aq craftworld eldar.pdf

16
“Pity the young races. Ever eager to be slain by our hand.” -AutarchIlyandar of Aliatoc Attributed prior to the Battle of the Savage Coast http://arhicks.deviantart.com/art/Eldar-Craftworld-at-war-173996184 The Ancient Race There was a time, long ago when the Eldar race ruled the galaxy. Their empire was unmatched, and none of the lesser races dared challenge them. Their civilizations feats were unmatched, and they strode as gods across the stars. The Eldar had fought off all who tried to opposed them in their rise to ascendancy. In the end, the only true threat to their dominance was themselves. For their race became so decadent and corrupt that their depraved orgies and insane lust for debauchery gave birth to a new warp god, the goddess Slaanesh. The psychic birth scream of Slaanesh destroyed the heart of the Eldar’s great empire. Those core

Upload: monty-bouvart

Post on 04-Oct-2015

260 views

Category:

Documents


1 download

TRANSCRIPT

  • Pity the young races.

    Ever eager to be slain by our hand.-AutarchIlyandar of Aliatoc

    Attributed prior to the

    Battle of the Savage Coast

    http://arhicks.deviantart.com/art/Eldar-Craftworld-at-war-173996184

    The Ancient RaceThere was a time, long ago when the Eldar race

    ruled the galaxy. Their empire was unmatched,

    and none of the lesser races dared challenge

    them. Their civilizations feats were unmatched,

    and they strode as gods across the stars.

    The Eldar had fought off all who tried to

    opposed them in their rise to ascendancy. In the

    end, the only true threat to their dominance was

    themselves. For their race became so decadent

    and corrupt that their depraved orgies and insane

    lust for debauchery gave birth to a new warp god,

    the goddess Slaanesh.

    The psychic birth scream of Slaanesh destroyed

    the heart of the Eldars great empire. Those core

  • Worlds were forever sucked into the warp. The

    Eye of Terror is the gravestone of those once

    powerful worlds.

    In addition, the birth scream of the new god

    echoed across time and space. In an instant,

    millions of Eldar souls were sucked screaming

    into the warp, to feed the infant Chaos god.

    The ancient and undefeatable Eldar Empire had

    ceased to exist.

    The Eldar race lived on. Prior to their

    civilizations destruction, a few far sighted

    individuals realized the extent of their fellows

    decay. They preached self-control and

    righteousness in thought as well as deed. The

    majority of their fellows laughed at their ideas.

    The most extreme of these individuals left and

    formed colonies on distant planets, far from the

    core worlds. These first defectors were known

    as the Exodites. On their primitive and

    beautiful worlds, they focused their limitless

    minds on simple mundane survival. Despite

    the Eldars amazing technology, the Exodites

    chose to reject it, and instead nourish their

    bodies with hardship and attune their minds to

    the ways of nature.

    The Exodites survived the cataclysm, but were

    few in number. Their civilization was insular,

    and backward. Many became little more than

    feral, feudal garden worlds. The Eldar

    civilization forever distant and alien to these

    hearty kinsfolk.

    As the debauchery and murder cults spread and

    multiplied, many fled the heart of the Eldar

    empire. To them, it was obvious that the final

    days of the Eldar were fast approaching. These

    Eldaar gathered on massive trading ships and

    fled from the core Eldar worlds. Again, most

    laughed at their foolishness. However, these

    refugees escaped just in time.

    The birth of Slaanesh tore real space asunder, and

    roiled the tides of the warp. Some of the mighty

    trade ships were consumed by the expanding Eye

    of Terror, on others the inhabitants souls were

    sucked from their bodies to leave only lifeless

    husks aboard a ghost ship.

    However, a handful managed to escape the death

    of their empire. They were cast adrift, in a galaxy

    that no longer recognized them as masters. These

    survivors became the Craftworld Eldar.

    Eldar CraftworldsUnlike the Exodites, the Eldar of the Craftworlds

    did not reject their former glories. However, as

    refugees they had fled with only what they could

    carry. Much of the Eldars advanced technology

    was lost. The Eldar had truly suffered a Fall.

    The Craftworld Eldar recognized the inherent

    dangers of their psychic minds, and took steps to

    channel this power. The great psykers of the

    Eldar devised a system known as the Eldar Path.

    The Path is designed to harness the expansive

    minds of the Eldar, and focus their energies and

    thoughts to a single purpose. These limitations

    keep the Eldar from succumbing to the wild

    emotions, psychic resonance, and craving for

    sensations that doomed their empire. The Path

    would allow the Eldar race to survive the Fall.

  • As the Path system developed, the Eldar

    refugees expanded their trading ships. Instead

    of a temporary home used to flee the

    destruction of their worlds; they became a new

    home for the Eldar race. The inhabitants

    naturally expanded the great ships.

    Soon, the ships were no longer what they

    started out as. Instead, they became huge, slow

    moving worlds. The entirety of the new Eldar

    race was contained within. They became the

    Craftworlds. From here, the Eldar slowly

    drifted through space, content to live within the

    new Eldar path.

    The Dying RaceDespite their successful flight from their doomed

    Empire, the Eldar are a dying race. Compared to

    their once vast empire, they are but a handful of

    survivors. Their Craftworlds are scattered and

    separated. Despite their potent abilities to see

    the future unfold the future that is revealed is

    bleak.

    The innovations of the Path and the Craftworlds

    are not enough. Their numbers are slowly

    dwindling. Unlike humans, Eldar gestation is a

    long, slow difficult process. Their courtship

    rituals are long and ritualized. The Path system

    itself hinders the passions and emotions

    necessary for the continuation of the species.

    Therefore, each Eldar life is precious beyond

    compare.

    In addition, when an Eldar dies; their soul does

    not simply dissipat eint eh Warp like humans and

    Orks. It endures that hellish place as the Eldar

    have a special connection with the Warp.

    Instead, their souls become the playthings of the

    Chaos god Slaanesh. The god still harbors a

    taste for Eldar souls, the very souls that

    awakened it into being.

    To protect the soul of dying Eldar the soulstones

    and infinity circuit were created. When an

    Eldars body dies, its spirit is housed in a

    crystalline soulstone the Eldar wears. The

    soulstone can then be transported and added to

    the Craftworlds Infinity Circuit, where it can

    reside for all eternity. The Inifinity Circuit is a

    giant repository of all the soulstones of the

    craftworld. This circuit can be tapped by the

    psychic powers of living Eldar, to form a

    ritualized communion with the dead.

    The loss of an Eldar life is terrible and

    irreplacable, but no greater horror can occur to

    an Eldar than to have its soulstone destroyed.

    The destruction of an Eldars soulstone damns

    the being into an eternal torment as a plaything

    of Slaanesh in the warp. An eternity of agony.

    Skeins of the FutureThe Eldars highly psychic mind allows them to

    see the twisting and pulsating paths of potential

    futures. Only the strongest psykers and keenest

    minds can parse the skeins of fate for patterns

    and design. With such powers, the Eldar race is

    http://3.bp.blogspot.com/-dFYTI9b-qMI/Tdg5qmlgFBI/AAAAAAAAB6w/qIfd18fZOV4/s400/Eld

    ar.jpg

  • http://solidussupremus.deviantart.com/art/Eldar-Farseer-Idranel-

    141738388?q=favby%3Ajroytothemoon%2F5002774&qo=80

    able to manipulate the coming of potential

    futures. In this way, the Craftworld Eldar are

    masters of their own fate.

    It is this ability that has allowed them to survive

    for so long against the myriad threats of the

    Galaxy. The Eldar have no qualms using their

    abilities to adjust and steer events in such a way

    as to limit their exposure to dangers. To the

    Eldar mind, it is better that a tens of thousands of

    lesser species die, than to lose a single precious

    Eldar life.

    As a result, the actiosn and raids of an Eldar war

    host can seem random and mysterious to the

    outside observer. However, each one is intended

    to nudge fate in a way that is imperceptible to

    lesser beings. There is a purpose to all the Eldar

    do. The skeins of fate are for the Eldar Farseers

    to untangle and weave as they see fit for the the

    survival of their race.

    http://justyna.typepad.com/.a/6a00d8341cf6ad53ef0120a6600d3d970b-800wi

    The Aspect ShrinesThe Eldar mind is kept focused and dedicated by

    the Path system. The path system has many

    branches and parts. An Eldar can follow one

    branch of a path for sometime, before being

    taken to switch to a new path of focus. Only a

    rare few can focus their multi-faceted minds

    enough to follow a path completely, and those

    few are pitied by their fellow Eldar.

    Long ago, ancient Eldar heroes and demi-gods

    created the warrior covens known as the Aspect

    Shrines. These shrines simply a militarized

    branch of the Eldar Path system. There are

    many Aspect Shrines, and each focuses on and

    develops a type of battle. Some of these shrines,

    such as the Swooping Hawks or Striking

    Scorpions have spread across the Craftworlds.

    Others, such as the Slicing Orbs of Xandros are

    limited to a single Craftworld.

    No matter the shrine, each Eldar who is

    following the path of the warrior has dedicated

    himself wholly to war. These dedicated few are

    called Aspect Warriors. Their skills at war are

  • Super human, for they are not human. The

    movements are honed over decades if not

    centuries of practice. Combined with the Eldars

    natural poise, grace, balance, and speed; and an

    Eldar Aspect Warrior is a fearsome sight.

    Most Eldar will wander on the path of the

    Warrior at least once, during their long lives. A

    rare few become obsessed with the path of the

    warrior. These cursed souls become obsessed

    with their one aspect of war and become tangled

    in the Path. Such Eldar are known as Exarchs.

    number of exits it possesses and the size of the

    tunnels that lead to those exits. This limitations

    mean that Eldar will still have to travel the

    remaining distances using standard real space

    methods.

    The Eldar have advanced technology. Unlike

    most naval forces on Ammoriss, they do not make

    use of bulky and inelegant warships. Instead, they

    use the same war machines they use for land

    warfare.

    Eldar have long been masters of anti-gravity

    technology. As a result, all of their war machines

    are skimmer vehicles. They possess limited flight

    abilities, but typically hover near the ground. As

    a result, all Eldar war machines can move over

    water just as effectively as land.

    As a result of the combination of the Webway and

    their Skimmer technology, the Craftworld Eldar

    can strike rapidly. Their forces can sweep in from

    the skies, land, or sea.

    http://t3.gstatic.com/images?q=tbn:ANd9GcQVeQYQeyGlmQBQ1qsGsjDhVsCN93h7uDJ5TXtCp

    Eldar on the MoveTypically, Eldar forces move about using an

    ancient construct called the webway. The

    Webway is a series of extra-dimensional

    pathways that allow the Eldat to move rapidly

    through space and time. It runs parallel to the

    Warp, but is a separate entity.

    Thankfully for the Eldars enemies, the Webway

    does not go everywhere. It is limited by the

  • The Eldar War HostCraftworld Eldar society is a complex interaction

    between Path, Clan, Family, and Craftworld.

    Much of their society is bound up in ancient

    pacts and aeons old alliances between loose knit

    clans and bloodline pacts. As such, an Eldar War

    Host is bound together by an array of kinship,

    friendship, charismatic leadership, and honor.

    In a Craftworld, every single member can be

    called upon for the defense of the Craftworld.

    However, that is balanced by the fact that each

    Eldar is a precious individual member and

    irreplaceable. Only in times of great need would

    a full levee be called. Therefore, only a handful

    of Eldar Guardians, their citizen soldiers; would

    be called forth at any one time.

    In addition to the Guardians, a War Host will

    also contain followers of the various Aspect

    Shrines. As the incarnations of the Path of the

    Warrior, they gladly join expeditions away from

    the Craftworld to demonstrate the art of war to

    the young races.

    Two other primary Paths will round out the

    forces of a War Host. The first if the Path of the

    Outcast, one who chooses to leave the insular

    life of the Craftworld to grow their intellectual

    and spiritual knowledge of the greater Universe.

    The other is the Path of the Corsair, an Eldar

    who is drawn to travel time and space in order to

    gain material wealth, indulge in stimulus not

    suited for the Craftworld, and wish to experience

    adventure. Both Paths are extremely difficult

    and many never return to their homes.

    These four groups will form the nucleus of any

    Eldar War Host. However, the War Host will

    still need to be led. Eldar leaders fall into a

    number of categories. It is not uncommon for

    them to be led by a former Aspect Warrior, who

    returns to the ways of war for the good of his

    people. These Eldar are known as Autarchs.

    http://cf.shacknews.com/images/20110224/eldar_autarch_final_17075.jpg

    It is not unlikely for an Eldar War Host to be led

    by an Eldar who has long travelled the Path of the

    Corsair. Such individuals are known as Princes.

    They will lead their loyal followers into battle for

    personal gain, material welath, or other darker

    purposes. However, a Prince never truly

    renounces his loyalty to the his Craftworld, and

    will help when called upon.

    The final potential leader for an Eldar War Host is

    the mysterious and powerful Farseers. On the

    Craftworld, their role is to guide their fellow

    Eldar through the twisting and tangled web of

    alternate futures. Their psychic minds allow them

    to see a myriad of possibilities. In addition, their

    potent powers are a great asset in war.

  • Heeding the CallTo the other factions on Ammoriss, the arrival of

    the Craftworld Eldar was a surprise. They struck

    without warning, and paid little heed to who they

    attacked. Unsurprisingly, their assaults were

    quick, brutal, and elegant. The North Ammoriss

    Office of Strategic Intelligence was unable to

    predict or understand the purpose of the Eldar

    attacks.

    To the Eldar however, the situation was dire. The

    Eldar are highly attuned to the vibrations and

    flows of the Warp. The Eldar had been

    monitoring the human presence on Ammoriss for

    decades. Their Farseers had told them that

    beneath the crust of Ammoriss, an ancient and

    terrible evil slumbered.

    When psychic dreams of power and glory began

    to emanate from Ammoriss, the Eldar were not

    immune. They heard the siren call of power and

    glory, they experienced the waking dreams of

    others. The Exarchs and warriors in their Aspect

    Shrines stirred with desire.

    The Farseers had foreseen such events and they

    stood ready. The exact nature of the threat was

    unclear, but they saw death and destruction for

    their kin coming from Ammoriss. Without

    hesitation, an alliance of Craftworlds sallied

    their forces to Ammoriss.

    Under the direction of the Farseers, they used

    their superior technology to smuggle themselves

    onto Greater Ammoriss. From there, the Eldar

    Farseers needed more time to locate the source

    of the psychic dreams drawing all the lesser

    races to the Battle for Ammoriss. One thing was

    clear, if the lesser races discovered the source of

    the dreams; it would be disastrous for the nearby

    Craftworlds. So the Eldar had come.

    The Battle for AmmorissThe Eldar strategy on Ammoriss was simple.

    The organization of the fighting force is no

    different than that of other Eldar formations.

    Typically, the War Host is led by a leader, who

    has an assortment of followers who have

    allegiance with the leader. These sub-leaders

    than have an assortment of followers loyal to

    them through pacts, kinship, and other bonds.

    As a result, Eldar War Hosts are rather loose

    bonds of individuals. The sub-leaders, often

    Exarchs, warlocks, Pirate lords, nobles, etc. are

    referred to as a Host. The smaller sub-units

    within a Host are referred to as a Troupe. It is

    not uncommon for a Host or Troupe to have a

    fanciful name that somehow refers the leader.

    For example, Yriels Eldritch Raiders.

    Leadership in the Eldar War Host is consensual.

    No one is required to take orders from another.

    Instead, it is based on respect and trust. Leaders

    are able to lead, because the individual Eldar are

    willing to follow. Titles and position are less

    noteworthy to the Eldar, and are only gained by

    with the consent of their fellow Eldar. Of

    course, this is augmented by tradition and ritual.

  • Their goal was to cause confusion, and disrupt

    the efforts of the other races. Where there were

    concentrations of forces, they worked to disrupt

    them. Where the enemy was weak, they

    attacked. Where supply lines were strained, they

    tried to break them.

    To other races the Eldar actions were mercurial.

    They were impossible to predict. The first sign

    that the Eldar were even present was a strike on

    Space Marine Storm Dragons deployed in the

    jungles of the Savage Coast. However, from

    there the Eldars activities only magnified.

    Eldar activity was reported all across Ammoriss.

    North, South, and Greater Ammoriss all saw the

    attention of the Eldar War Host. The Office of

    Strategic Intelligence paid little heed. They

    neither had the time or the resources to track

    down such an elusive foe. Instead, the authorities

    of NavComm North focused on crushing the

    Congregation of Unfaith and protecting the sea

    lines of communication to North Ammoriss.

    For the Craftworld Eldar, they did not have the

    strength to simply destroy all of their enemies. As

    a result, the Eldar commanders settled on a

    strategy of disruption and raiding. The Farseers

    knew that they had to simply delay their

    opponents long enough to locate the source of the

    psychic disturbances, find it, and flee with it back

    to the safety of the Webway.

    http://images.dakkadakka.com/gallery/2009/8/21/48935_md-Artwork,%20Eldar,%20Farseer,%20Night,%20Painting,%20Wraithlord.jpg

  • Craftworld Eldar War Host

    Line-of-Battle

    The following section details all of the various vessels and units associated with a Craftworld

    Eldar War Host. This list will provide you all the information you need to play as Craftworld

    Eldar in games of Aquanautica Imperialis.

    Engines of Vaul

    ScorpionThe Scorpion is an amazing engine of destruction. It combines the amazing technology of the Eldar

    with their elegant sense of design. The Scorpion sports powerful, heavy firepower for a vehicle of its

    size. Despite its large size, the Scorpion is relatively maneuverable, and makes use of anti-grav

    technology to enhance its versatility as a land, sea, and air weapon. The Scorpion is the most

    common Eldar Engine of Vaul.

    CobraThis Engine of Vaul sports one of the most terrifying weapons in the Eldar arsenal, the D-Cannon.

    The D-Cannon, or Distortion Cannon, tears a hole in the very fabric of reality which exposes the target

    to the raw power of the Warp. This is capable of making a mockery of the most powerful of armor.

    Thankfully for the Eldars enemies, such a weapon is mounted firmly forward, limiting its field of fire.

  • Storm SerpentThe Storm Serpent like the other Engines of Vaul takes advantage of the Eldars superior technology

    to make it an effective fighting machine. Unlike the Scorpion or Cobra, its strength is not in heavy

    firepower. Instead, it carries an internal warp gate generator. This generator allows the Storm

    Serpent create a portal that allows Eldar within the Webway to enter the battlefield. Thankfully, the

    portal is only large enough for infantry.

    Grav-tanks

    Wave SerpentWave Serpents are dedicated troop transports. Their armored hulls are enhanced by the inclusion of a

    powerful force field that helps protect the vehicle from incoming attacks. They are extremely fast

    and maneuverable. Some claim that the Wave Serpent is the best dedicated troop transport in the

    galaxy.

  • FalconThe Falcon Grav-tank combines speed with deadly firepower. In addition to its deadly weaponry, the

    Falcon can also carry troops. This combination makes it a small and dangerous foe to larger sea

    going craft. Falcons are the backbone of most Eldar attack forces.

    http://fotos.angelo-beck.info/d/4759-2/DSCF0002.JPG

    Fire PrismThis grav-tank uses the same hull designs as the Falcon and Wave Serpent. However, it sports a

    powerful cannon. The weapon is powerful enough to cut through the thickest armor. Most

    importantly, the weapon has an amazing range compared to other Eldar weapon systems. It is a

    valuable vehicle for destroying enemy surface vessels.

  • FirestormThe firestorm is a dedicated anti-aircraft weapon system. Like all Eldar vehicles it uses the same

    grav-tank hulls as the Falcon. However, it is armed with a sophisticated targeting array and rapid fire

    laser weaponry in a dedicated Anti-aircraft mount. In a pinch, these vehicles have prove ideal in

    dealing with enemy ordinance such as torpedoes and mines as well as aircraft.

    Aircraft

    NightwingsCraftworld Eldar are masters of aerial warfare. No other race can match them in the skies. They

    are fast, deadly, and maneuverable. In addition, Eldar are naturally skilled pilots with their quick

    reflexes and enhanced senses. The Nightwing is the premiere interceptor. The crafts speed and

    agility make it almost impossible to intercept or catch. Thankfully, it also carries a relatively light

    armament, only good for destroying enemy planes.

  • Phoenix BombersThe Eldar do not rely on air dropped bombs. They find such weapons ungainly and imprecise.

    Instead, Eldar bombers are armed with power laser weapons that can slash through the thick armor

    of a ship at close range. Their speed and agility makes closing with enemy ships all the easier.

    Vampire RaiderAll Eldar craft are trans-atmospheric. However, the lighter Nightwings and Phoenix bombers prefer

    to enter play via an available wraithgate. However, it is not Uncommon for a Vampire to streak from

    orbit to attack a target. They are a powerful all around aerial threat, able to engage fighters or attack

    sea targets.

    http://4.bp.blogspot.com/_FvWhVChCAIQ/TJ_HwzQEhcI/AAAAAAAAAU4/GB8_Sb4xi10/s1600/P1080360.JPG

  • Craftworld Eldar War Host

    Special Rules

    This section will detail the special rules to use a Craftworld Eldar War Host in games of

    Aquanautica Imperialis.

    http://img231.imageshack.us/img231/5213/7560warlockandblkguardiandef2b.jpg

    The Craftworld Eldar War Host can take

    advantage of the following rules and upgrades

    when choosing Engines of Vaul, Grav-tanks and

    aircraft from the Line-of-Battle.

    Flagship:

    Farseer +50 points

    A farseer will be required if the fleet is 1,000pts.

    or more. The Farseer provides 2 fleet re-rolls.

    Additional re-rolls can be purchased for +25

    points up to five.

    Squadrons:

    Grav-tanks must be formed in squadrons of 2 to 5 units

    Engines of Vaul may be formed in squadrons of 1-5 vehicles

    Aircraft can be grouped in squadrons of 1-5

    Fleet Restrictions:

    You may only have 1 Engine of Vaul for every 3 Grav-tanks

    You may not have more Aircraft than Grav-tanks

    Fleet Upgrades:

    If one unit in a Squadron has an upgrade, then the

    entire squadron must have the same upgrade.

    Holo-Fields...................+25pts.

    Aspect Warriors...........+15 pts

    Star Engines.................+5 pts

    Webway Portal............+100 pts

    Special Rules

    Craftworld Eldar War host are subject to the

    following special rules. Typically, if a vessel is

    subject to the special rule, it will be listed in the

    vessels profile or be purchased as an upgrade.

  • Engine of Vaul

    An Engine of Vaul has the following special

    rules:

    Units that are considered an Engine of Vaul can activate like other escorts.

    They can move at any speed and make as many turns as they wish during their movement phase.

    Engines of Vaul can not be boarded, but may choose to launch a boarding action whenever

    they come in contact with an enemy squadron.

    They can not be grounded or part of a collision. Instead, they simply move over the terrain or

    other ship.

    Engines of Vaul that are reduced to 0DP are removed from play and replaced with 2 wake

    markers.

    Wraithgate

    The Wraithgate allows the following special

    rules:

    A Wraithgate allows the Storm Serpent to initiate a boarding action against any target

    within 4 inches.

    The boarding action uses the crew rating of the Storm Serpent.

    The Storm Serpent does not need to be in base-to-base contact with the target.

    A loss has no negative impact on the Storm Serpent that launched the attack.

    If the Storm Serpent explodes place a small blast

    template over the Engine of Vaul. Any ship that

    touches the blast marker is effected by the

    implosion of the Wraithgate and exposed to the

    Warp. The effected ship deteremines damage as

    normal, but it cannot save the damage with Armor

    or Brace for Impact saves due to the warp

    exposure.

    Orbital Strike

    Orbital Strike allows a squadron of aircraft to

    deploy directly from space or an Eldar Webway

    Portal. This means that the squadron begins play

    in reserve. The Eldar player can choose to deploy

    this squadron at anytime during the Battle phase

    instead of activating another ship.

    If the game ends with the units still in reserve,

    they are counted as destroyed for purposes of

    victory conditions.

    Place the counter for the squadron on the board.

    Roll a d3 and the scatter dice (similar to

    deploying submerged ships) and place the ship the

    number rolled in inches in the direction of the

    scatter arrow. The aircraft may not move, but

    may attack as normal.

    Once deployed, the squadron may be removed

    from the board at anytime, but they will be unable

    to redeploy again later. Half of all units removed

    in this way are counted as destroyed for purposes

    of victory conditions, rounding down.

    http://www.digitalartsonline.co.uk/images/features/1634/Eldar%20Warlock.jpg

  • Eldar Aircraft

    Eldar Aircraft can start the game on the board,

    deployed like regular ship squadrons. They do

    not need to deploy from launch bays or Orbital

    Strike.

    If Eldar Aircraft engage other Eldar aircraft, they

    follow normal Aircraft rules instead of the Eldar

    Special Rules. I.e Interceptors remove

    Interceptors, Interceptors remove Bombers, etc.

    Holo-Fields

    A vehicle with Holo-fields gets a 4+ dodge save

    from any hits. This is taken before any armor or

    Brace for Impact saves.

    Aspect Warriors

    Aspect warriors provides a +2 crew bonus during

    boarding operations.

    Star Engines

    An escort equipped with Star Engines may

    always go on the Special Order: All Ahead Full.

    No test is required.

    Webway Portal

    The Webway Portal allows units to be placed in

    reserve before the battle begins.

    The Eldar player can choose to use his Webway

    Portal instead of activating a unit during the

    movement phase. He designates a place on the

    board and marks it with a small blast marker.

    Once deployed the Portal can not be removed

    from play or moved to a different location.

    During any subsequent activations in the

    Movement Phase instead of activating a ship, the

    player may choose to try and bring in a units from

    reserve by choosing a unit and rolling a 4+ on a

    d6. A ship/squadron that passes a reserves roll is

    then considered to be activated. If the roll is

    failed, activation then reverts to the opponent

    player.

    Once activated, the ship/unit is placed on the blast

    marker, facing any direction the player wants.

    The deployed unit is then free to complete its

    Movement phase as normal.

    In addition, any Eldar vessel that comes in contact

    with the portal may choose to leave the board. A

    vessel that leaves the board in this way can not

    return later in the game. For victory conditions,

    all DP that the vessel lost before fleeing are

    awarded to the Eldars opponent.

    Any units in reserve at the end of the game are

    considered destroyed for the purposes of

    determining victory conditions.