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.