doom of the eldar
TRANSCRIPT
The CraftworldsCraftworlds, though spacecraft, are vast beyondcomprehension. They are not merely huge capital shipsploughing through space with a surrounding escort ofsmaller vessels. They are not even akin to vast cities, assome of the largest star forts of the Imperium might beconsidered, but rather are immense spacefaring worldsaccompanied by vast armadas, the likes of which mightotherwise be set aside to defend an entire system or evensub-sector. Whole battlefleets cluster around key pointsand stations all across the thousands of miles of thecraftworld’s exterior as smaller, nimbler craft rush andsurge across its surface in a constant shimmering patrol.
Beneath this dizzying tide of vessels, under clearcrystalline domes through which ground and stars mightgaze upon one another, the Eldar live their lives aboardthese spaceborne worlds. Since the Fall of their race andthe decline of their empire, those Eldar who seek tocontinue their ancient way of life have done so aboardthese craftworlds, on an aeons long course across thegalaxy, as much in flight as in search of any kind ofdestination, for the Eldar race is a dying one, and even theexodus of these great craftworlds will do little to avertthat.
The WebwayWith such gargantuan vessels at their control, it may seemsurprising that the Eldar rely upon a fleet at all, but thecraftworlds should not be considered ships in any realsense of the word. Mobile they may be, but their own vastsize makes them far too massive and cumbersome aproposition to involve directly in any fighting. Instead acraftworld’s army must be delivered to distant battles bymeans of the warfleets of the Eldar, and more specificallyby the Eldar’s ancient Webway.
The Webway is a legacy from the days when the Eldarruled the galaxy from the many trading ships which wouldlater form the beginnings of the craftworlds themselves. Inthese merchant vessels the Eldar journeyed across thegalaxy through a series of intricately connected warptunnels, returning to real space by means of warp portalsor ‘wraithgates’ which the Eldar had seeded across the
stars. By means of this Webway the Eldar could movealmost unhindered throughout the galaxy. It is still thissame ancient system which the Eldar use when movingtheir armies to war.
The Webway is not perfect, however, and the birth of theGreat Enemy, Slaanesh, did much to make its usehazardous to the Eldar. Many portals had to bepermanently sealed to prevent the forces of Chaos spillingfrom the Warp, and the millenia of struggle which theEldar have since endured continues to diminish the oncegreat extent of their Webway.
The Craftworld at WarIt is possible for an Eldar to simply traverse the Webway onfoot, moving directly from a craftworld to a wraithgate onsome far distant world. Such portals, however, areinvariably far too small to quickly deploy an entire army,and hence such methods are used by few amongst theEldar – only the Rangers, the Harlequins and other distantwanderers tread these slender paths.
On occasion however, the Eldar’s destiny will draw themto fight on a world disconnected from the Webway by themillenia of tragedy which have befallen the Eldar. TheEldar warhosts may be dispatched aboard vast wings ofEldar attack craft – Vampire Raiders and the like – whichare able to ferry susbstantial forces rapidly via the Webway.At other times, a force so vast may be required that theaircraft and skimmers of the Eldar army itself areinsufficient. It is at such times that the Eldar battlefleetswill be readied.
The warhosts of the Eldar will assemble aboard the fleet,which will then depart the craftworld, itself using thewebway. As such, a craftworld’s docks are not really simpleholding areas for its fleet, but rather they are immensewraithgates attached to the craftworld itself from wherethe fleet may enter the Webway. Such a fleet is then able toexit the Webway by another point elsewhere in the depthsof space using are the largest of the Eldar’s wraithgates –portals so sizeable that whole fleets may emerge fromthem when activated.
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DOOM OF THE ELDARAlthough Eldar Corsairs are a constant threat to merchant shipping, they very rarely pose a majorthreat to Imperial battlefleets. The same cannot be said of the dozens of fleets of Eldar ships thatprotect each Eldar Craftworld. Each of these Craftworld warfleets is a deadly and highly potent forcethat is capable of laying waste to an entire sub-sector.
by Matt Keefe
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These journeys may bring a fleet into orbit directly aroundtheir chosen destination, or it may be necessary for themto emerge some distance away, but either way the pace ofwhich Eldar vessels are capable of moving means they willdescend upon their target very swiftly indeed. Eldar fleetsemploy the Webway in this manner in order to launchhorrifyingly sudden attacks upon unsuspecting enemyvessels, emerging from the Warp while their enemyremains unready and ill-prepared for battle.
When it is the Eldar’s will to attack a world, the emergingfleet will take up position around their chosen planet asquickly as possible. The largest craft in an Eldar warfleetpossess internal wraithgates, through which they canswiftly deploy their armies to the ground while at the sametime providing orbital support and further landings fromtheir notoriously fast attack craft. If the world to beattacked no longer possesses any viable warp portals, theEldar will instead descend upon it in a howling flock ofVampire Raiders, Phoenix bombers and Nightwingfighters, tearing apart their enemies so rapidly thatdefence is all but an impossibility.
A craftworld’s course is also aided greatly by the manywraithgates spread across the stars. As a craftworld’s Seersscrye out its course, small shoals of Shadowhunters movefar ahead through the Webway, hunting out potentialenemies and scouring the way clear. If encountered,enemy fleets or patrols who may present a danger to thecraftworld’s safe passage will likely find themselves theunsuspecting targets of the Eldar’s powerful warshipslong before even becoming aware of the craftworld’simminent arrival.
The Eldar WarfleetsThe sheer size of a craftworld means that each individualvessel possesses several full battlefleets, stationed at
convenient points along the craftworld as it journeysthrough space. Each fleet might typically number from tento twenty warships and is commanded by an EldarAdmiral, though it will inevitably also rely greatly onadvice and counsel from the craftworld’s Seers. Thevessels themselves are crewed by those Eldar who havechosen the Path of the Mariner, symbolised by the blueand white feathered birds of Eldar myth who guide theEldar southward and westward over the seas. Helmsmenand Wayfarers, dedicated specialists within this path, eachprovide their own valuable skills as part of a vessel’s crew,allowing the Eldar to navigate the Webway with a masteryunknown to most.
The Shadowhunter patrols usually remain independent ofthese battlefleets, moving to and fro about the craftworldas they please. These smaller vessels lack the dedicatedcrews of the larger capital ships and are often crewed bythose Guardians who were once embarked upon the Pathof the Mariner. The compact size and customary agility ofthese sleek escorts allows them to approach much closerto the craftworld than would be expected for truespacecraft. Shadowhunters put these unique traits to gooduse as they defend the craftworld’s delicate wraithboneexterior from encroaching asteroids or space junk whichmight be attracted by the force of gravity, blasting suchinterlopers into pieces small enough to rain harmlesslydown on the craftworld below. At other times theShadowhunters can be seen playfully stalking the Eldarfighters which patrol the craftworld’s lower atmosphere,tracking and chasing the smaller vessels with a precisionunthinkable for escort sized vessels. As need dictates,small groups of Shadowhunters will eschew their normalrole, band together and join their larger counterparts indefence of the craftworld.
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The new Eldar fleet in all it’s glory
ELDAR LEADERSHIPAll Eldar ships add +1 to the Leadership score generatedon the Leadership table on page 10, giving them aLeadership value between 7 and 10.
Due to their unique method of movement, the Eldar maynot use the following special orders: All Ahead Full, BurnRetros, Come To New Heading. Note: because Eldar shipscannot use All Ahead Full special orders, they also may notram.
ELDAR SHIP MOVEMENTThe movement rules below replace the normal movementrules for Eldar ships. Assume anything not modified belowapplies normally to the Eldar. Eldar ships move in theirMovement phase and in the Ordnance phase of their ownturn. Note that they do not move in the Ordnance phaseof the enemy’s turn.
Before an Eldar ship moves, it may turn to face anydirection. It always turns before it moves and thenremains facing in that direction until the start of its nextmove.
Work out the speed an Eldar ship can move at after it hasturned. Its speed depends on its facing towards thesunward table edge. All Eldar ships have three speeds (for
example, 10/20/30). The first is used if the sunward tableedge is in the Eldar ship’s front fire arc; the second is usedif the sunward table edge is in its rear fire arc; and thethird is used if the sunward table edge is in its left or rightfire arcs. If the sunward table edge lies on the linebetween two fire arcs, the Eldar player may choose whichhe uses.
Eldar ships have no minimum move distances. They movefrom zero up to the maximum distance allowed by thedirection of the sun. After their initial turn they travel in astraight line and may not make additional turns as theymove.
A Hellebore class escort has Speed 10/20/30. At the start ofits move, it turns in the direction shown, so that thesunward table edge is in its left fire arc. This gives it aspeed of 30cm. It can then move up to 30cm straightahead.
CRAFTWORLD ELDAR SPECIAL RULES
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As noted above, the Eldar move twice in each of theirturns. The second move is made in the Ordnance phaseafter any ordnance is moved, but apart from this all therules described for Eldar movement will apply.
BLAST MARKERS AND GRAVITY WELLSEldar are affected by Blast markers in the same way asother ships without shields – they will take a point ofdamage on a D6 roll of 6 and reduce their speed by 5cmthat turn. Gravity wells allow Eldar to curve their normallystraight line move around the planet and so the ship maymake a free turn towards the planet at the end of its move(since it can turn in any direction at the start, there is noadditional benefit at the start of its move).
HOLOFIELDSAgainst attacks that use the Gunnery table, the holo-fieldscause one column shift to the right, in addition to anyother column shifts for range or Blast markers. Against anyother form of attack (lances, torpedoes, etc), roll to hit anEldar ship as normal, but the Eldar player may then makea saving roll for his holo-fields:
Note that holo-fields do not negate hits from movingthrough Blast markers, exploding ships and celestialphenomena. They do, however, work against ordnancehits, hit-and-run raids, boarding actions, ramming or Novacannon.
Eldar WeaponsEldar ships carry three main weapon systems which aredescribed below:
Pulsar LancePulsar lances fire volleys of high energy laser bolts. Thesecount as lance shots, and hit on a 4+ no matter what thetarget’s armour. However, if a pulsar lance shot hits, thenyou may roll to hit again and you may keep on rolling tohit until you miss or the lance has scored a total of 3 hits.
Weapon BatteriesEldar weapons batteries are short-ranged weapons thatunleash a torrent of fire. They employ sophisticatedtargeting systems which make them very accurate even atextreme angles of attack. To represent their accuracy,Eldar weapons batteries count all targets as ‘closing’ onthe Gunnery table, no matter what the target’s actualaspect is. This aside, all the normal rules apply.
D6 Result1 Hit! Score a hit on the Eldar ship
2-6 Missed! Place a Blast marker in contact withthe ship.
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Eldar Critical Hits tableEXTRA
2D6 DAMAGE RESULT
2 +0 Infinity circuit damaged. The ship’sinfinity circuit, which aids control andinternal communications, is damaged bythe hit. The ship’s Leadership is reducedby -1 until the damage can be repaired.
3 +0 Keel armament damaged. The keelarmament is taken off line by the hit andmay not fire until it has been repaired.
4 +0 Prow armament damaged. The ship’sprow is ripped open. Its prow armamentmay not fire until it has been repaired.
5 +0 Mast lines severed. The systems thatallow the ship to alter the angle of the sailsand turn swiftly are broken by the hit.Until the damage is repaired, the ship mayonly turn up to 90° before it moves.
6 +0 Mainsail scarred. The ship’s main solarsail suffers surface damage, reducing theamount of energy it can store. Each of theship’s speeds is reduced by 5cm until thesail is repaired.
7 +1 Superstructure damaged. The hit tearsinto the ship, causing a small breach.Excess strain on the ship’s hull couldincrease the damage. Until the damage isrepaired, roll a dice every time the shipturns over 45°. On a roll of 1, the shipsuffers 1 extra point of damage.
8 +0 Mainsail shredded. The solar cells of themainsail are torn to tatters by the hit. Theship cannot move in the Ordnance phaseuntil the damage is repaired.
9 +1 Infinity circuit smashed. The fine crystalmatrix of the infinity circuit is shattered bythe hit. The ship’s Leadership is reducedby -3. This damage may not be repaired.
10 +0 Holo-field generators destroyed. Theholo-field generators are smashed beyondrepair by the hit. The ship no longerbenefits from its holo-fields. This damagemay not be repaired.
11 +D3 Hull breach. A huge gash is torn in theship’s hull, causing carnage among thecrew.
12 +D6 Bulkhead collapse. Internal pillars buckleand twist, whole compartments crumplewith a scream of tortured metal, just praythat some of the ship holds together.
TorpedoesEldar torpedoes use sophisticated targeter scramblingsystems to make themselves virtually undetectable untilthey strike. To represent this, defensive turrets only hitEldar torpedoes on a roll of 6, rather than on a roll of 4,5, or 6 as is normally the case.
In addition, the highly accurate targeting sensors on Eldartorpedoes allow you to re-roll the dice to hit for anytorpedo that misses a target on the first attempt.
Phantom LanceAlthough larger capital ships employ the powerful Pulsarlance, the vast energy arrays required to power suchweaponry are far too large to be mounted on thenecessarily swift and nimble Shadowhunters. Instead,smaller Eldar vessels are armed with the Phantom lance –a less powerful version of the same Eldar laser technology.Phantom lances count as typical lances in every respect(ie. no multiple shots).
Aspect Warrior Fighting CrewsUnlike Eldar Pirates, who rely on the same self-servingrogues who crew their ships to conduct raids andboarding actions, Eldar craftworld vessels are able to go towar carrying hosts of Eldar Aspect Warriors who formfighting crews aboard their ships. Many of the AspectWarrior shrines excel at the kind of rapid assaults whichare ideally suited to teleport and other hit-and-run attacksand hence specialise in attacking enemy vessels in thismanner. Certain ships in an Eldar fleet are permitted tocarry Aspect Warrior Fighting Crews as chosen from thefleet list. Ships with Aspect Warrior Fighting Crews add +2to their dice roll when fighting in a boarding action, or +1to the dice roll when conducting a hit-and-run attack(normally a teleport attack, since the Eldar do not haveaccess to boarding torpedoes or assault boats).
ELDAR CRITICAL HITSAny hit on an Eldar ship causes critical damage on a D6roll of 4+, rather than the usual 6+. Roll 2D6 on thefollowing Eldar Critical Hits table, rather than thestandard Critical Hits table.
“Those Eldar ships were all over us. I’ve never seen anythingmove quite like them. They’d rush in and hit us withvolleys of laser fire and missiles, and then they’d keel overand be away before we could engage them properly. Theydidn’t have shields like our void shields, and there shipswere fragile too, so if we could hit we’d do them someserious damage. But our augers just couldn’t get a proper fixon them, so hitting them wasn’t easy, not easy at all. If therest of the flotilla hadn’t got back when it did, I thinkwe’d have been doomed.”
Captain Steinback, After Action Report
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Thousands of years ago Eldar civilisation was all butdestroyed in a catastrophe brought about by their owndecadent hedonism, the only survivors fleeing from theirplanets in giant space vessels known as craftworlds.Iyanden was the largest of all of the Eldar craftworlds andits people the most numerous. It drifted serenely throughthe void of space, far away from the inhabited planets ofother races. Then, from out of the darkness ofintergalactic space exploded the Tyranids, and lyandenbecame the scene of the Eldar’s first encounter with theTyranid Swarm, the all-consuming menace whose locust-like advance through the galaxy has since envelopedhundreds of human worlds.
The first warning the Eldar of Iyanden had of their fatewas brought by the craftworld’s far roaming Rangers,Eldar whose instincts drive them to a life of explorationand danger, and who secretly monitor the planets andalien races near their craftworld. The news that theRangers brought was dire: a Tyranid hive fleet of immenseproportions was heading towards Iyanden Craftworld.Already over a dozen Imperial planets had beenconsumed in the Tyranid’s advance and, although theImperium was mounting furious counter-attacks as andwhen it could, it would be months until a major Imperialtaskforce could be mobilised to deal with the threat. Bythen Iyanden would have been overrun.
Farseer Kelmon, leader and spiritual head of thecraftworld, called together the Eldar of Iyanden andwarned them of the impending Tyranid assault. Each Eldarcraftworld has a great hall, known as the Place ofAnswering, which is capable of holding every member ofthe craftworld. At times of crisis the Eldar meet there, sothat all may know of the peril that faces their craftworld,and so that any Eldar may voice an opinion on the courseof action that should be taken. Only once all views havebeen debated, and a consensus of opinion reached, willthe craftworld’s Farseer decide on the course of action tobe taken.
The debate on the action to take against the Tyranid hivefleet was heated and prolonged. The more conservativeelements of the craftworld argued for a policy of isolation,shielding the craftworld behind a powerful psychic shieldin an attempt to avoid all contact with the Tyranids. Themore aggressive elements wanted to attack the Tyranidsimmediately, dispatching the fleet to destroy the Tyranidsbefore they reached the craftworld.
Both courses of action were deeply flawed, however,because they took no account of the sheer size of the
Tyranid Swarm. It took a powerful speech from the RangerIrilith, who had seen the hive fleet at first hand andunderstood the terrible threat that it represented. Forover an hour she drove home to all present that the hivefleet was too large to hide from, or for the Eldar fleet todefeat on its own. It would take the combined efforts ofevery Eldar on Iyanden to have any chance of turning backthe Tyranids. Even then they might not succeed indefeating the alien menace.
A hush fell on the Hall as Irilith finished her speech. Nomore needed to be said, for all the Eldar present nowrealised the sheer enormity of the task ahead.
Farseer Kelmon rose and ordered that the Eldar preparethe defences of lyanden Craftworld. All elements of thefleet would be recalled, and every single Eldar must take onthe Warrior Aspect of Warlock, Guardian or Aspect Warrior.The entire gigantic craftworld would be fortified, for therecould be no doubt that the Tyranids would breach theirouter defences and land on the ship. Help must berequested from the other Eldar craftworlds. The Avatar, theembodied spirit of the craftworld’s War God, must beawakened to take part in the battle. And, most terrible ofall, all of the craftworld’s ancient spirit stones must beplucked from their resting places and implanted in metalfighting bodies to battle as Ghost Warriors. When an Eldardies their spirit is released into a gem known as a spiritstone, which is grafted into the very structure of theircraftworld to preserve the dead Eldar’s consciousness.Thus, each Craftworld is a living thing which preserves alittle of the once great Eldar civilisation. By risking thedestruction of the craftworld’s spirit stones, Kelmon riskedthe destruction of lyanden’s culture and racial memory. Itwas a grave chance to take, but Kelmon knew that theGhost Warriors could make the difference between victoryand defeat in the struggle that was coming.
The first Tyranid Hive Swarms attacked Iyanden justtwenty days later. By then the craftworld had already beenisolated for over a week by a Tyranid psychic blockadewhich made it extremely difficult for the other Eldarcraftworlds to send help. Apart from a few scattered unitsthat made it through, Iyanden would be fighting theTyranids on its own. Nonetheless, the first Tyranid waveswere dealt with easily and efficiently by the Eldar fleet.The Eldar’s spacecraft were faster, more manoeuvrableand had longer ranged weapon than their opponents. Inbattle after battle the Eldar spacecraft destroyed thelumbering hive ships while only suffering minimalcasualties themselves. For a while it looked as if the fleetmight be able to hold off the Tyranids on its own, as wave
THE TYRANID INVASIONOF IYANDEN CRAFTWORLD, 992.M41
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after wave of Tyranids were wiped out. But FarseerKelmon was not convinced. Already the ability of thecraftworld’s forges to replace destroyed Eldar spacecraftwas being outstripped by the casualties being suffered inthe deep space battles that raged around the Craftworld.The Eldar fleet was being ground down in a massive battleof attrition; a battle that only the Tyranids could hope towin.
As if to confirm Kelmon’s worst fears the next Tyranidwave was massive, very nearly twice the size of any thathad hit the craftworld so far. The Eldar fleet sufferedterrible casualties in its attempt to hold the Tyranids off,and for the first time was unable to stop them landing onthe craftworld. Although the landing was wiped outbefore any serious damage was done, the Eldar fleet as alarge-scale fighting force had ceased to exist. Still therewas hope, especially if the wave had represented theTyranid’s main assault force. Eldar spirits were raised evenmore as the next wave turned out to be tiny incomparison to what had come earlier. Although theweakened fleet couldn’t keep all of the swarms away fromthe craftworld, the landings that were made were easilyisolated and destroyed. For a short while it seemed thatthe Eldar had weathered the storm.
Then Iyanden was hit by two huge attacks in succession.The pitiful remnants of the Eldar fleet opposed the HiveSwarms as best they could, but were swept aside by a tideof alien spacecraft. Iyanden was all but engulfed as hordeafter horde of Tyranid Warriors, Genestealers, Gaunts and
Carnifexes were disgorged onto the craftworld. Hugebattles erupted all over Iyanden, the fighting bitter andclose ranged with enemy forces often only separated bythe width of a corridor of wraithbone wall, as the Eldardesperately attempted to beat off the alien invaders. Oftenthey succeeded, but the Fortress of Tears, Shrine ofAsuryan and, most terrible of all, the ancient Forests ofSilence, all fell to the Tyranid hordes.
The Eldar counter-attacked, the raging figure of the Avatarleading the craftworld’s Aspect Warriors and GhostWarriors in a berserk orgy of destruction whichrecaptured the Forests of Silence from the Tyranids. It issaid that the Eldar Warriors wept tears of rage and sorrowto see the damage inflicted on the ancient forest domes oftheir craftworld. Slowly the Eldar managed to turn the tideon the Tyranids and gain the upper hand, forcing themback onto the defensive. And then another huge Tyranidwave arrived, the third in succession, and the largest yet.As swarm after swarm flickered into existence on theEldar’s scanners, Kelmon knew that, barring a miracle,Iyanden Craftworld was doomed...
Over fifty years before the Tyranid assault, High AdmiralYriel had led the Iyanden fleet. Although he wasconsidered one of the greatest Eldar naval tacticians tohave ever lived, his character was flawed by the sin ofpride. When Iyanden had been threatened by a Chaosspace fleet raiding out of the Eye of Terror, Yriel had ledthe fleet on a pre-emptive attack on the Chaos fleet’sflagship, leaving Iyanden Craftworld unprotected. He onlyreturned just in time to stop a suicide attack by a smallflotilla of Chaos raider ships, who nonetheless managedto damage the craftworld. Expecting to be feted andhonoured for his victory, Yriel was deeply angered whenhe was called upon to defend his course of action.Claiming that his record should speak for itself, Yrielrefused to enter into the debate, leaving his old friendKelmon no choice but to elect a new High Admiral in hisplace. Bitter with rage, Yriel vowed that he would neverset foot on Iyanden again. He and a small band offollowers left the craftworld and formed an Eldar Raidercompany that became the single most powerful Eldarpirate force operating in the galaxy.
When he heard of the Tyranid’s assault on Iyanden, Yrieldid his best to ignore the terrible peril that threatened hisold craftworld. But proud though he was, righteouslyangry though he was, Yriel could not leave lyanden to itsfate in this, its very darkest hour. Battling his way throughthe Tyranids’ psychic blockade, Yriel swept to the aid ofhis people and arrived just in time.
Like a thunderbolt from the blue Yriel and his raider fleetsmashed into the Tyranid Hive Swarms. He was quicklyjoined by the few remaining craft of lyanden’s fleet, and
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together the combined Eldar space fleets tore the TyranidSwarms apart. Two more waves of Tyranid Hive Swarmsattacked the craftworld, only to meet the same fate. Not asingle Tyranid ship reached the craftworld, though thecost to the Raiders was dear. Bloodied but unbowed theRaiders prepared to sell their lives to the last in order toturn back the next wave of Tyranids. On the bridges of thecraftworld and of the circling Eldar ships vigilant eyeswatched the scanners, waiting for the first tell-tale blipthat would indicate the direction of the next assault.Minutes passed, then hours, and with a growing sense ofwonder the Eldar realised that no more Tyranid Swarmswere coming – the assault was over. The hive fleet hadbeen destroyed!
But on Iyanden Craftworld the war went on. The Tyranidhordes that had been fighting a tenacious rearguardaction awaiting the aid of the rest of the hive fleet nowturned like cornered rats and hurled themselves at theEldar. Caught by surprise the Eldar staggered back,desperately trying to hold the suicidal Tyranid onslaught.The Fortress of the Red Moon fell to a surprise attack. andfor a moment it seemed that with victory within theirgrasp the Eldar would be defeated. But, for the secondtime, Yriel led his Raiders to the rescue of the craftworld.
Disembarking from their orbiting spacecraft the Raidersjoined with the battered defenders of Iyanden Craftworldand, yard by yard, step by step, forced the Tyranids back.A final wild charge led by the Tyranid Hive Tyrant wasannihilated by the combined efforts of the Avatar, Yrieland the Ghost Warriors, and then in a series of viciousone-sided battles the last of the Tyranids were hunteddown and destroyed. The Tyranid attack on IyandenCraftworld was over. The Tyranids had been defeated.
But the victory was a hollow one. Though the Eldar hadrepulsed the invaders, the cost was enormous. Their once-proud world stood in ruins, and four-fifths of theinhabitants were dead or lay dying in its shattered halls.Iyanden’s mighty space fleet was a pitiful shadow of itsformer self; the blasted remains of its majestic spacecraftand their brave crews hanging silent and weightless inspace. But all this could be rebuilt, maybe not forhundreds of generations, but one day in the distantfuture. What was lost forever were the souls of the Eldarwhose spirit stones had been destroyed in the battleagainst the Tyranids. The massive destruction wroughtupon the people and Ghost Warriors of Iyanden dealt thecraftworld a blow from which its culture could never fullyrecover.
FLEET COMMANDER0-1 AdmiralYou may include one Eldar Admiral in your fleet, whomust be assigned to a ship and will replace the vessel’sLeadership with his own. If the fleet is worth over 750points, an Admiral must be included to lead it.
Eldar Admiral (Ld 9) ..............................................75 ptsEldar Supreme Admiral (Ld 10)...........................100 pts
The Admiral may purchase a fleet commander re-roll, atthe cost listed below.
One re-roll..............................................................25 pts
You may include Farseers in your fleet, each of whommust be assigned to a ship and gives their vessel a re-rollwhich may be used on the ship, another ship in the samesquadron or an escort squadron within 15cm.
0-3 Farseers ..........................................................+30pts
Any capital ship in the fleet may be equipped with AspectWarrior fighting crews at a cost of +20 pts per vessel.
Aspect Warrior Fighting Crews ...........................+20 pts
CAPITAL SHIPSDragonshipsYour fleet may include up to one Dragonship for everytwo Wraithships included in the fleet. If your fleet is ledby an Admiral, you may include a single Dragonship as hisflagship which does not count against this limitation.
Dragonship...........................................................260 pts
WraithshipsYour fleet may include any number of Wraithships.
Wraithship ............................................................160 pts
GhostshipsAny capital ship in the fleet may be upgraded to aGhostship. Such a vessel may not also include a Farseer orAspect Warrior crew.
Ghostship................................................................+free
ESCORTSYour fleet may include any number of escorts.
Shadowhunter class escort ....................................40 pts
IYANDEN FLEET LIST
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aftw
orl
dfo
rgr
eat
len
gth
s o
f ti
me
are
oft
en r
efer
red
to
as V
oid
Dra
gon
s.D
iffer
ent
styl
es
of
Dra
gon
ship
can
va
rygr
eatl
y,
wit
hd
iffer
ent
nu
mbe
rs
of
sails
,d
iffer
ent
arm
amen
ts a
nd
even
var
iati
on
s in
siz
e.
ELDAR
DRAGONSHIP
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
260
points
Ch
oo
seo
ne
pro
w w
eap
on
for
each
Dra
gon
ship
in t
he
flee
t.
Ch
oo
seo
ne
keel
wea
po
nfo
r ea
chD
rago
nsh
ipin
th
efl
eet.
*Nig
htw
ings
fu
nct
ion
exac
tly
as D
arks
tars
,Ph
oen
ix b
om
bers
fu
nct
ion
exac
tly
as E
clip
se.
No
tes:
For
+10
pts
,aD
rago
nsh
ipeq
uip
ped
wit
hla
un
chba
ys c
anbe
equ
ipp
ed w
ith
squ
adro
ns
of
Vam
pir
eR
aid
ers
wh
ich
fun
ctio
nas
ass
ault
bo
ats
wit
ha
spee
do
f 25
cm.
“An
Eldar run
e,each
of
which
has specific
mytho
logical
sign
ificance, represents
every
craftw
orld. One
such
run
e is the
Shrine
of A
suryan. Asuryan is the oldest and
greatest o
f theancient go
ds o
f theEldar,
the father o
f the go
ds,and
the ultimate
ancestor o
f all living
thing
s. This is the
symbo
l of Iyand
en C
raftworld, who
sename means L
ight in
theDarkn
ess,
another way o
f referring
to b
urning
shrine
of A
suryan.”
15
ELDARW
RAIT
HSHIP
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
160
points
Wra
ith
ship
s ar
em
ade
fro
m
wra
ith
bo
ne,
am
ater
ial
dra
wn
as r
aw e
ner
gy f
rom
th
eW
arp
and
sh
aped
into
mat
ter
by p
sych
iccr
afts
men
kno
wn
as B
on
esin
gers
.T
he
Ww
rait
hbo
ne
form
s th
eliv
ing
skel
etal
core
of t
he
spac
esh
ipar
ou
nd
wh
ich
its
oth
erst
ruct
ure
s ar
ear
ran
ged
.T
he
wra
ith
bo
ne
also
pro
vid
es c
han
nel
s fo
r p
sych
icen
ergy
.T
his
fac
ilita
tes
inte
rnal
com
mu
nic
atio
n,
tran
smit
s p
ow
er
and
enab
les
the
spac
esh
ip
toac
t as
an
org
anic
ally
inte
grat
ed
wh
ole
.T
he
wra
ith
bo
ne
core
of
asp
aces
hip
is
surr
ou
nd
edby
a
stru
ctu
re
wh
ich
isli
tera
lly
gro
wn
into
th
e re
qu
ired
sh
ape
by
Bo
nes
inge
rs.
Th
ese
Eld
ar u
se t
hei
r p
sych
om
orp
hic
tale
nts
to
sh
ape
bu
lkh
ead
s,
wal
ls,
flo
ors
an
dco
nd
uit
s in
toa
shel
l th
at c
om
ple
tely
su
rro
un
ds
the
wra
ith
bon
eco
rean
dfo
rms
the
hu
llan
dm
ajo
rin
tern
ald
ivis
ion
s o
f th
e sp
aces
hip
.M
ost
o
fa
spac
esh
ip’s
op
erat
ing
syst
ems
are
con
nec
ted
dir
ectl
yto
th
e w
rait
hbo
ne
core
.T
he
man
y th
ou
san
ds
of
syst
ems
dra
w p
ow
er th
rou
gh th
e w
rait
hbo
ne
and
are
con
stan
tly
mo
nit
ore
dan
dco
ntr
olle
d
thro
ugh
it.
Bec
ause
of
the
un
iqu
ep
ract
ices
of
Eld
ar p
sych
icen
gin
eeri
ng,
Eld
ar
spac
esh
ips
reso
nat
e w
ith
sym
pat
het
icp
sych
icen
ergy
.T
he
Wra
ith
bon
eco
rep
rovi
des
ap
sych
icch
ann
el t
hro
ugh
wh
ich
anE
ldar
can
con
tro
lm
ech
anic
alfu
nct
ion
s.In
th
is w
ay,
Eld
arat
tun
ed t
o t
he
very
ess
ence
of
thei
r sp
aces
hip
guid
eit
,m
akin
gco
un
tles
s m
inu
tead
just
men
ts t
o t
he
trim
of
the
grea
t so
lar
sails
to
dra
w e
very
fra
ctio
no
fen
ergy
fro
m t
he
sola
r w
ind
s.T
his
is
also
th
eke
y to
the
lege
nd
ary
eleg
ance
and
alm
ost
bir
dlik
eag
ility
of
the
Eld
ar W
rait
hsh
ips.
Th
eir
pilo
ts l
iter
ally
fee
l th
eso
lar
win
do
n t
he
ship
’s s
ails
, th
ey s
ense
th
efl
ex o
fth
e sh
ip’s
str
uct
ure
, th
e te
nsi
on
and
mo
vem
ent o
fits
Wra
ith
bon
e sk
elet
on
.Li
kea
haw
k so
arin
go
na
ther
mal
or
div
ing
tocl
utc
hat
its
pre
y,a
Wra
ith
ship
can
tu
rnin
th
e w
ind
,ci
rclin
gan
d s
wo
op
ing
toh
un
tit
s o
wn
pre
y –
the
spac
esh
ips
of
its
enem
y.
Ch
oo
seo
ne
pro
w w
eap
on
for
each
Wri
ath
ship
in t
he
flee
t.
Ch
oo
seo
ne
keel
wea
po
nfo
r ea
chW
rait
hsh
ipin
th
efl
eet.
*Nig
htw
ings
fu
nct
ion
exac
tly
as D
arks
tars
,Ph
oen
ix b
om
bers
fu
nct
ion
exac
tly
as E
clip
se.
16
ELDAR
SHADOW
HUNTER
CLASS
ESCORT...............................................................................................4
0 Points
OR
Shad
ow
hu
nte
rs a
reco
mm
on
ly a
rmed
wit
hei
ther
wea
po
ns
batt
erie
s o
r la
nce
s.C
ho
ose
on
eo
f th
efo
llow
ing
pro
war
mam
ents
fo
r ea
chSh
ado
wh
un
ter
in t
he
flee
t.A
squ
adro
nm
ay c
on
tain
Shad
ow
hu
nte
rs w
ith
diff
eren
t ar
mam
ents
.
Sp
ecia
lR
ule
s:Sh
ado
wh
un
ters
are
so
nim
ble
that
th
ey c
anev
enp
urs
ue
atta
ckcr
aft
wit
hea
se,h
arry
ing
the
smal
ler
vess
els
wit
han
agili
ty im
po
ssib
lefo
r o
ther
esc
ort
s.W
hen
Shad
ow
hu
nte
r’s
dir
ect
fire
at o
rdn
ance
th
ey a
lway
s h
it o
na
4+(r
ath
erth
an t
he
no
rmal
6+
).T
he
nu
mbe
r o
fdic
e to
ro
llis
sti
llca
lcu
late
din
th
en
orm
alm
ann
er (
ie.l
ance
s ro
llo
ne
dic
ep
er p
oin
to
fSt
ren
gth
, wea
po
ns
batt
erie
s u
se t
he
Gu
nn
ery
tabl
e).
Shad
ow
hu
nte
rs
are
the
smal
lest
ty
pe
of
vess
elem
plo
yed
by I
yan
den
,o
per
atin
gin
vas
t sh
oal
sw
hic
h s
him
mer
an
d w
eave
a sh
ort
dis
tan
ceab
ove
the
craf
two
rld
’s
surf
ace
as
it
plo
ugh
s th
rou
gh
spac
e.T
hes
eSh
ado
wh
un
ter
pac
ks f
un
ctio
nas
aco
nst
ant
pat
rol,
guar
din
g th
eap
pro
ach
of
frie
nd
ly
vess
els
com
ing
into
do
ck,
or
spin
nin
gan
dbo
bbin
gar
ou
nd
the
craf
two
rld
wit
hh
orr
ifyin
g sp
eed
to
dri
veo
ffw
ou
ld-b
eat
tack
ers
at
ap
roxi
mit
y w
her
ela
rger
vess
els
wo
uld
find
it d
iffic
ult
to
fun
ctio
nef
fect
ivel
y.
Bec
ause
of
this
def
ensi
ve r
ole
,Sh
ado
wh
un
ters
hav
ea
very
lim
ited
ran
ge,
des
ign
edas
th
ey a
re t
o r
epel
atta
cker
s w
hic
hm
anag
e to
actu
ally
ap
pro
ach
th
ecr
aftw
orl
dit
self.
Wea
po
ns
and
po
wer
sys
tem
s o
n t
he
Shad
ow
hu
nte
rs
are
corr
esp
on
din
gly
com
pac
t,m
akin
g th
eSh
ado
wh
un
ter
on
eo
f th
en
imbl
est
and
mo
st
agile
of
vess
els,
even
by
Eld
ar
stan
dar
ds.
Shad
ow
hu
nte
rs a
re s
on
imbl
e,in
fact
, th
at t
hey
are
cap
able
ofp
urs
uin
g th
eir
enem
y so
clo
sely
th
at e
ven
enem
y at
tack
craf
t fin
dit
har
d t
oev
ade
them
.
Du
rin
g th
eTy
ran
idin
vasi
on
of
Iyan
den
,Sh
ado
wh
un
ters
ty
pic
ally
fo
rmed
ala
st
lin
eo
fd
efen
cecl
ose
to
th
ecr
aftw
orl
d,
wh
ile t
he
larg
erve
ssel
s br
oke
do
wn
th
em
ain
Tyra
nid
wav
es i
nd
eep
spac
e.T
he
scat
tere
d r
emn
ants
of
thes
e w
aves
wh
ich
wer
eab
le t
op
ass
the
Eld
ar c
ruis
ers
and
app
roac
hth
ecr
aftw
orl
d
wer
e th
enea
sy
pic
kin
gs
for
the
nim
ble
Shad
ow
hu
nte
rs.A
s m
ore
and
mo
re w
aves
of
Tyra
nid
s d
esce
nd
edo
n t
he
craf
two
rld
,h
ow
ever
, th
eE
ldar
fle
et w
as o
verw
hel
med
by s
hee
r w
eigh
t o
fn
um
bers
,fo
rcin
g th
eSh
ado
wh
un
ters
to
dis
per
sean
djo
in
thei
r la
rger
co
un
terp
arts
in
figh
tin
gd
esp
erat
eco
un
ter-
acti
on
s in
th
ed
epth
s o
f sp
ace.
17
GHOSTSHIP
S.................................................................................................................................................................................Points varies
Gho
stsh
ips
are
thos
e ve
ssel
s w
hich
, thr
ough
the
lon
g sl
owdy
ing-
year
s of
the
Elda
r ra
ce,
have
rea
ched
the
poi
nt
ofn
ear-
aban
don
men
t th
rou
ghlo
ss o
fcre
w.I
nto
the
se v
esse
lsth
eSe
ers
ofIy
ande
nin
corp
orat
e sp
irit
sto
nes
– s
acre
dre
liqu
arie
s be
arin
g th
e so
uls
of
thos
eEl
dar
alre
ady
lost
in
the
stru
ggle
for
surv
ival
.So
met
imes
Gho
stsh
ips
will
been
tire
ly w
itho
ut
livin
gcr
ew,
per
hap
s ev
enem
bued
wit
hth
e sp
irit
st
ones
of
th
eir
orig
inal
pilo
ts,
gun
ner
s an
dn
avig
ator
s,co
nti
nu
ing
togu
ide
thei
r ra
ce th
rou
gh th
e st
ars
even
beyo
nd
deat
h.So
met
imes
the
Gho
stsh
ips
will
bear
spir
it s
ton
es o
fmu
chol
der
Elda
r, s
ome
per
hap
s ev
en w
ith
mem
orie
s of
the
Fall,
un
cere
mon
iou
sly
den
ied
pea
ceby
the
desp
erat
eha
rdsh
ip th
eir
peo
ple
sti
llfa
ce.F
or th
eliv
ing
crew
of
Gho
stsh
ips,
th
ep
rese
nce
of
thes
ein
effa
ble
ance
sto
r-so
uls
cr
eate
s an
equ
ally
d
aun
tin
gan
dem
pow
erin
gbu
rden
ofex
pec
tati
on.
The
se
spir
it
ston
es
brin
g se
nti
ence
to
th
eliv
ing,
but
othe
rwis
e u
nth
inki
ng,
wra
ithb
one
from
whi
chal
lEl
dar
vess
els
are
con
stru
cted
–a
curi
ous
amal
gam
of t
heliv
ing,
the
inam
inat
ean
d th
e u
ndy
ing.
The
sp
irit
sto
nes
allo
w t
heG
host
ship
s to
fun
ctio
n w
ith
anim
pos
sibl
y ti
ny
nu
mbe
r of
crew
an
d, w
hen
com
bin
ed w
ith
the
livin
g w
rait
hbon
eof
thei
r ve
ssel
s,m
ake
Gho
stsh
ips
exce
pti
onal
ly
resi
lien
t.T
heir
for
mle
ss t
hou
ghts
are
far
hard
er t
ode
stro
y th
an t
hefr
ail
bodi
es o
fliv
ing
pilo
ts,
able
to
sim
ply
flit
fro
mon
etr
ansi
ent
vein
to
anot
her.
The
y ar
eat
com
ple
tefr
eedo
mw
ithi
n t
hese
wra
ithb
one
skel
eton
s,di
vert
ing
both
rel
ian
cean
dfu
nct
ion
toal
mos
t an
y lo
cati
onon
the
ship
sho
uld
any
give
n s
yste
mbe
com
eda
mag
ed.B
ut
the
relia
nce
whi
ch t
heEl
dar
ofIy
ande
nha
ve to
com
e to
pla
ce u
pon
Gho
stsh
ips
isn
ot w
itho
ut
diffi
cult
y.Sp
irit
sto
nes
are
alre
ady
anci
ent
and
pos
sess
the
tem
per
of
sou
ls t
hat
shou
ldal
read
y be
at r
est,
seem
ingl
y w
inso
me
and
vaca
nt,
dist
ant
and
un
resp
onsi
veif
left
to
sim
ply
wan
der
the
infin
ity
circ
uit
s aw
ay f
rom
the
will
of t
heliv
ing
Elda
r Se
ers
who
bin
dan
ddi
rect
the
min
un
life.
Ino
rder
to
fun
ctio
n,
aG
ho
stsh
ipm
ust
al
way
s be
com
man
ded
by a
Spir
itse
er –
ap
ower
fulE
ldar
psy
ker
who
has
chos
en t
ode
dica
tehi
s p
ower
s to
com
mu
nin
g w
ith
the
dead
.Sp
irit
seer
s ar
e so
me
of t
hem
ost
lon
ely
and
sin
iste
r
con
tin
ue
togi
ve s
pec
ialo
rder
s to
othe
r ‘c
rew
ed’ v
esse
ls in
the
fleet
(u
nti
l,of
cou
rse,
you
fai
la
Com
man
dch
eck
wit
hon
eof
the
mas
wel
l).
Dea
thle
ss:
Gho
stsh
ips
requ
ire
non
eof
the
mor
ede
licat
esy
stem
s re
quir
ed t
o su
pp
ort
aliv
ing
crew
,an
d th
eea
sew
ith
whi
ch
the
inte
rred
sp
irit
s m
ove
thro
ugh
out
the
wra
ithb
one
arte
ries
of
the
vess
elm
ean
s th
at e
ven
whe
nba
dly
dam
aged
the
vess
elis
sti
llab
le to
fun
ctio
nef
fect
ivel
y.B
y th
en
orm
alfr
agile
sta
nda
rds
of t
heEl
dar,
Gho
stsh
ips
pre
sen
t a
fair
ly
stu
rdy
pro
pos
itio
n.
Gho
stsh
ips,
u
nlik
eot
her
Elda
r ve
ssel
s,on
ly s
uffe
r a
crit
ical
hit
ona
roll
ofa
6(n
ot a
4,5
or 6
as
is u
sual
ly t
heca
se w
ith
Elda
r ve
ssel
s).
Un
crew
ed:
Sin
ceG
host
ship
s ar
ep
ilote
dby
the
sp
irit
s of
lon
g-de
adEl
dar
war
rior
s, t
heir
cre
ws
are
eith
er s
mal
lor
non
-exi
sten
t.Fo
r th
is r
easo
n:
•G
host
ship
s m
ay
not
co
nta
inAs
pec
t W
arri
or
fight
ing
crew
s.
•G
host
ship
s m
ay n
ot b
ear
med
wit
hla
un
chba
ys.
•G
host
ship
s m
ay n
ot la
un
chbo
ardi
ng
acti
ons,
or h
it-a
nd-
run
atta
cks
ofan
y fo
rm.
•En
emy
boar
din
ga
Gho
stsh
ipga
ina
+1
mod
ifier
in
the
boar
din
gac
tion
,in
addi
tion
to
othe
r m
odifi
ers.
•En
emy
mak
ing
ahi
t-an
d-ru
nat
tack
agai
nst
Gho
stsh
ips
add
+1
to t
heir
dic
e ro
ll.
Gho
stsh
ips
roll
only
hal
f the
nor
mal
nu
mbe
r of
dice
whe
nu
nde
rtak
ing
dam
age
con
trol
in t
heEn
dp
hase
(bef
ore
halv
ing
it a
gain
for
Bla
st m
arke
rs,i
fap
pro
pri
ate)
.
mem
bers
of
acr
aftw
orld
, re
quir
ed,
as t
hey
freq
uen
tly
are,
to
spen
dp
erio
ds
of
tim
eal
on
eab
oar
dG
ho
stsh
ips,
surr
oun
ded
by
not
hin
gm
ore
than
th
e so
uls
of
th
ere
luct
ant
dead
.
USIN
GG
HO
ST
SH
IPS
Gho
stsh
ips
don
ot r
epre
sen
t a
par
ticu
lar
clas
s of
ves
sel,
but
rath
er t
hey
are
thos
e ve
ssel
s w
hich
are
subs
tan
tial
lyco
ntr
olle
dby
sp
irit
sto
nes
,ha
vin
gon
ly a
sm
all
or e
ven
non
-exi
sten
t liv
ing
crew
.The
use
ofG
host
ship
s is
str
ongl
ydi
slik
edby
the
Elda
r, s
ince
it r
equ
ires
dis
turb
ing
the
spir
its
of th
ede
adan
dfo
rcin
g th
em to
ret
urn
once
mor
e to
batt
leth
at t
hey
mig
ht a
id t
heir
livi
ng
kin
.It
is fo
r th
is r
easo
n t
hat
the
vess
els
are
know
nas
G
host
ship
s,
rep
rese
nti
ng
anu
nde
nia
bly
pow
erfu
len
tity
whi
ch s
trad
dles
the
bou
nda
rybe
twee
nlif
ean
dde
ath,
yet
equ
ally
rep
rese
nts
afo
rce
that
the
Elda
r w
ould
be w
ise
tole
ave
un
dist
urb
edin
allb
ut t
hem
ost
dire
ofci
rcu
mst
ance
s.T
heTy
ran
idin
vasi
onan
d th
een
suin
gde
cim
atio
nof
the
pop
ula
tion
mak
eG
host
ship
s an
abho
rren
t n
eces
sity
to
the
Elda
r of
Iyan
den
,how
ever
,an
dth
ey
are
afa
r m
ore
com
mo
nco
mp
on
ent
of
the
Cra
ftw
orld
’s f
leet
s th
an t
heEl
dar
wou
ld w
ish.
Any
vess
elin
anIy
ande
nfle
et m
ay b
eco
nve
rted
to
aG
host
ship
.Gho
stsh
ips
use
the
follo
win
g sp
ecia
l ru
les:
Lead
ersh
ip:
Gho
stsh
ips
have
nor
mal
Elda
r le
ader
ship
.
Spec
ial
Ord
ers:
Gho
stsh
ips
are
able
goon
to
spec
ial
orde
rs i
nju
st t
he s
ame
man
ner
as
othe
r ve
ssel
s,ho
wev
erth
ere
is a
lway
s a
dan
ger
that
the
sp
ectr
alan
dde
athl
ym
ann
er
in
whi
ch
thes
e ve
ssel
s in
tera
ct
wit
h th
e re
alu
niv
erse
will
dist
ract
the
man
d tu
rn t
heir
att
enti
onaw
ayfr
om t
heba
ttle
at h
and.
Ifa
Gho
stsh
ipfa
ils a
Com
man
dch
eck
for
a sp
ecia
lor
der,
it n
ot o
nly
fai
ls t
ogo
onto
the
spec
ial
orde
r,bu
t m
ay a
lso
don
othi
ng
this
tu
rn.
If t
hefa
iled
chec
kis
as
a re
sult
ofa
ttem
pti
ng
togo
onto
Bra
cefo
rIm
pac
t or
ders
at
an
othe
r p
oin
t du
rin
g th
e tu
rn,
the
Gho
stsh
ipm
ay d
on
othi
ng
duri
ng
its
nex
t tu
rnin
stea
d.W
hen
you
fai
laC
omm
and
chec
kfo
r a
Gho
stsh
ip y
ou m
ayn
ot
mak
ean
y fu
rth
er
Co
mm
and
chec
ks
for
oth
erG
host
ship
s du
rin
g th
e sa
me
turn
.Yo
u
may
,ho
wev
er,
“The m
ind
of the
Farseer is u
tterly inh
uman in
its depth
and
complexity. W
itho
ut m
ercy o
r moral feeling
his
consciou
sness stands u
pon
theedge o
f spiritual destruction.
That he
does n
ot fall must be the result of c
onstraints and
balances w
hich
only
an E
ldar c
ould u
nderstand. T
o a mere
human it is ano
ther rem
inder that w
earebu
t ch
ildren in
comparison
to that ancient and
powerful race.
18
Direct attacks against a craftworld are exceedingly rare notleast because, despite their immense size, craftworlds areextremely elusive prey, rarely sighted by non-Eldar.However, when the Tyranid swarms of Hivefleet Krakendescended upon the galaxy, they did so in such numbersthat Iyanden could not help but cross their path and in sodoing find itself in the greatest peril of its history…
FORCESBoth fleets are of equal points. The defender (Eldar) doesnot spend extra points on planetary defences – these areincluded in the special rules for the craftworld instead(see below). Since the attackers are Tyranids, they do notgain any extra transport models (since all Tyranid shipsare ‘transports’ in effect), but if you want to replay thisscenario with another attacker, they may take two freetransports for every 500 points (or part) in his fleet.
BATTLEZONEA craftworld assault normally takes place in the system’sprimary biosphere, outer reaches or in deep space, sincethese are the regions through which craftworld’s mostcommonly travel. Declare one table edge as sunward andset up other celestial phenomena as normal.
THE CRAFTWORLDIn this scenario, the craftworld is considered to be the targetof an attack, in the same manner as a planet would be in aplanetary assault. The Tyranid assault of Hive Fleet Krakentargetted Iyanden, which is a very large craftworld (about25cm in diameter). However, if you are refighting thisscenario with another craftworld as the target, or if youwant to introduce some degree of randomness into thegame, you can always vary the size of the craftworld, or rollon a dice: 1 = small (no more than 15cm) , 2-5 = medium(no more than 20cm, 6 = large (no more than 30cm).Craftworlds follow all the rules for planets, since theirimmense size means they create their own gravity wells, etc.Small craftworlds have a gravity well of 10cm, mediumcraftworlds of 15cm and large craftworlds of 20cm.
The craftworld is placed no more than 150cm from one ofthe short table edges. Whilst craftworlds do actually travelthrough space, their progress is so remarkably slow thatduring the course of a battle they will exhibit no noticeablemovement, and hence the models themselves do not move,in just the same way as planets do not move during a battle,despite their actual movement in orbit of the nearest star.
Craftworlds are not surrounded by moons or rings, anddo not have planetary defences. Instead, individual areasof the craftworld provide defences, by means of pulselaser arrays aimed into stay, attack craft patrols and so on.In the particular case of Iyanden, these roles are fulfilledby two areas – the Fortress of Tears, and the Fortress of theRed Moon. Whilst other craftworlds may vary in theirdefences, you can safely use the following rules asstandard for all craftworlds.
Fortress of Tears & Fortress of the Red MoonBoth these fortresses are designed to repel invaders fromIyanden, utilising powerful but indirect plasma shots todisrupt and scatter any enemy which manage to evade thecraftworld’s cruiser patrols. At full effect the fortresses aredesigned to act as defence for the entire eastern andwestern halves of the craftworld respectively. Each timean Assault Point is ‘landed’ on the craftworld (ie, a newAssault Point is scored), roll a dice. On a score of a 4 ormore, one of the fortresses damages the attacking wave soheavily that the landing is essentially ineffective and noAssault Point is scored.
The fortresses also allow the craftworld to repel ships inlow orbit. During the Eldar player’s Shooting phase, thefortresses unleash one pulsar lance shot against eachvessel on the Low Orbit table.
However, there is always the danger that the fortressesthemselves will fall. During each End phase, roll one dicefor each Assault Point already scored on the craftworld. Ifany of these score a ‘6’ the fortresses are damaged, andthe chance of destroying enemy Assault Points, or scoringa hit on ships in low orbit, is reduced by 1 (ie, to a 5+ thefirst time, then to a 6+, then they are destroyedcompletely). No matter how many 6s are rolled, only asingle –1 reduction can apply in each End phase.
SET-UPThe defender can choose to place ships and squadronseither on patrol or on standby in high orbit, or within thecraftworld’s gravity. Roll a D6 for each defendingship/squadron (except Shadowhunters, see below) onpatrol: on a 1-3 the attacker may set up the ship/squadron,on a 4-6 the defender may set it up.
150cm
DefendersDeployment
Defen
ders D
eplo
ymen
t
30cm
CRAFTWORLD ASSAULT
Fan03_06-19 3/4/04 7:31 Page 18
19
ships and planetary defences. Deduct -1 Assault Point forevery 500 Victory Points (rounding up) scored by thedefender. Look up the adjusted Assault Point total on thetable below:
Total assault points Result
0-1 Defender’s VictoryThe attacking forces achieved almostnothing. The pitiful amount of assaultingtroops that reached the craftworld willbe quickly annihilated.
2-5 Defender’s Marginal WinThe assaulting forces are prevented frommaking a substantial landing on thecraftworld. Nonetheless, enemydetachments will now have to be hunteddown and destroyed.
6-9 Attacker’s Marginal WinThe assault dropped enough troops, etc,to capture a large part of the craftworld’sresources. Ongoing battles for control ofthe world will rage for months, evenyears.
10+ Attacker’s VictoryThe attackers succeeded in sweepingaside the defending forces and stagingdecisive landings at key points all overthe craftworld. Within a few weeks ofmopping up, the attackers will havecomplete control of the planet.
Ships on patrol may be set up anywhere that is not within30cm of a table edge or within an area of celestialphenomena. The defender always decides the facing ofships, regardless of who set them up. The attacker deployshis fleet within 15cm of the short table edge furthest fromthe planet. You will also need a separate low orbit table.
Shadowhunter PatrolsShadowhunters are quite simply the most nimble patrolvessels in the galaxy, and so must always be set-up onpatrol, but no dice roll is required, and they are alwaysdeployed by the defender.
FIRST TURNThe players roll a D6. Whoever got the highest may takeeither the first or second turn.
SPECIAL RULESAttacking ships must move within 30cm of the craftworldtable edge (which obviously replaces the planet edge) onthe low orbit table to send troops to the surface andbombard enemy positions. Remember that, since theattackers are most likely Tyranids, you should follow thespecial scenario considerations for Tyranids, as presentedin Armada. However, should you wish to vary theattackers, the following basic rules apply:
For each turn an attacking capital ship spends within30cm of the craftworld edge, the attacker scores 1 AssaultPoint. For each turn an attacking transport spends within30cm of the craftworld edge, the attacker scores 2 AssaultPoints. A ship deploying troops or bombarding thecraftworld may not do anything else that turn.
GAME LENGTHThe game lasts until one fleet is destroyed or disengages,or the attacker has scored 10 or more Assault Points.
VICTORY CONDITIONSAdd up the Assault Points earned by the attacker and add+1 to the total for every 500 Victory Points (roundingdown) scored by the attacker for destroying or crippling
Matt is preparing for Editorial dutieson issue 4, as Andy will be out of theoffice for a while. This is on top ofworking on version 2 of BFG!
Expect to see more Doom of the Eldarnext issue including Yriel’s flagship!
www.BattlefleetGothic.com
Author
FurtherInformationWebsite
A group of Shadowhunters give chase.