, but you did not do the same for the forge that shaped them—surely with time and research, you might restore at least some of the capabilities they once allowed? Certainly battle-constructs would be of nigh immeasurable value…

[ ] Extra Industry (-1 point per level, 4 levels Max)
Being more Vualish than the average Aeldari, your craftworld possesses a preponderance of industry above that of the average.

[ ] Stroke of Brilliance (-2 points)
Your people value creativity and brilliance—and consequently, when engaging in innovation your people will sometimes make leaps of logic that others may not, descend into a Vaulspell, or otherwise have a flash of brilliance that results in a project finishing faster than anticipated.

[ ] Extra Starcrystal Farm (-1 point each, max 2)
Starcrystal is a critical component of Starlance technology, the psychoactive energy-channeling crystals grown into shape by specialist bonesingers given the title 'Crystal Singer'. By default, you will have four facilities dedicated to growing these crystals, but may optionally add several more—this would provide greater resilience to disasters, higher output of the critical component for Starlances, and a greater number of Crystal Singers which would make further expansion easier. And whilst only Starlances (and their variations) utilize Starcrystal for now, who knows what other uses you might find for its energy-channeling abilities?


[ ] Extra Fateforge (-1 point each, max 2)
The advanced temporospacial manipulation systems at the core of Fatecaster technology require highly controlled environments and specialized tools and training to produce. Fatesingers are trained in the esoteric techniques needed to operate a Fateforge, and produce this critical technology. While the current form is a heavily optimized union, suited for the specific application of Fatecasters alone, it may be possible to derive additional time or space manipulating technologies from them in time, and possibly even develop similar devices for other weapons with enough understanding. You will have four of these facilities by default.

No flight from the Croneworlds of the Empire was easy or pleasant, but some were more dangerous than others. Determine, then, what was noteworthy among the effects of yours.
You may optionally select one option from each section.

[ ] Catastrophic Damage (4 points)
Your flight was not kind—the servants of the Souldrinker ravaged and rampaged, slashed and gouged. Scarred and bleeding, your Craftworld was, when from the Webway you fell—only to curse fate, for the Materium you found no more welcoming. Whether it be the Ork, the Man, or merely the Place, yet more wounds were inflicted by yet more foes, damage heaping upon damage. Vast tracks are smashed to rubble, others simply gone—torn away in your desperate flight, or the desperate fight thereafter. Halls are burnt and blasted, cut and smashed. Gardens are despoiled, ancient tapestries torn and rent, priceless works of art and artifice alike smashed, shattered, and broken. Long will it be, and much toil it will take, before your Craftworld is restored to what it once was.
[ ] Heavy Damage (3 points)
You lingered perhaps too long in the Croneworlds, trying to save just one more life, one more artifact, one more scroll—until you could linger no more, and were driven to flight. The Dark Prince's hounds baying at your heels, you fled—almost not fast enough. The grasping claws and pincers and stroking hands and tendrils of She-Who-Thirsts nearly seized you, but escape you did nonetheless, tearing from Its grasp by but a single breath. Lesser creatures stalked your halls, yet will and fire held them at bay until you could return to the Materium, scarred, true, bleeding, yes—but alive. It will take time to repair or rebuild what was lost, and diligent toil; but restored it will be—this you swear.
[ ] Moderate Damage (2 points)
Almost, you lingered too long—for even as you fled, the servants of the Soul-thirster manifested themselves within your halls. Blade and blast, bolt and beam, you repelled them, yet the ferocity of the fighting saw halls and chambers cratered and gouged, elegant machinery smashed to ruin, spires toppled and walls fallen. Perhaps the damage is not apparent from the outside, but there it lies nonetheless. Time and toil must be expended before this despoilment can be erased.

[ ] But a Handful (8 points)
In the terrible moment of the Fall or its aftermath—or both—bodies littered your halls as your people were struck down. When the reeling survivors had time to breathe, they found that only one in ten of those who were aboard before the Fall were still among the living. For now the sheer shock renders your people numb to this tragedy—yet it will take but a single nudge to turn this to rage, despair, or a myriad other ends. It may be wise to guide this tipping yourself, before it can become something all too dangerous…
[ ] Perfectly Balanced (4 points)
The Fall was terrible beyond all imagining—bodies lie everywhere within your halls, faces frozen in horrific rapture: those reaped by the Soul-Drinker in spite of all your protections. More, perhaps, lie in pools of crystalline blood, ripped and lashed by the lesser servants of She-Who-Thirsts even as your warriors and kill-emplacements fell upon them, or by a foe without in the same. Some are perhaps simply missing—those unfortunates flung into the Webway, the Warp or the Void through rents in the skin of the world, or upon portions torn away entirely. Regardless, by the time a moment to breathe and take accounting of the living and dead comes, fully half those who once walked your halls now lie among the slain.
[ ] Decimation (2 points)
In spite of all your protections, all your precautions, all your efforts and plans, some of your people were yet lost in the Fall or its aftermath. Some were claimed by the Soulthirster, others fell to accident, lesser servants of the Dark Prince, or to fighting within your halls. When accounting of the dead has been made, one in ten lie slain—a cut that will be felt for some time.
[ ] Extra Population (-2 points)
Whether by uncommon luck reducing the casualties of the Fall, or uncommon luck in finding those not consumed by Excess before it, your population is larger than it might have otherwise been by more than a tenth of the average.
[ ] Massive population (-5 points)
By a combination of uncommon luck and superb skill, you have both started with a greater population and lost only a tiny portion of it to the Fall. Fully half again as many survivors fill your halls than the average Craftworld your size, and this is a victory over the Dark Prince that few will gainsay, should you savor it.

[ ] Catastrophic Fleet damage (3 points)
Whether in your escape or its aftermath, your fleet suffered grievous damage to safeguard the Craftworld. Whilst ultimately repairable, it will be many years of toil before all the damage is made good—and in the meantime, your fleet will be able to exert only a tithe of its normal strength.
[ ] Heavy Fleet damage (2 points)
The ships in your fleet fought valiantly to defend you, and for this they have suffered heavily. Those that remain are scarred and bent, gashed and gouged, some even staggering half-wrecks held together as much by the will of their crews as their Wraithbone spines. Until effort can be made to tend these wounds, your fleet will be weaker than it might otherwise be.
[ ] Moderate fleet damage (1 point)
Forced to take risks and accept minor damages to avoid destruction or greater wounds again and again, your ships are battered and bruised—none have suffered critical damage, but many are but a single blow from such. While none of this damage is beyond the ability of your crews to repair in time, it would be work far more quickly done within a shipyard's embrace—and until it is done, your fleet will be far more fragile than it might otherwise be.

[ ] Capitals Stricken (2 points)
Your capital ships have suffered heavier damage than they might have otherwise. For whatever reason, they are in far worse shape than the rest of your fleet. It will take much time to repair these damages, for your yards may only service so many capital ships at once.
[ ] Escorts Broken (1 point)
Your escorts took especially heavy damage in the Fall or its aftermath. While quicker to repair, there are more of them, and their lack and weakness will hurt your fleets until these damages are made good.

[ ] Engines offline (3 points)
The psyekic shockwave of the Soulthirster's birth has battered the mechanisms of the Craftworld's engines, as if guided by malevolent will to prevent your escape by disabling them. If indeed this was the case, then it was a ploy which failed—despite this battering, these faithful mechanisms did not fail until after your flight from the Croneworlds was complete, only sputtering out when the Craftworld could be counted as safe—at least for the moment. Still, they will need to be repaired posthaste, before some foe or another can stumble upon you, lamed and unable to flee.
[ ] Engines disabled (6 points)
Your engines sputtered their last gasp to bear you to safety—never again will they provide the force to sail the Craftworld's vast bulk through the Void, for the godly blessings upon which they relied have vanished with the deaths of the gods who granted them. You will need to design and then build new propulsion for your Craftworld, consuming much of your effort and resources; and until that titanic labor is complete, you will be utterly unable to flee, should an enemy find you.

[ ] Within the Webway (2 points)
You begin not within the Materium, but the Webway—yet this realm is not as it once was. Dangers deadly stalk its corridors now, and the neverending contest between the Laughing God and the Prince of Pleasure, whom each lay claim to one of the three precious Keys of Asuryan, to warp it in their favor—or at least thwart the other—ensures that very few routes are stable in the long term. Whatever maps the empire of Eld had, they are useless now, and you find yourself in unfamiliar passages, lost in the twilight. Find your way out—before something finds you.
[ ] Fly in the Web (4 points)
Not only are you trapped within the Webway, but in a loop of halls and corridors from which there is no exit that the Craftworld may pass—you are caught like a fly in a web, unable to escape, should something of malicious intent find you. Unless and until those corridors shift, you will be in deadly danger with every breath.
It is a dangerous time. Many of the lesser Craftworlds seek now allies and patrons, for they are all too often in positions precarious. You can afford to commit to four such pacts in total, and between a maximum of two Small craftworlds and three Minor craftworlds. Each offers at least one boon you would not otherwise possess, selected from those options which you do not select, in addition to their inherent bonuses. Some are more desperate for assistance than others—consider carefully which you desire to aid, for your strength is limited…

You may have a maximum for four options from this section. At most you may have two small or three Minor allies from the available lists.
Small Craftworlds

Cairas Mythar
Oh for Cairas Mythar! Bravely did their mighty fleets sally against the Ruiniuos Ones, and bravely did they die—yet from grasp of Bloodthirster and Keeper of Secrets alike they stole, five precious shards of war-god shattered! Suffered mightily did Cairas Mythar to bear those shards away to safely—one in ten dead, fleet and Craftworld alike rent and savaged! Mighty vessels struck down! Battle desperate within its very halls with servants of Blood God and Dark Prince alike! Yet clever Cairas Mythar escaped those dread grasps, and now seeks alliance, for it will be many years before their fleet so mighty recovers!

Meros
Beautiful Meros, charmed Meros, was not charmed enough. Burned and battered by the Fall they fell, and found themselves within the blazing fire of the Ork. To cull the Green Tide did the fleets of Meros sally, and against that savage power they were found wanting. Crude bellows and the dread cry of the Ork rang in the halls of lovely Meros, its gardens despoiled, its fountains and statues smashed and shattered! Louder still were the cries to the Warhost of Meros, and those who took up arms unskilled when broken it was! No Ork still lives within the halls of Meros, but stricken it was nonetheless, for a crude but potent explosive of Orkish make has damaged their engines—not irreparably, at least—and fully half the Aeldari who called it home lie dead within its halls or the void nearby. Aid, Meros begs, before the Ork can finish truly mustering against them, for they cannot flee, and fear they lack strength enough to fight.

Stel-Uit
Oh, to see the forges of Stel-Uit! Oh, to see its grand temple to fallen Vaul! Oh, to weep for its great shipyards, lost to the grasp of Zaar'Esh lest the Dark Prince's servant claim the craftworld entire! Oh, to sing for its brave crews, who risked lives and souls until the very end to save as many as they could, spreading their net so wide! Oh, to cheer their success, for fully half again the lives of most others its size fill its halls to bursting! Aid they beg, the repair of what remains of their brave fleet, lest some enemy come upon them while they are still so weakened!

Tir-Val
Brilliant, Serene Tir-Val! Sing of its lush gardens, of its quick minds! Yet for all this quickness they are in deadly danger still, for their engines have sputtered their last, and still within the Webway they are trapped. Already their fleets are savaged and stretched thin to safeguard their shining home, and have not the power to bring it forth! Aid they ask, in their escape from the Labyrinthian Dimention's grasp, before one of that realm's dangers finds them!


[ ] Ally with Cairas Mythar (-5 points)
[ ] Ally with Meros (-1 point)
[ ] Ally with Stel-Uit (-4 points)
[ ] Ally with Tir-Val (-4 points)
Minor Craftworlds


Meil Carn
Oh, weep for Meil Carn! For a warrior's discipline was not enough, and bodies litter its halls in the twisted rapture of those taken by the Dark Prince, dead where they stood! It will be a hard road to recover from this blow, and so Meil Carn offers its mighty fleets and shipyards to any who would aid them. With but half the lives they once had to bear, they cannot support it by themselves, not for many long years.

Nacretinei
Brilliant, shining Nacretinei with is pearl-silver hull seeks a patron with more strength than they can muster, for premonitions dire their Seers have made. Visions of its elegant shape twisted and blackened haunt their dreams, of cruel whips and instruments terrible, and the darkness of dying stars. Seek to avert this they do, by joining their strength to yours, against whatever darkness they fear comes seeking them.

Zahr-Tann
Disciplined, Vaulish Zahr-Tann offers its mighty warhost to service in exchange for aid in repairing the craftworld's stricken engines—for they were battered by the Fall and have failed as overloaded circuitry melted and cracked. Though they could fix this damage themselves in time, aid from a larger craftworld would see them restored far more quickly.

Arach-Qin
Clever but ill-fated Arach-Qin boasted one of the most mighty fleets among the minor craftworlds once, yet no sooner had they fled the Webwey than they found themselves locked in battle with the Ork. Savaged is their fleet and savaged worse is Arach-Qin, for the accursed Ork landed its greatest Roc directly upon their shipyards, smashing them to ruin. Punished heavily the Ork has been , yet doing so has savaged Arach-Qin's fleet in turn, and they beg for aid in repairing it. So desperate is Arach-Qin that the offer not only alliance, but the crown jewel of their fleet in payment: Serpent that Strikes from the Shadows with no Warning, a mighty Sword of Vaul class Battleship.

Aringhe
Serene and clever Aringhe knows well they are unsuited to war—and so they seek a protector, for they have seen how many other Craftworlds of their size have found themselves in circumstances dire…


[ ] Ally with Meil Carn (-2 points)
[ ] Ally with Nacretinei (-3 points)
[ ] Ally with Zahr-Tann (-2 points)
[ ] Ally with Arach-Qin (-3 points)
[ ] Ally with Aringhe (-3 points)



At present, there are five Major Craftworlds active in the galaxy—Alaitoc, Biel-Tan, Iyanden, Saim-Hann, and Ulthwe. More may be rediscovered as time passes, but at present these are the Great Powers of the Aeldari… such as they are.

Alaitoc
Dour Alaitoc scorns you mightily—your rejection of Asuryan's Paths, of which they are the most rigorous and zealous adherents—ensures they hold you in suspicion and disdain. But you might yet have insulted them in some manner, turning this disdain into hostility, or even outright hatred.
Default Relationship: Suspicious, Disdainful
[ ] Hostile Relationship (2 points)
Alaitoc now stands against you—not enough to make war, no, but any opportunity to vex you, they will take, for your rejections of Asuryan's Paths were just slightly too sharp, too loud, or too many, and needled has their pride been.
[ ] Hateful Relationship (5 points)
A deadly foe you have made, for Alaitoc now musters against you—even if the lives of the Aeldari are precious, the most zealous followers of Asuryan's Paths will tolerate none who reject them so stridently—to Alaitoc's eyes, your way is but the Path of Damnation wearing a different mask, and they will suffer it not.

Biel-Tan
Proud—arrogant, whisper some even now—Beil-Tan calls you coward and perhaps nigh-traitorous, for so thoroughly rejecting the notion that the Empire will yet rise again. They do not, yet, muster their Tempest of Blades against you, but any effort to humble you, they will make.
Default Relationship: Hostile
[ ] 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.

Iyanden
Proud, Iyanden, Prosperous Iyanden, is one of the mightiest of the Craftworlds. That you spurn their goal to rebuild the Empire anew they find a disappointment, yet only Beil-Tan joins them in this crusade, and thus your refusal stings less than it might have otherwise. The secrets of Spirit Stones they have shared with you regardless, and a check on tempestuous Beil-Tan they provide, for Iyanden is far slower to rouse to anger than their ally.
Default Relationship: Mildly Disappointed
[ ] Insulted (1 point | 4 points if Biel-tan is Hateful)
You have needled Iyanden's pride in your rejection. They will not act against you… but nor will they intercede, should you find yourself in conflict with Biel-Tan.
[ ] Hostile Relationship (3 points | 8 if either Saim-Hann or Ulthwe is Hostile | 10 if both Saim-Hann and Ulthwe are Hostile | +100% for every other Hateful Craftworld)
Iyanden too moves against you, in accord with their ally. One major Craftworld moving against you is issue enough, to have two of the five greatest set against you would be trouble indeed. More might be more than is worth considering.
[ ] Hateful Relationship (7 Points | +50% for every additional Hateful relationship | +25% for every other Hostile Craftworld)
Iyanden marches its armies against you—for gravely insulted their pride has been. You can only hope to resolve this before the Tempest of Blades gets involved…

Saim-Hann
Honorable and Wild Saim-Hann, first to abandon the Croneworlds, have no strong feelings about you one way or another. Perhaps even some mild approval for the will to forge your own path, so long as you do not cross their honor, for they bear far more in common with their Exodite kin than the other Craftworlds do.
Default Relationship: Neutral
[ ] Respectful Relationship (-3 points)
Your will to forge your own way and respectful treatment of the "savage" Saim-Hann has won you their respect—it would be likely wise to avoid losing it.
[ ] Hostile Relationship (3 points | +50% for every additional Hostile relationship | +100% for every other Hateful Craftworld)
You have crossed Saim-hann in some manner—perhaps you pricked their pride one too many times, perhaps you broke honor with them somehow, perhaps you disparaged someone's prized jetbike a little too loudly—regardless, if they can thwart you somehow, they will.
[ ] Hateful Relationship (7 Points | +50% for every additional Hateful relationship | +25% for every other Hostile Craftworld)
The Winged Serpent falls upon you. Best to hope you can negotiate down to a mere honor duel in their custom, else it could be bloody—or you would have to beg Ulthwe to intercede, and hope the cost they demand is not too great.

Ulthwe
Dutiful, meddlesome Ulthwe is lead now by a council of its greatest Seers, first among them the young and charismatic Eldrad Ulthran—perhaps the greatest Psyker remaining amongst your people. Caught as they are on the very edge of the Great Wound, Ulthwe's eye is turned ever to thwarting the schemes of Chaos, and they have little time of aught else—that your path will not aid the Ruinous Ones is enough for them to consider you unimportant, whatever the other Craftworlds might think.
Default Relationship: Neutral.
[ ] Hostile Relationship (3 points | +50% for every additional Hostile relationship | +100% for every other Hateful Craftworld)
Ulthwe moves against you—why, you do not know, for ever inscrutable are the schemes of Seers. That they thwart your efforts whenever they can is irritating, perhaps even enraging, yet what can you do save endure until their visions guide them otherwise?
[ ] Hateful Relationship (7 Points | +50% for every additional Hateful relationship | +25% for every other Hostile Craftworld)
Why Ulthwe musters its armies against you, you cannot say—surely they have more pressing foes? Yet muster they do all the same, and so you must hope that whatever vision they are chasing calls not for too much destruction—though perhaps Saim-Hann might be convinced to intercede on your behalf, should your relationship be well?
The Ork
Perhaps the most dangerous race in the galaxy, the Ork now spreads all but unchecked. Call them primitive, call them savage, call them stupid—but never, never forget what lies sleeping within them, lest the galaxy tremble at the triumphant roar of the Krork Reborn.
[ ] Concerns Enough (1 point)
You've higher concerns than Orks—ignore them save as they stand betwixt you and your goals.
[ ] The Green Menace (3 points)
Unchecked, the Orks could grow to threaten even the greatest of empires. Fallen that empire might be, but if you are to be its heirs then you've a duty to check them—however little you might manage.
[ ] Purge the Stars (6 points)
It is time and past time the Aeldari put this last remnant of the War in Heaven to rest. Burn these fungal weapons from the stars, wherever they may be found.

The Necron
Your enemies of Eld, the Necron are the only race to match the Empire before its decline into decadence and Fall. In six thousand millennia no trace of them save scattered, abandoned works and mindless constructs gradually succumbing to time have been found, yet rumors of them still persist, even now. Yet how do you view them, through the lens of history?
[ ] Fear (3 points)
You are weaker now than you have ever been. If your ancient foe were to return, what hope would you have, against those who matched you at the zenith of your might and power? Hope, then, that vanished they will stay, you must.
[ ] Pity (-1 point)
The Yingr's slaves were deceived and stripped of their very souls by their masters. That your people fought against them for all life to come is true, but that you had to fight at all is a tragedy—and if any yet remain, they have already suffered the most horrible punishment you can imagine, bound forever to unfeeling metal as they are.
[ ] Respect (-1 point)
The artifice of the Necron matched that of your people in every way—their armies fought those of your ancestors to a standstill, their wonderworkers matched yours wonder for wonder, horror for horror, working for working, their leaders stood as titanic as your own. How could you fail to respect such a race? Have they not earned that, even if it is ultimately the Aeldari who found victory and claimed dominion over the galaxy? Enemies they may have been, but ones worthy of respect.

The Man
For now, the species of Mankind is disunited and weak, descending into an age of barbarism and ignorance… yet Seers of the Aeldari See, on the horizon, a great eagle of ruling-gold with two heads, wings the span of the galaxy spreading their shadow over all other beasts, and thunderbolts grasped in its mighty talons…
...an eagle which springs from the birthworld of Man.​
[ ] Ignore the Primitives (3 points)
Visions or no visions, the race of Man is little threat—their own intracine conflicts have robbed them of the strength to challenge even your reduced might, and even were they to reunite tomorrow, it would be hundreds–nay, thousands–of years before they could challenge you even should you gain not a single mote of strength in that time. Ignore them and focus on higher concerns.
[ ] The Stars Belong to the Aeldari (6 points)
You care little for the primitives, but for all your disagreements with the likes of Biel-tan, you agree on this one matter—others squatting on the Maiden Worlds that are yours by right is intolerable. Should you find such, you will need to take measures to eject them, preferably before they can despoil the world too badly.
[ ] An Eye, When it can be Spared (-1)
These visions… Whatever their present state, perhaps it is wise to keep a watch on this young race, at least until you have a better idea of what they might mean. And perhaps avoid any… hasty actions.
The Emperor: "Subtlety? What's that? Can you eat it?"

The Other
There are many other, minor races of no especial note. By default, you will ignore them, having more pressing concerns. However, you may decide to make them your concern, one way or another…
[ ] These Worlds are Not For You (4 points)
The Maiden Worlds were claimed long ago by the Aeldari, and claim them you still do. Their despoilment by younger races is intolerable and must be… corrected, should you find it occurring. With orbit-to-ground fire, if it comes to that.
[ ] Desperate Times Make Strange Bedfellows (-2 points)
You are weaker than you have ever been, now. Perhaps a few expendable patsiesallies among the more… tolerable… non-Aeldari races would be worth pursuing? Given the general actions of the late Empire this might be a bit of an uphill battle, though.
When you fled the Fall, where did you end your journey?

[ ] The Edge of Terror (8 points | Double if Ulthwe is Hostile | Triple if Ulthwe is Hated)
Begin in immediate proximity to the Eye of Terror.

[ ] The Northern Edge (3 points)
Begin in the distant Halo Stars

[ ] The Serpent's Lair (-1 point | 2 points if Saim-Hann is Hostile | 5 points if Saim-Hann is Hated)
Begin within what will one day be Segmentium Pacificus, in the vicinity of Saim-Hann.

[ ] The War Comes (2 points)
Begin in the vicinity of the planet Armageddon of what will soon be the Segmentium Solar.

[ ] Vaul's Sicons (-1 points)
Begin in what will one day be the Gothic Sector, in order to keep a closer eye on the Talismans of Vaul.

[ ] The Lesser Eye (2 points)
Begin in the vicinity of the Maelstrom… and the world that will be called Prospero, one day soon.

[ ] Watchers to the East (4 points)
Begin in the Eastern Fringe, near what will one day be the Realm of Ultramar.

[ ] A Shadowed Realm (3 points)
Begin in the ancient and mysterious Ghoul Stars in the galactic northeast.
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.
    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.
    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.
  • 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.
  • 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.
  • 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.
  • 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.
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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.

In addition to these, You may develop up to three lesser technologies immediately.
It is recommended that at least one of these be a defensive technology.

[ ] Needlers (-1 point)
Needlers are simply Fatecaster weapons which lack the advanced guidance Psy-tech, making them far easier to produce en masse. To compensate for their lesser accuracy, multiple barrels are arranged into arrays to increase fire rate.

[ ] Plasma-Blasters (-1 point)
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.

[ ] Power Weapons (-1 point)
Power Weapons are created by most races at some point in their histories. The Eldar, however, previously preferred Psy-active Force Blades—but since the Fall, only a small number of surviving Aeldari are able to muster the power to use such weapons effectively. As a consequence, they have turned to using technological Power Weapons to compensate.

[ ] Melta Weapons (-1 point)
Melta type weapons are effectively the ultimate evolution to 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.

[ ] Haywire Weapons (-1 point)
Haywire weapons are Eldar technology that 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.

[ ] Monofilament Weapons (-2 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.

[ ] Meson Blasters (-2 Points)
Highly sophisticated weapons whose secrets are guarded jealously by the Aeldari, Meson Blasters can penetrate most shields and armor as though it didn't exist, striking at unprotected vitals or crew directly.

[ ] Grav Weapons (-3 points)
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.

[ ] Holo-fields (-1 point)
the late Aeldari empire had developed holographic technology of such sophistication that it can even fool the sensors of most starships or target-assistance systems, let alone the naked eye. A Holo-field uses this technology to obscure the position of anything from a single infantryman to an entire starship, making hitting them an exercise in frustration. On the other hand, they provide no protection whatsoever against simple saturation fire, natural phenomena, or area-effect weapons.

[ ] Conversion Fields (-2 points)
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.


[ ] Grav-shields (-3 points)
Grav-shields use gravitational lensing to bend beams and slap projectiles away from whatever they are protecting. While there are few weapons they cannot effect, a grav-shield can only handle so many discrete attacks in a set period before it cannot intercept all incoming attacks.

One Day Moratorium

 
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Oh boy oh boy.

Gimmie a sec to digest all this. We need to be Net Neutral now, right?

That being said @Mechanis , how does the Forge of Vaul shake things up for us? I'd have thought it gives us some nice perks, but I guess not?

Anyway, as for the Defensive Technologies, I'm guessing if we go Grav-Shields, that this'll effectively give us superior active defenses than typical Asuryani/Drukhari ships which mostly go Holo-Fields? Because we've got actual active defenses going for us?

And like, how's Extra Industry compare to the other Industry choices?
 
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Ooooof Biel-Tan HATES us lmao, but at least Iyanden is (at the moment) mostly just sad we aren't rebuilding the dominion.
 
Gimmie a sec to digest all this. We need to be Net Neutral now, right?
Our math, when including Infertile puts us at -5, and we need to bring ourselves up to 0 total. Fortunately, a proactive attitude towards the Orks, some understandable fear of the Necrons, and many of the starting locations will, in total, cover the current deficit and give us more points to spend. From there, we can look at other potential negatives.
 
Also, apparently we're a distinct branch now! The Vulkhari Eldar apparently.

Good gravy though, our guns are nightmare fuel. Even if we retain the form factor of standard Eldar ships (Which is to say "All of your guns on the forward arc"), we can still shoot to starboard and port because our weapons batteries don't care about bore direction and just shoot sideways in an arc if they have to.
 
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It's pretty nice, yeah. Also, Starlances and Fatecasters are deliciously broken.

Not the least being that we unlocked the Fundamentals behind them too, so we can develop derived technologies out of it.

I know that maybe these aren't as glamorous as the Voidcannon might have been, but as you can see, these techs basically made every level of our military better. And by a hell of a lot. Pistols that can take out light vehicles? Fatecasters look like they're amazing Anti-Armor weapons too, simply because anything that isn't a block of solid metal is going to get Crit by them, which would probably manifest as having insanely high armor penetration.
 
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Something we could do is pick this:

[ ] Ally with Cairas Mythar (-5 points)

And then go all in on industry and just building everything.

Here's the description for them.

Oh for Cairas Mythar! Bravely did their mighty fleets sally against the Ruiniuos Ones, and bravely did they die—yet from grasp of Bloodthirster and Keeper of Secrets alike they stole, five precious shards of war-god shattered! Suffered mightily did Cairas Mythar to bear those shards away to safely—one in ten dead, fleet and Craftworld alike rent and savaged! Mighty vessels struck down! Battle desperate within its very halls with servants of Blood God and Dark Prince alike! Yet clever Cairas Mythar escaped those dread grasps, and now seeks alliance, for it will be many years before their fleet so mighty recovers!
 
Dangers deadly stalk its corridors now, and the neverending contest between the Laughing God and the Prince of Pleasure, whom each lay claim to one of the three precious Keys of Asuryan, to warp it in their favor—or at least thwart the other—ensures that very few routes are stable in the long term. Whatever maps the empire of Eld had, they are useless now, and you find yourself in unfamiliar passages, lost in the twilight.
Huh. We could have majorly influenced the Webway itself if we had picked that option.
 
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