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Melta Weapons
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The ultimate evolution of the flamethrower, and conventional incendiaries in general, Melta weapons are among the most potent non-exotic weapons available, able to compete even with some less reliable or sophisticated plasma weapons. Their critical weakness however is distinctly lacking range; when in range however these weapons can burn down infantry, many vehicles, and inconvenient foliage with equal impunity. Single-shot, omnidirectional versions are also used as explosives in applications as diverse as hand-thrown grenades and anti-shipping torpedoes.
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Melta pistols are potent but short ranged thermal weapons that fire ultrahot streams of material that can burn through armor with alarming speed and flash-boil unprotected tissue. While short ranged, they offer potent anti-material and -personnel capabilities for their size and price point.
Type: Sidearm
Equipment Points cost: 2
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Meltaguns are rifle-sized thermal weapons that can burn through even most midrange power armor or light vehicles in seconds, and nearly instantly kill unprotected infantry. The weapons do, however, have a distinct weakness of highly limited range, but offer potent capability for their size, technical complexity and price point, making the weapons a favorite of close-assault units the galaxy over.
Type: Longarm
Equipment Points cost: 4
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Effectively a twin Meltagun with an extended ammunition supply, Multi-Meltas can burn through even medium vehicles with shocking speed… as long as the user can get into range first. Such weapons are popular with "Breacher Squads" that fight on hostile voidships or space stations due to their ability to rapidly remove inconvenient blast doors and sealed hatches without the risk of much overpenetration or collateral damage, however.
Type: Heavy
Equipment Points cost: 7
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Melta Cannons are large-scale Melta weapons used on vehicles. While short ranged like other Melta weapons, their enormous size allows them to punch through even most vehicular armor almost instantly, leaving slag-edged blast-holes in any vehicle foolish enough to allow them to close to effective range, and mere thermal bloom alone can kill unprotected infantrymen should the vehicle-s commander turn a Melta Cannon against them.
Type: Vehicle
Equipment Points cost: 15
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Colossal starship-sized melta weapons, Magna-Melta Macro-Blasters are short ranged for Macro-Weapons, but these potent weapons can burn down enemy ships in only a handful of vollies, if one can bring them to range.
Type: Naval
Equipment Points cost: 2
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Melta Bombs are simple single shot Melta weapons that are potent anti-material and incendiary weapons. Small versions can be issued to infantry as equipment, serving as tools of sabotage, simple traps, and satchel charges; larger, more potent versions can be deployed by aircraft provided they are equipped to carry bombs.
Type: Equipment | Ammunition Type
Equipment Points cost: 3 (pack of 4) | N/A
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Grenades
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Grenades are hand-held explosives commonly developed by practically every species capable of throwing things at some time or another. From comparatively simple Frag or Krak grenades to terrifying Vortex grenades, these weapons can grant an infantryman a critical edge in combat, at least for a limited time.
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Frag Grenades are one of the most basic types of grenades, using a pre-weakened shell packed with flechettes and explosives that can throw deadly shrapnel over a wide area.
Type: Equipment
Equipment Points cost: 2 (pack of 6)
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Krak grenades are dedicated anti-vehicle explosives deployed to infantry. Those of the Aeldari are particularly deadly, as they contain a penetrator spike made of ultra-hard Wraithbone and miniature grav-motors that attempt to align the tip towards the Psykeicly tagged target, not solely explosives.
Type: Equipment
Equipment Points cost: 2 (pack of 6)
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Smoke Grenades cause no direct damage to an enemy, but their ability to control the battlefield through obscurant clouds is not to be underestimated. Those of the Aeldari are particularly sophisticated, including not simply vision-impairing smoke clouds, but sensor-jamming microparticles that make the clouds opaque even to many types of less sophisticated sensor as well.
Type: Equipment
Equipment Points cost: 1 (pack of 6)
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Screamer Grenades are an Aeldari sublethal weapon which operate as the ultimate evolution of the 'flash-bang' concept, creating a multi-vector assault on every physical sense possessed by the unfortunate victims that can leave even a hardy Ork stunned from sensory overload.
Type: Equipment
Equipment Points cost: 3 (pack of 6)
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Voidship Torpedo Launchers
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Voidship torpedoes are massive weapons packed full of explosives—or more exotic warheads—that are used in void combat. There are two principal approaches. The first is to use Light launchers, which store only enough torpedoes for a handful of salvos, and typically come as a pair. The second is to use three-tube heavy launchers, which are designed for long engagements with deep reserves of munitions—this does, however, considerably increase their cost, by a factor of three.
Type: Naval | Naval
Equipment Points cost: 1 | 3
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Torpedo Ammunition
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The most valuable property of torpedoes for voidcraft is their flexibility, as the same launcher can be used to fire a wide variety of munitions suitable for different roles and targets.
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Krak torpedoes are simple unguided explosives powerful enough to seriously threaten a voidcraft. While primarily used to constrain enemy maneuvering and break up fleet formations, Krak Torpedos can also offer a devastating punch at close range where an enemy ship has little chance to evade.
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Melta Torpedos are one of the most deadly munitions that do not require advanced or exotic technology. Each contains a massive array of Melta warheads that, when the weapon hits an enemy ship, detonate in sequence to unleash deadly firestorms that can melt a vessel's interior to slag.
Matters Aesthetic
Lastly, you have an opportunity to shape the overall aesthetic design of the new unit.
This will take the form of a two-stage vote; in the first stage, each person may submit a description of overall design with up to three pictures or vote for an existing suggestion; the top four to six (depending on how many suggestions are made) will then have a more structured vote with simple example vehicles made by me to demonstrate 'end result' aesthetics.
You may also vote for the "default" option, which will result in items based on an "Eldar-ized" version of the the style in the example images below:
[ ] Vehicle Aesthetics (Write-in)
The Burden of Command
How you structure your army's command going forward will in no small part be affected by how you structure your Headquarters units and which of the available options you elect to take. Training of these units is time consuming—one does not make a general overnight—but each offers a Detachment level bonus ability, and a second for Warhosts if placed as the Headquarters Detachment thereof. Note that the magnitude of this bonus depends on training time for the unit—longer training periods provide proportionally more impactful abilities.
You may select
Any Four of the options below.
[ ] Force Leader
Time Cost: 1 Turn
[ ] Force Commander
Time Cost: 2 Turns
[ ] Force Captain
Time Cost: 4 Turns
A Force Leader is the most basic type of Command Unit for a Detachment, studying past knowledge of warfare, tactics, strategy, and logistics to learn what works and what doesn't. Such leaders are selected for strategic and tactical acumen, honing a keen instinct for the flow of battle that can allow their forces to strike suddenly, without warning, and fade away like smoke should a battle turn against them.
Force Leaders possess the
Tactical Withdrawal and
Decisive Strike special abilities.
Tactical Withdrawal gives a Detachment a chance to retreat in good order even if it would normally be routed or destroyed, lessening casualties.
Decisive Strike allows a Warhost to deploy a portion of its Detachments as First Strikers, which always possess favorable initiative at an Engagement's start.
[ ] Warsinger Leader
Time Cost: 2 Turns
[ ] Warsinger Commander
Time Cost: 3 Turns
[ ] Warsinger Captain
Time Cost: 5 Turns
Militant Bonesingers who have studied the arts of command and warfare, Warsingers approach the art of combat with the same meticulous craftsmanship their more peaceful fellows turn to the technical problems of the Aeldari.
Warsinger Leaders possess the
Song of Battle and
Drums of War special abilities.
Song of Battle allows a Detachment a chance to succeed on any non-critical failure when performing advanced tactics (Deep Striking, Etc);
Drums of War allows a Warhost to have a chance to choose which Detachment(s) are present at the start of an Engagement even if this would normally not be allowed (EG, ambushes, etc).
[ ] Warpriest
Time Cost: 1 Turn
[ ] Warmaster
Time Cost: 2 Turns
[ ] Warlord
Time Cost: 4 Turns
Militant members of the few Aeldari willing to openly devote themselves to Khaine the Bloody-Handed over other gods, Warpriests study the practice of war with literal religious fervor, and can call echoes of the War God's active blessings for short periods and inspire the warriors of the Aeldari to fight with uncanny ferocity.
Warpriests possess the
Inspiring Presence and
Khane's Guidance special abilities.
Inspiring Presence provides a bonus to a Detachment's morale checks, making them less likely to be forced into retreat or routed;
Khane's Guidance allows all Detachments in a Warhost to reroll critical failures a limited number of times per Engagement.
[ ] Warseer Commander
Time Cost: 3 Turns. Requires existing Warseer(s) to train.
Warseers can be designated as leaders of armies, and their training extended to cover the necessary knowledge, and the use of their abilities on a more strategic scale. They are, however, the most difficult to train.
Warseer Commanders possess the
Psykeic Guidance and
Foresight of the Eldar special abilities.
Psykeic Guidance allows a Detachment to succeed at any normally failed roll, provided it is not a Critical Failure and the Magnitude of Failure is less than half the Target Number.
Foresight of the Eldar grants all Detachments in a Warhost automatic victory when rolling initiative at the start of an Engagement, except on a natural critical failure.
Politics and Diplomacy
You may select
any two of the below:
[ ] Kher-Ys | The Tears of Isha
The Craftworld of Kher-Ys seeks to recreate the Tears of Isha, or at least something close enough to serve the same purpose for the modifications pioneered by Iyandan in the creation of spirit stones. This could prove of immense value to the Diaspora as a whole, but they are only of average size, and their two allies only a small and minor craftworld. Drawing them into the coalition you are building in the north would greatly improve both their own security and your own.
[ ] Muirgaythh | The Inescapable Labyrinth
Muirgaythh and their own minor allies seek to recreate tools of your ancient enemy, the Necron, and thereby imprison servants of the Great Enemy in gaols not even they can escape. It is likely that in so doing they may learn many secrets held by that ancient enemy, yet only a small craftworld is Muirgaythh, and so that small coalition is far more vulnerable than might be comfortable.
[ ] Stel'iy-Rann | A Pearl Without Price
The small craftworld of Stel'iy-Rann is the senior-most of a small coalition in which the craftworld Nacretinei was a member, yet that Craftworld has seemingly vanished without a trace, and the party they had stated their intent to send to the Aeldmoot made no appearance. Stel'iy-Rann and the other three minors craftworld of that coalition have grown concerned for their fate, now, and would certainly welcome the resources of your own coalition in the search for their missing compatriot—an easy door to draw them into your sphere of influence
[ ] Stel-Uit | The Bladefleet
Vaulish Stel-Uit sheered away their own shipyards, for the spar on which they were built served as a grasping-point for monstrously sized Keeper of Secrets during the Fall. Their fleet has suffered heavily during their escape, for they lingered almost too long to save as many and as much as they could from the madness of the Croneworlds, and they succeeded mightily, with a populating half again larger than most Small craftworlds. Drawing them into your orbit should be a simple matter, for offering your shipyards to those without is becoming something of a specialty.
[ ] Lal'c-Tann | Oaths of Brootherhood
The host of Lal'c-Tann, it seems, came to the aid of Arek-Vet, nephew of Aresh-Vul, after he and his host were cut off from that of his own father, right in the nick of time—had they been a second later, Arek-Vet would be dead; yet together he and Ferin'Elt, lord of Lal'c-Tann, slew the two Keepers of Secrets that had nearly killed him. Following that feat, the two have sworn oaths of brotherhood, and what remains of Arek-Vet's host now bases itself on Lal'c-Tann as they search for his father…
…And Terithillian.
The Beacon-Forge, the Vaul-Flame.
Greatest and grandest of the Craftworlds who held Vaul as patron above all.
Drawing Lal'c-Tann into your orbit, then, will be simple, for though Aresh-Vul and his brother Aerin-Vel are long estranged, Arek-Vet and Geil-Vad have a fast friendship, and with the horror of the Fall to temper him, Aresh-Vul finds that the thought of reconciliation with his brother more palatable than his younger self might have believed, and so learning of his fate is of great concern…
[ ] Ulthwe | To Speak Afar
Many issues has the Fall brought. With the Webway in chaos and the Empyrean even worse, chief among them is that the Aeldari can no longer communicate at long distances easily—couriers must travel through the Webway's ever-shifting paths and brave its dangers, and to raise enough power to speak even across a continent is a struggle for most—and even those who do not struggle to raise such power find their messages torn away by the cacophony of the Immaterium. Eldrad Ulthran of Ulthwe and in particular his ally Kael Il'Drahe of Il-Kaithe are devoting what attention they may to the problem, but trapped on the edge of the Great Wound as they are, they've little to spare. Offering to bend your far less strained resources to the problem would curry much favor with one of the greatest Craftworlds currently active…
[ ] Saim-Hann | The Wyld Hunt
Durran Fellwinter, as a gesture of respect, has offered you an opportunity to forge greater bonds with mighty Saim-Hann. In two, perhaps three decades, he plans to lead a mighty host to scour many Orkish outposts and settlements that plague his Exodite allies from the face of the galaxy. For the uncommon respect you have given him, he has offered to grant some of your armies a place in this host, and Vau-Vulkesh a share in any rewards of that campaign wrested from Orkish hands. You need not decide now, of course, but it is obviously a limited-time offer, and it would likely be wise to send such hosts ahead of the planned launch of the campaign, so there is some time to train together. You can, however, obviously offer an agreement in principle, and designate hosts later.
12 Hour Moratorium