975.M29 | Turn 2 | Seer Results | Meros Fleet Action | Frigate Design
"Well then. Let's start with-"
∆¥⎍⎏⍹⍔-KRA-KA-THOOM(Y̶̙̌̍̅̄͝ȍ̶͙͚̍̀̈́u̷̠̔̏̎̈́̕ ̵̧̱̭̰̈̊̄̂̎͜͝A̸̻̟̾̌̅r̴̮̻͍̖̤͎̋͑̉̓͠ě̷̯̝͋͒͘ ̶̜̘̻͋̽̓̆̈́D̴̨̛̠̥̯͚͔̂͊͝͝ĕ̵̯̻̗͔n̶̥͓̲͗̉͑i̷̢͓͍̯̩̥͂͛̍̓͝e̵̡̥̒̓̀̉ͅd̸̺̜̪̐̌̊̒̈́ ̸̧̡̝̒)
"Master Varak what was th- HEALERS! HEALERS TO THE SCRYING CHAMBER AT ONCE!"

Scrying: 2 (2d8) → Critical Failure; Reroll 4 (2d6) → Failure
4 (2d8) → Failure

975.M29
Northwest Galactic Rim
Deep Space, rogue planet Esk-Tervau
Craftworld Meros​

Like an ill omen, the fabric of Materium and Immaterium tears—first small rips, then greater, so many so close that they run into each-other and tear great bleeding wounds in the fabric of reality, wounds from which pour the disorganized rabble of an Orkish void-fleet: hundreds of crude Roks and scores of ramshackle war-vessels charging from the Immaterium's grasp surrounded by the crackling green nimbus of their protective fields. One even has to admire the brute artistry of the Ork's entrance, for the veil-wounds are torn in the image of a leering Orkish face, of which ten thousand variants adorn sigils and banners across the galaxy.

It does not impress Geal-Vad, first son of Aresh-Vul, for more than an instant.​

"Ember and Ash squadrons to the van," the proud son of Vau-Vulkesh orders, calmy in spite of the enemy's vastly greater numbers, "Target the larger of the rock-craft first—we must not allow the Ork to deploy any heavy armor to the surface. Augury, find me the leaders of this rabble, that Slayer of Kings and our sister-vessels might strike them down. Hold our squadrons for now, but make them ready for strike-missions against the enemy ships—we shall send them only once we have thinned the horde. Weapons-master, steady tempo, fire as we bear. Helm, begin the sweep."

Elegant and deadly, the ships of Vau-Vulkesh plunge upon the Ork from 'behind' the ragged rift in reality their fleet has swarmed into reality from. And if the defenses of those elegant Aeldari ships are diminished, their weapons are not—searing blue-white lines draw themselves between Brig, Ketch and Carrack and the largest of the Orkish Roks, whilst the blazing red of Las-Lances large and small stab out to slice and sear at lesser foes, whole flotillas of Cutters and Sloops focusing fire on Orkish Kroozas and middling-sized Roks alike. Great black spears of Wraithbone, cruelly barbed and bladed and visible only when they ever-so-briefly occlude some distant star, twist in impossible corkscrews and serpentines, impaling escorts or lesser Roks that vanish in tremendous fireballs seconds after impact, the Fatetwister Cannons finding their marks in ammunition-bunkers or volatile power-generators.

Chaos is instant—in spite of it being a known weakness, Orks never do seem to expect being shot in the back.​

What had been a cohesive—if disorderly—fleet abruptly becomes a hundred individual flotillas, each engaged in a different maneuver; some pour on the speed, trying to reach the dubious safety of the Craftworld before them. Others heel around, fighting their own momentum to come to grips with the fleet. Dozens more scatter into wild evasion in every direction, yet this very thing was the desired result.

Here and there, knots of coordination emerge, as Orkish war-leaders shout and threaten portions of the horde to order—and methodically, the auguries of Geal-Vad's fleet reach into those knots, seeking the largest and most impressive vessels…
…before spears of raging starlight blot them from the void.​

Those that sought to engage are the next to the slaughter—sails shift, catching immaterial winds, and the battle-line melts away moments before the Orks can reach effective weapons-range—only for a hail of fire from the second line behind them to sweep away the heaviest of the Orkish craft—sails shift minutely, and the first line heels around like vipers, lances stabbing and slashing to leave ruin behind.
Outnumbered and hideously vulnerable should he engage the Ork in the close battle it favors, these are the tactics of Geal-Vad: Break the horde, harry its shards, and visit instant, surgical annihilation on its leaders.
The greatest vessels—Roks and Killkroozas by the dozen—perish, and escorts vanish as the horde breaks apart, yet they are not broken. Not yet.

There
it emerges, the beating heart of the green tide: a massive Battlekrooza, exotic weapons studding its flanks and a halo of crackling lightning around it. A lance of star-flame spears out, and the impossible occurs: the field drinks it down, visibly growing brighter, and the ship within is unharmed.

There is a moment of shock, before sense sets in—this time, it is not a single column of blue-white that seeks to impale the Ork vessel, but dozens, as all three of the Aeldari battleships and no few of their lesser kindred vent their full wrath against it. The field flares to near-white instantly, before the rear third of the vessel is engulfed in fire as something within gives way, and it sputters out.
This time there is no shield of lightning to save it, and the vessel dies to a contemptuous spatter of lesser weapons that saw it nearly in half.

Those that thought the Craftworld would offer any kind of safety fare no better—no fools they, the Merosi have roused and repaired the colossal vessel's more intact emplacement-fortresses, and weapons far too great for any lesser voidcraft erase whole flotillas in fans of white-crimson las-beams or gouts of sunfire the size of modest cities. Roks crumble against vast kine-shields of stupendous power, spilling their cargos into the unforgiving void.
Yet that is not all, for hundreds upon hundreds of fighters swarm from the Craftworld—each might be little more than a single Las-Weapon of great power—what the Imperium to come would call a "turbo-laser"—with a cockpit and engines, but the ships are deadly all the same, swarming the Orkish ships with weapons that can inflict telling damage. They are fragile things, save the cockpit assembly, built in ruinous haste, and the weapons of the Ork wreak a terrible toll, for even light-caliber weapons can shred the effectively unarmored laser-mounts or engine-pods—yet clever Meros has accounted for this, for the cockpits, it quickly becomes apparent, are little more than slightly modified and up-armored escape-capsules—and whenever their weapons or engines are shredded by Orkish fire, the central cockpit-pod simply sheds them in puffs of detachment-charges, rocketing back to the Craftworld far faster than the Orkish guns can track. And for all that these attack-ships are fragile, Meros has built scores upon scores of them, and the Orks, for once, find themselves facing their own favored tactics: a horde that swarms an enemy under through sheer numbers.

Caught between two fires, the Orkish ships break, and swiftly as they came, vanish once more into the Warp.​

Meros is once again protected, and the Ork prevented from landing, but one doubts this will last—the next attack will surely bring greater strength, and Geal-Vad's fleet is now somewhat damaged. Some will have to be towed back to the Craftworld for repair, and it is likely that reinforcement should be sent. Still, this is very much a victory.

Flarewasp Gunship
Designed and constructed by the Craftworld of Meros in nearly indecent haste, the Flarewasp is effectively an armored escape-pod to which a massive Turbo-Laser and powerful engines have been bolted, with detachment-charges to drop the effectively unarmored systems should they be damaged—allowing the central cockpit-pod to rocket away to safety with its own powerful engines. While these craft are hilariously fragile save for the cockpit-module, they are sufficiently inexpensive that Meros has been able to construct them in great numbers, allowing lesser Voidcraft to be swarmed under. It is likely, however, that these craft will be retired once the immediate crisis has passed for Meros, though elements of their design may appear in future Merosi craft.
Turbo-Lasers
Effectively the opposite of a Volcano Cannon, a Turbo-Laser is an enlarged and empowered Lascannon of sufficient size and power to qualify as a superheavy weapon. While not as powerful as a Volcano Cannon, Turbo-Lasers are significantly less expensive due to the differences in their fundamental components and design.
Depending on the size of the vehicle and the price its designer is willing to pay, some vehicles may carry several Turbo-Lasers in a single linked array of two, three, or even four individual weapons—these are generally referred to as "Turbo-Laser Destructors" due to their increased firepower, and offer the ability to either fire single simultaneous blasts or a steady stream of fire by alternating the individual weapons. This capacity is particularly valuable for machines which expect to engage both Super-heavy vehicles and more conventional armor, as it allows them to avoid "overkilling" units with slow-firing blasts when even a single Turbo-Laser would be sufficient.


Frigate Design

The next stage in rationalizing your Voidship fleet, designing a new Frigate with the technology you possess is a near necessity, as your current Ketch design was built in a time when certain resources were more abundant and its defensive wardings have failed with the death of the gods that empowered them. A new design, then, is needed for this new, harsher age.


Slots come in four types: System Slots, which are used for the majority of equipment, and Weapons Slots, divided between standard Weapons Batteries, Heavy Weapons Batteries, and Special Weapons. Standard batteries mount a pair of standard naval-grade weapons, Heavy batteries mount either a single Heavy Naval weapon or three standard naval weapons. Special Weapons Slots, similarly, may mount either a single Special Weapon—at present only the Starcaster Mega-Lance is available in this category—or a pair of Heavy Naval weapons.
All ships will by default possess a set number of each type of slot, depending on their size and hull type—using these slots 'as is' is recommended as they do not incur any penalty for use. You may, if desired, add an additional standard weapons battery at the expense of two Systems slots, an additional Heavy weapons battery at the expense of four systems slots or two standard weapons batteries, and a Special Weapon slot at the expense of two Heavy Weapons Batteries or eight system slots. This does, however, incur an additional manufacturing cost above that of the slots as designed. Additionally, you may remove entirely a Weapons Battery of either type or a Special Weapon slot in order to increase your available System slots; this, however, is less efficient that a design with fewer slots to begin with—a standard Weapon Battery returns only half as many system slots (one and two, respectively,) while a Special Weapon slot refunds only three System slots.

Frigate Hull Types Table​
TypeSystem SlotsWeapons BatteriesHeavy Weapons BatteriesSpecial Weapons Slots
Ketch7210
Schooner5310

Voidship Weapons Batteries Table​
TypeSlots Cost*System Slots RefundedAlternate Use
Weapon Battery2 System1None
Heavy Weapon Battery4 System | OR | 2 Weapon Battery23x Naval Weapons
Special Weapon8 System | OR | 2 Heavy Weapon Battery32x Heavy Naval Weapons
*For additional mounts only.

Voidship Propulsion Systems Table​
TypeSystem Slot Cost
Æthersail1
Plasma-Thruster2

Standard Voidship Weapons Table​
NameType
StarlanceStarlance
Fatetwister CannonFatecaster
Las-LanceLas
Spike MacrocannonNeedler

Voidship Heavy Weapons Table​
NameType
Heavy StarlanceStarlance
Heavy Las-LanceLas

Voidship Equipment Table​
NameSystem Slot Cost
Reinforced Hull1
Hanger (2 Squadrons)1
Transport Bay (Small)1
Transport Bay (Large)2
Webway Gate5
Close-In Weapons Battery2
Point Defense Battery1
Holo-Field1
Grav-Shield2


[ ] Destroyer Design


6 HOUR MORATORIUM


AN: y'all managed to bushwhack the Orks with superior positioning again (though at least they actually managed to shoot back some this time), and Meros rolled three straight critical successes for their own part in the defense. I'm gonna have to give them "Favored Enemy: Orks" at this rate!
 
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975.M29 | Turn 2 | Vehicle design Subvote 1/2
War Ketch
Designed primarily as a refit for existing Assault Ketches, the War Ketch retains the bulk of the original armament, but removes the original Starlance close in weapons batteries in favor of less expensive Lascannon point defense batteries, and swaps one Plasma drive for an additional Æthersail. The principal improvement is the installation of a Grav-Shield generator and Holo-Field projectors which render the ship vastly less vulnerable to hostile fire.
Equipment:
• 1x Heavy Starlance
• 1x Fatetwister Cannon Weapons Battery
• 1x Lascannon Point Defense Weapon Battery
• Holo-Field
• 1x Grav-Shield Generator
• 2x Æthersail
• 1x Plasma Thrusters
Construction Time:
• 2 Turns (single ship)
• 3 Turns (batch of 2)
• 4 Turns (batch of 3)
• 5 Turns (batch of 4)
Special Resource Requirement:
• 350 Starcrystals
• 50 Fatebender Psy-Scopes



The next order of business is the three additional vehicles currently in the planning stages. It is recommended that at least one should be a vehicle suitable for engaging Super-heavy armored vehicles, as your ground forces do not at present possess any non-improvizational method of responding to such units, and that at least one be suitable for a Fast Attack role. Modernizing one or more of your existant platforms with lower cost technologies and new systems may also be a good option, to allow faster construction and more widespread deployment whilst improving durability.

Chassis Types Table​
TypeSystem SlotsRanged SlotsHeavy SlotsVehicle SlotsSuperheavy Slots
Jetbike32000
Heavy Jetbike32100
Skimmer52100
Grav-Barge83110
Light Grav-Vehicle120210
Heavy Grav-Vehicle302221

Slot Costs Table​
Slot TypeSystem Slots RequiredSystem Slots RefundedOther Uses
Ranged Weapon10.5 (2-for-1)None
Heavy Weapon322x Ranged Weapon
Vehicle Weapon642x Heavy Weapon
Superheavy Weapon30153x Vehicle Weapon, 2x Vehicle weapon & 2x Heavy weapon
Note: Slot costs for additional slots above those included in basic chassis design only.

Ranged Weapons​
NameType
Starblaster RifleStarblaster
Starblaser CarbineStarblaster
Fatesplitter CarbineFatecaster
Needler RifleNeedler
Needler CarbineNeedler
Spike RifleNeedler
Spike CarbineNeedler
FlamerFlamer
LasrifleLas
LascarbineLas

Heavy Weapons​
NameType
StarcarverStarlance
Fatecaster RifleFatecaster
Heavy NeedlerNeedler
Spike CannonNeedler
Heavy FlamerFlamer
Screamer Grenade LauncherSonic/Grenade
LascannonLas

Vehicle Weapons​
NameType
StarlanceStarlance
Fatesever CannonFatecaster
Fateshredder CannonFatecaster
Spike CannonNeedler
LascannonLas

Superheavy Weapons​
NameType
StarlanceStarlance
StarbladeFatecaster
Fatesheer CannonFatecaster
Spike CannonNeedler

Other Wargear​
NameType Slot Cost
Vehicle Holo-FieldDefense/Holo-Field2 (1 Max)
Vehicle Grav-ShieldDefense/Grav-Shield3 (2 Max)
Infantry Capacity (Enclosed)System/Transport1
Infantry Capacity (Open Top)System/Transport1

[ ] Vehicle 1
[ ] Vehicle 2
[ ] Vehicle 3


6 HOUR MORATORIUM

 
977.M29 | Turn 2 | The Emissary | Vehicle Subvote 2/2
Ceil-Vad, third son of Aresh-Vul, raised an eyebrow as he examined what the Harliquins had brought¹, whilst mentally thanking his preferred Kuronos² that his hot-tempered brother Seil-Vad was currently up to his neck in the various joys³ of administering the Craftworld rather than here. He knew his brother well enough to know that an outburst would have been inevitable, given the inscrutible servants of the Fool had brought, as their promised advisor;
"A tree." He stated, flatly (and for the third time; the Troupe-master had simply smirked wider each time.)

Because it was, indeed, a tree. Oh, no mistake, it was attractive enough—bark nearly white-silver and rich Isha-green foliage, easily five or six centuries old and of the sort that might be found in any of the Craftworld's larger green-spaces—or most of the Maiden Worlds for that matter—but it was, so far as he could tell, an ordinary and unremarkable tree in a pot the size of a fairly large vehicle. It didn't even have the signs typical to fruit or nut producing trees, so that was out—though he supposed the bark, leaves or even the wood itself might be some flavor of edible or medicinally useful.
His continued bemusement was clearly amusement for the Troupe-master, who seemed, with every passing second, incrimentally closer to open laughter, but before that occurance the Harliquin simply gave an exaggeratedly put-upon movement, and 'explained'⁴
"No simple tree is this, you see, but indeed-" the Harliquin abruptly flipped himself into a backwards tumble, stopping at the tree's thickly knarled trunk and then rapping on it. The grand proclamation of "-An Emissary!" to finish the interrupted sentence was rather drowned out by the abrupt ignition of a very, very familiar sensation to Ceil-Vad's less material senses, and the way the bark rippled like a standing pool of water as the emissary stepped out of it. She was in the shape of an Aeldari, but her flesh was the pale-vibrant green of fresh shoots, her hair a mixture of vine and leaf, and the raiments of one of Isha's priestesses were clearly a mix of bark and leaf grown directly from her floral flesh rather than the clothing they resembled.

The shocking thing, however, was what he could see of the Flaw—for her soul was wrapped in thick roots that spiraled off, first to the tree, and then to some distant location. She was Aeldari, clearly, and yet just as clearly one who had done something… quite radical, to deny the Enemy.
"I," the plant-Aeldari began, "am Irsfeial. And I am burdened with many purposes and no few dark tidings…"

How do you react?
[ ] With Shock
[ ] With Sanguinity
[ ] With Calculation

THIS DECISION WILL HAVE CONSEQUENCES.

1: Studiously ignoring his brother Reaf-Vad engaged in significant debate with the Troupe's musicians. Said brother being rather fond of music and having threated to run off and join the Harliquins on more than one occasion before the Fall.
2: Said god might have been very, very dead, but the habits of a good four millennia do not vanish overnight.
3: The amount of sarcasm in the specific Aeldari word that he was thinking, of course, exceeds the ability of merely human languages to express. Suffice to say, it is very sarcastic.
4: Anyone who has ever delt with Harliquins "explaning" things, quickly learns this often leaves one more confused rather than less. The Fool rather enjoys befuddling people and people-adjacent entities, and so do his followers.

The next stage is to decide what equipment to give to your new vehicles by default.

The Cloudburst has a significant difference in overall protection as the pilot is fully enclosed by the cockpit, but the gunner is far more exposed in the open copula. Equally, only the gunner could potentially contribute to the vehicle's fire with any weapons they may be carrying.
[ ] Cloudburst Driver (Write in)
May be equipped with Wraithweave Brigandine or Void Guard Warsuit, with the former recommended. May have either two sidearms or a Carbine regardless of armor type. Does not contribute to vehicle attacks under any circumstances, only used dismounted.
[ ] Cloudburst Gunner
May be equipped with Wraithweave Brigandine or Void Guard Warsuit, with no significant recommendation. May carry a sidearm or carbine if the former, and either two sidearms or a longarm if the latter. If equipped with a ranged sidearm or carbine, may contribute to vehicle attacks under some circumstances.

Second there is the four man crew of the Starhammer Battle Tank, who naturally benefit from the vehicle's fully enclosed nature, though there are certain limitations of space to consider. You may either equip the entire crew identically, or opt to give the vehicle commander different weapons (though for reasons of practicality, all of the crew will be equipped with the same armor) if desired.
[ ] Starhammer Crew (Write-in)
- [ ] (Optional) Vehicle Commander alternative weapons (Write-in)
May be equipped with Wraithweave Brigandine or Void Guard Warsuit, with the former recommended. May have either two sidearms or a Carbine regardless of armor type. Does not contribute to vehicle attacks under any circumstances, only used dismounted.

Lastly, there is the six-man crew of the superheavy Star Anvil assault tank, which has, effectively, similar considerations to the smaller Starhammer—however, the high cost of the vehicle means that it may be desirable to keep the cost of the crew equipment down, though there is also an argument that it is already so expensive that spending a little more isn't a serious issue.
[ ] Star Anvil Crew (Write-in)
- [ ] (Optional) Vehicle Commander alternative weapons (Write-in)
May be equipped with Wraithweave Brigandine or Void Guard Warsuit, with the former semi-strongly recommended. May have either two sidearms or a Carbine regardless of armor type, lower cost moderately recommended. Does not contribute to vehicle attacks under any circumstances, only used dismounted.


12 HOUR MORATORIUM
Please vote by plan for this section.




AN: In case you didn't already guess, I absolutely will be executing my QMly power to rename things to fit the theme.
 
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977.M29 | Turn 2 | The Ishari | Wargear Production
Cloudburst Attack Skimmer
The Cloudburst is a light attack vehicle designed to serve in a tactical-artillery role with a pair of Grenade Launchers mounted to an open turret, with two Spike Rifles mounted to a 'nose' turret operated by the pilot. The pilot is supplied with a suit of Wraithweave Brigandine armor, while the gunner is ensconced in a Void Guard Warsuit. Both are supplied with Spike Carbines.

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

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

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




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

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

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

Finally, the last major decision to be made this turn is the allocation of equipment produced this turn. You have produced 10,000 EP worth of equipment, which may be any combination from the below tables that does not exceed your total budget.
NameEP CostSpecial Resource CostType
Starblaster Pistol41 StarcrystalSidearm
Starblaster Rifle102 StarcrystalsLongarm
Starblaser Carbine82 StarcrystalsLongarm
Starcarver308 StarcrystalsHeavy Weapon
Fatecutter Pistol31 Fatebender Psy-scopeSidearm
Fatesplitter Carbine71 Fatebender Psy-scopeLongarm
Fatecaster Rifle251 Fatebender Psy-scopeHeavy Weapon
Needler Pistol2NoneSidearm
Needler Carbine4NoneLongarm
Needler Rifle6NoneLongarm
Heavy Needler10NoneHeavy Weapon
Spike Pistol3NoneSidearm
Spike Carbine4NoneLongarm
Spike Rifle5NoneLongarm
Spike Cannon12NoneHeavy Weapon
Laspistol1NoneSidearm
Lasrifle2NoneLongarm
Lascarbine2NoneLongarm
Lascannon6NoneHeavy Weapon
Flamer Pistol1NoneSidearm
Flamer2NoneLongarm
Heavy Flamer6NoneHeavy Weapon
Screamer Grenade Launcher4NoneHeavy Weapon
Force Sword (Light)9
None
Sidearm
Force Sword14NoneLongarm
Force Stave16NoneLongarm
Power Sword (Light)15
None
Sidearm
Power Sword18NoneLongarm
Power Maul20
None
Longarm
Close-Combat Weapon (Light)1NoneSidearm
Close-Combat Weapon1NoneLongarm
Holo-Field Generator8NoneDefense
Wraithbone Trauma Plates1NoneArmor
Wraithweave Voidsuit2NoneArmor
Wraithbone Hardsuit3NoneArmor
Wraithweave Brigandine2NoneArmor
Void Guard Warsuit6NoneArmor
Ithilmar Assault Suit23NoneArmor
NameEP CostStarcrystals RequiredFatebender Psy-scopes Required
Jetbike (Militia/unarmed)2100
Jetbike (Fatesplitter Carbine)2801
Jetbike (Starblaster Rifle)3120
Razorwind Jetbike6600
Bright Talon Heavy Jetbike9881
Star Flare Attack Skimmer120162
Attack Barge15600
Mirage Hover-Transport18200
Needlestorm IFV23603
Blazestar Grav-tank257201
Bright Eagle Fighter-bomber469400
Note: some vehicle costs have been updated compared to the original tables due to math errors on my part. These will be fixed when I update the respective posts for Turn 3.

[ ] Wargear Production (Write-in plan)

6 HOUR MORATORIUM
Please vote by plan for Equipment.

 
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980.M29 | Turn 3 | A Decade And More
The Fall now over a decade behind you, you are at last beginning to make significant progress towards recovery. Efforts have been made to food independence, allies gathered, and promises fulfilled. Plans to bring warhost and fleet to better standards are being made, and wargear to that effort prepared. Your mastery of technology grows, and while storms wait on the horizon, you will likely have the strength to face it yet.

Further, however, your scouting fleets have extended their range slightly, and had time to conduct quick surveys of several new worlds—many of them the struggling worlds of Humanity.


New Worlds


Agathon
Type: Hive World
Status: Neutral

The word of Agathon is dominated by the rotting arcologies of Humanity's golden age—a so-called "hive world." Agathon, however, maintains an unusually high level of technology and industry, being able to construct even battleship-sized voidcraft—indeed, your scouts saw two such vessels under construction in the system's orbital dockyards—and seems to be maintaining a modest pocket empire with some of the nearby systems in spite of the difficulty of warp travel in the current age.
Antakya
Type: Civilized World
Status: Neutral

Antakya is a so-called "civilized world" with a modest level of technology, population and industry. This world appears to be the outermost edge of the pocket empire controlled by the hive-world of Agathon, and appears to be the primary site of civilian voidcraft manufacture as well as constructing various Escorts. Notably there is a large debris field in the outer system that suggests a large battle with an Orkish fleet took place no more than eight years previously, and activity in the field indicates that the locals are engaging in ongoing suppression efforts of any surviving Orks.
Turhal
Type: Civilized World
Status: Neutral

Turhal is another Civilized World and part of Agathon's pocket empire, being quite close in astrological terms. On balance Turhal appears to contribute fewer ships and more raw materials than Antakya, though both civilian and escort docks are present in the system—the latter, however, appear to be inoperable, with damage patterns consistent with an Orkish attack sometime last decade. Your scouts could not get close enough to determine if said dockyards are being repaired or not at this time.
Bitter Hold
Type: Civilized World
Status: Embattled

Bitter Hold appears to be wildcat colony from humanity's golden age sporting a relatively low population but notably high technological level, and is presently engaged in a fierce series of intrasystem wars with a local Ork population that seems to have arrived sometime in the last five decades based on their overall level of sophistication, numbers, and overall technological level and settlement positioning. At present it appears the humans are well on their way to a grinding victory, as your scouts witnessed an ongoing orbital bombardment of a moon which seems to have been a major Orkish settlement and the Orkish forces in the system were exhibiting the disorganized behavior typical of a Waaagh that has recently lost its Warlord or Warboss.
Keopsis
Type: Civilized World
Status: Tentatively Ignored

Keopsis is a human world clearly settled during their golden age—solar storms regularly bathe the surface in deadly levels of radiation, with the entire population living underground. Notably, the remains of a massive solar-shade are presently in the process of falling out of the planet's orbit, and it is likely that most of it will completely burn up in the world's atmosphere, leaving little trace of the megastructure behind within the next two or three centuries. The remains of surface settlements and terraforming attempts suggests this destruction happened no more than a decade previously, but it appears the planet no longer has the ability to construct voidcraft of any size—aside from the disintegrating solar shade, there appears to be little in the way of orbital infrastructure. It is possible that the planet might possess underground facilities for constructing light Escorts, but this is deemed unlikely.
Fea-Eresh
Type: Exodite World (by technicality)
Status: Cautiously Friendly

Fea-Eresh is home to a religious commune of Isharite priests and priestesses who established the colony in isolation shortly before the first departure of the Craftworlds from the imperial core. Willingly isolated from the greater Empire, their particular religious practices allowed their Seers to anticipate the birth of the Dark Prince with greater clarity than most, and provided a basis for a working that has permanently tied their souls to the plantlife of their world. While effective in protecting them from the Soulthirster, this has severely hindered their ability to use many of the powers of the Aeldari, including the shaping of Wraithone. The rearrangement of the Webway in the wake of the Fall has reconnected their system to the rest of the galaxy, and agents of Cegoratch have put them in contact with the Craftworld of Vau-Vulkesh as an evacuation destination, for their Seers have predicted that if they stay, they will at some point be wiped out—possibly even by forces from certain more militant and conservative Craftworlds.


Additionally, ships are beginning to leave your dockyards once again even as new vessels arrive—four destroyers, the least damaged of Arach-Qin's first group to be sent to you are already on their way back to the Craftworld, and of your own fleet nine of your previously damaged escorts have been refitted into your new Nettle class destroyers—the first ships in your fleet to carry holo-fields and Spike Macrocannons. Further, a small number of the Dragonships of Quilan have made their way into your docks, to be fitted with holo-fields and at your proffering grav-shields as well.

Ships & Weapons of your Allies: Quilan

Fafnir Class Dragoncruiser
The Fafnir class Dragoncruiser is the mainstay of Quilan's small but potent fleet. These ships are designed to whether heavy enemy fire with their heavily reinforced hulls and burn down any threats with their six batteries of Dragon's Breath Plasma Culverins, supported by batteries of Dragonrage Plasma Repeaters to swat down enemy fightercraft and devastate enemy ships at close range in hails of burning starfire.
Equipment:
  • 6× Dragon's Breath Plasma Culverin Weapon Batteries
  • 2× Dragonrage Plasma Repeater Close In Weapons Battery
  • 1× Æthersails
  • 2× Plasma Thrusters
  • 5× Hull Reinforcement
Firedrake class Heavy Frigate
The Firedrake is the lightest ship in Quilan's fleet and its sole escort, designed to fight at any range. In addition to the heavily reinforced hull, the ship carries a deadly Doomclaw Heavy Macro-railcannon that can destroy many Escorts in only a handful of shots, a battery of Dragon's Breath Plasma Culverins, and a battery of Dragonrage Plasma Repeaters for close-range combat.

Equipment:
  • 1× Doomclaw Heavy Macro-railcannon
  • 1× Dragon's Breath Plasma Culverin Weapon Batteries
  • 1× Dragonrage Plasma Repeater Close In Weapons Battery
  • 1× Æthersails
  • 1× Plasma Thrusters
  • 3× Hull Reinforcement
Dragon`s Breath Plasma Culverin
Favored by the Exodites of Quilan, these massive Macro-Weapons are designed so that their plasma-blasts detonate on contact with significant amounts of mass, washing the unfortunate victim with plasma-fire. While this makes them ill suited for orbital bombardment, they are conversely more effective against voidcraft, as the plasma wash can cause very widespread damage. Repeated impacts by such weapons can quickly reduce a ship to a molten hulk, identifiable as a voidcraft only by the concentration of refined metals in the resulting slag-blob.
Doomclaw Heavy Macro-railcannon
Both primitive and sophisticated, the Doomclaw is an electromagnetic rail-cannon that fires a ferrous slug at a respectable one-hundreth of the speed of light, inflicting punishing damage to anything unfortunate enough to be struck by it.
Dragonrage Plasma Repeater
These multi-barreled arrays of plasma cannons are favored by the Exodites of Quilan for defensive purposes, designed to unleash hails of plasma on anything in the Superheavy weapon's range.


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.
With your existing farms no longer struggling for labor, their output has increased, decreasing the load on your stored supplies. Whilst not sufficient to feed your entire population, you expect the output of these farms will increase with the help of the Exodite advisors you've traded favors for, further extending the longevity of your stockpiles and thus the amount of time to improve food production before they begin to wear thin.
With more and more of your Craftworld's gardens and greenspaces beginning of produce various needful plants, the burden on your supply stockpiles is yet further reduced, and projections indicate that they will last for a few decades yet before you even need to consider rationing. You are not yet fully food-independant, but such is in sight.

Engine Damage
Vau-vulkesh is currently stranded in the Erd-Varesh system, as the craftworld's engines are disabled. If some enemy comes upon you, you will be unable to flee should it be required, and this makes you all too concerned. Especially with the strength that has gathered to the Ork in the west.
You have fully assessed the extent of the damage to your engines, and while the final tally is hardly good—it will certainly take some decades before they are repaired even if you could afford to devote all attention thereto—it is not irreparable.

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.
A start has been made on this matter, with plans for new forces organized around your new and old equipment, better able to face the harsh demands of the galaxy—now you must simply produce them.
You have produced a modest stockpile of new weapons and armor—now you must simply begin to distribute it, whilst continuing to produce more for the rest of your armies.

Favors Gained and Favors Owed
You have begun to acquire various commitments to other factions and thusly your time. Some are time-critical and others, such as the defense of Meros or the repairs of Arach-Qin's fleet are ongoing commitments. Ensuring that at least some good-faith effort is made on these favors owed will be quite important to establishing your good reputation in this new, changed world.

Stockpiles:
  • 1858 Wraithweave Brigandine Armor Suits
  • 728 Void Guard Warsuits
  • 77 Ithilmar Assault Suits
  • 72 Flamer Pistols
  • 18 Starblaster Pistols
Special Resources:
  • Starcrystals (+800/turn): 10,775
  • Fatebender Psy-scopes (+120/turn): 1691


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 Elites (1 AP)
Developing elite specialist troops will enable your forces more options—though it may be desirable to delay this action until you have more specialist-appropriate equipment.
Design new Elite troops.
[ ] Rationalize Fast Attack (1 AP)
Further rationalizing your military force with better options for Fast Attack units will improve the ability of your forces to engage in maneuver warfare—or simply bring additional forces to the field, if you wished to travel that route.
Designate new Fast Attack units.
[ ] Design Additional Vehicle(s) (1 AP Each)
Further refinement of your existing vehicles, adopting new technology or covering existent weaknesses, either way, effort must be spent to further expand your stable of vehicles.
Continue rationalizing your vehicles by drawing up designs for new vehicles, with a greater amount of care than the hasty refits currently in use. (Vehicle design subvote)

[ ] Design an Attack Craft (2 AP each)
Design a small craft that can be carried in a hanger. At present, the only option you have for this is the Bright Eagle, which, while a capable craft despite its diminishment, is a generalist with no real advantages. It would be wise to, at some point, develop a stable of small craft—fighters, bombers, transports, et cetera—which can be deployed to voidships.
Design an Attack Craft that can be carried in a Voidship's hanger.
[ ] Design a second Destroyer (4 AP)
You may wish to develop a second Destroyer design, either now or as time progresses, if only to use the existing hulls you already possess more effectively.
Develop a second Destroyer.
[ ] Design a second Frigate (4 AP)
You may, as new technology becomes available to you, wish to design additional frigates to better leverage those technologies.
Develop a new Frigate.
[ ] Design a Light Cruiser (6 AP)
at present, your only Light Cruiser is the Battle Caravel—designed in great haste for minimal manufacturing costs during the immediate leadup to the Fall. it would behoove you to design a replacement—or at least a refit—with better equipment.
Develop a new Light Cruiser design.

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.

New Weapons for a New Age

[ ] Refit Detachment(s) (1 AP each, restrictions below)
Replace some portions of an existing detachment's wargear with some from your stockpiles.
Each Action point spent allows you to replace or add (as appropriate) one (1) type of armor and up to three (3) weapons or pieces of equipment or one (1) type of vehicle in up to five (5) Detachements, which must not be deployed at the start of the turn, but may be part of a standing Warhost. you may also reduce the number of Detachments refitted to add more equipment—effectively, each Action Point allows 5 armor replacements, 15 weapon or equipment replacements or additions, or 5 Vehicle replacements or additions. You may then distribute these in lots of one or three (respectively) between up to five Detachments. Note, however, that (especially when adding vehicles) you will not be modifying squad sizes, and must still take into account the limits of force-building (see Informational post). In short: the more different types of equipment you distribute, the more costly a refit in this fashion will be.
Note that only Wargear or Vehicles which are part of your existing stockpile at the start of a turn may be drawn upon for this purpose, but that refitting in this manner does not prevent you from deploying a Warhost, or adding a Detachment that has been refitted to a new Warhost and immediately deploying it.

Scarcity Once More

[ ] 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.

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 1510 Action Points available.​
Current Commitments: Aid to Meros in the repair of engines (3 AP), ETA 985.M29-000.M30 | Aid to Zahr-Tann in the repair of engines (2 AP), ETA 985.M29-995.M29

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—repair will be no small project.

You have discovered three principle issues: firstly, there are widespread minor systems failures throughout the entire infrastructure of each engine. Whilst minor individually, in aggregate they represent a significant amount of man-hours of work to fix—in no small part because of how much has to be disassembled just to reach the damaged system to begin with.
Secondly, the primary power-distribution governing-matrix has completely failed, and all attempts to rouse it have been unsuccessful—Sadly it is simply beyond the skill of your artisans to replace, and so manual controls and monitors will need to be installed—and operators trained—if the Craftworld is to be made mobile anytime soon.
Finally and most problematically, several of the primary focus rings for the plasmatic portions of the drive system are effectively destroyed, little more than shards of Wraithbone barely held in place by their mounting-brackets and protective fairings. Whilst not especially complex, these systems are quite physically large, and will be labor-intensive to replace. Fortunately their failsafes worked correctly and the surrounding systems are not melted or vaporized by plasma leaks or explosions, which would have inflicted nearly irreparable damage.


[ ] The Minor Failures (1 AP each, 6 Max)
Begin repairing the various minor damages. Whilst not especially large in any one place, their widespread nature makes them a significant amount of work to fix regardless.
Send teams to repair the various minor damages. This option will cost a set amount of AP regardless of how long it takes, whether done all at once or over a longer period.

[ ] Replace Primary Power Distribution Control (2 AP each, 4 Max)
Originally, the complex power distribution network of Vau-Vulkesh's engines was managed by a dedicated pattern-matrix, a sort of Psykeic equivalent to what other races might call an 'expert system'. Unfortunately it has completely failed and is now a very large paperweight, and is one of the things beyond your means to reproduce. You will therefore have to replace it with a manned control center that can be operated manually.
Design and construct a manually-operated control center for the power-distribution network. This option will cost a set amount of AP regardless of how long it takes, whether done all at once or over a longer period, and will require an additional Steward action to train operators once completed.

[ ] Repairing the Plasma System (3 AP Each, 12 Max)
Portions of Vau-Vulkesh's engines use plasma in various ways, both as a power-distribution medium and even as simple titanic plasma-thrusters large enough for an Escort to fly into. Much of the most critical focusing components of this system are effectively destroyed, and while not especially complex, their sheer scale makes replacement a very labor intensive process.
Begin the highly labor intensive process of repairing the various damages to the plasmatic portions of the engines. This option will cost a set amount of AP regardless of how long it takes, whether done all at once or over a longer period.

The Fires of Industry

With the damage to your world made good—or at least enough so that the remaining issues are more a matter of replacing shattered statues and broken frescos rather than damaged infrastructure—you may begin to undertake major infrastructure projects, such as the construction of dedicated industries to produce equipment without direct intervention—previously unneeded, but these are changed times.
More action-efficient than manually creating most wargear in the long term, Production Infrastructure automatically produces a set number of weapons, armor, or vehicles at a set rate, determined by your overall industry. They will take time to set up—depending on the overall complexity and technology level of the weapon, equipment or vehicle in question—but once active will supply a steady trickle of equipment to your stockpiles without further intervention. While generally slower than producing the same equipment using action points, Production Infrastructure continues to operate without impacting your available Action Points, so long as it is not damaged. Note that Voidships are the only type of vehicle too large for dedicated production in this manner, and while there is a practical limit to how much Production Infrastructure you can sustain at once, it is unlikely to come up anytime soon as you are presently using very little of it. Exotic Resources are also produced by production infrastructure (if they can be produced at all), and may have additional restrictions to expand their production—typically in the form of reduced output from some of your existing infrastructure as trained personnel must be devoted to serving as cadre for the new facilities.

  • 4x Starcrystal Farms (+40 Starcrystal/year each)
  • 4x Fateforges (+6 Fatebender Psy-Scopes/year each)
[ ] Weapon Forge (Write-in type) (2 points each)
[ ] Armor Foundry (Write-in type) (2 points each)
[ ] Vehicle Foundry (Write-in type, may not be Superheavy) (3 points each)
[ ] Superheavy Vehicle Foundry (Write-in type) (4 points each)

[ ] Starcrystal Farm (5 points each, -50% production from 1 existing farm each)
[ ] Fateforge (7 points each, -100% production from one existing forge each)

Hammer and Awl, Mason and Graver

With the critical infrastructure damage to Vau-Vulkesh repaired, it is now possible to devote more energy to large scale infrastructure projects, which can extend your Action Points—either directly, or through automating previously manual systems. These projects will require multiple turns to complete, as one must both construct the facilities in question and recruit and train the personnel to operate them, but once completed will be of great use to you. Note that while there are practical limits to these options, they do not compete with other subsections in that matter and, similarly, are currently not actively tracked in the 'front end' as you are using but a fraction of your theoretical maximum capacity.

[ ] Enhance Industry (3 points initial, 1 point continuous | 2-3 turns, each)
Further extend your industry by training additional Bonesingers and constructing more halls in which they may work, improving your ability to engage in general projects.
Adds +1 Bonesinger AP

[ ] Hall of Stewardship (2 points initial, 1 point continuous | 2 turns) (Requires a Steward action to activate)
Centralizing your administration systems from the ad-hoc organization currently serving you into something a little more formal, allowing greater breadth of action will of course first require a hall be built and fitted to house such a centralized administration.
Begin construction of a centralized administrative center for your various stewardship councils to consolidate to, streamlining the administration of your Craftworld.

[ ] Seer Circle (4 points initial, 2 points continuous | 3-5 turns) (will require at least one Seer AP to activate after completion)
Scrying is now far more difficult than it once was—not only are the blessings of the Crone and Daughter lost to you, but the Fate-changer, Master of Crows is no longer locked in an eternal duel with the gods of the Aeldari, and so seeks to confound their visions as much as it may. Yet in the most ancient of methods, there are many devices and rituals once discarded as unnecessary that might pave a way to clearer—or at least easier—visions.
Begin constructing facilities to aid your Seers in scrying, reducing the difficulty of doing so.

[ ] Grand Academy (6 points initial, 2 points continuous | 5-9 turns)
Expand the Academy of Vaul on your Craftworld into a Grand Academy, larger and more lavishly equipped, allowing more projects to be undertaken at once.
+5 Seeker AP

[ ] Shrine of Khane (3 points initial, 1 point continuous | 2-3 turns)
Vau-vulkesh has had no shrine to the War God, for not insignificant enmity existed between the Lords of War and Forges—and thus their followers. Yet in these times, enmity or no, the War God may be needed once more, however unpleasant—and none can deny his final defiance of the Ruinous Ones was not an act worthy of one of the gods of the Aeldari as much as it was a fate far worse than any he inflicted on your people's favored god. Erect such a shrine far from Vau-Vulkesh's heart you may, but erect it all the same you might need, in these times of strife.
+7 Warrior AP

The Mariner's Domain

With the repair of Vau-Vulkesh's critical infrastructure completed, it is now possible to consider the expansion of her shipyards, however little it may be needed at the moment. Still, the construction of additional facilities for the building of Voidships—especially capital ships—is no small investment in time.

[ ] Construct additional Escort Docks (5 points Initial, 1 point continuous | 4 turns, each)
+5 Escort Docks
[ ] Construct an additional Capital Ship Dock (7 points Initial, 3 points continuous | 7 turns, each)
+1 Capital Dock

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.

Available Capital Docks: 65 (of 80)
Available Escort Docks: 195 (of 240)


[ ] Begin Construction of an Escort (batch) (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)

Ongoing Repairs

As you accumulate repair projects, they will be added to the full list of ongoing repairs below. Each will state its estimated time of completion in both turns and the expected year-block of completion.
  • 1 Thysania class Battleship, ETA 7 turns | 015.M30
  • 1 Thysania class Battleship, ETA 5 turns | 005.M30
  • 1 Coscinocera class Battlecruiser, ETA 6 turns | 010.M30
  • 3 Calliplaca class Cruiser, ETA 4 turns | 000.M30
  • 4 Calliplaca class Cruiser, ETA 2 turns | 090.M29
  • 1 Calliplaca class Cruiser, ETA 1 turn | 085.M29
  • 2 Phalaros class Light Cruiser, ETA 3 turns | 095.M29
  • 3 Terncladus class Heavy Frigate, ETA 3 turns | 095.M29
  • 2 Terncladus class Heavy Frigate, ETA 2 turns | 090.M29
  • 3 Synempora class Light Carrier, ETA 3 turns | 095.M29
  • 7 Synempora class Light Carrier, ETA 2 turns | 090.M29
  • 2 Synempora class Light Carrier, ETA 1 turn | 085.M29
  • 18 Argema class Destroyer, ETA 1 turn | 085.M29

[ ] Continue ship repair (1 point) [Strongly recommended]

[ ] Refit an Escort (1 point each; 3 ships per point)
[ ] Refit a Capital Ship (1 point each) You do not have any capital ship designs to refit into at present.


Ongoing Refits

Similar to Repairs, ongoing refits will be added to the list below, again stating the estimated time of completion in both turns and the expected year-block.
  • 2 Fafnir class Dragoncruisers, ETA 1 turn | 085.M29
  • 10 Firedrake Heavy Frigates, ETA 1 turn | 085.M29

[ ] Continue ship refits (1 point) [Strongly recommended]

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 Basic Grenades (1 AP)
While Screamer grenades are of course quite effective at disrupting most living targets, they are firstly not designed for deployment by hand and secondly do not actually inflict much damage to foes. Developing some additional grenade types—including those meant for use by individual warriors by hand rather than with a grenade launcher—would extend the options of your warhosts.
Develop basic Krack, Frag, and smoke grenades for both your existing grenade launchers and deployment by hand. Also adapts Screamer grenades to a hand-throwable version.

[ ] Develop Standalone Sensor Package (1 AP)
A possibility brought up by some vaulish sorts after the latest round of armor development, developing a standalone sensor device that could be issued to troops in the field would allow a bit more flexibility, if at greater cost than an armor-integrated system.
Develop Auspex-equivalent portable sensor device.

[ ] Develop Basic Voidship Torpedos (2 AP)
Arach-Qin's fleet makes heavy use of large guided munitions—torpedos—an idea borrowed, they say, from an Orkish warlord who was quite fond of the crude equivalents that race utilizes and used them to great effect against them in the times before the Fall, and the variants they designed for their own use were far superior. Emphasis on were, sadly—the blessings of Khane and Koronus laid on the weapons to increase their destructive power and ensure each struck true have faded, leaving them little more than simple unguided explosives. Still, the basic concept is sound and proven, and further development will likely improve their power and utility.
Develop basic Krack Torpedos—unguided heavy explosives mostly useful to constrain enemy maneuvering at medium range.

[ ] Develop Superheavy Las-weapons (2 AP)
Having seen examples of two possible designs for super-heavy Las weapons, you have considered filling that particular gap in your arsenal. Las-weapons might not be the best available, but they are simple and therefore often less expensive than other weapons.
Develop Volcano Cannons, Turbo-Lasers, and Turbo-Laser Destructors.

[ ] Develop Melta Weapons (2 points1 point)
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. Study of the weapons fitted to Arach-Qin's fleet during the repair process has aided significantly in the difficulty of developing your own versions of the weapons.

[ ] 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.


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)

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 7 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)

Currently Training:
  • 1x Warcasting Circle (ETA 2 turns | 990.M29)

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.
Study of the Flaw has begun. Carefully, cautiously, those set to the task have probed the nature of the Dark Prince's connection to the souls of the Aeldari—and so far, caution has been rewarded. No Deamon has come surging against the wards of Vau-Vulkesh, no souls consumed leaving the victim to drop dead where they stood, no accident has damaged the souls of the volunteers under examination, no fell trap within triggered. And most importantly, so far as your Seers can tell, the Soul-drinker is not yet aware of your plans nor efforts.
Further progress has been made, despite a close call with some manner of monitor-working; though curiously it bears the taste of the Fate-Binder rather than the Dark Prince. Regardless of how or why, the keys to the monitor were discovered before it could be tripped, and those working on the project have successfully looped it back on itself so that it cannot be triggered in the volunteers. Though it does rather raise other concerns.


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 (1 AP minimum, See below)
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.
Finally, there are a limited number of systems which may be developed between each type of weapons in the time you have available.

You may make one (1) selection from each category for free, plus four (4) additional selections across all categories. You may make further selections beyond this by investing the listed AP costs for each selection.
Gravetic Sheer Weapons

• Gravity Blades [Melee] [3 AP]
Gravity Blades are effectively an alternative to a Power Blade—rather than a crackling field of matter-disrupting energies, a Gravity Blade creates a gravitic sheer field that will cut through most materials with little resistance. Amusingly, this technology can even be scaled up to the size of Voidships to allow ramming attacks that literally slice through an enemy ship like butter, if one is enamored with Ramming.
• Graviton Thruster Serpentia [Sidearm]/Caliver [Longarm] /Lance [Vehicle, Superheavy, Naval, Heavy Naval] [7 AP]
Graviton Thrusters create thin, cylindrical gravity-sheer fields that can be projected for some distance, their impossibly black beams leaving neatly circular holes in their targets. While relatively limited in range, the basic principle can be applied to weapons as small as a pistol or as large as a heavy voidship weapon.
• Graviton Sheer Rifle [Heavy]/Cannon [Vehicle]/Bombard [Superheavy, Naval] [5 AP]
Effectively the same principle as a Gravity Blade applied to a ranged weapon, a Graviton Sheer weapon fires an impossibly sharp 'wave' of gravetic force that will slice through most materials like air, though their range is highly limited.


Gravetic Oscillator Weapons

• Rending Blades [Melee] [1 AP]
Effectively the Chainsword to the Gravity Blade's Power Blade, a Rending Blade uses multiple oscillating grav-fields of prodigious strength but miniscule range to rip their way through most materials—often in a spray of small chunks and dust flung away from the rapidly oscillating fields.
• Ripper Cannon [Heavy, Vehicle, Superheavy, Naval] [2 AP]
Ripper Cannons operate by generating a 'gaol-field' which fixes the position of everything within it relative to an arbitrary point (typically the strongest local gravity well) and then violently tears the entire field back and forth—depending on the exact circumstances, this can either send the hapless target slamming into the local terrain, or tear everything caught in the field from its parent. The primary downside is that the oscillation also imparts significant attractive and repulsive force to the weapon, requiring heavy bracing to use.
• Tremor Pistol [Sidearm]/Rifle [Longarm]/Cannon [Heavy, Vehicle, Superheavy, Naval] [2 AP]
Tremor weapons use rapidly shifting gravetic fields to literally shake targets to pieces, though depending on the weapon the area affected and time this takes varies. Still, even if it takes a few minutes to destroy a target, said target will generally be too disoriented to resist.
• Vibration Serpentia [Sidearm]/Caliver [Longarm]/Culverin [Heavy, Vehicle]/Bombard [Superheavy, Naval] [4 AP]
Effectively a Tremor taken to the next level, Vibration weapons induce shifts so rapid that they cause everything in their area of effect to begin heating up—held for a minute or so, a vibration weapon can cook a tank crew or power-armored infantryman alive, set off volatile ammunition, or even set fire to the internals of a machine—all without even having to breach the armor.
• Sweeper Cannon[Heavy, Vehicle]/Bombard[Superheavy] [1 AP]
More designed for area-control and formation-disruption than inflicting direct damage, Sweeper weapons generate large but relatively weak grav-fields that can be swept across a battlefield to stagger or throw around an enemy force. While not especially damaging—as their only methods of inflicting damage are effectively incidental—these weapons excel at breaking up hostile formations, disrupting charges, and suppressing enemy movement.


Gravetic Implosion Weapons

• Implosion Hammers [Melee] [2 AP]
Effectively a short ranged but powerful implosion weapon mounted to the interior of a warhammer or maul, Implosion Hammers trigger as close to simultaneously with the weapon impacting a target as possible, inflicting significant damage from the implosion effect on top of the overall impact. The primary downside, of course, is that you are hitting things with a fairly complex and only moderately durable machine on the end of a stick, and consequently the weapons tend to break when used for long periods.
• Imploder Pistol [Sidearm]/Rifle [Longarm]/Cannon [Heavy, Vehicle, Superheavy, Naval, Heavy Naval] [3 AP]
The most basic form of Implosion weapons, Imploder weapons project a powerful grav-field that can stagger or crush a target depending on the relative size of the weapon and the target. This technology can easily be scaled from the size of a pistol to massive heavy macro-weapons found on voidships.
• Point Singularity Projector Rifle [Heavy]/Cannon [Vehicle]/Bombard [Superheavy, Naval] [5 AP]
Point Singularity Projectors use immense gravetic force to create a micro-singularity and then fire it at a target. When the singularity reaches the desired distance, the operator releases a secondary trigger and allows the singularity to evaporate, unleashing an explosion of tremendous force. While slow-firing and difficult to operate, a Point Singularity Projector can devastate a squad of infantry, blast apart a tank, or send a voidship reeling depending on the size of the weapon.
• Gravetic Amplifier Serpentia [Sidearm]/Caliver [Longarm]/Culverin [Heavy, Vehicle]/Bombard [Superheavy, Naval, Heavy Naval] [4 AP]
Gravetic Amplifiers are potent weapons which turn an enemy's own mass against them, giving selflessly of their power reserves to amplify the effects of gravity on a target. At lower intensities this can simply slow the victim as though they were attempting to push through thick mud or wet concrete, but at higher intensities such weapons can crush a Titan like a soda-can under its own weight—though obviously smaller weapons are proportionally less powerful. Still, even a pistol sized weapon of this type can crack bones and bend plating at high power settings—armor or no armor.

[ ] Reverse-engineer Plasma Blasters (1 AP minimum, see below)
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.
There are several different 'Lines' of plasma technology you may select from. Each line is a different implementation of the basic technology. You may select one type by default, and purchase additional types for 3 AP Each.


• Sunblasters/Suncannons
Effectively traditional plasma weapons, though considerably more reliable than those of most other races, Sunblasters and their larger relatives Suncannons fire gouts of star-hot plasma that can inflict grievous damage to most anything unfortunate enough to get hit by them, easily scaling from pistols to massive voidship macro-weapons.
• Fusion Lances
Rather than a conventional blast of plasma, a Fusion Lance fires a highly compressed stream of plasma, sacrificing area impact for increased penetrative power and single-target damage. While most races find they don't scale down as easily as conventional plasma weapons, this is hardly an issue for the advanced designs of the Aeldari.
• Fusion Mortars/Bombards
Fusion Mortars and Bombards are heavy plasma weapons which can serve as short range artillery, sending burning stars of plasma arcing over a battlefield to detonate among an enemy force. Of course, they are also perfectly able to be fired directly at a target, such as when mounted to a voidship.

[ ] Reverse-engineer Conversion Fields (2 AP/turn, 2 turns)
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.
Your Seekers anticipate it will take fifteen years to sufficiently understand conversion field technology enough to create generators of your own for use by your Warhosts. You may, during that time, direct them to focus on developing one aspect of the technology to above standard.



[ ] 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.​

Reinforce and Replenish the Meros Garrison

The garrison fleet at Meros has fought a second engagement with the Orks, and this time they didn't have it all their own way. Several ships have been damaged and will need to be recalled to the Craftworld for repair, and it is likely that the next attack will come in greater force. Sending reinforcement to the Meros Garrison is therefore a matter of priority.

[ ] Meros: Recall For Repairs (Write-in)
Recall damaged ships for repair.
At present 8 of the Lance Cutters in the fleet are damaged, 3 of which are mobility kills, similarly 5 of the Lance Sloops are damaged with one mission kill and two mobility kills. Only two Ketches are damaged, both non-critically, whilst the capital ships suffered no substantial damage. It is recommended to recall those ships with mobility kills or mission kills as they will be highly vulnerable or unable to contribute in the event of another battle.

[ ] Meros: Send Reinforcements
Send additional ships to the Meros Garrison; at the very least any recalled ships should be replaced.
It is recommended that the Meros Garrison be increased by at least ten (10) capital ships, two (2) of which should be Battleships and that at least thirty (30) additional Escorts be dispatched to deal with Orkish numbers.

The Evacuation of Fea-Eresh

Whilst your fleet is beginning to be stretched thin, evacuating the Ishari from Fea-Eresh is, it is felt, something best started now. Civilian transport ships are already organizing for the necessary convoys, but at least a small naval escort will be needed, if for no other reason than to buy time for the convoy to escape in the event of attack, however unlikely.

[ ] Assign Escort Ships
Determine how many ships you can assign to this duty, and thus how many convoys can be run at the same time.
Each convoy needs one (1) capital ship and four (4) Escorts. A maximum of five (5) convoys can be run at the same time before it becomes inefficient to add more.

[ ] 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.



A/N: Things are getting Fun™. And you were once again not attacked by Beil-Tan yet. Whoo.
 
Last edited:
982.M29 | Turn 3 | Meros Fleet Action | Wargear Production
Grav-Weapons
Grav-Weapons encompass a vast variety of ranged and close combat weapons which exploit gravity manipulation to damage and or disrupt a target—from Amplifier Guns that turn a victim's own mass against it, to Gravity Blades that can cut nearly anything, and dozens of other applications besides, Grav-Weapons are perhaps the second most common form of High Technology weaponry after Plasma weapons, and a truly dizzying number of weapons can fall under this umbrella.
  • Gravity Blades generate an impossibly sharp cutting edge with focused gravity fields—it is, in fact, so impossibly sharp that such weapons must be limited in efficiency, lest they slice apart not just molecules but atoms—and few wielders of a blade can stand in the heart of a nuclear explosion unharmed. On the other hand, even with deliberately throttled sharpness, such blades can still cut through most materials with no more difficulty than air.

    Type: Light Melee | Melee
    Equipment Points cost: 14 | 16
  • Implosion Hammers are melee weapons which incorporate a powerful but very short ranged grav-implosion projector in the head of a warhammer or maul. When the weapon strikes a target, the projector is activated as close to impact as possible, inflicting significant damage from the implosion effect. Their weakness, however, is that the projector machinery is not especially suited for being repeatedly smashed into things, and thus will generally suffer some form of disabling damage after repeated and prolonged usage in combat.

    Type: Light Melee | Melee
    Equipment Points cost: 10 | 13
  • Conceptually similar to the Chainsword, though vastly more sophisticated, a Rending Blade uses dozens or even hundreds of small but extremely powerful 'gaol-fields' which are rapidly oscillatilated to tear apart materials like a saw. While sophisticated, these weapons are considerably less expensive to produce than many other comparable weapons due to the relative simplicity and very short range required of their field-projectors.
    Type: Light Melee | Melee
    Equipment Points cost: 5 | 8
  • Graviton Thrusters are some of the most effective armor-piercing weapons in existence, their signature vantablack beams easily perforating almost any material with effectively no resistance. While potent, the individual beams are relatively thin—the standard pistol and rifle sized weapons being perhaps the diameter of a pencil—and so they are most effective when the user can target known weaknesses with high accuracy.
    Graviton Thruster Serpentia
    These highly advanced weapons fire thin beams of absolute blackness which can penetrate most materials as if they don't even exist, though their range is relatively short.

    Type: Pistol
    Equipment Points cost: 4
    Graviton Thruster Caliver
    Exotic gravity weapons that fire distinctive black beams of gravetic force that can punch through nearly anything without resistance, Graviton Thrusters are the terror of any armored unit with known weakpoints—their beams may be thin and their range limited, but very, very few materials can resist these weapons at all.

    Type: Ranged
    Equipment Points cost: 7
    Graviton Thruster Lance
    Unlike smaller graviton-thruster weaponry, Graviton Thruster Lances have significantly less limited range, being comparable to the average range of other energy weapons of similar scale—this makes these rare and exotic devices extremely dangerous even in relatively small numbers.

    Type: Heavy | Vehicle | Superheavy | Naval | Heavy Naval
    Equipment Points cost: 24 | 65 | 150 | 9 | 14
  • Powerful weapons which emit ultra-sharp 'blades' of gravetic force, Graviton Sheer weapons can easily slice apart anything that is foolish enough to allow one into range—for their short effective range is their critical weakness.
    Graviton Sheer Rifle
    A Graviton Sheer Rifle emits a flat 'plane' of gravetic force that will slice through nearly anything from its signature bladelike emitter. The operator can tune the shape of these blasts to account for different targets and battlefield conditions, such as releasing an expanding crescent to cut down a mob of charging Orks or a narrowly focused arrowhead to slice specific weapons off of a tank, though range is limited to only a few meters before the field weakens into uselessness.

    Type: Heavy
    Equipment Points cost: 20
    Graviton Sheer Cannon
    A scaled up version of the Graviton Sheer Rifle, this weapon operates in a similar fashion, firing flat 'planes' of grav-force which cut most materials like air. The principal advantage of these larger weapons is that their more powerful emitter arrays can sustain deadly levels of force for a much greater distance of a few hundred meters, when firing compressed and focused blasts, though even on 'wide-beam' settings the weapons can reach a few dozen meters.

    Type: Vehicle
    Equipment Points cost: 50
    Graviton Sheer Bombard
    Massive and moderately expensive weapons based on the Graviton Sheer Rifle, Graviton Sheer Bombards fire two perpendicular planes of force from their cross-shaped emitters—While they do gain some range over a smaller Cannon, they are still ultimately most effective at short ranges, especially when used by Voidships.

    Type: Superheavy | Naval
    Equipment Points cost: 95 | 7
  • Vibration weapons project rapidly oscillating gravetic fields from their distinctive dish-like emitters, visible only as a seeming ripple in the air—yet anything caught within their beams will swiftly begin to heat up as the grav-fields excite their molecules. At lower intensities and with lesser power, such weapons can be limited to simply inflicting debilitating (though eventually deadly) burns to a target or lighting particularly flammable objects or materials on fire, but the more powerful weapons of the family can boil a man alive instantly or reduce a light tank to a mound of molten slag in seconds. Regardless of size, however, all vibration weapons have fairly limited range, being considered medium ranged weapons at best.

    Vibration Serpentia
    The weakest form of Vibration weapon, these pistol sized forms of the technology are effectively limited to inflicting serious burns or lighting flammable or volatile materials in spite of armor, and at fairly limited ranges as well. However, their ability to simply ignore most forms of armor material mean that these weapons should definitely not be underestimated.

    Type: Pistol
    Equipment Points cost: 3
    Vibration Caliver
    These exotic grav-weapons use rapidly oscillating grav-fields to cause targets to heat up—held for even a few seconds, these weapons can burn an armored infantryman to death inside a suit of power-armor, render metal too hot to touch, and set off explosions or conflagrations as volatile materials are swept by the field.

    Type: Ranged
    Equipment Points cost: 8
    Vibration Culverin
    Larger and more powerful than the handheld versions, a Vibration Culverin can impart so much heat to a target that a man explodes, rather than burns, as all the liquid in their body turns instantly to steam, and heat metals to deadly temperatures in seconds.

    Type: Heavy | Vehicle
    Equipment Points cost: 22 | 56
    Vibration Bombard
    The largest form of Vibration weapon, massive Vibration Bombards can reduce a tank to little more than a puddle of slag in seconds, whilst their naval cousins can inflict devastating damage to voidcraft in a short-range brawl, ablating entire sections of a vessel into sheets of slag and vapor.

    Type: Superheavy | Naval
    Equipment Points cost: 165 | 10
  • Sweeper weapons are a weaponized form of tractor-pressor beam, projecting a wide but relatively weak grav-field which attempts to keep everything within it stationary relative to the emitter. Whilst this field is only strong enough to be comparable to thick mud—or wet concrete for the larger models—the operator can simply move the emitter to inflict a proportional 'shove' on everything within the field, sending everything affected stumbling—or slamming into the terrain, shoved off of cliffs or into dangerous fires or machinery.

    Type: Heavy | Vehicle
    Equipment Points cost: 18 | 45
  • One of the two most common forms of grav-weapons, Imploder Guns project powerful grav-fields which can slow or stumble an enemy on lower power settings and crack bones, crush joints, or even crumple vehicles like they were made of cheap foil, depending on the size of the weapon.

    Imploder Pistol/Rifle
    These handheld grav-weapons might lack the power to crush a tank, but they can still inflict debilitating or even deadly crush damage to merely organic tissues—or the weaker portions of human-scale robots.

    Type: Pistol | Ranged
    Equipment Points cost: 3 | 6
    Imploder Cannon
    Imploder Cannons are deadly grav-weapons which can easily crush armored infantry, lighter vehicles, or even entire battle tanks depending on the size of the weapon. Of course, at lower settings, they can simply immobilize such units instead, making them quite usefully flexible.

    Type: Heavy | Vehicle | Superheavy
    Equipment Points cost: 18 | 45 | 125
    Macro-Imploder
    Massively scaled-up versions of their lesser cousins, Macro-Imploders are gigantic grav-weapons designed to be used against voidcraft at short and medium ranges.

    Type: Naval | Heavy Naval
    Equipment Points cost: 6 | 14
  • Perhaps the second most common form of grav-weaponry, Amplifier Guns are fiendishly simple: their only effect is to amplify the effects of gravity on a target area. At high enough strength, such weapons can crush a Titan under its own weight, for these weapons are more effective the larger—and therefore more massive—their victim is.

    Amplifier Serpentia
    An Amplifier Serpentia is an advanced gravity-weapon which increases the effects of gravity on an area perhaps two meters in diameter, to a factor of perhaps four at most—which is still quite sufficient to crush most species to death under their own weight if held for any significant length of time. Though of course these high power settings will quickly drain the power supply, so operators will usually keep to lower amplification factors on smaller areas to conserve power.

    Type: Pistol
    Equipment Points cost: 3
    Amplifier Caliver
    These advanced grav-weapons amplify the effects of gravity for a small area—perhaps two or three meters—around their focus point, by up to ten times its normal strength. Under such gravitational force, most biologicals are simply crushed by their own weight, and even many vehicles cannot survive. Of course, such high settings will rapidly drain the weapon's power cells, so operators typically stick to far lower amplification settings for better endurance.

    Type: Ranged
    Equipment Points cost: 7
    Amplifier Culverin
    Whilst the actual amplification effect of these larger weapons is not exceptionally stronger than the handheld versions, topping out at perhaps a factor of fifteen or sixteen, the area affected is substantially larger—where a Caliver can target perhaps a single infantryman effectively, these larger weapons can target entire squads or large vehicles at the same time.

    Type: Heavy | Vehicle
    Equipment Points cost: 18 | 40
    Amplifier Bombard
    The largest form of Amplifier weapons, Bombards—especially the massive "Grand" macro-weapons and even larger "Emperor" heavy macro-weapons—increase in both strength and area affected as their size increases. Even the smallest form, however, can crush the toughest targets under thirty or more times normal gravity.

    Type: Superheavy | Naval | Heavy Naval
    Equipment Points cost: 110 | 8 | 13
  • Point Singularity Projectors are advanced and exotic explosive weapons that harness the power of gravity to create a potent area-effect weapon. These weapons compress space into micro-singularities which are then fired at a target, kept compressed by an extended grav-field. When the projectile reaches the desired distance and the operator releases the compression field—or simply reaches the range limit of the field projectors—the singularity evaporates, releasing all of the energy it claimed in a tremendous explosion. While the complex operation of the weapon necessitate a fair degree of skill to use effectively, the tactical utility of such a weapon in terrain-clearing and the direct-fire artillery role are rather self-evident.

    Type: Heavy | Vehicle | Superheavy | Naval
    Equipment Points cost: 25 | 62 | 175 | 12
Plasma Weapons
Perhaps the single most ubiquitous form of High Technology weaponry, Plasma weapons fire bolts, blasts, streams or beams of ultra-hot matter that can superheat most materials that it cannot ontright destroy, often inflicting significant area-effect damage from thermal bloom and radiant heat.
  • Sunblasters are a form of man-portable plasma weapons used by the Eldar, a relative of the larger Suncannons seen on many vehicles. Largely conventional in operation, the most notable feature of these weapons is that their cooling array can become dangerously hot during sustained firing, enough to inflict severe burns even though fairly thick gloves. Consequently, deployment of these weapons is restricted to forces in various forms of power armor, whose more heavily insulated gauntlets can protect the operator from the weapon's heat.

    Type: Pistol | Ranged | Heavy
    Equipment Points cost: 2 | 6 | 15
  • The larger, vehicle scale version of Sunblasters, Suncannons are largely conventional plasma weapons with few standout characteristics compared to most other weapons of equivalent size and type.

    Type: Vehicle | Superheavy | Naval
    Equipment Points cost: 30 | 95 | 5
  • Fusion Mortars are a plasma-based tactical artillery weapon that fire highly compressed 'shells' of plasma in a preprogrammed arc trajectory, releasing a large blast of superheated plasma comparable to more conventional artillery weapons of comparable size, though obviously the operator can simply set a flat trajectory and fire them like a conventional weapon.
    The man-portable form is designed to be either shoulder-fired whilst on the move, or emplaced with an adjustable bipod, whilst larger versions can be mounted to vehicles or even voidships as powerful close-combat weapons.

    Type: Heavy | Vehicle | Superheavy | Naval
    Equipment Points cost: 18 | 32 | 110 | 6


No major attack has pressed against Meros during this period—instead, a most worrying sign appears, for the Orks have been skirmishing, sending small parties that do not commit to a battle but instead poke and prod at the fleet there. This means only one thing: facing Meros now is the most dangerous manner of Ork: one who has learned patience, and a manner of rudimentary tactical skill—and been able to browbeat his subordinates into employing it.

You have 5000 Equipment Points to distribute, which may be from any of the tables below.
NameEP CostSpecial Resource CostType
Starblaster Pistol41 StarcrystalSidearm
Starblaster Rifle102 StarcrystalsLongarm
Starblaser Carbine82 StarcrystalsLongarm
Starcarver308 StarcrystalsHeavy Weapon
Fatecutter Pistol31 Fatebender Psy-scopeSidearm
Fatesplitter Carbine71 Fatebender Psy-scopeLongarm
Fatecaster Rifle251 Fatebender Psy-scopeHeavy Weapon
Needler Pistol2NoneSidearm
Needler Carbine4NoneLongarm
Needler Rifle6NoneLongarm
Heavy Needler10NoneHeavy Weapon
Spike Pistol3NoneSidearm
Spike Carbine4NoneLongarm
Spike Rifle5NoneLongarm
Spike Cannon12NoneHeavy Weapon
Laspistol1NoneSidearm
Lasrifle2NoneLongarm
Lascarbine2NoneLongarm
Lascannon6NoneHeavy Weapon
Flamer Pistol1NoneSidearm
Flamer2NoneLongarm
Heavy Flamer6NoneHeavy Weapon
Screamer Grenade Launcher4NoneHeavy Weapon
Force Sword (Light)9
None
Sidearm
Force Sword14NoneLongarm
Force Stave16NoneLongarm
Power Sword (Light)15
None
Sidearm
Power Sword18NoneLongarm
Power Maul20
None
Longarm
Close-Combat Weapon (Light)1NoneSidearm
Close-Combat Weapon1NoneLongarm
Holo-Field Generator8NoneDefense
Wraithbone Trauma Plates1NoneArmor
Wraithweave Voidsuit2NoneArmor
Wraithbone Hardsuit3NoneArmor
Wraithweave Brigandine2NoneArmor
Void Guard Warsuit6NoneArmor
Ithilmar Assault Suit23NoneArmor
NameEP CostStarcrystals RequiredFatebender Psy-scopes Required
Jetbike (Militia)2100
Jetbike (Fatesplitter Carbine)2801
Jetbike (Starblaster Rifle)3120
Razorwind Jetbike6600
Bright Talon Heavy Jetbike9881
Star Flare Attack Skimmer120162
Cloudburst Attack Skimmer9300
Attack Barge15600
Mirage Hover-Transport18200
Needlestorm IFV23603
Starhammer Battle Tank380280
Blazestar Grav-tank257201
Star Anvil Superheavy Assault Tank1300786
Bright Eagle Fighter-bomber469400

[ ] Allocate Wargear production


6 HOUR MORATORIUM
Please vote by plan.


 
Last edited:
984.M29 | Turn 3 | The Flaw Unveiled

The Flaw Unveiled(Great Curses Three), A Dread Knowledge(Isha LIVES!), A Grand Quest(The Vilest of Durance)

Study of the Flaw within your souls has revealed that its effects are far worse than your most terrible imaginings, yet at the same time far better than you could have hoped—for it is not one curse, but three together which make up much of the diminishment of your people, yet a great measure is simply irreparable—for your gods, it is now clear, were more closely bound to your people than either of you ever imagined, and much of the vast strength your people commanded of Eld was not of soul or body, but godly blessings wrought into your very bones and flesh—and those blessings are lost forever with the deaths of the gods that granted them. Even were you to kill the Dark Prince tomorrow, the Aeldari can never return to what they were before the Fall, for those broken links were the making of the Old Ones and with their passing there are none who know enough of god-forging to restore them.

The Three Curses
Laid upon the souls of the Aeldari are three Grand Curses, each of which is responsible for a large portion of your diminishment. Here at least is some good news, for there should have been four, one from each of the Ruinous Ones, or perhaps even five, with one lain in unity—but Khane is shattered, not dead, and so his claim on your souls remains in primacy over that of the Lord of Skulls—and the curse the Blood God tried to lay against you is but tattered, fading shreds, soon to be gone entirely, the fifth never even lain, despite the foundations you can see within the three that remain.

The Eye of Tzeench(Sight of The Fateweaver)
The weakest of the curses lain upon you, the Eye of Tzeench is weakest for two principle reasons: Firstly because the Fate-Binder's claim is part of his proclaimed dominion over prophecy and the prophets who give it, rather than the Aeldari specifically, and secondly because it is not the hand of Tzeench Himself that has laid this curse, but that of one of his greatest servants, Kairos the Fateweaver. The Curse itself is twofold, allowing its master to see all that the Aeldari see, stealing their vision for himself, and it also allows him to cloud the vision of the Aeldari's Seers. At present this curse is too weak to do more than unsubtly disrupt attempts at scrying, but true to form, if given time to grow in strength it will allow the Fateweaver to hide entire branches of past and present from view, and even present fully false visions as the truth—an insidious and dangerous working. However, it also appears to be significantly less stable than the other two, as it seems to have been designed with the Blood God's curse as a key element. You are uncertain if this working will ever reach its full potential as things stand, and it is fragile enough that a significant disruption will likely shatter the entire working, with one of its keystones missing.

The Hunger of Slaanesh(Kneel in Rapture)
The core of the Flaw is, ironically, the second-easiest of the Curses lain on your souls to resolve—while the Dark Prince has a strong claim upon you, so much so that much of your remaining psykeic strength is now devoted to resisting her lure, your people's utter rejection of the Soul-Thirster and Excess has gravely weakened this claim—as has the incompleteness of his victory over the Pantheon, for you now know that three of your gods have evaded its grasp, ensuring that the Prince of Pleasure does not have sole dominion over the Aeldari as it wishes—and so its claim may be rejected entirely, for the Souldrinker is a usurper, not the rightful heir of the Phoenix Court. And that is a weakness you can use…

The Jealousy of Nurgle(She is Mine)
Last of the Great Curses lain upon you, the Plague God's brings mixed news, for it is wrapped like a fetid, strangling ivy around your people's connection to Isha—which can mean only that the mother goddess of the Aeldari lives, and is held prisoner by the Lord of Decay, whom she has ever abhorred. This, too, is a subtle and insidious curse, for it strangles the half-psykeic nature of Aeldari conception, striking at the instant a newborn soul would be formed and rotting it to nothing in an instant. Yet even worse is a more subtle portion, encouraging, ever so gently, lines of thought that align to the Plague God: Stagnancy. Complacency. Despondency.
And while both your own souls and Isha Herself clearly struggle mightily against this Curse, unraveling it even as those studying it watched, it was renewed just as quickly: this is an active working, no mere curse lain and forgotten, but actively channeled and powered by the Lord of Decay. It is likely that the best you will be able to manage is to mitigate the effects of this Curse somewhat, unless and until Isha can be rescued from wherever she is held prisoner, for if She were no longer in the Plague God's power, he would be unable to reapply his Curse after it unravels. Given the likelihood that she is held within the Garden of Rot, the heart of the Plague God's domain, this will be no small undertaking. It will take cunning, caution and expert timing—plus no small amount of luck—to free her, yet you must, for you cannot abandon her to the less than tender mercies of the Ruinous Ones. If only because should her resolve fail, the Lord of Decay would gain greater claim to the Aeldari, and the thought of your people falling into the influence of that god is abhorrent to a previously unimaginable degree.

You have fully mapped the Flaw, and it is both better and worse than you could have imagined. Three Great Curses are lain on the Aeldari, one of Tzeench, one of Slaanesh, and one of Nurgle. The last has also revealed something you previously did not know: Isha lives, held prisoner by Nurgle. This will allow you to access the Interfactional Quest Mother Of The Eldar(The Vilest of Durance), the effort to rescue Isha from her imprisonment. This will require more than you alone can bring, and so you must recruit allies and build strength fit to face a Chaos God in the heart of his power, if you are to succeed.

Stand by…



A/n: This is what Super Critical Success looks like, kids.
 
Turn 3: Clarification Vote
QM/N
There seems to have been considerable confusion on how refits work and how much they cost, so I have completely re-written the mechanics description and provided an example in the spoiler below, which will hopefully make things more clear.

rewritten description said:
Replace some portions of an existing detachment's wargear with some from your stockpiles.
Note that only Wargear or Vehicles which are part of your existing stockpile at the start of a turn may be drawn upon for this purpose, but that refitting in this manner does not prevent you from deploying a Warhost, or adding a Detachment that has been refitted to a new Warhost and immediately deploying it.
Each action point allows you to change Five types of armor for a different type of armor in up to five Detachments and either change or add up to three different types of weapons or externally carried/non-integrated equipment (such as hand thrown grenades, portable sensors, active defenses, et cetera) within the established limits of the unit type, for up to five Detachments (in lots of three), which need not be the same as Detachments undergoing armor swaps.
Alternatively, you may trade one armor swap and one lot of three weapon/equipment modifications to instead either add or swap one type of vehicle, though the organizational limits of Detachments must still be respected if you are adding Vehicles, including the limit of three of the same type per Detachment (with the exception of Attached units, such as an Attached Transport, which are considered part of the squad to which they are assigned).
The desired refits of a set of ten Detachments are as follows:
  • Detachment A: Replace [This Armor] with [That Armor]
  • Detachment B: Replace [This Armor] with [That Armor]
  • Detachment C: Replace [This Armor] with [That Armor]
  • Detachment D: Replace [This Armor] with [That Armor]
  • Detachment E: Replace [This Armor] with [That Armor]
  • Detachment F: Replace [This Pistol] with [That Pistol], Replace [This Carbine] with [That Rifle], add [This Type of Grenade] to all squads
  • Detachment G: add [This Type of Grenade] to all squads, Give [this Squad] holo-fields, Give [these squads] portable sensors
  • Detachment H: Replace [This Pistol] with [That Pistol], Replace [This Carbine] with [That Pistol], add [This Melee Weapon] to all squads whose Carbines we just replaced with pistols
  • Detachment I: Replace [This Pistol] with [That Pistol], add [This Type of Grenade] to these squads, and [A different type of Grenade] to these other squads
  • Detachment K: add [This Type of Grenade] to all squads and [a different type of Grenade] to these squads as well, give [these squads] holo-fields
All of the above would cost a single Action Point. However, if Detachment A had, for example, Armor 1 and Armor 2 which you intend to replace with Armor 3, then this would require two of the five available refits, and so on. Alternatively, you could elect to sacrifice the refit of Detachments E and K to replace the Jetbikes in Detachment C with a different model (for bookkeeping reasons, you may replace multiple types of Jetbikes or Vehicles that operate in a squad with one type of vehicle for one refit, but if you wanted to replace half of each squad with one type with an anti-vehicle weapon and the other half with a different anti-personnel model, this would be two separate refits, requiring 2/5ths of a single Action Point's investment); you could also choose instead to add Attached Transports to all of Detachment A's squads for greater mobility instead.

The currently proposed plan uses nine (9) points, but proposes a sweeping refit that would require nearly two or three times that as I currently understand it. Because I am nice, I am asking an "are you sure" on that as I didn't catch it sooner. So;

[ ] keep current plan
will refit only the Grand Warcasting Circle Warhost and a partial refit of the 1st militia as described.

[ ] Modify or clarify the plan (Write-in)


One Hour Moratorium
Vote will close

 
984.M29 | Turn 3 | The Host of Zahr-Tann
In echo of a decade previous, once more a great fleet of Vau-Vulkesh's allies emerges from the Webway—yet no staggering wrecks are these, but proud and unbroken, jagged and angular tiger-stripes of Heartblood red and defiant white and edges limed in triangles of forgeflame orange proclaiming their allegiance—For the muster of Zahr-Tann has arrived, and a mighty force it is: Eleven sleek Trebuchet battlecruisers and Ninty-four Catapult light cruisers—with all their squadrons of Crossbow Interceptors and Longbow Fighter-bombers. Two hundred and thirty-two Ballista heavy frigates. Two hundred and eighty Mangonel heavy frigates. And lurking in the heart of the formation, six great Trireme heavy transports, bristling with Lascannons, Turbo-Lasers and missile launchers to protect their cargo: A full third of Zahr-Tann's muster, sixty hosts in all, to use as you see fit, along with the full half of their fleet to support them.

Novel Technology of Zahr-Tann

Forgeguard Warsuit
The standard model of armor used by the forces of Zahr-Tann, the Forgeguard Warsuit is a light power-assist armor with an integrated Autotargeting system. The vast majority of Zahr-Tann's troops are equipped with these suits.
Firebringer Warsuit
The Firebringer suit is a variant of the Forgeguard suit which includes additional power-assistance features to improve mobility for use by close-combat specialists within their forces.
Farslayer Warsuit
The Farslayer Warsuit is a variant of the Forgeguard suit which includes additional sensors that improve their ability to track battlefield threats. Zahr-tann issues these suits to dedicated ranged specialists such as heavy-weapon operators or sniper units, as well as scout units.
Hellguns
Hellguns are modified Las-weapons which use a large external power-pack or generator rather than a conventional power cell or micro-reactor, which allows their cooling systems to be enhanced to a high degree. Combined, this allows the weapons to be fired at full-auto maximum rate for practical amounts of time, functionally increasing their available firepower.
  • A Hellpistol is a modified laspistol which is fitted with an enhanced cooling system and external power-pack to allow it to be fired at full-auto effectively indefinitely, increasing firepower—though this obviously increases the cost substantially.
  • Hellguns are Lasrifles which have been modified with an enhanced cooling system and large external power-pack to allow them to be fired nearly indefinitely at full-auto, sending pulsing sheets of lasbeams downrange that make them far more dangerous than typical lasguns—though considerably more expensive.
Multi-Lasers
Effectively several Hellguns mounted together in a high-capacity cooling jacket, multi-lasers are highly effective against most light infantry and many medium infantry.
Missile Launchers
Invented by effectively every race at some point, missile launchers fire guided or unguided rocket-propelled projectiles with a wide variety of warheads. Ranging in size from modest shoulder-fired examples to massive superheavy weapons that can destroy a Knight or light Titan in one or two hits, Missile Launchers are varied in warhead and application.
Those of Zahr-Tann include a shoulder-fired or vehicle mounted heavy weapon and heavier vehicle sized versions, including massive superheavy launchers. Regardless, they use either Tandem-charge or Plasma warheads.
  • Effectively a combination of Frag and Krack warheads, a Tandem-charge missile uses sophisticated on-board targeting systems to determine the optimal detonation sequence against a given target, making them equally effective against vehicles and infantry.
  • Plasma-Explosive weapons are effectively little more than a micro-fusion reactor which is design to deliberately induce a catastrophic and explosive failure when activated, creating a blast of superheated plasma that is similar to being hit by a plasma gun or cannon (depending on the size of the explosive in question).
Plascasters
Plascasters are effectively "plasma Flamers," unleashing torrents of ultrahot plasma that sears and melts anything unfortunate enough to be caught within their area of effect, though the operator must be cautious about thermal bloom.
Railocks
Railocks are heavy sniper weapons used by Zahr-Tann. They exploit the principle of Railguns—well understood by most advanced species—to fire a large slug at multi-transsonic velocities, making them excellent against hard targets such as Ork Warbosses. However, these are open-breach, manually loaded weapons with a very slow fire rate, limiting them to marksman roles.
Grenades
Hand-thrown grenades are typically one of the first applications of explosives in combat, and while these are more sophisticated by far, the fundamental principle remains the same.
  • Effectively both a Frag and Krack grenade in a single housing, the Tandem-charge grenade's onboard targeting system determines the optimal detonation sequence when it reaches the enemy, making them effective against both vehicles and infantry.
  • Little more than a micro-fusion cell designed to fail on purpose and release a blast of star-hot matter, plasma grenades are extremely effective against most infantry and many lighter vehicles.
Combi-Grav Weapons
Combi-Grav weapons are a simple but deadly creation, combining an Imploder Gun with a Grav-Amplifier to increase its performance. While these weapons are expensive, they provide a level of flexibility that either type alone cannot match—and a level of power that can shock the unprepared.
  • Combining an Imploder weapon with a Grav-Amplifier allows these bulky and expensive pistols to crush heavy power armored troops like a soda can—though this would eat a significant fraction of its power reserve.
  • These bulky weapons combine a Grav-amplifier and an Imploder Gun to create a weapon that can crush most infantry or even lighter vehicles like a child stepping on a juicebox, making them a deadly threat even more than is typical for grav-weapons.
  • A Combi-Grav combines an Imploder Gun and Grav-Amplifier into a single weapon that is far more dangerous than the sum of its parts, able to crush even a heavy tank under a merciless fist of gravity. Though obviously such systems are expensive.
  • The largest forms of Combi-Gravs, these terrifying weapons can threaten even Titans or Voidships with being crushed to nothing under grav-fields so powerful they can resemble small singularities (though they are not truly so), though their cost is comeasurately great.
Impact Blades
Impact Blades are Grav-weapons that use gravetic manipulation to massively increase the mass of the blade seconds before impact whilst otherwise preserving their existing velocity, massively increasing the force of a blow. It is not uncommon for such weapons to send even lighter-power-armor skidding across the battlefield or flying through the air from sheer impact force.
Chamiloline Cloak
Chamiloline Cloaks are devices which can conceal their wearers from most sensors and especially visual detection. They are less effective than a holo-field by a long margin, but also far less expensive.
Pulse Shield
Pulse Shields are gravetic defensive systems which release pulses of force—hence the name—either omnidirectionally or in focused waves or cones, to knock projectiles off course. Whilst effective against many types of weapon, many energy weapons can simply ignore them.
Flare Shield
A Flare Shield is a form of Conversion field which trades overall durability for rapid regeneration and resistance to overload. Such shields might shatter after absorbing a single hit, but within seconds they flare back to life, ready to absorb another blow.


The Forces of Zahr-Tann

Firewave Squad
Firewave squads are the standard line troops of Zahr-Tann. Each of the eight-man squad is equipped with a Forgeguard Warsuit, a Flare Shield, six Tandem-charge Grenades, and a Hellgun. This makes them effective against most forces. When additional mobility is desired, a pair of Falchion Attack Skimmers or a Scabbard Light Transport are attached to the squad.
Deathcutter Squad
Deathcutter Squads are the standard melee troops of Zahr-Tann, each eight-man squad issued a Flare Shield, Firebringer Warsuit, a Hellpistol and Impact Blade, and six Tandem-charge grenades. Like the Firewave Squad, these units are often mounted on Falchion attack Skimmers or Scabbard Light Transports for mobility.
Metalrender Squad
Elite troops who focus on anti-armor duties, these four-man weapon teams bring three Missile Launchers and one Combi-Grav Culverin for powerful anti-vehicle firepower. Each is protected by a Farslayer Warsuit, Pulse Shield and Flare Shield. Frequently such squads will be mounted to Falchion Attack Skimmers for mobility.
Starbringer Squad
These elite linebreaker squads are sent to the thickest fighting to breach enemy lines. Half of the eight-man squad will carry Power Blades and a deadly Combi-Grav Serpentia, while the other half carry a pair of Plascasters and Combi-Grav Culverins. The melee section is equipped with Firebringer Warsuits, while the heavy-weapon operators prefer the Farslayer suit. The entire squad is issued both a Pulse and Flare shield to supplement their warsuit. These squads are nearly universally mounted, though they tend to prefer the heavily armed Baldric Assault Transport rather than the lighter Scabbards or Falchions.
Outrider Squad
Outrider squads are the elite scouts and snipers of Zahr-Tann, each of the four-man squad equipped with a Farslayer Warsuit and Chamiloline Cloak to allow them to move unseen, powerful Railock rifles, and a bandoleer of six plasma grenades. When they need transport, the swift and fleet Falchion is preferred.
Command Squad
Command Squads of Zahr-Tann guide their forces in battle. Each is comprised of a Warseer, Battlecaster, Force Captain, and five elite bodyguard troops to defend them. The Warseer and Battlecaster are equipped with Force Staves and, for the former, a Combi-Grav Serpentia, whilst the Force Captain carries a Power Blade and Combi-Grav Serpentia. Four of the bodyguards carry Combi-Grav Calivers whilst the last carries a Plascaster. All are also equipped with Farslayer Warsuits, Pulse and Flare Shields, and a bandolier of Plasma Grenades. These squads are almost always mounted on a Baldric Assault Transport, though they may occasionally use the lighter Scabbard instead.
Rapier Jetbike
Rapier Jetbikes are the primary fast-attack and skirmishing unit of Zahr-Tann. Each section of eight is split evenly between a missile and multi-laser armed variant of the basic chassis, which are also equipped with holo-fields for defense. The riders are generally equipped with Forgeguard Warsuits, Hellpistols, and a light Close-combat weapon for use dismounted, though they have been known to add their fire on occasion.
Longsword Attack Skimmer
The primary attack craft of Zahr-Tann, the Longsword carries a twin Lascannon in a partially armored cupola turret and little else besides a holo-field for defense. Both operators are equipped with Forgeguard Warsuits and a Hellpistol and Close-combat weapon in the event they must fight dismounted.
Falchion Attack Skimmer
Falchions are most commonly seen in a light transport role—each carries a holo-field, a multi-laser, and up to four infantrymen. In some cases, however, these vehicles have been known to operate in a fast-attack role without attached troops. Like most of Zahr-Tann's vehicles, the two-man crew are equipped with Forgeguard Warsuits, Hellpistols, and a light Close Combat Weapon in the event they are dismounted.
Battleaxe Heavy War Walker
The Battleaxe is built on a frame once used to move heavy loads from ship or transport to elsewhere. Zahr-Tann has simply replaced one grip-claw with a massive Impact Blade and the other with a massive Plascaster, as well as adding a missile launcher to the machine's body. With both a vehicle-scale Flare Shield and a Holo-field, these formidable combat machines can rapidly close the distance to bring their deadly close-range weapons to bear. The suit's pilot is protected by a Forgeguard Warsuit, and issued a Hellpistol and light close-combat weapon in the event he is dismounted. Zahr-Tann universally deploys these units in battle-pairs who train together, frequently siblings or life-partners.
Halberd Battle Tank
The Halberd Battle-tank is a deadly heavy assault unit that carries a vehicle-grade Combi-Grav Culverin that can easily crush comparable tanks and a hull-mounted Multi-laser for targeting infantry. A Holo-field and Flare Shield protect the vehicle in combat. The three-man crew are issued Forgeguard Warsuits, Hellpistols, and a light Close-Combat Weapon in the event they are dismounted, and the vehicle commander carries tandem-charge grenades for that eventuality as well.
Baldric Assault Transport
The Baldric is a heavy attack transport favored by Zahr-Tann for heavy assault. Each can hold eight men in an enclosed transport bay, and carries a missile launcher and heavy Combi-Grav Culverin in a turret, with a heavy Plascaster mounted to the hull. A Holo-field and Flare Shield protect the vehicle, and the three-man crew is armed with Power Weapons and Combi-Grave Serpentias, as well as a Flare Shield of their own in addition to their Forgeguard Warsuit.
Scabbard Light Transport
The Scabbard is commonly used as a light transport by Zahr-Tann. Eight men can ride on its open-topped transport platform, and the craft carries a heavy rocket launcher with a coaxial Combi-Grav Caliver for support. A Holo-field and Flare Shield protect the vehicle. The three-man crew are equipped with Forgeguard Warsuits, Hellpistols and a light Close Combat Weapon for fighting dismounted.
Crossbow Interceptor
The Crossbow is a specialized interceptor craft used by Zahr-Tann. Each is equipped with a pair of vehicle-grade Lascannons and four heavy missile launchers, a flare shield, and a holo-field for defense. The Pilot wears a Forgeguard Warsuit and is equipped with an Impact Blade, Combi-Grave Serpentia, and a Flare Shield of their own in the event they are shot down, as they are often used to support ground operations, in wing-pairs.
Longbow Fighter-Bomber
Designed to attack both ground targets and enemy warships, the Longbow carries a single vehicle-grade Combi-Grav Culverin, two heavy Lascannons, and two vehicle missile launchers, as well as a Bomb Bay. Each is also protected by a holo-field, Flare Shield and Pulse Shield. The two-man crew is equipped with Forgeguard Warsuits, light Impact Blades, and Combi-Grav Serpentias in the event the craft is shot down performing ground-attack missions.
Javelin Attack Shuttle
Used for boarding operations and for when no easy webwey access is available, Javelin Attack Shuttles can carry up to sixteen infantry, one jetbike squadron, or a vehicle into battle. Each is equipped with four turrets sporting a Hellgun and Combi-Grav Caliver, and a Holo-field, Flare Shield, and Pulse Shield for defense. The six-man crew are equipped with Power Weapons and Combi-Grav Sepentias, and well as their own flare shields, as they often must hold positions during boarding operations. The vehicle commander additionally carries a bandoleer of six plasma grenades for this purpose.


The Fleets of Zahr-Tann

Mangonel Heavy Frigate
The Mangonel is a light combat unit equipped with a Heavy Las-Lance, a light torpedo battery, and a Combi-Grav Bombard Weapons Battery, as well as super-heavy missile launchers for close combat. A Flare Shield and Pulse Shield protect the ship, while a pair of Aethersails provide propulsion.
Ballista Heavy Frigate
The Ballista is a compliment to the Mangonel. Each is equipped with a pair of Las-Lance batteries, Lascannon point-defense turrets, and superheavy Combi-Grav Bombards for close combat. Like the other light class, they are protected by both a Flare and Pulse Shield and propelled by two Aethersails.
Catapult Light Cruiser
The Catapult is a generalist, equipped with a battery of naval lances, Combi-grav Bombards, and light torpedoes, a heavy array of lascannons for point defense, and a single hanger. Pulse and Flare shields protect the ship in combat, while four Aethersails make the vessel extremely fleet for its size.
Trireme Transport
A large vessel devoted to delivering Zahr-Tann's hosts into battle, the Trireme mounts no naval scale weapons, and carries instead a battery of Combi-Grav Bombards, Superheavy missile launchers, and Quad-barreled Turbo-Laser Destructors, along with Lascannons and more missile launchers in point defense arrays. Three hangers and two large transport bays round out its offensive capacity, while both Pulse and Flare Shields protect the ship in combat. Three Aethersails provide a high degree of maneuverability.
Trebuchet Battlecruiser
The Trebuchet is a general purpose heavy warship, equipped with a battery of Heavy Las-Lances, a heavy Torpedo battery, and a battery of Combi-Grav Bombards, as well as quad barrel Turbo-Laser Destructors and Lascannons for point defense. A small transport Bay and two hangers add support capabilities, while a Flare Shield and Pulse Shield protect the ship. Three Aethersails provide propulsion, making the vessel quite nimble.



Fleets and Warhosts Seconded to You

As promised, Zahr-Tann has made its forces available to you—not all, of course, but a good number—fully half their fleet and a third of their troops have been given to your use.

Fleets

Heavy Fleet
Heavy Fleets are meant to deploy where the fighting is thickest, and are potent combat assets with a large number of capital vessels.

A Heavy Fleet can provide transport for Eight (8) Warhosts.

Zahr-Tann has placed two such fleets at your disposal.
  • 4 Trebuchet Battlecrusers
    • 8 Crossbow Interceptor Squadrons
    • 8 Longbow Fighter-bomber Squadrons
    • 8 Javelin Attack Shuttle Squadrons
  • 24 Catapult Light Cruisers
    • 24 Crossbow Interceptor Squadrons
    • 48 Longbow Fighter-bomber Squadrons
  • 60 Ballista Heavy Frigates
  • 60 Mangonel Heavy Frigates
Line Fleet
Meant to be generalists that can handle most problems, Line Fleets contain a balanced mixture of classes.

A Line Fleet can provide transport for Two (2) Warhosts.

Zahr-Tann has placed Three such fleets at your disposal.
  • 1 Trebuchet Battlecruiser
    • 2 Crossbow Interceptor Squadrons
    • 2 Longbow Fighter-bomber Squadrons
    • 2 Javelin Attack Shuttle Squadrons
  • 8 Catapult Light Cruisers
    • 12 Crossbow Interceptor Squadrons
    • 12 Longbow Fighter-bomber Squadrons
  • 32 Ballista Heavy Frigates
  • 32 Mangonel Heavy Frigates
Scout Fleet
Meant to serve as outriders for larger formations, light escorts, or other such tasks that do not require a full fleet, Scout Fleets are mostly Escorts with a small number of capital ships as a core formation.

Zahr-Tann has placed seven such fleets at your disposal.
  • 4 Catapult Light Cruisers
    • 4 Crossbow Interceptor Squadrons
    • 8 Longbow Fighter-bomber Squadrons
  • 10 Ballista Heavy Frigates
  • 20 Mangonel Heavy Frigates
Transport Fleet
Meant for use when naval combat is not expected or in tandem with other fleets, transport fleets are compromised mostly of transports, with a few escorts and a capital or two.

A Transport Fleet can carry a massive Sixty Warhosts, and the single such fleet Zahr-Tann has placed at your disposal carries their contribution of ground forces.
  • 6 Trireme Transports
    • 12 Crossbow Interceptor Squadrons
    • 6 Longbow Fighter-bomber Squadrons
    • 36 Javelin Attack Shuttle Squadrons
  • 2 Catapult Light Cruisers
    • 4 Crossbow Interceptor Squadrons
    • 2 Longbow Fighter-bomber Squadrons
  • 8 Ballista Heavy Frigates
  • 16 Mangonel Heavy Frigates


Ground Forces

Scout Detachment
Zahr-Tann's Scout detachments are compromised of one Command Squad mounted to a Baldric Assault Transport, one Outrider squad, Firewave Squad, and Deathcutter squad, each with a pair of attached Falchion Attack Skimmers for transport purposes, and a single squadron of Rapier Jetbikes.
These are primarily scout and skirmish elements.
Fire Detachment
Fire Detachments are light forces that specialize in ranged combat. Each has a Command Squad mounted to a Scabbard Light Transport, three Firewave Squads with one mounted to a Scabbard and the other two to a pair of Falchions each, an Outrider squad when is also mounted to a pair of Falchions, one squad of Rapier Jetbikes, and a single Halberd Battle Tank.
Fire Detachments are ranged combat units that are generally effective in most roles.
Assault Detachment
Similar to the Fire Detachment, an Assault Detachment has a Command Squad mounted to a Scabbard Light Transport, three Deathcutter Squads of which two are mounted to Falchions and one to a Scabbard, an Outrider squad mounted to a pair of Falchions, Two Longsword Attack Skimmers, and a battle-pair of Battleaxe Heavy War-Walkers.
Assault Detachments are close combat and light linebreaking specialists.
Line Detachment
As the name suggests, the majority of Zahr-Tann's hosts are organized into Line Detachments. Each has a Command Squad mounted to a Baldric Assault Transport, a pair of Metalrender Squads who share a second Baldric, two Firewave Squads and Deathcutter Squads, with one of each mounted to a Scabbard and pair of Falchions, one Outrider Squad mounted to a pair of Falchions, one Longsword Attack Skimmer supported by a squad of Rapier Jetbikes, and a single battle-pair of Battleaxe Heavy War-Walkers.
Command Detachment
Command Detachments and meant to serve as the core of a Warhost, featuring two Command Squads mounted to Baldric Assault Transports, Two Fire Squads mounted to a Scabbard and pair of Falchions respectively, Two Metalrender Squads and an Outrider Squad, all of which are mounted to Falchions, and two squadrons of Rapier Jetbikes supported by a pair of Longsword Attack Skimmers.
Armor Detachment
A heavy detachment meant for the thickest fighting, Armor Detachments are lead by a Command Squad mounted to a Scabbard Light Transport, Three Fire Squads mounted to a pair of Scabbards and Falchions, two Deathcutter Squads and Metalrender Squads also mounted to Falchions, a single Starbringer Squad mounted to a Baldric Assault Transport, three Longsword Attack Skimmers and three Halberd Battle Tanks.
Linebreaker Detachment
Designed for heavy close assault, Linebreaker detachments are lead by a Command Squad mounted to a Scabbard Light Transport, and include three Deathcutter Squads mounted to Scabbard Light Transports, two Starbringer Squads mounted to Baldric Assault Transports, Two Firewave Squads and a Metalrender Squad mounted to Falchions, two squads of Rapier Jetbikes each supported by a Longsword Attack Skimmer, and two battle-pairs of Battleaxe Heavy War-Walkers.
Obviously, these Detachments are designed to engage in close range heavy assault to break enemy lines.


Battle Host
A Battle Host is a bulk infantry formation, each comprised of a Command Detachment leading four Scout, Fire and Assault Detachments into battle.

Zahr-Tann has sent Twenty such Warhosts in the force placed at your disposal.
Line Host
Line Hosts are the most common of Zahr-Tann's forces, comprised of a Command Detachment leading three Line Detachments, two Scout detachments, two Fire Detachments, and two Assault Detachments.

Zahr-Tann has sent thirty such hosts to your aid, fully half of the greater host placed at your disposal.
Armored Assault Host
Specializing in heavy assault, an Armored Assault Host consists of two Armor Detachments and two Line Detachments lead by a third Armor Detachment.

Zahr-Tann has sent eight such hosts to be placed at your disposal.
Siegebreaker Host
Dedicated to line-breaching operations, a Siegebreaker Host consists of three Linebreaker detachments lead by an Armor Detachment.

Zahr-Tann has sent two of these specialized warhosts in the force placed at your disposal.


Stand by…



A/N: GUESS WHOSE ENGINES ARE FIXED.
 
985.M29 | Turn 4 | Storm on the Horizon
You have made much progress in the last five years. New weapons, new technologies, these things are coming under your command. Yet, Time ticks down, and forces yet move elsewhere…

More of Arach-Qin's most battered ships have been repaired, returning to their fold, and your refit of Quilan's first batch of vessels is complete. Moreover, ships of your own have streamed through your dockyards to receive new defenses and weapons, the recovery of your fleet well underway. Evacuation of Fea-Eresh, so vulnerable, has begun, if slowly, with but a single convoy moving between the enclave and the Craftworld. Still, sooner begun is sooner completed in this case.

Your efforts on the Craftworld of Zahr-Tann have also borne fruit, and a grand muster of their fleets and Warhosts has been placed at your disposal, greatly alleviating the stretched-thin nature of your own fleets and armies—welcome news indeed.

Too, you have delved into the vast relic-vaults of Vau-Vulkesh, seeking useful items—or even structures, for such can indeed be found within those vaults. For the moment little of immediate value has been found, for all that you have found priceless tapestries, ancient statues, and many mundane treasures—jewels and jewelry, metals of pleasing hue or sound, and other such objects—have been transferred to various fresh and otherwise empty vaults, for you are quite certain that more such will accumulate. Still, this is but a tithe, barely visible, of a single vault, and it is likely that future efforts may yield fruit yet.

Most importantly, however, is the knowledge you have gained of the Flaw—and the three Great Curses lain on the Aeldari by the Ruinous Powers. One to cloud your sight even as what knowledge you gain is stolen, one to claim dominion, and one to drive you to stagnant despair. Knowledge you almost certainly must share, for the Enemy does not yet realize what you have done, and what you have learned—and so you might foil their schemes in infancy.

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.
With your existing farms no longer struggling for labor, their output has increased, decreasing the load on your stored supplies. Whilst not sufficient to feed your entire population, you expect the output of these farms will increase with the help of the Exodite advisors you've traded favors for, further extending the longevity of your stockpiles and thus the amount of time to improve food production before they begin to wear thin.
With more and more of your Craftworld's gardens and greenspaces beginning of produce various needful plants, the burden on your supply stockpiles is yet further reduced, and projections indicate that they will last for a few decades yet before you even need to consider rationing. You are not yet fully food-independant, but such is in sight.

Engine Damage
Vau-vulkesh is currently stranded in the Erd-Varesh system, as the craftworld's engines are disabled. If some enemy comes upon you, you will be unable to flee should it be required, and this makes you all too concerned. Especially with the strength that has gathered to the Ork in the west.
You have fully assessed the extent of the damage to your engines, and while the final tally is hardly good—it will certainly take some decades before they are repaired even if you could afford to devote all attention thereto—it is not irreparable.

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.
A start has been made on this matter, with plans for new forces organized around your new and old equipment, better able to face the harsh demands of the galaxy—now you must simply produce them.
You have produced a modest stockpile of new weapons and armor—now you must simply begin to distribute it, whilst continuing to produce more for the rest of your armies.
Some few portions of your Warhosts have been given better equipment, and more continues to enter your stockpiles—continuing your efforts here would be wise.

Favors Gained and Favors Owed
You have begun to acquire various commitments to other factions and thusly your time. Some are time-critical—aiding Val-Terrine against the Orks raiding them will have to be done quickly, for example—and others, such as the defense of Meros or the repairs of Arach-Qin's fleet are ongoing commitments. Ensuring that at least some good-faith effort is made on these favors owed will be quite important to establishing your good reputation in this new, changed world.

The Great Curses
You have learned, in your preparations to remake yourselves in opposition to Slaanesh, that three of the Ruinous Powers have lain curses on the Aeldari as a whole. That of the Dark Prince is obvious, of course, but two others, far more subtle and insidious, are lain by Kairos Fateweaver who serves Tzeench, and Nurgle Himself—the latter though the conduit of Isha, mother-goddess of the Aeldari, whom he holds prisoner. This information is, it must be said, world-shaking, and that you have acquired it without the Ruinous Ones' notice is a level of luck you are unlikely to repeat. Spreading this information to other survivors of the Fall is nearly a necessity; the question is who to contact first—you know that there are those among the Craftworlds who bear you emetity, so it would be wise to bring others in to moderate; it may take years for such a summit to be arranged.

Stockpiles:
  • 668 Wraithweave Brigandine Armor Suits
  • 428 Void Guard Warsuits
  • 1190 Wraithbone Trauma Plates
  • 502 Wraithbone Hardsuits
  • 90 Laspistols
  • 7 Starblaster Carbines
  • 109 Needler Carbines
  • 12 Heavy Needlers
  • 6 Spike Cannons
  • 2 Star Anvil Superheavy Assault Tanks
Special Resources:
  • Starcrystals (+800/turn): 23,555
  • Fatebender Psy-scopes (+120/turn): 1789


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 Elites (1 AP)
Developing elite specialist troops will enable your forces more options—though it may be desirable to delay this action until you have more specialist-appropriate equipment.
Design new Elite troops.
[ ] Rationalize Fast Attack (1 AP)
Further rationalizing your military force with better options for Fast Attack units will improve the ability of your forces to engage in maneuver warfare—or simply bring additional forces to the field, if you wished to travel that route.
Designate new Fast Attack units.
[ ] Design Additional Vehicle(s) (1 AP Each)
Further refinement of your existing vehicles, adopting new technology or covering existent weaknesses, either way, effort must be spent to further expand your stable of vehicles.
Continue rationalizing your vehicles by drawing up designs for new vehicles, with a greater amount of care than the hasty refits currently in use. (Vehicle design subvote)

[ ] Design an Attack Craft (2 AP each)
Design a small craft that can be carried in a hanger. At present, the only option you have for this is the Bright Eagle, which, while a capable craft despite its diminishment, is a generalist with no real advantages. It would be wise to, at some point, develop a stable of small craft—fighters, bombers, transports, et cetera—which can be deployed to voidships.
Design an Attack Craft that can be carried in a Voidship's hanger.
[ ] Design a second Destroyer (4 AP)
You may wish to develop a second Destroyer design, either now or as time progresses, if only to use the existing hulls you already possess more effectively.
Develop a second Destroyer.
[ ] Design a second Frigate (4 AP)
You may, as new technology becomes available to you, wish to design additional frigates to better leverage those technologies.
Develop a new Frigate.
[ ] Design a Light Cruiser (6 AP)
at present, your only Light Cruiser is the Battle Caravel—designed in great haste for minimal manufacturing costs during the immediate leadup to the Fall. it would behoove you to design a replacement—or at least a refit—with better equipment.
Develop a new Light Cruiser design.

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.

New Weapons for a New Age

[ ] Refit Detachment(s) (1 AP each, restrictions below)
Replace some portions of an existing detachment's wargear with some from your stockpiles.
Note that only Wargear or Vehicles which are part of your existing stockpile at the start of a turn may be drawn upon for this purpose, but that refitting in this manner does not prevent you from deploying a Warhost, or adding a Detachment that has been refitted to a new Warhost and immediately deploying it.
Each action point allows you to change Five types of armor for a different type of armor in up to five Detachments and either change or add up to three different types of weapons or externally carried/non-integrated equipment (such as hand thrown grenades, portable sensors, active defenses, et cetera) within the established limits of the unit type, for up to five Detachments (in lots of three), which need not be the same as Detachments undergoing armor swaps.
Alternatively, you may trade one armor swap and one lot of three weapon/equipment modifications to instead either add or swap one type of vehicle, though the organizational limits of Detachments must still be respected if you are adding Vehicles, including the limit of three of the same type per Detachment (with the exception of Attached units, such as an Attached Transport, which are considered part of the squad to which they are assigned).
The desired refits of a set of ten Detachments are as follows:
  • Detachment A: Replace [This Armor] with [That Armor]
  • Detachment B: Replace [This Armor] with [That Armor]
  • Detachment C: Replace [This Armor] with [That Armor]
  • Detachment D: Replace [This Armor] with [That Armor]
  • Detachment E: Replace [This Armor] with [That Armor]
  • Detachment F: Replace [This Pistol] with [That Pistol], Replace [This Carbine] with [That Rifle], add [This Type of Grenade] to all squads
  • Detachment G: add [This Type of Grenade] to all squads, Give [this Squad] holo-fields, Give [these squads] portable sensors
  • Detachment H: Replace [This Pistol] with [That Pistol], Replace [This Carbine] with [That Pistol], add [This Melee Weapon] to all squads whose Carbines we just replaced with pistols
  • Detachment I: Replace [This Pistol] with [That Pistol], add [This Type of Grenade] to these squads, and [A different type of Grenade] to these other squads
  • Detachment K: add [This Type of Grenade] to all squads and [a different type of Grenade] to these squads as well, give [these squads] holo-fields
All of the above would cost a single Action Point. However, if Detachment A had, for example, Armor 1 and Armor 2 which you intend to replace with Armor 3, then this would require two of the five available refits, and so on. Alternatively, you could elect to sacrifice the refit of Detachments E and K to replace the Jetbikes in Detachment C with a different model (for bookkeeping reasons, you may replace multiple types of Jetbikes or Vehicles that operate in a squad with one type of vehicle for one refit, but if you wanted to replace half of each squad with one type with an anti-vehicle weapon and the other half with a different anti-personnel model, this would be two separate refits, requiring 2/5ths of a single Action Point's investment); you could also choose instead to add Attached Transports to all of Detachment A's squads for greater mobility instead.
There seems to have been considerable confusion on how refits work and how much they cost, so I have completely re-written the mechanics description and provided an example in the spoiler above, which will hopefully make things more clear.

Scarcity Once More

[ ] 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.

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 Great Curses

Three Curses are laid on the Aeldari by the gods of Chaos. In seeking to reforge your souls, you have discovered the nature, intent, and origin of each, and discerned effects both overt and subtle—and, nigh miraculously, done so without alerting the powers who laid said curses to the discovery of their schemes. This presents a priceless opportunity to spread this information before the Ruinous Powers can work to prevent you from doing so, and possibly even act to break at least one of them before the Ruinous Ones have time to make preparations against it. A summit will, you suspect, be needed, and that will require years of negotiations to arrange—especially as you will likely need the backing of at least two major factions to make such a meeting take place.
Of course, you could also simply spread the word to those factions who would actually talk to you and believe you without such a meeting, on a more ad-hoc basis.

You may contact up to Two Factions (other than your allies, whom will be informed as a matter of course) about the Curses without spending an Action Points. If you instead wish to make a more formal meeting with the majority of the surviving Aeldari who are currently active in the galaxy, you will instead be required to spend all listed Action Points, and must select at least four options (again, in addition to your allies, whom will be naturally informed in such an event). Note that while the former will cost you little to nothing and will certainly have significant effects for that faction immediately, the effects on other factions will be far lesser. Equally, a meeting of the currently active Craftworlds may provide opportunity to gather additional allies to your cause—or force an enemy to account with the rest of your people, if it comes to that. Or both.
(Special Event: The Aeldmoot will be triggered if you invest points here—and the more factions you bring in on making it happen, the stronger your position will be, and the less certain other parties will be able to drag their feet about going.)

[ ] The Harlequins (1 point)
Contact the Harlequins—spreading momentous news is a part of their purpose after all—with this information. Arranging for them to help with a larger moot would undoubtedly be moderately challenging, but their voice would be quite useful to such an effort.

[ ] Ulthwe (2 points)
Dutiful Ulthwe has, truthfully, given you and your allies little thought, focused as they are on the Great Enemy and trapped on the Worldwound's edge. But their young leader Eldrad Ulthrain is no fool, and likely to grasp at once the monumental victory you have won in securing this information without alarm. It is likely as well that the actions of the Fateweaver and the fate of Isha both will rouse Ulthwe's ire to truly terrible heights, given their particular culture.

[ ] Saim-Hann (1 point)
By proud Saim-Hann you are well regarded, if only for treating them with the full measure of respect they deserve as one of the greatest Craftworlds still in existence, without calling them savages under your breath. As sad as it is for basic courtesy to be notable. That you have not in the slightest hesitation to aid your and their Exodite kindred will also stand you in good stead, and so Saim-Hann of all Major Craftworlds will be the simplest to convince. And will not require a moderately dangerous voyage near the Great Wound in the process.

[ ] Iyanden (4 points)
Iyanden may not like you, but they do not hate you either—and they are the largest, most powerful and most prosperous of the surviving Craftworlds. Securing their aid would be a significant boon—if a difficult task—as it would provide a powerful weight to drag recalcitrant Alaitoc and hateful Beil-Tan to the table.

[ ] The Lesser Craftworlds (1 point each, repeatable)
There are many Craftworlds that do not match the Majors—or even your own Vau-Vulkesh—in power and influence, yet in aggregate they represent no small amount of both. Contacting such Craftworlds—many of whom have banded together for survival as your own naicient coalition has—and adding their voices to a call for a meeting may add considerable weight.

[ ] The Exodites (1 point each, repeatable)
While a great deal of work, as you would have to approach each such world independently, bringing a collection of Exodite worlds to any sort of summit would be a powerful statement of how serious the matter is, for the Dragonlords do not leave their worlds lightly.

[X] Your Allies (Free)
You will, of course, be forming a unified front with your current allies—that this includes bringing the Ishari Irsfeial, likely Dragonlord Amar-Ithil of Quilan, and perhaps even Seerlord Draylin of Meros (if he can be spared) as part of any retinue for such a meeting will certainly bring some attention, as the coalition you have been nucleating in the northern rim has perhaps grown more quickly and more widely than anyone might have expected.


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 12 Action Points available.​
Current Commitments: Aid to Meros in the repair of engines (3 AP), ETA 990.M29 (1 Turn)

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—repair will be no small project.

You have discovered three principle issues: firstly, there are widespread minor systems failures throughout the entire infrastructure of each engine. Whilst minor individually, in aggregate they represent a significant amount of man-hours of work to fix—in no small part because of how much has to be disassembled just to reach the damaged system to begin with.
Secondly, the primary power-distribution governing-matrix has completely failed, and all attempts to rouse it have been unsuccessful—Sadly it is simply beyond the skill of your artisans to replace, and so manual controls and monitors will need to be installed—and operators trained—if the Craftworld is to be made mobile anytime soon.
Finally and most problematically, several of the primary focus rings for the plasmatic portions of the drive system are effectively destroyed, little more than shards of Wraithbone barely held in place by their mounting-brackets and protective fairings. Whilst not especially complex, these systems are quite physically large, and will be labor-intensive to replace. Fortunately their failsafes worked correctly and the surrounding systems are not melted or vaporized by plasma leaks or explosions, which would have inflicted nearly irreparable damage.


[ ] The Minor Failures (1 AP each, 6 Max)
Begin repairing the various minor damages. Whilst not especially large in any one place, their widespread nature makes them a significant amount of work to fix regardless.
You have begun to address these issues, though much work remains to be done.


Send teams to repair the various minor damages. This option will cost a set amount of AP regardless of how long it takes, whether done all at once or over a longer period.

[ ] Replace Primary Power Distribution Control (2 AP each, 4 Max)
Originally, the complex power distribution network of Vau-Vulkesh's engines was managed by a dedicated pattern-matrix, a sort of Psykeic equivalent to what other races might call an 'expert system'. Unfortunately it has completely failed and is now a very large paperweight, and is one of the things beyond your means to reproduce. You will therefore have to replace it with a manned control center that can be operated manually.
Design and construct a manually-operated control center for the power-distribution network. This option will cost a set amount of AP regardless of how long it takes, whether done all at once or over a longer period, and will require an additional Steward action to train operators once completed.

[ ] Repairing the Plasma System (3 AP Each, 12 Max)
Portions of Vau-Vulkesh's engines use plasma in various ways, both as a power-distribution medium and even as simple titanic plasma-thrusters large enough for an Escort to fly into. Much of the most critical focusing components of this system are effectively destroyed, and while not especially complex, their sheer scale makes replacement a very labor intensive process.
Begin the highly labor intensive process of repairing the various damages to the plasmatic portions of the engines. This option will cost a set amount of AP regardless of how long it takes, whether done all at once or over a longer period.

The Fires of Industry

With the damage to your world made good—or at least enough so that the remaining issues are more a matter of replacing shattered statues and broken frescos rather than damaged infrastructure—you may begin to undertake major infrastructure projects, such as the construction of dedicated industries to produce equipment without direct intervention—previously unneeded, but these are changed times.
More action-efficient than manually creating most wargear in the long term, Production Infrastructure automatically produces a set number of weapons, armor, or vehicles at a set rate, determined by your overall industry. They will take time to set up—depending on the overall complexity and technology level of the weapon, equipment or vehicle in question—but once active will supply a steady trickle of equipment to your stockpiles without further intervention. While generally slower than producing the same equipment using action points, Production Infrastructure continues to operate without impacting your available Action Points, so long as it is not damaged. Note that Voidships are the only type of vehicle too large for dedicated production in this manner, and while there is a practical limit to how much Production Infrastructure you can sustain at once, it is unlikely to come up anytime soon as you are presently using very little of it. Exotic Resources are also produced by production infrastructure (if they can be produced at all), and may have additional restrictions to expand their production—typically in the form of reduced output from some of your existing infrastructure as trained personnel must be devoted to serving as cadre for the new facilities.

  • 4x Starcrystal Farms (+40 Starcrystal/year each)
  • 4x Fateforges (+6 Fatebender Psy-Scopes/year each)
[ ] Weapon Forge (Write-in type) (2 points each)
[ ] Armor Foundry (Write-in type) (2 points each)
[ ] Vehicle Foundry (Write-in type, may not be Superheavy) (3 points each)
[ ] Superheavy Vehicle Foundry (Write-in type) (4 points each)

[ ] Starcrystal Farm (5 points each, -50% production from 1 existing farm each)
[ ] Fateforge (7 points each, -100% production from one existing forge each)

Hammer and Awl, Mason and Graver

With the critical infrastructure damage to Vau-Vulkesh repaired, it is now possible to devote more energy to large scale infrastructure projects, which can extend your Action Points—either directly, or through automating previously manual systems. These projects will require multiple turns to complete, as one must both construct the facilities in question and recruit and train the personnel to operate them, but once completed will be of great use to you. Note that while there are practical limits to these options, they do not compete with other subsections in that matter and, similarly, are currently not actively tracked in the 'front end' as you are using but a fraction of your theoretical maximum capacity.

[ ] Enhance Industry (3 points initial, 1 point continuous | 2-3 turns, each)
Further extend your industry by training additional Bonesingers and constructing more halls in which they may work, improving your ability to engage in general projects.
Adds +1 Bonesinger AP

[ ] Hall of Stewardship (2 points initial, 1 point continuous | 2 turns) (Requires a Steward action to activate)
Centralizing your administration systems from the ad-hoc organization currently serving you into something a little more formal, allowing greater breadth of action will of course first require a hall be built and fitted to house such a centralized administration.
Begin construction of a centralized administrative center for your various stewardship councils to consolidate to, streamlining the administration of your Craftworld.

[ ] Seer Circle (4 points initial, 2 points continuous | 3-5 turns) (will require at least one Seer AP to activate after completion)
Scrying is now far more difficult than it once was—not only are the blessings of the Crone and Daughter lost to you, but the Fate-changer, Master of Crows is no longer locked in an eternal duel with the gods of the Aeldari, and so seeks to confound their visions as much as it may. Yet in the most ancient of methods, there are many devices and rituals once discarded as unnecessary that might pave a way to clearer—or at least easier—visions.
Begin constructing facilities to aid your Seers in scrying, reducing the difficulty of doing so.

[ ] Grand Academy (6 points initial, 2 points continuous | 5-9 turns)
Expand the Academy of Vaul on your Craftworld into a Grand Academy, larger and more lavishly equipped, allowing more projects to be undertaken at once.
+5 Seeker AP

[ ] Shrine of Khane (3 points initial, 1 point continuous | 2-3 turns)
Vau-vulkesh has had no shrine to the War God, for not insignificant enmity existed between the Lords of War and Forges—and thus their followers. Yet in these times, enmity or no, the War God may be needed once more, however unpleasant—and none can deny his final defiance of the Ruinous Ones was not an act worthy of one of the gods of the Aeldari as much as it was a fate far worse than any he inflicted on your people's favored god. Erect such a shrine far from Vau-Vulkesh's heart you may, but erect it all the same you might need, in these times of strife.
+7 Warrior AP

The Mariner's Domain

With the repair of Vau-Vulkesh's critical infrastructure completed, it is now possible to consider the expansion of her shipyards, however little it may be needed at the moment. Still, the construction of additional facilities for the building of Voidships—especially capital ships—is no small investment in time.

[ ] Construct additional Escort Docks (5 points Initial, 1 point continuous | 4 turns, each)
+5 Escort Docks
[ ] Construct an additional Capital Ship Dock (7 points Initial, 3 points continuous | 7 turns, each)
+1 Capital Dock

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.

Available Capital Docks: 68 (of 80)
Available Escort Docks: 225 (of 240)


[ ] Begin Construction of an Escort (batch) (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)

Ongoing Repairs

As you accumulate repair projects, they will be added to the full list of ongoing repairs below. Each will state its estimated time of completion in both turns and the expected year-block of completion.
  • 1 Thysania class Battleship, ETA 7 turns | 015.M30
  • 1 Thysania class Battleship, ETA 5 turns | 005.M30
  • 1 Coscinocera class Battlecruiser, ETA 6 turns | 010.M30
  • 3 Calliplaca class Cruiser, ETA 4 turns | 000.M30
  • 4 Calliplaca class Cruiser, ETA 2 turns | 090.M29
  • 2 Phalaros class Light Cruiser, ETA 3 turns | 095.M29
  • 3 Terncladus class Heavy Frigate, ETA 3 turns | 095.M29
  • 2 Terncladus class Heavy Frigate, ETA 2 turns | 090.M29
  • 3 Synempora class Light Carrier, ETA 3 turns | 095.M29
  • 7 Synempora class Light Carrier, ETA 2 turns | 090.M29

[ ] Continue ship repair (1 point) [Strongly recommended]

[ ] Refit an Escort (1 point each; 3 ships per point)
[ ] Refit a Capital Ship (1 point each) You do not have any capital ship designs to refit into at present.


Ongoing Refits

Similar to Repairs, ongoing refits will be added to the list below, again stating the estimated time of completion in both turns and the expected year-block.
  • None

[-] Continue ship refits (1 point)

The Dragonfleet of Quilan

You have completed the first batch of refits for the Exodites of Quilan, and they are well pleased. The second can be dispatched if you are ready for it.

[ ] Bring in the second batch of Quilan's fleet (2 AP)

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 Basic Grenades (1 AP)
While Screamer grenades are of course quite effective at disrupting most living targets, they are firstly not designed for deployment by hand and secondly do not actually inflict much damage to foes. Developing some additional grenade types—including those meant for use by individual warriors by hand rather than with a grenade launcher—would extend the options of your warhosts.
Develop basic Krack, Frag, and smoke grenades for both your existing grenade launchers and deployment by hand. Also adapts Screamer grenades to a hand-throwable version.

[ ] Develop Standalone Sensor Package (1 AP)
A possibility brought up by some vaulish sorts after the latest round of armor development, developing a standalone sensor device that could be issued to troops in the field would allow a bit more flexibility, if at greater cost than an armor-integrated system.
Develop Auspex-equivalent portable sensor device.

[ ] Develop Basic Voidship Torpedos (2 AP)
Arach-Qin's fleet makes heavy use of large guided munitions—torpedos—an idea borrowed, they say, from an Orkish warlord who was quite fond of the crude equivalents that race utilizes and used them to great effect against them in the times before the Fall, and the variants they designed for their own use were far superior. Emphasis on were, sadly—the blessings of Khane and Koronus laid on the weapons to increase their destructive power and ensure each struck true have faded, leaving them little more than simple unguided explosives. Still, the basic concept is sound and proven, and further development will likely improve their power and utility.
Develop basic Krack Torpedos—unguided heavy explosives mostly useful to constrain enemy maneuvering at medium range.

[ ] Develop Superheavy Las-weapons (2 AP)
Having seen examples of two possible designs for super-heavy Las weapons, you have considered filling that particular gap in your arsenal. Las-weapons might not be the best available, but they are simple and therefore often less expensive than other weapons.
Develop Volcano Cannons, Turbo-Lasers, and Turbo-Laser Destructors.

[ ] Develop Melta Weapons (2 points1 point)
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. Study of the weapons fitted to Arach-Qin's fleet during the repair process has aided significantly in the difficulty of developing your own versions of the weapons.

[ ] 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 Basic Missile Launchers (2 points)
Missile Launchers fire a guided or unguided rocket-propelled projectile (or several) which, depending on the warhead and size of the missile(s) in question, can be a threat to anything from single infantrymen to enter planets. Obviously these early steps will not be so powerful, amounting to man-portable heavy weapons and vehicle grade systems, but missile weapons are extremely flexible in configuration, able to be developed for nearly any role.
Develop basic Frag and Krak missiles, as well as man-portable, shoulder-fired Heavy Weapons, a Vehicle mounted equivalent, and a larger Vehicle grade version. Allows further development of missile type weapons.

[ ] Develop Hellguns (1 AP)
Hellguns are a remarkably simple concept: simply take a Lasgun, add an extra, high capacity cooling array to the working components, and hook it up to a large external power-pack rather than one that fits on the frame. This allows a user to simply hold down the trigger, hosing down targets that would ignore regular Lasguns in sleeting hails of laser-blasts with impunity. Whilst obviously more expensive than ordinary Lasguns, Hellguns offer much greater firepower for a lower cost increase than many more advanced weapons technogies.
Develop Hellpistols, Hellguns and Multi-Lasers.

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)

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 7 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)

Currently Training:
  • 1x Warcasting Circle (ETA 1 Turn | 990.M29)

To Forge A Soul, Part II: The Curses Three

Three curses fell are laid upon you, and to counter each in turn any reforging must; though one, at least, might yet collapse merely from the act of beginning such a process. Still, it will require work to devise appropriate counters for each of them. It is uncertain how long each will take to counter or mitigate, but the overall strength of each curse means that a certain minimum amount of effort will be needed to make any kind of reasonable progress.
You MUST select at least one option from the below.

[ ] The Eye of Tzeentch (2 points each, no max)
[ ] The Hunger of Slaanesh (5 points each, no max)
[ ] The Jealousy of Nurgle (3 points each, no max)


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 Conversion Fields (2 AP/turn, 1 turn)
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.
Your Seekers anticipate it will take fifteen years to sufficiently understand conversion field technology enough to create generators of your own for use by your Warhosts. You may optionally take One Flaw to select One Minor Advantage for your designs, to as many Flaws and Advantages as desired, including none. Note that these are still lesser than the main focus equivalents in most cases.


[ ] Flaw: Expensive

The particular design you use is unexpectedly finicky to construct, increasing manufacturing costs. This Flaw is mutually incompatible with the 'Low Cost' Advantage.

[ ] Flaw: High Power Draw

Your field emitters have an unusually high power draw compared to most designs. This has no effect on integrated systems, but standalone models will be twice as expensive and require a second equipment slot for an extra-large power supply, limiting where they can be deployed.

[ ] Flaw: Bulky

The design you have developed is notably more bulky than is typical for conversion field systems, requiring more slots when integrated to armor, vehicles or voidships—though this does not effect standalone models for Infantry. This Flaw is mutually incompatible with the 'Compact' Advantage.

[ ] Flaw: Low Threshold

The amount of energy needed to overload the field is lower than typical, with even one or two good hits causing it to drop. Of course, this is much less of an issue on a design which can recycle its field most of the time…

[ ] Flaw: Slow on Attack

While still perfectly able to block most dangers, the particular design of your emitters renders the field vulnerable to penetration by lower velocity objects—a carefully slowed power blade, for example. Or a low-speed grenade.

[ ] Flaw: Poor Refraction

Whilst still fully effective against kinetic weapons, your field design is less so against most directed-energy weapons, suffering "bleed through" from such attacks that may, depending on the specific weapon, still be dangerous or even deadly despite the field's mitigation.


[ ] Advantage: Low Cost

Your particular design is elegant in its simplicity, making it easier—and therefore cheaper—to manufacture.This Advantage is mutually incompatible with the 'Expensive' Flaw.

[ ] Advantage: Rugged

Your particular design is especially resistant to damage from overloading—even if the regeneration system isn't able to drop the field in time, the likelihood of disabling damage is reduced from near-certainty to outright unlikely.

[ ] Advantage: Compact

Your emitter design is particularly compact, occupying a smaller volume—while this matters little on the infantry scale, as those designs do not need to be especially large to begin with, larger applications of the technology will benefit significantly. This Advantage is mutually incompatible with the 'Bulky' Flaw

[ ] Advantage: Fast Recycle

Your artisans have managed to produce a design which not only is able to recharge its field most of the time, but do so with only a few seconds of respite, making it much more difficult to damage whatever enjoys its protection.

[ ] Advantage: Pressure Resistance

Your design is particularly resistant to wide-area pressure—blast waves, being buried in sand, grappling a Bloodletter so it can't stab you, and so on.

[ ] Advantage: Shield Purge

Rather than simply quietly dropping without fanfare, your shields and designed to instead channel the excess energy absorbed into an omnidirectional pulse of force when they are overloaded. While not strong enough to do more than perhaps stumble a similarly sized foe or knock a few bullets off course, that can be more than enough to gain a combat advantage—especially if the enemy wasn't expecting it.

[ ] Grav-Gun Hybridization (2 AP Inital)
Hybridizing a Imploder Gun and a Grav-Amplifier into a single weapon offers significant potential, as Zahr-Tann well demonstrates. The trick will be getting both systems into a single frame that is actually usable, and, especially with the man-portable variaty, powering the things.

[ ] 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.

QM REMINDER

ACTIONS IN THIS SECTION WITH NO LISTED COST, DO NOT COST ACTION POINTS.

REPEAT.

IF AN ACTION DOES NOT LIST AN AP COST, IT IS A FREE ACTION.


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

Reinforce and Replenish the Meros Garrison

Skirmishing by the Orks over the last few years has inflicted minor damages to the defense fleet at Meros. While little is critical, it would likely be wise to cycle them for fresh ships—your teams at Meros report that the most critical repairs are nearly complete, and the Craftworld will be mobile again in two, perhaps two and a half years. As long as the Ork holds off long enough, you might not need to fight another major battle at all…

[ ] Meros: Recall For Repairs (Write-in)
Recall damaged ships for repair.
At present 12 of the Lance Cutters in the fleet are damaged, 8 of which suffer from impaired mobility, similarly 9 of the Lance Sloops are damaged with one mission kill and four with impaired mobility. Ten Ketches have also suffered minor damages, with three suffering from impaired mobility, and two Caravels have similarly suffered from losing a sail. Notably, the new Nettle class Destroyers performed splendidly, their holo-fields allowing them to engage the Ork ships at close range without suffering a scratch.

[ ] Meros: Send Reinforcements
If you elect to recall damaged ships, it would be wise to replace them, but at present the fleet is considered adequately sized. Though Geal-Vad is eyeing those new War Ketches most consideringly given the strong showing made by the handful of Nettle class destroyers in the last few years.

The Evacuation of Fea-Eresh

Whilst your fleet is beginning to be stretched thin, evacuating the Ishari from Fea-Eresh is, it is felt, something best started now. Civilian transport ships are already organizing for the necessary convoys, but at least a small naval escort will be needed, if for no other reason than to buy time for the convoy to escape in the event of attack, however unlikely.

[ ] Assign additional Escort Ships
Determine how many ships you can assign to this duty, and thus how many convoys can be run at the same time.
Each convoy needs one (1) capital ship and four (4) Escorts. A maximum of four (4) convoys can be added to the evacuation effort before it becomes inefficient to add more.

Allied Force Command

You now have an Allied Force under your command. Allied Forces are in some ways more limited than your own forces—you cannot Refit, rearrange or disband an Allied Force, only dispatch the various portions of it. On the other hand, managing its supplies, reinforcements, and replacements is not your problem—whichever of your allies actually owns the force in question will handle that (or not) on their own dime. What is your responsibility is to pay attention to the description of each allied force, as it will contain information on casualties, morale, and so on. How you treat Allied Forces can have massive impact on your relationship with not only the faction who loaned you their forces, but every other faction as well—it would be unwise, for example, to develop a reputation of sacrificing other people's troops to spare your own, or similar poor use.
3rd Heavy Fleet
Affiliation: Craftworld Zahr-Tann
Duration: Indefinite
Status: Nominal

Heavy Fleets are meant to deploy where the fighting is thickest, and are potent combat assets with a large number of capital vessels.

A Heavy Fleet can provide transport for Eight (8) Warhosts.

  • 4 TrebuchetBattlecrusers
    • 8 Crossbow Interceptor Squadrons
    • 8 Longbow Fighter-bomber Squadrons
    • 8 Javelin Attack Shuttle Squadrons
  • 24 CatapultLight Cruisers
    • 24 Crossbow Interceptor Squadrons
    • 48 Longbow Fighter-bomber Squadrons
  • 60 Ballista Heavy Frigates
  • 60 Mangonel Heavy Frigates
4th Heavy Fleet
Affiliation: Craftworld Zahr-Tann
Duration: Indefinite
Status: Nominal

Heavy Fleets are meant to deploy where the fighting is thickest, and are potent combat assets with a large number of capital vessels.

A Heavy Fleet can provide transport for Eight (8) Warhosts.

  • 4 TrebuchetBattlecrusers
    • 8 Crossbow Interceptor Squadrons
    • 8 Longbow Fighter-bomber Squadrons
    • 8 Javelin Attack Shuttle Squadrons
  • 24 CatapultLight Cruisers
    • 24 Crossbow Interceptor Squadrons
    • 48 Longbow Fighter-bomber Squadrons
  • 60 Ballista Heavy Frigates
  • 60 Mangonel Heavy Frigates
2nd Line Fleet
Affiliation: Craftworld Zahr-Tann
Duration: Indefinite
Status: Nominal

Meant to be generalists that can handle most problems, Line Fleets contain a balanced mixture of classes.

A Line Fleet can provide transport for Two (2) Warhosts.

  • 1 TrebuchetBattlecruiser
    • 2 Crossbow Interceptor Squadrons
    • 2 Longbow Fighter-bomber Squadrons
    • 2 Javelin Attack Shuttle Squadrons
  • 8 CatapultLight Cruisers
    • 12 Crossbow Interceptor Squadrons
    • 12 Longbow Fighter-bomber Squadrons
  • 32 Ballista Heavy Frigates
  • 32 Mangonel Heavy Frigates
4th Line Fleet
Affiliation: Craftworld Zahr-Tann
Duration: Indefinite
Status: Nominal

Meant to be generalists that can handle most problems, Line Fleets contain a balanced mixture of classes.

A Line Fleet can provide transport for Two (2) Warhosts.

  • 1 TrebuchetBattlecruiser
    • 2 Crossbow Interceptor Squadrons
    • 2 Longbow Fighter-bomber Squadrons
    • 2 Javelin Attack Shuttle Squadrons
  • 8 CatapultLight Cruisers
    • 12 Crossbow Interceptor Squadrons
    • 12 Longbow Fighter-bomber Squadrons
  • 32 Ballista Heavy Frigates
  • 32 Mangonel Heavy Frigates
6th Line Fleet
Affiliation: Craftworld Zahr-Tann
Duration: Indefinite
Status: Nominal

Meant to be generalists that can handle most problems, Line Fleets contain a balanced mixture of classes.

A Line Fleet can provide transport for Two (2) Warhosts.

  • 1 TrebuchetBattlecruiser
    • 2 Crossbow Interceptor Squadrons
    • 2 Longbow Fighter-bomber Squadrons
    • 2 Javelin Attack Shuttle Squadrons
  • 8 CatapultLight Cruisers
    • 12 Crossbow Interceptor Squadrons
    • 12 Longbow Fighter-bomber Squadrons
  • 32 Ballista Heavy Frigates
  • 32 Mangonel Heavy Frigates
3rd Scout Fleet
Affiliation: Craftworld Zahr-Tann
Duration: Indefinite
Status: Nominal

Meant to serve as outriders for larger formations, light escorts, or other such tasks that do not require a full fleet, Scout Fleets are mostly Escorts with a small number of capital ships as a core formation.

  • 4 CatapultLight Cruisers
    • 4 Crossbow Interceptor Squadrons
    • 8 Longbow Fighter-bomber Squadrons
  • 10 Ballista Heavy Frigates
  • 20 Mangonel Heavy Frigates
5th Scout Fleet
Affiliation: Craftworld Zahr-Tann
Duration: Indefinite
Status: Nominal

Meant to serve as outriders for larger formations, light escorts, or other such tasks that do not require a full fleet, Scout Fleets are mostly Escorts with a small number of capital ships as a core formation.

  • 4 CatapultLight Cruisers
    • 4 Crossbow Interceptor Squadrons
    • 8 Longbow Fighter-bomber Squadrons
  • 10 Ballista Heavy Frigates
  • 20 Mangonel Heavy Frigates
7th Scout Fleet
Affiliation: Craftworld Zahr-Tann
Duration: Indefinite
Status: Nominal

Meant to serve as outriders for larger formations, light escorts, or other such tasks that do not require a full fleet, Scout Fleets are mostly Escorts with a small number of capital ships as a core formation.

  • 4 CatapultLight Cruisers
    • 4 Crossbow Interceptor Squadrons
    • 8 Longbow Fighter-bomber Squadrons
  • 10 Ballista Heavy Frigates
  • 20 Mangonel Heavy Frigates
9th Scout Fleet
Affiliation: Craftworld Zahr-Tann
Duration: Indefinite
Status: Nominal

Meant to serve as outriders for larger formations, light escorts, or other such tasks that do not require a full fleet, Scout Fleets are mostly Escorts with a small number of capital ships as a core formation.

  • 4 CatapultLight Cruisers
    • 4 Crossbow Interceptor Squadrons
    • 8 Longbow Fighter-bomber Squadrons
  • 10 Ballista Heavy Frigates
  • 20 Mangonel Heavy Frigates
11th Scout Fleet
Affiliation: Craftworld Zahr-Tann
Duration: Indefinite
Status: Nominal

Meant to serve as outriders for larger formations, light escorts, or other such tasks that do not require a full fleet, Scout Fleets are mostly Escorts with a small number of capital ships as a core formation.

  • 4 CatapultLight Cruisers
    • 4 Crossbow Interceptor Squadrons
    • 8 Longbow Fighter-bomber Squadrons
  • 10 Ballista Heavy Frigates
  • 20 Mangonel Heavy Frigates
13th Scout Fleet
Affiliation: Craftworld Zahr-Tann
Duration: Indefinite
Status: Nominal

Meant to serve as outriders for larger formations, light escorts, or other such tasks that do not require a full fleet, Scout Fleets are mostly Escorts with a small number of capital ships as a core formation.

  • 4 CatapultLight Cruisers
    • 4 Crossbow Interceptor Squadrons
    • 8 Longbow Fighter-bomber Squadrons
  • 10 Ballista Heavy Frigates
  • 20 Mangonel Heavy Frigates
15th Scout Fleet
Affiliation: Craftworld Zahr-Tann
Duration: Indefinite
Status: Nominal

Meant to serve as outriders for larger formations, light escorts, or other such tasks that do not require a full fleet, Scout Fleets are mostly Escorts with a small number of capital ships as a core formation.

  • 4 CatapultLight Cruisers
    • 4 Crossbow Interceptor Squadrons
    • 8 Longbow Fighter-bomber Squadrons
  • 10 Ballista Heavy Frigates
  • 20 Mangonel Heavy Frigates
1st Transport Fleet
Meant for use when naval combat is not expected or in tandem with other fleets, transport fleets are compromised mostly of transports, with a few escorts and a capital or two.

A Transport Fleet can carry a massive Sixty Warhosts, and the single such fleet Zahr-Tann has placed at your disposal carries their contribution of ground forces.
  • 6 TriremeTransports
    • 12 Crossbow Interceptor Squadrons
    • 6 Longbow Fighter-bomber Squadrons
    • 36 Javelin Attack Shuttle Squadrons
  • 2 CatapultLight Cruisers
    • 4 Crossbow Interceptor Squadrons
    • 2 Longbow Fighter-bomber Squadrons
  • 8 Ballista Heavy Frigates
  • 16 Mangonel Heavy Frigates
Battle Host
Affiliation: Craftworld Zahr-Tann
Duration: Indefinite
  • Status: Nominal
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A Battle Host is a bulk infantry formation, each comprised of a Command Detachment leading four Scout, Fire and Assault Detachments into battle.
Line Host
Affiliation: Craftworld Zahr-Tann
Duration: Indefinite
  • Status: Nominal
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Line Hosts are the most common of Zahr-Tann's forces, comprised of a Command Detachment leading three Line Detachments, two Scout detachments, two Fire Detachments, and two Assault Detachments.

Zahr-Tann has sent thirty such hosts to your aid, fully half of the greater host placed at your disposal.
Armored Assault Host
Affiliation: Craftworld Zahr-Tann
Duration: Indefinite
  • Status: Nominal
  • Status: Nominal
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Specializing in heavy assault, an Armored Assault Host consists of two Armor Detachments and two Line Detachments lead by a third Armor Detachment.
Siegebreaker Host
Affiliation: Craftworld Zahr-Tann
Duration: Indefinite
  • Status: Nominal
  • Status: Nominal


Dedicated to line-breaching operations, a Siegebreaker Host consists of three Linebreaker detachments lead by an Armor Detachment.

[ ] Dispatch an Allied Force

[-] Recall an Allied Force


[ ] 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.



A/N: …you might actually be able to head off Beil-Tan entirely. I mean, I made it theoretically possible on purpose, but I really didn't expect the perfect storm of critical successes where they're most needed you've been getting.

Edit: FJSKING FORMATTING ARRRRRG
 
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