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A Knocking Afar Welcome to the Out of Character and General Discussion thread for the ‘A Knocking Afar’, an Eldar themed Dark Heresy RPG rule based mini adventure. I have created a series of Eldar Character that are good to go as is or can serves as a template for more customisable characters if you so desire. Available are: Guardian – Can be styles as either Storm Guardians or Guardian Defenders, or as a generalist Ranger Dire Avenger Striking Scorpion Howling Banshee Fire Dragon Dark Reaper Swooping Hawk* Wrap Spider* Warlock* *Please note that these three are a tad more complex to play than the others and I would prefer if they are in the hands of more experience players, that said, if you want to play one of these, even with no experience, then we will make it work. Ideally the player team will consist of a good mix, with only one of each Aspect present. However don’t let that stop you playing what you want; we can always make it work even if everybody want to play the same sort of character. A Team of Scorpions and Banshees might excel in some areas and struggle in others compared to a balanced team. This game is designed with new players in mind, so if you have no experience with play by post RPGs, or RPGs in general, or Fantasy Flight Game’s series of 40k RPGS or whatever really, and want to give it a go then welcome. The Game Our game will start on the minor Craftworld of Dandrame, which is currently hosting a multi Craftworld cultural exchange festival, with visitors from many of the major Craftworlds, Corsairs, Exodiets, a Harlequin troop is due to put on a show in a few days time and all sort of other Eldar from across the Galaxy. This game will use the Dark Heresy (1st edition) rule set as a base, with a few modification as needed to make it work with Eldar character, and a few modification to make it easier for everybody. The game itself has a fairly set path, and is intended to be a short game with a fixed goal and tight(ish) pacing. My intention is to start mid to late June /early July (date to be determined) and to have a main game post go up once a week (provisionally Fridays) that moves things along. As such players should ideally be able to commit to one post a week minimum. This can be as little as a placeholder post that just sets out what you want your character to do so that everybody knows, and you can fill it out later once you have time. Obviously we all have lives and will be unavailable form time to time, that’s fine, and if it is going ot be for an extended stretch just let us know so we can work around that. Changes from Dark Hersey Core In sort, several mechanics have been taken out of this to make it easier for new players and less book keeping for myself for this trial game. Experience – progression in this game will not be via Experience Points, in large part because Eldar dont have any progression trees or lists of EXP spends. Instead at the end of each segment of the game I will offer each player a number of choice from a list of potential upgrades. Critical damage for non players – if you see a skill, ability or whatever that deals with critical damage on non players ignore it Ammunition – while counting your remaining ammunition and such can be fun and lead to tension and such in game play for this game you will have all the ammunition you need. The only thing you need to vaguely keep track of is your weapons current clip count, as reloading will take time if it happens to be in the middle of combat. Most weapons either have large ammo count per clip so it is unlikely to come up, or a very low count which should be easy enough to keep track. One use items, such as grenades, however do have a strict count and when you are out you are out. Cary capacity, weight of items and gear, jumping distance/height, pushing strength etc are all not applicable as long as no one abuses it. So no you cannot carry an armouries worth of weapons, but equally I am not going to quibble if you are a half kilo over that your character should be able to lift. Customising your Character Once you have selected your character type from the list above and I have given you access to Google doc folder with all the character sheets please have a look at your chosen pre-generated character. If you are happy to play as is then let me know. Otherwise you can make the following customisations: Character name and home Craftworld, all pre-made characters have a name and are from Dandrame. Your character can be from any Craftworld, and this is a purely narrative choice in how you want to play the Character Previous Paths, you can list one previous path that your character has been on. This is again for primarily narrative and character role playing purposes. For example it could be a the first path the character trod and was formative to their nature, or the most recent and there is some residual mentality bleedover, or in the case of an Outcast, perhaps this is the path that made you reject elder society. Guardians may instead choose up to three past paths, with the first listed being the characters current civilian path when they are not on duty as Guardian Militia The Paths are any job or role you can reasonably picture an Eldar doing in Eldar society, you are not limited to named paths (as most of them are military or adjacent as the source is a war-game after all) and can invent your own. I may grant some small bonus, skill, trait or gear to go alongside with any chosen previous path to help along with the narrative/role-play of your choice. These are unlikely to affect the game, but will help you further customise/differentiate from the template. Description – free for you toll fill is you wish Stats, if you wish you can generate entire new stats, in order to do so set one of your stats to 30, two to 25 and the rest to 20. Then add 2d10 to each. You may reroll one set of 2d10. Strands of Fate – if you wish to engage with this we will have a private conversation to work it out. Basically you can select something that the seers have foreseen as being a crucial point of the characters fate. This can be as grand as saving the Craftworld or as mundane as baking the perfect soufflé. While this might inform your role-playing of the character and is unlikely to manifest during the game, if it dose it will have profound effects on your character for the rest of the game. Equipment option, some of the characters have a ‘or’ choice in their starting equipment, pick one. Additionally any player may present a case of why your character should have any additional equipment, if it seems in character and appropriate you may get it (possibly as a trade or a cost!) There is probably other things I need to say at this stage, and I’ll come to it when I remember or you guys point out the massive flaw in what I have said so far and haven’t seen. So, who is up for a Eldar Adventure?
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CRUSADE INTRODUCTION & GAME 1 Mêlée à Two-V-Two Aaaah, it's been too long! Truly, Crusade is the only way to play modern 40K. 10th may not be perfect - far from it - but for largely casual, theme-focused Crusade games? It's a lot of fun. After ending my last Crusade early - you can find how that all ended over on my WIP Thread Post Here - we all took a break to paint something other than Space Marines and Tyranids (and, in one case, to have a child!) before finally getting our act together in January this year to start something fresh. The line up this time is a little more diverse, which is always a good thing. Man cannot live on Marine-Nid matches alone, after all. Here's what everyone is bringing to the party - which may change, we have a few armies that are being tried out, and may be swapped for other options as the Crusade rolls on. - @Agnostic Doggo - The Treachery of Twilight, a Death Guard warband, currently infantry with some vehicle support. - Andrew - Balhaut 23rd Armoured Recon, Imperial Guard with plenty of vehicles. - Heath - The Blood Masons, World Eaters Warband, who may transform into Emperor's Children once those kits get downunder. - James - Craftworld Ulthwé, Infantry with bikes and more to come. - Kieran - WAAAAAAGH Grot-Snicker, a veritable horde of Grot Tanks. - Your Humble Blogsmith - The Ky'Vash Recon Cadre - Disorganised T'au stuff in camo. We're running Pariah Nexus, though I don't believe any of us are that interested in Blackstone, just after a different set of missions to flail at! We're also starting with more evenly painted forces, too! That extra time between Crusades has paid dividends, and we have a minimum of bare plastic, which I just LOVE to see. GAME 1 - TAU & ELDAR VS IMPERIAL GUARD The Engines of Balhaut. The Guns of Ky'Vash. Game one was lightly derailed by a positive COVID test, so we did a mix of 1v1 and 2v1 games, 500+500 against 1,000. Andrew's Guard was most ready to play at that size, so we started with James and I having a team-up. We won, too, with some casualties. My Hammerhead put in some real work, the first casualty of the game - if not for the Crusade as a whole, because by the time we started playing the 1v1 was in full swing - was the unfortunate Chimera it obliterated. It then proceeded to put holes in tanks, and be weirdly hard to hit until finally exploding on turn 4, having sat on top of a building soaked up the attention of both of Andrew's tanks. Poor bugger wasn't lucky with those hit rolls. It was other wise pretty standard. Rough Bikers taking down my Ghostkeel, James' Windriders taking out the other wing, and all our infantry scuffling over the middle objective. My Firewarriors didn't move all game, they just sat on the home objective and blasted away. Love that Fireblade, though he put in WAY more work in game 2. What really matters is that I got to shoot my railgun. Felt good. Balhaut 23rd Armoured Recon - 1,000 points. Craftworld Ulthwé - 500 points.
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Crusade - Game 7 - Practical Archaeology
Wormwoods posted a blog entry in Wormwoods' Various Projects
CRUSADE GAME 7 - TAU VS ELDAR It always starts so well. We've settled into a two-match Crusade day per month right now, which isn't a lot, but it's better than nothing. We're (almost) all 30-somethings with full time jobs, so it's tricky to get a free weekend. Still, it's more 40K than I've played before we started doing Crusades, so I'll not complain. Game 7 was against James' Eldar, and it was a damn close one! We absolutely mauled each other over the course of a scramble for unstable archaeotech tokens, turn one starting with the obliteration of his walked by railrifle fire, and the repositioning of bikes behind my lines that would eventually see my doom. Eldar bikes! They're not just gorgeous, they're good, too! At least, when led by a Farseer. Or... Wait, was it a Seer? Can never remember. Effective regardless. Other highlights include my Devilfish tanking a turn of dedicated fire, remaining on a single wound through a turn of close combat, before finally disgorging the Breachers to wipe out the Guardians that had swarmed their ride, leaving only their character standing alone on the flock. The Pathfinders put in good work, and the Ghostkeel drew plenty of attention, and finally did some work with that big ion raker, scouring away a few space elves before ending up getting bodied by psyker bolts and a bike charge. Can't park here. But, in the end, we know how my battle reports end. The last models on the table was the Eldar bike squad, free to pick up the remaining tokens and get the victory. Damn good game, though, nice and close. Possible too close, I swear modern 40K needs a larger board, or at least larger No Man's Land. Shooting game my arse. -
Ok, A game of Eldar, It has been on my mind for a while, and I have said a few times that I will do this. In fact round about half a year ago I had a plan to get ready for the New Year and that went well, nowhere. The recent discussion started by @StratoKhan, and new Eldar Codex (that I got to have a game with last week) and Lys’s ongoing game means I have had Eldar on the brain again. So this is me committing to doing this. Now, for all that I have had this idea for a while, and a vague plan and such, i have not got anything concrete ready. So this is going to take a while to prep. I also don’t want to step on the toes of any other games going on in the Nook. Lys’s and Mazer’s games have been trading of active and pause for a while and that seemed to work quite well. Additionally there recently was talk of Black Cohorts HH game starting up again sometime soon(ish). So depending on player interest and player overlap we will have to see how and when this game can fit in. On to the Game itself. There are two version of this game, depending on interest. Version one will be a short and simple game (with possibly simplified mechanics) to severe as a potential introduction for new players. The other is a normal games (as best as I can manage) that while open to new players would probably go better with a larger share of players being on the more experienced side. Now there are no skill tables or career paths (or similar) for Eldar that I am aware of. And while there probably is a fan made version out there, my plan, such as it is, is to use the resources within the FFG books and take their pre created Eldar profiles, equipment and rules and work from there. For each player class/archetype that I think I can (so various Aspect Warrior, Guardian, Warlock etc) I will create a starting profile/template that is a streamlined/simplified version. For the beginner friendly game version of this these will then serve as premade character for players to pick form. For the normal this will be a starting point (with adjustments as discussed with each player as needed) and then the as the game progresses instead of XP reward there will be skill or talent or stat choices. For the beginner friendly game these are likely to be limited, say a pick two out of these 4 options. While for the other version it will be more open, and can include player making suggestions of the sort of improvements they want, as long as they can be justified in universe/in narrative. So, any: thoughts, comments, interest, disinterest, wishes, or anything else you want to say?
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It's a chilly, overcast day here in Alaska. What better way to avoid all that nature stuff than indoors with a brand new Glacial Geek 8th Edition Battle Report?! https://youtu.be/LPfn6R-74Nw This week my Deathwatch take on the Ynnari! There was a new threat to the Imperium of Man. The vile xenos forces or the Eldar, once divided into disparate factions, had, recently, been rallying around a new god. These combined forces, calling themselves the Ynnari, were a greater threat to mankind than their individual parts. So when a force of these aliens landed on an Imperial planet, the Deathwatch were sent in to cleanse the planet for the Emperor. Though they may go by a different name, they bleed none the less and that is all that matters to the Deathwatch. Will the Shield That Slays be able to wipe the xenos from this planet, or will the combined forces of the Ynnari prove too potent even for them? Watch and find out!
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The Assault on Eibhir I don't have an Eldar army but when I decided some years ago to enter my Psychopomps (my Slaaneshi heretic astartes) in Armies On Parade i decided that I wanted to not just show the army but to show them at war. What more fitting a foe than Eldar? I discussed with my local GW's staff which craftworld would look best fighting my pastel-heavy CSM and he first suggested Saim-Hann, which I turned down as I wasn't keen on doing a lot of jetbikes (plus I'd just finished making Crusade-era 1kSons and wasn't in the mood for colours close to red), so he suggested Biel-Tan. Over the years of prep I added a few Eldar bitz as... ...Basing materials Sacrifices... ...Snacks... ...more snacks... ...and lots of trophies and some not getting killed/tortured, for display on the AoP base itself. With the B&C now allowing Eldar I thought I'd show the Biel-Tan and Harlequin Eldar I did for the display (The Psychopomp assault upon the Biel-Tan maidenworld of Eibhir). First of all, the Armies on Parade diorama, which got me Silver: Hidden Content Silver: Psychopomps by Nehebkau, on FlickrSilver: Psychopomps by Nehebkau, on FlickrSilver: Psychopomps by Nehebkau, on FlickrSilver: Psychopomps by Nehebkau, on FlickrSilver: Psychopomps by Nehebkau, on FlickrSilver: Psychopomps by Nehebkau, on FlickrSilver: Psychopomps by Nehebkau, on FlickrSilver: Psychopomps by Nehebkau, on FlickrSilver: Psychopomps by Nehebkau, on FlickrSilver: Psychopomps by Nehebkau, on FlickrSilver: Psychopomps by Nehebkau, on FlickrSilver: Psychopomps by Nehebkau, on FlickrSilver: Psychopomps by Nehebkau, on FlickrSilver: Psychopomps by Nehebkau, on Flickr I'll post photos of the Eldar models next.
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In preparation for the upcoming Xeno Files event, I've been painting some of my long-dormant Eldar. And by long, I mean long, since I haven't put paint to brush on most of these guys since I bought most of them in late 3rd or 4th Edition and haven't put them on a gaming table since 5th. Just to be clear, none of these are part of my Xeno Files vow, these are just... warm ups. I'm painting my Eldar in a personal take on the Craftworld Altansar scheme. The studio scheme is too bright and too. . . pink. . . for me. These are Eldar who have been lost in the Eye of Terror for 10,000 years. Since emerging back into real-space, they've been treated as pariahs. . . and not without good reason, seeing as how they refuse to un-helm around outsiders. They're sinister and frankly they should be, having been trapped within a hell-dimension with their very souls at stake. So I'm going with dark colors, lots of black accented by a dull golden metallic (aka Hashut Copper on a base of Warplock Bronze). The non-Aspects will feature Sanguine Highlight from Privateer Press' P3 line as it is a decent pinkish-red that remains suitably dull. This will also be used as an accent color on some of the Aspect Warriors to further tie them back in with the rest of the army. So with no further ado, here are some of my works. Some are presented in WIP-to-finish format, others are still being worked on. Maugan Ra, the Harvester of Souls: Guardian Platforms with bright lances: Wave Serpent turret with shuriken cannons: Fire Dragon Exarch, test scheme: Let me know what you think!
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Hi guys, as @the_chaplain asked if I would post some of my Eldar pieces, so I decided to add them here. They are all based on Wood Elves, as you can tell by their colors. Farseer Yraneth: http://i.imgur.com/XD4NWShg.jpg http://i.imgur.com/zDgn5dUg.jpg http://i.imgur.com/W1l4Tx8g.jpg Warlock Yllandil: http://i.imgur.com/J3hgHMa.jpg http://i.imgur.com/uun43ezg.jpg http://i.imgur.com/jWbJTVUg.jpg Rangers: http://i.imgur.com/wGhR89ag.jpg http://i.imgur.com/MXjt7Lcg.jpg http://i.imgur.com/2Dkjpalg.jpg http://i.imgur.com/6VNGF0Tg.jpg http://i.imgur.com/39Wz5RLg.jpg http://i.imgur.com/ENsIp33g.jpg Guardian: http://i.imgur.com/oqEwUd1g.jpg WAVE SERPENTS: http://i.imgur.com/InmQAGT.jpg http://i.imgur.com/IquhbM0.jpg http://i.imgur.com/0GbJzpM.jpg http://i.imgur.com/C6CKkPw.jpg Wraithknight: http://i.imgur.com/oeOiMrC.jpg http://i.imgur.com/ykKCyFh.jpg http://i.imgur.com/uc0MxeF.jpg Ran
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I've found myself thinking this in the last 2-3 games I've played. There's maybe 1-2 useful ones, however the rest seem to be tied to specific units, or just not worth it. I've been starting games with a full 12CP as WLT's and Relics aren't that great to me, beyond the free ones I give to my Farseer, and usually finishing games with 3-5 CP depending on how my rolls have gone. The only strats I seem to use are: Lightning fast reactions - generally every opponent shooting phase Bladestorm (when I remember on my guided Avengers) Feigned Retreat (if I get caught, maybe 1-2 times per game max) Optional: Grenade pack (I always forget about this, so never actually used it, but would be amazing with a full unit) Linked Fire - if I have 2 prisms, however the prism then needs guiding, and it's useless against it's main target, Custodes, who can transhuman and turn off rerolls. Are you making use of any other strats? Am I missing a trick here?
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Hello guys! Welcome to my Eldar blog. Here I will upload pics of this army as I collect and paint them. A long time ago, in the bygone era of 4th edition, I knew of this wonderful hobby and I had to make a really hard choice: Which army do I want to play? First I looked at the Imperial Guard, then the Dark Eldar (because Cruellagh The Vile rules), and all of the other armies. In the end I went with Chaos Marines but I always had a soft spot for Eldars. I really liked the War Walkers and the Dire Avengers but for many reasons I didn't collect said army. But recently I made a trade and got many of the models I like and decided it was time for Eldars. My army's background started with an idea of a place in which all of the eldar race could reunite and party. They were merchants of the refined pleasure of music and dreams. Sure, some of these eldars without self control went deeper into the pleasures but they were kicked out of the craftworld because the seers knew that way led to a dark place, so they remained restrained in their tastes even before Slaanesh happened. Since I always envisioned the Eldars as a mixture of The Sandman, Elric of Melniboné and Glam Rock music, I will try to model or at least paint my minis with said qualities. I haven´t got so far on my minis since I've had them for like a day but here are some pics of them alongside some bit of fluff for each of them. (Please excuse the WIP pics. I have only managed to basecoat them and shade the turquoise) Autarch Caliostro He is the Leader of the Defenders of Noctian. He has walked the paths of sound and dreams for millenia as well as the path of the Autarch after the birth of She who thirsts. He prefers to don his ancient weapons in battle; The Shards of Acustes (Fusion Gun), The Spear of Grieff (power weapon) and the Helmet of The Scorpions (Mandiblasters) Farseer Onirös He is the High Seer of the Craftworld and the guide in the path of dreams, jobs he has done since before the fall. He dons the Helm of Noctis in battle and his Singing Spear Amapollie The Trinity (War Walker Squad) Composed by the Walkers Assaï, Brëit and Dëciso. They are the seninels of the College of Onirös and some of the most ardent defenders of the Craftworld. Squad Dolorosso (Dire Avengers) This squad is tasked with the protection of the repositories of oniric paints of Autarch Calliostro, which depict the feelings and motivations of many Eldars. They were more, but after an incursion by slaaneshi reavers in the repositories they have been at half strenght. Squad Fucuosso (Dire Avengers) They defend the inner quaters of the Autarch Calliostro and are among his inner circle. They are veterans of the Brutish Wars against a nomadic Mob of orkish raiders. The Brotherhood of the Lyre, Squad Gioioso (Corsair reavers) The Brotherhood of the Lyre, Squad Omaggio (Corsair Reavers) The members of the Brotherhood of the Lyre mercenaries are Eldar exiles that originate from this Craftworld, and so they always keep comunicating with the leaders and are willing to lend their hands whenever needed. The Corsair prince saw fit to leave two squads of his troops as permanent garrison on the Craftworld as a way to honour Farseer Onirös and pay him tribute for his lifetime work. Well that is what I have so far. Since the Corsairs were my old blood bowl team I decided to leave them as they were and just glue some rifles on them, so they are armed with a mixture of Shardcarabines and Shard cannons (even if some of them have shuriken carabines I wont use them as such.) The Felarch were modeled with swords but that will be just to mark them as the leaders until FW renews their corsair rules. As for the future, I have planned to get a box of 5 dire avengers to complete squad Dollorosso and get a couple of Wave Serpents. On a modelling sidenote, since I am going to paint them with Glam Rock themes like Zebra pattern clothes and bright colored hair to go with the turquoise, I was considering the idea of sculpting feather or fur on some collars of the minis. Would you like to see that? What are your thoughts on the Glam idea? Thank you for reading!
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Hey all, I'm in the conception stage of making myself a craftworld. I want to semi theme it around the old world elven God of Mathlann (Lord of sea and storms) and swooping Hawks. As far as I'm aware there is no 40k counterpart to this god, so it will be more referential than directly stating that they are influenced by this god. But it lets me draw references from the high elves for runes and iconography. It has also mapped out a play style in my mind: The storm, the tempests. I'm thinking lots of guardians and dark reapers backed up by bikes and swooping Hawks. What do you guys think? Any tips for fluffy craft world creation?
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I wrote this as part of a larger alternate heresy project, but more than any of the astartes portions, I am most proud of my description of how Exodite culture functions and why. I honestly think I've fleshed them out better than any other attempt, GW included. I have some half-done 9E rules as well, if there's interest. Praise welcome; criticism extremely welcome. Index Xenos - Eldar Exodites Origins History The Exodite Worlds are peopled with the first Eldar to recognize the rot in the heart of their empire. They fled the heartlands well before the Fall and went back to nature, forsaking most technology with some exceptions for weapons and armor. Instead, they relied on the carefully-sculpted ecologies of the Maiden Worlds they settled, and the World Spirits, complex psychic constructs using a wraithbone-like mineraloid substrate that spreads through the entire planetary crust and coordinated both Eldar and wildlife. The biotechnology which created these ecosystems remains in place, but they placed it outside their ability to directly influence: only through the World Spirit's automatic coordination can it be engaged or changed, which it does when the world is under attack or the Exodites who live on it are collectively under severe strain. This invisible coordination served them very well, and quickly; it was less than a century before all traces of hedonism had vanished. A handful of millennia later, when the debauchery of the Empire exploded into the birth of Slaanesh, they were well insulated, both remote in space and in mindset. They were not, however, protected from the depredations of She Who Thirsts. As they discovered that the cycle of reincarnation had been broken, they decided to, carefully, consult the Craftworld kin who had apparently escaped the Fall - they treated them with suspicion, not fully trusting they were untainted, but recognized that they needed to borrow from their expertise. From this, they learned of the Infinity Circuits, and made changes to their World Spirits to perform the same role. Because the Spirit already suffused the planet and their populations remained small, the Exodites did not need spirit stones so long as they remained on their home worlds. This cemented the already established practice of remaining homebodies, not venturing offworld except for truly dire circumstances. During the human's Heresy War, many Exodite worlds (and other Eldar worlds) were brought into conflict with more violent strains of humanity and Chaos, and with aliens who were fleeing from either or both. This wreaked changes on Exodite culture, jarring them into relaxing both their isolationism and their attitude toward technology, due to a new recognition that while they could withdraw from the galaxy, the galaxy would not return the favor. They intermixed to a degree with the Craftworlds, leading to the adoption of certain Aspect Shrines, but the more impactful change was that they undertook active development of their ecosystems. A standout example was the creation of the Sky Dragons, great pterosaurs with wingspans twice as wide as an eldar is tall, who readily consent to riders flying them into battle and sniping at foes below. Even with the partial acceptance of advanced technology, the Exodites still strongly prefer to make use of beasts and biotechnology over wraithbone constructs or technological tools: the living equipment is still subject to auto-regulation by the World Spirit, which ensures that their technology will start to fail them if they start falling into sybaritism like the empire before them. It also perpetuates their cultural aesthetic, which helps them maintain their cultural identity separate from the Craftworlders; with their worlds taking a more activist stance, some distinctions are hard to draw and the Exodites feel strongly about keeping themselves true to the core of what defined them in the many centuries since the Fall. Homeworlds Exodite Worlds are sparsely populated. If you were to survey an Exodite world and divide the planet's surface into 1000-hectare tracts of surface, you would generally find that only a quarter of those tracts had any Eldar at all. Even within those populated tracts, the density would be roughly one individual per dozen hectares, roughly on par with the density seen on Feral Worlds. The overall planetary density is in human space seen only on Death Worlds, and this analogy is apt: an Exodite World is, to a great extent, an artificial Death World - at least, it certainly appears as one to any non-Eldar who attempt to explore it. Exodite Worlds are classed by the Eldar as Maiden Worlds, but they are _sharply_ distinct from others: Maiden Worlds are terraformed, and where Exodites have not introduced the World-Spirit-mediated aggressive ecosystem, these worlds are generally among the least-hostile, most-welcoming worlds in the galaxy, a fact which has led to numerous settlement attempts which were aggressively contested by the Eldar. An Exodite World is also terraformed, but specifically shaped to be one which constantly tests its inhabitants; only by the constant management of the World Spirit psycho-construct are these tests reduced from the constant mortal peril of a true Death World to merely difficult, constant problems that keep the Exodites on their toes without pushing them beyond what they can bear. These worlds always include dragons and a variety of hostile flora, but a great deal of variation is displayed within that. Qa'Sethlai is a terraformed gas dwarf, and clusters of floating terrain are traversed by sky dragons and hand-made Exodite gliders. Chassrace is a world of rivers and rainforests, both tropical and temperate, and its inhabitants do not farm, getting their sustenance entirely from hunting, gathering, and fishing from its bountiful waters. Kethtressil has an extensive cave system and many tribes live in those caves, as do several interesting varieties of dragon not commonly seen elsewhere. However, the most common appearance is rolling hills, sharp chasms, and a diverse selection of forests, and aspects of this appearance are seen even on the unusual worlds. At War Tactical Doctrine The Exodite tactica is primarily defined by the skills of the hunt. Speed, stealth, and superior senses are their practiced advantages, and so their methods of battle rely on raids, deployment from hiding, and forcing the battle onto terrain where there is ample cover. They use this cover as concealment themselves, and tempt the foe into trying to hide within it as well, a foolish ploy because the Exodites are nearly as skilled at denying the enemy protection from cover as they are at making best use of its protection for themselves. The preferred strategy is to draw the enemy into a quagmire of rough terrain, gain more from that quagmire than the foe can, and then crush them with a cavalry assault, bombardment from Sky Dragons or storm lizard artillery, or simply a crushing charge of large dragons. Where battle on open ground is necessary, they are capable of planting their own cover: several rapid-growing carnivorous plants can be seeded to an area and encouraged into growth in days by a Wayseer. If that is insufficient or impossible, an entire tribe may be fielded on dragonback, usually armed primarily for attacks at range, and both caracole tactics with continuous waves of fire and cycles of charge and false retreat will be used to bleed the enemy (usually being followed up by a charge of large dragons). When assaulting fortifications is necessary, sky dragons and dragon scouts will screen and bombard the enemy to cover an advance by the largest group of megasaurs and storm lizards that can be gathered; when this group has advanced close enough, the living tanks will charge the walls head-on and the scouts and raiders will follow up. Organization The basic unit of organization of the Exodites is the tribe, both at peace and in war (much like the Wild Rider clans of Saim-Hann). Tribes occasionally fight each other, and even alliances of tribes may take the field against each other, though the warfare is ritualized and low in serious casualties, with tribes rewarding feats that require skill at arms to complete but do not cause lasting harm to the rival tribe, such as stealing mounts, disarming enemies, and subduing them without drawing blood. Coordination between tribes when the world is under threat is freely given in most cases, but in less desperate circumstances, it generally requires the leadership of Wayseers, psykers who have practiced communion with the World Spirit and live at a remove from their tribes (either a social remove where they are treated as foreign while sharing living space, or physically living outside the tribe system). A tribe's forces will be led by a War-Prince, usually the same individual who leads hunts against powerful prey; this position is not gendered, despite the name, though male Eldar do hold it more often than female. When a large force is assembled, the Wayseers will nominate a High Prince, generally but not strictly selected from the War-Princes of the tribes present, and if a comfortable majority of War-Princes assent, this High Prince is considered the commander for all forces; Wayseers are not skilled directors of forces and so almost never take on this role. Tribal forces primarily are counted as the bands of Dragon Scouts and Dragon Knights who are accustomed to hunting together and fight as units on the battlefield. Warriors on foot are instead predominantly Exodites who are not _principally_ hunters in their daily life, and have weaker inter-tribe rivalries as a result; mixed units of infantry drawn from multiple tribes are still uncommon, but not as fiercely resisted as mixing cavalry units would be. Aspect Warriors, whether infantry or Bountful Knight, are outside the tribe system for the time they spend in the aspect shrine and will come to the aid of any tribe or war party; Exarchs or veteran Aspect Warriors are the most common High Princes who are not an attendant tribe's War-Prince. On the rare occasions when multiple Exodite worlds collaborate during war, the High Princes of each world will come to consensus on a leader, usually designated Autarch; often this is, like a Craftworld's Autarch, an individual with specific training in the Path of Command, which may even be an outsider who is from a Craftworld not fighting with them at that time. Individuals who have been a High Prince on more than one occasion will often make a pilgrimage to the most easily-accessible Craftworld to study the Path of Command for some years, and then bring the lessons back with them for future wars. Armory The most notable element of the Exodite 'armory' is their dragons; lizards ranging ranging from the size of dogs to the size of elephants, which are used as hunting companions, steeds, and for some of the largest herbivore walking weapons platforms. Dragons generally take the field along with an Exodite with a strong 'dragon-bond', an empathic gift for communicating with dragons (and other animals); particularly large groups or ferocious dragons require a Dragonspeaker, a skilled individual with a particularly strong dragon-bond who has trained in its use. Velisaurs are pack carnivores the size of wolves or large dogs, used as hunting companions either in ones and twos paired with Eldar hunters with a weak dragon-bond or as an entire pack alongside a skilled Dragonspeaker. Raptisaurs and Carnosaurs are pony- and horse-sized (respectively) carnivores, Raptisaurs more nimble and intelligent and Carnosaurs larger and more durable, who are the usual mounts for Dragon Scouts and Dragon Knights, respectively. (Both are considered worthy of the Bountiful Knight aspect shrine, and Exodite worlds with multiple Bountiful Knight shrines have at least one for each.) In the wild, Raptisaurs sometimes hunt alone but more often in pack of three or four; Carnosaurs are solitary but mated pairs are known to hunt together on occasion. These three types make up the primary cavalry and rapid skirmisher units, which are the bulk of most Exodite armies. Pterosaurs are rarer and were almost totally untamed before the Second Sundering, when the Sky Dragons, larger and more easily pressed into service, were bred or engineered from the existing pterosaurs; these perform a similar role but in the air. The larger dragons are correspondingly less common, but highly impactful where they see use. Megasaurs, also called Megadons, are the apex predator of most Exodite ecosystems, enormous fast-running hunters who stand four meters tall at the shoulder. Only in times of great strife do megasaurs consent to be ridden, and even then it requires a very talented Dragonspeaker; when they do, however, they are living shock-assault weapons, devastating enemy lines and crushing whole companies of infantry or bikers. They are not the largest of the dragons, however: the large herbivores range widely in bulk, but, as in the old Terran ecosystem, dwarf the predators in size. The smaller varities like the frill-headed Cerasaurs are docile and often used as beasts of burden, or in war as small, slow-moving artillery mounts. The largest, the 'storm lizards', are around six meters tall, twelve in length, and four to five meters wide, heavily plated and spiked. These are used to mount heavy artillery and fortress-like howdahs, and in close combat can match most tanks on a fair footing and make even the mighty Baneblade hesitate to engage them. Beyond the dragons, biotechnological weapons in common use include the hybrid-technology webcaster (a spider-like gun which can fire sticky webs for capture or be threaded with monofilament for execution), 'hyperseed' biological grenades which sprout into entangling, spiky vines in moments, and 'trap spitters', carnivorous, highly-poisonous plants which are immobile, but can grow in minutes and camouflage themselves almost undetectably until they strike. Hyperseeds are carried by many cavalry, but particularly heavily-used by the Sky Dragon corps and 'bomber birds': trained hunting hawks, properly avian falcon-like beasts which can be trained to fly forth with hyperseeds clutched in their talons, drop them on whatever non-native life they first see, and return to their falconers for reloading. Beyond biotechnology, the shuriken catapult and lasblaster are holdovers from the armament of the Eldar Empire's military, and the witchblade and singing spear common to Seers are in widespread use on Exodite worlds as well as Craftworlds. At Peace Culture To understand Exodite culture you must first understand the World Spirits. The World Spirit is a great psychically-active construct which coordinates the wildlife of its planet, designed to prevent its Exodites from falling into the corruption of the pre-Fall empire, but also not consign them to unrewarding, exhausting toil for the rest of their days. The World Spirit controls the ecosystem, normally making it mildly hostile in settled areas and extremely hostile outside those. But in times of need, it turns the the wildlife much more friendly, willing to defend the Eldar and ease their burdens if a talented Dragonspeaker attempts to tame them. In truly dire circumstances, the beasts will spontaneously attack threats to the Eldar residents without assistance, and be tameable by ordinary Eldar without any more psychic gifts than are possessed by all their race. By the masterful artisanry of the World Spirits, the worlds assist them in direct proportion to their need, helping only as needed and no more. This ensures that they never fail into fruitless toil, but also never into sybaritic hedonism such as produced the Fall. The ethos underlying this design, and the design's effects, are the primary shaping forces for Exodite culture. Exodites maintain the trappings of primitivism, and to an extent the reality of it; they must plow their own fields, scythe their own crops, and do by sweat and grit what the Craftworlders do via automatic mechanical means. But they also have a deceptively easy time taming the worlds' dragons as beasts of burden, hunting companions, etc.; the world literally conspires to assist them where needed. They therefore live as a real-life instantiation of the stereotypical, and usually fictional, noble savage: simple needs simply achieved, low strife inside tribes, strife between tribes highly ritualized, and no fear that they might descend into crushing poverty without serious moral/philosophical laxity that could be said to 'bring it upon themselves'. They do take steps to preserve this status quo, however: the most visible one is to rely heavily, in war and in peace, on living creatures and biotechnology that the World Spirit can affect, more than the traditional Eldar armaments like the shuriken catapult and prism cannon. Due to the modifications made after the Fall made the vulnerability of souls clear, Exodites are also extremely attached to their home worlds. After the Second Sundering they have been known to leave them, but the souls of their families and ancestors are bound into the very crust of the planet, their ghosts lingering at places on the surface important to them in life. And unlike a Craftworld's Infinity Circuit, there is no possibility of extracting them and moving them to another haven; the infinity circuit was retrofit into the World Spirits and they were never meant to be portable. Some Maiden Worlds not originally part of the initial exodus have been turned into Exodite worlds since the Second Sundering, and since they did not yet have World Spirits they have received newer version, ones which can more easily be extracted in case of serious problems, a design pioneered by Menimshemash after they had to evacuate their infinity circuit due to Tzeentchian corruption. This has made the new world inhabitants less attached to their homes, which some old Exodite families find unsettling; they therefore have substantially higher fractions of their residents drawn from the Craftworlds in their coils than would be naively expected. Relations It is not quite clear who the Exodites hate the most, of all species in the galaxy. It is a narrow contest between the daemons of Chaos, and the Dark Kin of Commorragh. One is the scourge that destroyed the Eldar Empire, and the other learned no lessons from the empire's Fall and seem determined to invite more of the same upon their race. Exodites grudgingly respect their skill at arms as demonstrating that while they have stayed debauched and vile and become moreso, they have not grown _soft_, but this barely tempers their disgust and loathing for the Dark City. Other Eldar they regard with mild distaste as soft and foolhardy, too willing to risk Slaanesh's grasp by making their lives easier. Even the Harlequins they regard this way, though mixed with a healthy dose of trepidation and awe at the living avatars of Cegorach and stewards of Eldar history. Orks and Necrons they regard as pests who can become serious threats if left unchecked; the most common sorties off their homeworlds that Exodites perform are reconaissance in force to find nascent WAAAGH!s and awakening Tomb Worlds and nip them in the bud. Humanity, as well as the T'au and their client species, are not given much thought except when they attempt to settle a world which already has a World Spirit, at which times they are hunted down and killed mercilessly, occasionally extending to whatever staging grounds they used for their colonization.
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IA: Sons of Lightning Warriors of the Veil, Slayers of the Eldar. http://www.bolterandchainsword.com/sm.php?%20b62c=@hd0fp_hQ8MC.iakk7@@@@@@@i8y3o@_@@__@@@@.@@@.@@@.@.@@@@@@@@@@@_@@@@@@@@@@@@@_.& Origins: "There is nothing in this galaxy as dangerous and deviant as the Eldar. They are a race without conscience, without soul. They may wear a face like that of Man, but it conceals the mind of an alien. You may ally with them, thinking them your friends, but they will turn on you, devour you, and when you die, it will be to suit their vile machinations. And your death will be the deserving death of the traitor." -Captain Rai Debonachi, Sons of Lightning 3rd Company Founded in mid-M34 in response to repeated Eldar attacks in the Veiled Region, the Sons of Lightning are a mobile, fleet based chapter born of the gene-seed of Rogal Dorn. The Emperor's Tarot revealed that they would be named the Sons of Lightning, and time would prove this an accurate name indeed. Upon the creation of the chapter, the Adeptus Mechanicus gifted the Sons with the mighty Battle Barge, Thunderhead, and the Forge Ship, Lightning's Wrath. Now supplied with ships, a handful of marines from the Crimson Fists Chapter formed the core of the chapter's leadership; guiding the chapter's development into a full-fledged war machine. With the beginnings of a fleet and the start of a Chapter, the training cadre led their charges into the Veiled Region where they were intent on forging their legend. The Veiled Region had long been host to Eldar raiders and the Sons quickly set about cleansing their new home. Their first conflicts did not favor the budding chapter however, as the Eldar outmaneuvered them or slipped away time and again. The Sons found it nearly impossible to bring the Eldar raiders to decisive combat, and every battle, even their victories, were tainted by the idea that the perfidious aliens had somehow gotten the better of them. When word came from the nearby system of Cajarta that they were under a massive and organized attack by Eldar raiders, the Sons of Lightning responded in force. Having reached full strength in the decades following their founding, the cleansing of Cajarta would prove to be their first true test as a chapter, one that would forge them into greatness or see them cast into oblivion. The Old Man and The Moon Imperial Scribes have transcribed the events of the day the Astropath touched upon the Craftworld, preserving the record of its discovery. Though very old, very senile, and more than a little confused, the Astropath possessed the presence of mind to utter one clear sentence before his mind was completely destroyed. Though many differing accounts exist of this famous moment, they all share one commonality. The Astropath's last words, spoken clearly and with absolute certainty have been preserved. "That's no moon, it's a Craftworld!". Arriving in Cajarta, they found a system in chaos. Supply lines between the worlds had been nearly severed, the Hive World had been cut off from its imports of food and material, and the agri-world was suffering ceaseless attacks. Billions were dying of starvation and no force in the area had even seen the attackers. Deciding that the first order of business was to restore supply lines, the Sons set about clearing the agri-world of invaders and reestablishing communications and trade. Initial battles favored the Sons, though the casualties they inflicted seemed few and far between. Each time the Eldar slipped away and the Sons were allowed to claim an uncertain victory. With food flowing to the Hives and trade being slowly restored, the Sons turned their attentions towards locating the Craftworld. Every report of Eldar activity was investigated, and nearly every lead turned up only stones. Compounding this frustration was the fact that the raiders had returned, spreading the Sons thin trying to cover convoys and defend critical locations. Fighting a defensive war against the Eldar was proving untenable, and the system was poised to fall. The search for the main enemy stronghold had become paramount, and eventually their quarry was discovered hiding behind one of the many moons of Cajarta. The Sons confirmed the presence of the enemy Craftworld and gathered their entire force to strike. However, the presence of a nearby Ion Storm made scans and traditional sweeps impossible, meaning the Sons had no idea of the strength of their enemy. Mustering the entire might of the Chapter and pulling all their forces from duties of defense, they struck. With no way to know what they were facing, the Sons had sent general calls for aid to several nearby systems, though none would arrive in time. The battles in the space around the Craftworld were bloody affairs, as the Eldar tried to buy time for their brethren to escape. They attempted to lure the invaders into the Ion Storm where both sides would be savaged by its fury. However, the Sons would not be baited, nor would their wrath be denied, and slowly they began their assault on the Craftworld proper. Almost immediately, the Sons were set upon, and the first hours to establish a beach head were amongst the bloodiest of the entire campaign. Pushing back the Eldar and establishing a drop point, the Sons slowly began to drive into the Craftworld itself. At every turn, Eldar ambushes and attacks came from nowhere, as the wraithbone of the world shifted and changed around them. Testing their tactical acumen and flexibility to the limit, the Sons learned to anticipate the ambushes, moving quickly to fall back or reinforce areas as necessary. Every step forward was made over hundreds of Eldar corpses and it was during this time that the Sons discovered the importance of the Spirit Stones. When Captain Hessa burst the stone of a Striking Scorpion Exarch, he noticed the surviving Scorpions falter briefly, before striking out in an uncontrollable rage. Relaying this information, the Sons began to focus on the stones when they could; a tactic that, while effective, earned the hatred of an entire race. Pushing further into the Craftworld, the Sons came across the Avatar of Khaine for the first time, suffering fearsome casualties as they tried to bring the eldritch monster down. Knowing that this was the Eldar's last stand the Sons committed all their forces and the battle in the Court of Isha's Cradle was waged. The Craftworld itself, seemingly sensing its end, sailed into the nearby Ion Storm and the last battle was fought as thunder and lightning shook the sky and pounded defender and attacker alike. The Eldar paused to look upon the storm in terror but the Sons took the storm as an omen; a sign from their Emperor. Hurling themselves forward, they set upon the Eldar in a fury, harnessing the elemental rage of the storm as their own. Nowhere was this more personified than in the center of this bloody melee, where Hessa struck down the Avatar as lightning smote his blade. The storm itself raged into the God of War and when Hessa raised his power sword, it glowed red with the heat of the strike and the blood of a God. The death cry of Khaine became a scream that would herald the end of the Craftworld. Every Eldar that did battle that day was put to the sword and in a move that could never be forgiven, the Sons shattered the spirit stones of every Eldar they found, dead or alive. Ya'Jalden had been conquered, though not without cost. More than eight hundred marines had perished in the assault, in addition to the dozens of tanks and other vehicles lost. The fleet had suffered as well, both from the defenders, and the fury of the storm which slowly burned itself out as the battle did the same. Realizing the vast strategic potential the dead Craftworld presented, Hessa and his surviving marines set about cleansing the last pockets of resistance and establishing the mighty Fortress that would come to be known as World Fall. From here they would slowly rebuild their devastated Chapter, strengthening their ties with other Imperial organizations in the process. Nearly one-hundred and fifty years later the Sons would emerge whole, having restored their ranks and their pride. With the aid of noted Inquisitors of the Ordo Xenos, as well as strong ties to the Adeptus Mechanicus, the Sons rebuilt themselves stronger than ever and continued their never ending war against the vile Xenos of the Veiled Region. Homeworld: "I cherish the hope the Eldar will try to retake this place. We will hold our ground here, and add to the supposed ghosts screaming their sorrow in the night." -Sergeant Jeras of the 10th Co. The Fate of Ya" Jalden After the defeat of Craftworld Ya'Jalden, the Sons of Lightning were weakened to the point of death. Though they had successfully captured the Craftworld, keeping it would be another test altogether. Word of their trophy was sent to the various organizations of the Imperium and Inquisitors and Adeptus Mechanicus Magos alike responded. Additionally, the requests for aid that the Sons had put out prior to the battle arrived in time to help defend the battered Sons from Eldar retaliation. A combined force of Inquisitorial Guard, Magos Skitaari, and other Space Marine Chapters shielded the young chapter as they rebuilt, fighting off several concerted attacks from the Eldar, most of which seemed to come from inside the Craftworld itself. As the defenders sought out the source of these attacks, they found several intact Webway gates which they shattered and brought down, often against the insistence of the scholars present. It was ruled that the safety of their prize was more important than the research of the Webway, and it is a decision debated to this day. The assaults culminated in the Day of Wrath, when a massive Eldar invasion force emerged from a previous unseen Webway gate, intent on finishing the Sons once and for all. Rallying their allies and their own rebuilt might, the Sons met the Eldar in battle across the entire Craftworld. In a single bloody day of fighting, the Eldar were defeated and driven back through their Webway, which they collapsed behind them, rather than risk being followed. Their fortress monastery safe, the Sons continued to rebuild themselves eventually reaching full strength. Able to handle defense of the Craftworld on their own, their allies departed with Oaths of Brotherhood and the thanks of a Space Marine chapter, debts that Sons honor even now. As for the Eldar, they never gave up on reclaiming the Craftworld, attacking often and relentlessly in an attempt to avenge their brethren. The Sons of Lightning remain the masters of Ya'Jalden however, and have defended their home with a fierce resolve. The Sons do not maintain a typical homeworld; no planet serves as their home and place of rest. Instead, the Sons of Lightning have built a mighty Fortress Monastery, known as World Fall, on the remains the dead Craftworld Ya'Jalden. Though a dead and lifeless world, the immense psychic construct of the Craftworld's Infinity Matrix, as well as the terrible weapons and powers unleashed in the planet-ship's last stand, combine to make the Craftworld a haunting and terrifying place. Inquisitors and dignitaries visiting the Keep have described the Craftworld as a living entity, burning with hatred and impotence against those who destroyed its people and took control of its being. Though incapable of direct harm, the Craftworld's hate begins to take a toll on visitors, who slowly feel the impotent rage pressing in on them, driving some quite mad. The effect is even more prominent on Psykers, who can feel the living essence of the world more clearly than others. The Sons remain stoically unaffected, meeting hatred with hatred, and impotence with power. They have mastered the dead world and the price of its defeat is eternal servitude to its betters. World Fall serves as the heart of the Sons of Lightning, and, with the aid of the Adeptus Mechanicus, hundreds of weapon emplacements, as well as docking facilities and hangers have been grafted onto the dead world. This makes Ya'Jalden, and World Fall, an odd sight indeed. Human technology is crudely meshed with flowing Eldar wraith-bone, and the keep itself sits like a jutting mountain of adamantium and plasteel, rising out of the aft of the Craftworld. Though incapable of even the shortest warps jumps, Ya'Jalden's crudely mounted Imperial thrusters ensure that it avoids any deadly obstacles in its near aimless drift through the Veiled Region. The sight of the Craftworld entering a system or combat zone has a demoralizing effect on their Eldar enemies, who come to realize that even their mightiest defenses are nothing to the might of the Imperium. The Sons recruit from three main worlds: Sujuta, the deadly jungle; Gennis, the burning waste; and Cajarta Prime, the hive world. Sujuta is a lush, feral world, where the relatively primitive men wage a constant war of survival against the jungle and its inhabitants. The planet of Gennis is one large and unbroken desert, with vast underground seas at the North and South poles, connected to each other by subterranean rivers, whose waters are tapped by deep wells, each a relic of a long forgotten past. However, the wells are few and competition for them is extremely fierce, leading to constant warfare and hardy recruits for the Sons. Cajarta Prime is a massive hive world, and from its gangs, recruits are taken. The Sons recruit equally from all three worlds, and have established small keeps on each, to which recruits must journey to be considered worthy. Each world is fraught with its own perils, and the journey weeds out many of the weak and unworthy recruits. Those that make it to the keeps are kept and trained by the Marines stationed there, prepared as best they are able for the trials that will soon follow. When the fleet returns to each world, a Proving is held at each keep, wherein all the recruits that have made the journey are tested against one another in lethal combat. The strongest of the survivors are then taken by the Chaplains and Apothecaries, where they will become true Sons of Lightning. These three worlds are not the original recruiting worlds of the Sons of Lightning however, their previous worlds being lost to bizarre and deadly Xenos weaponry. The twin world of Gellias and Kellias were once fertile recruiting grounds for the Sons, until the Eldar deployed ancient and unknown weaponry to strip the life from both worlds and leave them as shattered husks. Both worlds are cracked and broken, though to this day, no trace of Eldar presence was ever seen or heard. Only a vengeful message from the Biel-Tan Craftworld gave indication as to the fate of the people of the world: "We have reaped your world as you reaped ours. There will be no mercy for your sins. The Swordwind comes for you." Hearing this, the Sons of Lightning swore terrible oaths of vengeance and retribution, and have vowed to hunt the Eldar to extinction. Blind to the notion they have only themselves to blame, the Sons have embarked on a campaign of deliberate and measured genocide against the Eldar people. Organization: "When you hear the thunder, there is no time to wonder how long the storm has been building." -Captain Lizevius, 4th Co. Constant battle across the Veil and the mobile nature of the Sons has led to them possessing a fluid command structure. Captains and Commanders are given large freedoms, able to wage wars as they wish. The Chapter Master oversees the myriad battles and skirmishes from the Thunderhead, and often leads the chapter to war, especially against the hated Eldar. Though scattered and divided across the Veil, the Sons are quick to unite as a chapter against a large enemy, and especially so against an Eldar force. In the event that battle with their most hated adversary is possible, the Sons will summon the entire chapter back, and the Captains of the companies will each lobby their case that they should be given the honor of the assault. Such debates are short, as prolonged negotiations would only allow their foe time to escape. When the battle plan is formed, and those fortunate companies are assigned, the Chapter Master himself will lead the forces of the Sons, often drawing first blood against their most hated enemy. The Sons command structure, company organization, and division are all Codex based, with the exception of a slightly smaller armory, as the Sons favor speed over firepower, especially against such a mobile enemy as the Eldar they often battle. The Sons also employ a larger than average Librarium, a response to their constant battles with the Eldar. Realizing the danger and power of Eldar Seers and Witches, the Sons look for psychically attuned recruits, to better counter this threat. These tactics have led to some suspicion amongst certain Inquisitors, as the Sons maintain a higher than average psychic presence and still actively recruit candidates with strong psychic potential as often as possible. However, given their record of success, as well as their strong ties to several noted Ordo Xenos Inquisitors, the issue has never been forced. Combat Doctrine: "Above all else, A Son of Lightning must strike fast. And he must strike hard enough that there is no need to strike twice." -Sergeant Irvine Steiner, 2nd Co. The Sons favor close combat when possible, preferring to look their enemy in the eye as they slay them. Against the Eldar especially, the Sons of Lightning prefer these tactics, as they find it is much harder for their foe to make a cowardly retreat when locked in bloody melee. They favor close combat for another reason as well, as the Sons prefer to take trophies from mighty enemies, especially leaders amongst the Eldar. The Avatar of Khaine is the greatest example of this, as the Sons rush into melee combat in an attempt to slay the vengeful deity and claim the glory of the kill. This has led to a higher than average casualty rate when the Avatar is fielded, as the Sons tend to abandon strategy in an attempt to claim this honor, though the sighting of such a foe is a rare thing indeed. The Sons of Lightning prefer a method of warfare that relies on speed and surprise over ponderous strength and firepower. Years of battling the Eldar have ensured they are flexible and highly adaptable, able to avoid being bogged down and surrounded. However, because of their predilection for close combat, the Sons are lacking in heavy armor, and field comparatively fewer tanks and Land Raiders than other chapters. They consider this no great loss, instead arming their squads with heavy weapons and anti-armor. Each such squad is nearly always given a Rhino transport, enabling them to quickly maneuver about the battlefield, bringing their heavy weapons to bear where they can be most useful. This allows them to remain highly mobile, without sacrificing their anti-armor capabilities. Beliefs: The Sons and the Stones The Spirit Stones of the Eldar race trap their psychic energy at the moment of death, preserving them from the predations of She Who Thirsts, the vengeful deity created by Eldar wickedness. Because of this, these stones hold a near mystical reverence for the Eldar, a reverence the Sons do not share, and indeed, exploit. Though they are unaware of the true nature of the shining stone that every Eldar wear upon their chest, the Sons do know they are important. In battle the Sons make a point of trying to destroy these stones when possible, as they have noted the destabilizing effect it tends to have on the psyche of the Eldar. At battles end, they usually patrol the battlefield, destroying any intact stones they find as an insult to their Xenos enemies. This cold act of destruction is thought to be the source of the greatest conflicts between the Sons and the Eldar, as the former seek to destroy an alien nemesis, and the latter seek to avenge the forever-lost souls of their kin. Should the Sons ever learn the true significance of the stones, it is likely they would try even harder to destroy them, ensuring their eldritch foes suffer even more. "I thought I had long understood the meaning of hatred; that I knew the nature of the killing hate that lurks within a man. Campaigning with the Sons of Lightning against the Eldar has shown me I was wrong. True hatred -their hatred- is an inferno, consuming all who stand against them, and leaving naught but death in its wake. Such hatred shakes the very soul." -Inquisitor Lorquin Montegarde of the Ordo Xenos. The Sons of Lightning hate the Eldar. They despise them with a cold and irrationally deep hate, that many claim has crossed the line into obsession. The slightest rumor of Eldar forces is enough to commit the Sons to battles and campaigns across the Veil and woe to any who stand between them and their quarry. Battles between the Eldar and Sons are amongst the bloodiest in the galaxy and their treatment of the very few Eldar who survive long enough to be taken prisoner is whispered to rival that of the scions of the Chaos Gods. To the Sons, nothing, not even the lives of their allies, is as important as destroying their Xenos enemies. They have embarked on a campaign of deliberate and measured genocide, with an ultimate goal of a galaxy cleansed of Eldar, no matter the cost. To the Sons there are no bystanders in this war, there are only two sides, with any not allied with the Sons being arrayed against them. Though there have been no confirmed reports of the Sons attacking Imperial forces, there are whispers amongst the Guardsmen of the Veiled Region that the Sons secretly destroy any Imperials who side with the Eldar. This whispered belief has led to more than one mutiny against a commanding officer who accepted Eldar aid against another enemy, often with disastrous results for the world they are defending. Still, even this is often not enough to slake the Sons' hatred, and whole Guard companies have disappeared, even after turning on their commanders. The Sons do nothing to deny such rumors and some even suggest that they start them, though this has never been proven. Charges have, in the past, been leveled against the Sons of Lightning, accusing them of attacking Imperial forces or refusing to battle alongside units who have accepted Eldar aid at any point in their histories. Each time, the charges are dismissed out of hand when their record of service, as well as their many, many Inquisitorial and Mechanicus allies are mentioned. The Sons place a high respect on Eldar kills, often taking trophies from their slain foes. The slaying of Exarchs, Autarchs, Seers, and Witches are especially respected, each earning a kill marking tattoo on the inside of the right forearm. Those marines that display outstanding skill in the slaying of their foes are quickly promoted, and thus the veteran First Company is filled with tattooed warriors each bearing the kill tattoos of many a dread foe, as well as bearing scalps, trinkets, and other trophies taken from their slain enemies. The quickest, and most reliable way to earn a place in the hallowed First is to slay one of the mighty Avatars of Khaine, the enemy's mightiest warrior. Given the extreme circumstances required for the Eldar to resort to fielding such a foe, its destruction is even more monumental. Though such a foe is never slain single-handedly, being far too powerful to engage without heavy firepower and support, the marine who makes the killing blow is always singled out for glory. The reward for slaying the Avatar is nearly always instant promotion to the First, as well as a ruby service stud, marking such a slayer for all to see. Many Chapter Masters of the Sons have borne such a ruby, and it is rumored that Nikolai Hessa, first master of the Sons, bore three at the time of his death, though it is hard to believe that one man even saw three separate Avatars, much less slew them himself. More likely this is legend grown tall to better accentuate the Sons first master. The Vengeance Wars The Sons' open taunting of the Eldar, along with the defiling of their Craftworld, once led to a horrific and terribly bloody campaign known as the Vengeance Wars, in which the Sons and their allies waged a region wide war against a combined force of at least three Eldar Craftworlds. What started as a simple skirmish along the outer systems became a bloody campaign when the Eldar discovered the remains of their scouts; spiritstones broken, bodies wracked after terrible tortures, and a mass grave of cruelly disposed dead. What was a minor victory for the Sons became a long campaign in which the Sons were ambushed at every turn and drawn into a bloody war to hold their own. Though brought on by the Sons own hatred and cruelty to their ancient foes, the Sons did not yield and stubbornly refused to give ground. Exterminatus was declared twice over the course of the campaign and the total casualties from both sides totaled in the billions, with the majority being innocent Imperial citizens caught in a vendetta of blood. After nearly three years of constant fighting, the Sons stood on the brink of annihilation, but their Eldar foes were too weakened to make the killing blow. A very uneasy ceasefire came about as both sides could simply fight no longer. The Eldar pulled back and left the Sons and their allies with fragile control of the systems, though it would be centuries before full peace was restored to the area. Geneseed: "Spit acid?! Are you so weak and worthless that you need to spit acid to deal with your foes? Emperor preserve us if all our recruits are so pitiful..." -Overheard conversation between Sergeant E.C. Ritter and a recruit of the Sons of Lightning. The Sons of Lightning are of the gene-seed of Rogal Dorn, and thus lack both the Sus'An Membrane and the Betcher's Gland. They show no signs of mutation or destabilization of their gene-seed, and their purity has remained of the highest standard. Though their gene-seed is clean, many Sons of Lightning display psychic powers, which several Inquisitors have theorized is a result of both the Sons predilection for psychic recruits and their Fortress Monastery's hateful presence. It has been postulated that those recruits with even small psychic potential strengthen considerably during their time on the Craftworld, as the constant rage projected at them slowly hardens their resolve, building their power as a resistance to this. If this is true, then the dead Craftworld is at least partially responsible for even more Eldar deaths, as the Librarians of the Sons of Lightning are powerful indeed, and turn their gifts most often against the Xenos that are their nemesis. No theories have been proven as of yet, as the Sons are loathe to be examined by a prodding Inquisitor. The Craftworld colors the Chapter in other ways as well. The Sons point to it as an example of all things Eldar, of the weakness of the race and how even their mightiest bastions can be brought down. It also serves as training ground for the Sons, giving their recruits an excellent foundation against their hated foe, for they train where their own enemies once lived. Though the Craftworld can still subtly alter its wraithbone shape, leading to ever changing mazes, it is otherwise powerless against its captors, who flaunt their prize openly. Battle Cry: "Lightning Strikes! Thunder Roars!" Symbol: http://i27.photobucket.com/albums/c162/ecritter/Space%20Marines/sonsoflightning.png
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As it says on the tin - these are awesome models, but are they any good on the table? Snipers are traditionally not great, however they seem to have great speed and the scout ability is insane. Nachmund in particular is very generous to bikes, allowing them to perform the data action - could these be gamewinners for that and engage? Would you need 4+ of them to still score engage even if they suffer a loss?
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With the preview of the new Arks of Omen detachment in the new tourney pack, troops have now essentially become optional, and we can run up to 6 of any of our options. How is this going to affect your army builds, if at all? Personally I love the Eldar FA slots, and would really love to fit Spiders, Hawks, then 3x1 Vypers into the list, so that'll be me immediate port of call for Engage antics, maybe a unit of shroud runners also. This could also let you run 3 fire prisms then also have falcons /support weapons etc, or maybe just 6 falcons for the cloudstrike. What will you be doing?
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Hello all. With the impending closure of Die Hards, and my previous comments and thoughts regarding Playing the Bad Guys, I was wondering if there was still any appetite for this. I understand this is a bit of a niche endeavour and that most people will likely want to play humans (still possible - sort of) or Marines (not really possible!) but I was wondering if an Only War type game for either Tau or Eldar might work. Originally I was thinking to base the alien kill teams on Deathwatch, which I still think could work maybe for Necrons, but now I think the Only War archetypes would be better for the original idea. It feels to me at least that Firewarriors, Kroot and vespid, along with Eldar Guardians and Aspect Warriors could be realised a little better by that system, and with the Companion Mechanic, could allow for more aggressive play against hardier threats. Any thoughts? I haven't tagged this onto the previous topic as it is a few months old now, and this is a proposal for a different, and smoother handling of the premise via Regiments (Sects/Kith) with all the benefits of the Tactical Role/diverse skillset of the Deathwatch mechanic, making an Only War Kill Team type Hybrid. My plan is for simple games, potentially one-shots with a possibility of carrying the characters further. OW: Die Hards can be seen as a good example of how I propose for the system/games to work, except with a bit more tinfoil to keep you safe and slightly punchier kit, and everyone calling humans Monkeigh. Thoughts?
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Good day all! Ill be facing some filthy xenos soon during the tournament, so Im thinking how my list can deal with Ynnari. Can you guys suggest changes to my list to somehow withstand Ynnari? So far, here is the approximate list i'll be facing(points can be off): == Supreme Command Detachment == ( Ynnari-Harlequin's ) [ 282pts] + 1 CP HQ1: 1 Shadowseer (134) Hallucinogen Grenade Launcher (0), Miststave (0),Shuriken Pistol(0)(Psychic powers: Twilight Pathways, Fog of Dreams) HQ2: 1 Troupe Master (59) Harlequin's Embrace (6), Prismatic Grenade(0),Fusion Pistol(9) HQ3: 1 Troupe Master (59) Harlequin's Embrace (6), Prismatic Grenade(0),Fusion Pistol(9) == Outrider Detachment == (Aeldari - Drukhari) [ 633pts] + 1 CP HQ4: 1 Archon (54) Agoniser (4), Splinter pistol(0) - <Drukhari Elite1: 5 Mandrake (95) , Nightfiend (0) < Drukhari > [95pts] Elite2: 5 Mandrake (95) , Nightfiend (0) < Drukhari > [95pts] FA1: 11 Razorwing flock (77) < Drukhari > [77pts] FA2: 11 Razorwing flock (77) < Drukhari > [77pts] FA3: 11 Razorwing flock (77) < Drukhari > [77pts] ==Battalion Detachment== (Aeldari - Ynnari-Harlequin's ) [1085pts] +3CP HQ5: 1 The Yncarne Warlord (legendary Fighter) (Psychic powers: Gaze of Ynnead, Word of the Phoenix) HQ6: 1 Troupe Master (59) Harlequin's Caress (9), Prismatic Grenade(0), Fusion Pistol(9) Clowns> Troop1: 6 players Harlequin Troupe -Player1-6(15) Shuriken Pistol(0), Harlequin's Caress (9) {24} Troop2: 6 players Harlequin Troupe -Player1-6(15) Shuriken Pistol(0), Harlequin's Caress (9) {24} Troop3: 6 players Harlequine Troupe -Player1-6(15) Fusion Pistol(9), Harlequin's Embrace (6) {30} Troop4: 5 players Harlequine Troupe -Player1-6 (15) Shuriken Pistol(0), Harlequin's Embrace (6) Elite3: 1 Beastmaster Beastmaster's scourge(0) (combat drugs- Splintermind) - Elite4: Solitaire (94),Harlequin's Caress (9), Harlequin's As of now, my list for the tourny will be: Im using Iron hands as chapter tactics ++ Battalion Detachment +3CP (Imperium - Space Marines) [41 PL, 803pts] ++ + HQ + Captain on Bike [6 PL, 120pts]: Power axe, Storm shield, The Axe of Medusa, Twin boltgun Lieutenants [4 PL, 63pts] . Lieutenant: Chainsword, Master-crafted boltgun + Troops + Intercessor Squad [5 PL, 100pts]: Auxiliary Grenade Launcher, Bolt rifles Scout Squad [6 PL, 90pts]: 5x Camo cloak + sniper rifles Tactical Squad [5 PL, 76pts] flamer + storm bolter + Dedicated Transport + Razorback [5 PL, 108pts]: Hunter-killer missile, Storm bolter, Twin assault cannon Razorback [5 PL, 123pts]: Hunter-killer missile, Storm bolter, Twin lascannon Razorback [5 PL, 123pts]: Hunter-killer missile, Storm bolter, Twin lascannon ++ Vanguard Detachment +1CP (Imperium - Space Marines) [29 PL, 519pts] ++ + HQ + Librarian [6 PL, 105pts]: 1) Veil of Time, 2) Might of Heroes, Boltgun, Force sword + Elites + Ironclad Dreadnought [8 PL, 159pts]: Dreadnought chainfist, Heavy flamer, 2x Hunter-killer missile, Hurricane bolter Sternguard Veteran Squad [7 PL, 90pts] with special issue bolters Venerable Dreadnought [8 PL, 165pts]: Missile launcher, Twin lascannon ++ Spearhead Detachment +1CP (Imperium - Space Marines) [35 PL, 678pts] ++ + HQ + Techmarine [4 PL, 65pts]: Boltgun, Chainsword, Conversion beamer + Heavy Support + Land Raider Crusader [16 PL, 295pts]: Hunter-killer missile, 2x Hurricane bolter, Storm bolter, Twin assault cannon Predator [9 PL, 197pts]: Hunter-killer missile, Predator autocannon, Storm bolter, Two Lascannons Thunderfire Cannon [6 PL, 121pts] . Techmarine Gunner . . Servo-harness: Flamer, Plasma cutter, 2x Servo-arm ++ Total: [105 PL, 2000pts] ++
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A Knocking Afar – An Eldar themed Roleplaying Adventure Down in the hidden depths of the Play by Post subforum* of the Bolter and Chainsword an adventures party is gathering for an Eldar themed experience, and you are all invited. *You can find us under Roleplaying Games, itself a child of Other Games. The game will use the Fantasy Flight Game’s Dark Hersey (1st edition) as its basis, but no prior experience with that system or RPG’s in general is needed. So if you fancy acting out what it is like to be an Aspect Warrior, or perhaps a humble Guardian doing his or her duty, come on down and have a look.
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From the album: Saim-Hann Wildhost
Completed wraithblades-
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From the album: Saim-Hann Wildhost
WIP Wraithblades -
From the album: Craftworld Mal'Ushey
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From the album: Craftworld Mal'Ushey