The Craftworlds

Craftworlds, though spacecraft, are vast beyond
comprehension. They are not merely huge capital ships
ploughing through space with a surrounding escort of
smaller vessels. They are not even akin to vast cities, as
some of the largest star forts of the Imperium might be
considered, but rather are immense spacefaring worlds
accompanied by vast armadas, the likes of which might
otherwise be set aside to defend an entire system or even
sub-sector. Whole battlefleets cluster around key points
and stations all across the thousands of miles of the
craftworld’s exterior as smaller, nimbler craft rush and
surge across its surface in a constant shimmering patrol.
Beneath this dizzying tide of vessels, under clear
crystalline domes through which ground and stars might
gaze upon one another, the Eldar live their lives aboard
these spaceborne worlds. Since the Fall of their race and
the decline of their empire, those Eldar who seek to
continue their ancient way of life have done so aboard
these craftworlds, on an aeons long course across the
galaxy, as much in flight as in search of any kind of
destination, for the Eldar race is a dying one, and even the
exodus of these great craftworlds will do little to avert
that.
The Webway
With such gargantuan vessels at their control, it may seem
surprising that the Eldar rely upon a fleet at all, but the
craftworlds should not be considered ships in any real
sense of the word. Mobile they may be, but their own vast
size makes them far too massive and cumbersome a
proposition to involve directly in any fighting. Instead a
craftworld’s army must be delivered to distant battles by
means of the warfleets of the Eldar, and more specifically
by the Eldar’s ancient Webway.
The Webway is a legacy from the days when the Eldar
ruled the galaxy from the many trading ships which would
later form the beginnings of the craftworlds themselves. In
these merchant vessels the Eldar journeyed across the
galaxy through a series of intricately connected warp
tunnels, returning to real space by means of warp portals
or ‘wraithgates’ which the Eldar had seeded across the
stars. By means of this Webway the Eldar could move
almost unhindered throughout the galaxy. It is still this
same ancient system which the Eldar use when moving
their armies to war.
The Webway is not perfect, however, and the birth of the
Great Enemy, Slaanesh, did much to make its use
hazardous to the Eldar. Many portals had to be
permanently sealed to prevent the forces of Chaos spilling
from the Warp, and the millenia of struggle which the
Eldar have since endured continues to diminish the once
great extent of their Webway.
The Craftworld at War
It is possible for an Eldar to simply traverse the Webway on
foot, moving directly from a craftworld to a wraithgate on
some far distant world. Such portals, however, are
invariably far too small to quickly deploy an entire army,
and hence such methods are used by few amongst the
Eldar – only the Rangers, the Harlequins and other distant
wanderers tread these slender paths.
On occasion however, the Eldar’s destiny will draw them
to fight on a world disconnected from the Webway by the
millenia of tragedy which have befallen the Eldar. The
Eldar warhosts may be dispatched aboard vast wings of
Eldar attack craft – Vampire Raiders and the like – which
are able to ferry susbstantial forces rapidly via the Webway.
At other times, a force so vast may be required that the
aircraft and skimmers of the Eldar army itself are
insufficient. It is at such times that the Eldar battlefleets
will be readied.
The warhosts of the Eldar will assemble aboard the fleet,
which will then depart the craftworld, itself using the
webway. As such, a craftworld’s docks are not really simple
holding areas for its fleet, but rather they are immense
wraithgates attached to the craftworld itself from where
the fleet may enter the Webway. Such a fleet is then able to
exit the Webway by another point elsewhere in the depths
of space using are the largest of the Eldar’s wraithgates –
portals so sizeable that whole fleets may emerge from
them when activated.
6
DOOM OF THE ELDAR
Although Eldar Corsairs are a constant threat to merchant shipping, they very rarely pose a major
threat to Imperial battlefleets. The same cannot be said of the dozens of fleets of Eldar ships that
protect each Eldar Craftworld. Each of these Craftworld warfleets is a deadly and highly potent force
that is capable of laying waste to an entire sub-sector.
by Matt Keefe
Fan03_06-19 3/4/04 7:29 Page 6
These journeys may bring a fleet into orbit directly around
their chosen destination, or it may be necessary for them
to emerge some distance away, but either way the pace of
which Eldar vessels are capable of moving means they will
descend upon their target very swiftly indeed. Eldar fleets
employ the Webway in this manner in order to launch
horrifyingly sudden attacks upon unsuspecting enemy
vessels, emerging from the Warp while their enemy
remains unready and ill-prepared for battle.
When it is the Eldar’s will to attack a world, the emerging
fleet will take up position around their chosen planet as
quickly as possible. The largest craft in an Eldar warfleet
possess internal wraithgates, through which they can
swiftly deploy their armies to the ground while at the same
time providing orbital support and further landings from
their notoriously fast attack craft. If the world to be
attacked no longer possesses any viable warp portals, the
Eldar will instead descend upon it in a howling flock of
Vampire Raiders, Phoenix bombers and Nightwing
fighters, tearing apart their enemies so rapidly that
defence is all but an impossibility.
A craftworld’s course is also aided greatly by the many
wraithgates spread across the stars. As a craftworld’s Seers
scrye out its course, small shoals of Shadowhunters move
far ahead through the Webway, hunting out potential
enemies and scouring the way clear. If encountered,
enemy fleets or patrols who may present a danger to the
craftworld’s safe passage will likely find themselves the
unsuspecting targets of the Eldar’s powerful warships
long before even becoming aware of the craftworld’s
imminent arrival.
The Eldar Warfleets
The sheer size of a craftworld means that each individual
vessel possesses several full battlefleets, stationed at
convenient points along the craftworld as it journeys
through space. Each fleet might typically number from ten
to twenty warships and is commanded by an Eldar
Admiral, though it will inevitably also rely greatly on
advice and counsel from the craftworld’s Seers. The
vessels themselves are crewed by those Eldar who have
chosen the Path of the Mariner, symbolised by the blue
and white feathered birds of Eldar myth who guide the
Eldar southward and westward over the seas. Helmsmen
and Wayfarers, dedicated specialists within this path, each
provide their own valuable skills as part of a vessel’s crew,
allowing the Eldar to navigate the Webway with a mastery
unknown to most.
The Shadowhunter patrols usually remain independent of
these battlefleets, moving to and fro about the craftworld
as they please. These smaller vessels lack the dedicated
crews of the larger capital ships and are often crewed by
those Guardians who were once embarked upon the Path
of the Mariner. The compact size and customary agility of
these sleek escorts allows them to approach much closer
to the craftworld than would be expected for true
spacecraft. Shadowhunters put these unique traits to good
use as they defend the craftworld’s delicate wraithbone
exterior from encroaching asteroids or space junk which
might be attracted by the force of gravity, blasting such
interlopers into pieces small enough to rain harmlessly
down on the craftworld below. At other times the
Shadowhunters can be seen playfully stalking the Eldar
fighters which patrol the craftworld’s lower atmosphere,
tracking and chasing the smaller vessels with a precision
unthinkable for escort sized vessels. As need dictates,
small groups of Shadowhunters will eschew their normal
role, band together and join their larger counterparts in
defence of the craftworld.
7
The new Eldar fleet in all it’s glory
Fan03_06~l9 2l/4/04 ll:4l am Page 7
ELDAR LEADERSHIP
All Eldar ships add +1 to the Leadership score generated
on the Leadership table on page 10, giving them a
Leadership value between 7 and 10.
Due to their unique method of movement, the Eldar may
not use the following special orders: All Ahead Full, Burn
Retros, Come To New Heading. Note: because Eldar ships
cannot use All Ahead Full special orders, they also may not
ram.
ELDAR SHIP MOVEMENT
The movement rules below replace the normal movement
rules for Eldar ships. Assume anything not modified below
applies normally to the Eldar. Eldar ships move in their
Movement phase and in the Ordnance phase of their own
turn. Note that they do not move in the Ordnance phase
of the enemy’s turn.
Before an Eldar ship moves, it may turn to face any
direction. It always turns before it moves and then
remains facing in that direction until the start of its next
move.
Work out the speed an Eldar ship can move at after it has
turned. Its speed depends on its facing towards the
sunward table edge. All Eldar ships have three speeds (for
example, 10/20/30). The first is used if the sunward table
edge is in the Eldar ship’s front fire arc; the second is used
if the sunward table edge is in its rear fire arc; and the
third is used if the sunward table edge is in its left or right
fire arcs. If the sunward table edge lies on the line
between two fire arcs, the Eldar player may choose which
he uses.
Eldar ships have no minimum move distances. They move
from zero up to the maximum distance allowed by the
direction of the sun. After their initial turn they travel in a
straight line and may not make additional turns as they
move.
A Hellebore class escort has Speed 10/20/30. At the start of
its move, it turns in the direction shown, so that the
sunward table edge is in its left fire arc. This gives it a
speed of 30cm. It can then move up to 30cm straight
ahead.
ELDAR MOVEMENT
Sunward
edge
CRAFTWORLD ELDAR SPECIAL RULES
8
Fan03_06~l9 2l/4/04 ll:43 am Page 8
As noted above, the Eldar move twice in each of their
turns. The second move is made in the Ordnance phase
after any ordnance is moved, but apart from this all the
rules described for Eldar movement will apply.
BLAST MARKERS AND GRAVITY WELLS
Eldar are affected by Blast markers in the same way as
other ships without shields – they will take a point of
damage on a D6 roll of 6 and reduce their speed by 5cm
that turn. Gravity wells allow Eldar to curve their normally
straight line move around the planet and so the ship may
make a free turn towards the planet at the end of its move
(since it can turn in any direction at the start, there is no
additional benefit at the start of its move).
HOLOFIELDS
Against attacks that use the Gunnery table, the holo-fields
cause one column shift to the right, in addition to any
other column shifts for range or Blast markers. Against any
other form of attack (lances, torpedoes, etc), roll to hit an
Eldar ship as normal, but the Eldar player may then make
a saving roll for his holo-fields:
Note that holo-fields do not negate hits from moving
through Blast markers, exploding ships and celestial
phenomena. They do, however, work against ordnance
hits, hit-and-run raids, boarding actions, ramming or Nova
cannon.
Eldar Weapons
Eldar ships carry three main weapon systems which are
described below:
Pulsar Lance
Pulsar lances fire volleys of high energy laser bolts. These
count as lance shots, and hit on a 4+ no matter what the
target’s armour. However, if a pulsar lance shot hits, then
you may roll to hit again and you may keep on rolling to
hit until you miss or the lance has scored a total of 3 hits.
Weapon Batteries
Eldar weapons batteries are short-ranged weapons that
unleash a torrent of fire. They employ sophisticated
targeting systems which make them very accurate even at
extreme angles of attack. To represent their accuracy,
Eldar weapons batteries count all targets as ‘closing’ on
the Gunnery table, no matter what the target’s actual
aspect is. This aside, all the normal rules apply.
D6 Result
1 Hit! Score a hit on the Eldar ship
2-6 Missed! Place a Blast marker in contact with
the ship.
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10
Eldar Critical Hits table
EXTRA
2D6 DAMAGE RESULT
2 +0 Infinity circuit damaged. The ship’s
infinity circuit, which aids control and
internal communications, is damaged by
the hit. The ship’s Leadership is reduced
by -1 until the damage can be repaired.
3 +0 Keel armament damaged. The keel
armament is taken off line by the hit and
may not fire until it has been repaired.
4 +0 Prow armament damaged. The ship’s
prow is ripped open. Its prow armament
may not fire until it has been repaired.
5 +0 Mast lines severed. The systems that
allow the ship to alter the angle of the sails
and turn swiftly are broken by the hit.
Until the damage is repaired, the ship may
only turn up to 90° before it moves.
6 +0 Mainsail scarred. The ship’s main solar
sail suffers surface damage, reducing the
amount of energy it can store. Each of the
ship’s speeds is reduced by 5cm until the
sail is repaired.
7 +1 Superstructure damaged. The hit tears
into the ship, causing a small breach.
Excess strain on the ship’s hull could
increase the damage. Until the damage is
repaired, roll a dice every time the ship
turns over 45°. On a roll of 1, the ship
suffers 1 extra point of damage.
8 +0 Mainsail shredded. The solar cells of the
mainsail are torn to tatters by the hit. The
ship cannot move in the Ordnance phase
until the damage is repaired.
9 +1 Infinity circuit smashed. The fine crystal
matrix of the infinity circuit is shattered by
the hit. The ship’s Leadership is reduced
by -3. This damage may not be repaired.
10 +0 Holo-field generators destroyed. The
holo-field generators are smashed beyond
repair by the hit. The ship no longer
benefits from its holo-fields. This damage
may not be repaired.
11 +D3 Hull breach. A huge gash is torn in the
ship’s hull, causing carnage among the
crew.
12 +D6 Bulkhead collapse. Internal pillars buckle
and twist, whole compartments crumple
with a scream of tortured metal, just pray
that some of the ship holds together.
Torpedoes
Eldar torpedoes use sophisticated targeter scrambling
systems to make themselves virtually undetectable until
they strike. To represent this, defensive turrets only hit
Eldar torpedoes on a roll of 6, rather than on a roll of 4,
5, or 6 as is normally the case.
In addition, the highly accurate targeting sensors on Eldar
torpedoes allow you to re-roll the dice to hit for any
torpedo that misses a target on the first attempt.
Phantom Lance
Although larger capital ships employ the powerful Pulsar
lance, the vast energy arrays required to power such
weaponry are far too large to be mounted on the
necessarily swift and nimble Shadowhunters. Instead,
smaller Eldar vessels are armed with the Phantom lance –
a less powerful version of the same Eldar laser technology.
Phantom lances count as typical lances in every respect
(ie. no multiple shots).
Aspect Warrior Fighting Crews
Unlike Eldar Pirates, who rely on the same self-serving
rogues who crew their ships to conduct raids and
boarding actions, Eldar craftworld vessels are able to go to
war carrying hosts of Eldar Aspect Warriors who form
fighting crews aboard their ships. Many of the Aspect
Warrior shrines excel at the kind of rapid assaults which
are ideally suited to teleport and other hit-and-run attacks
and hence specialise in attacking enemy vessels in this
manner. Certain ships in an Eldar fleet are permitted to
carry Aspect Warrior Fighting Crews as chosen from the
fleet list. Ships with Aspect Warrior Fighting Crews add +2
to their dice roll when fighting in a boarding action, or +1
to the dice roll when conducting a hit-and-run attack
(normally a teleport attack, since the Eldar do not have
access to boarding torpedoes or assault boats).
ELDAR CRITICAL HITS
Any hit on an Eldar ship causes critical damage on a D6
roll of 4+, rather than the usual 6+. Roll 2D6 on the
following Eldar Critical Hits table, rather than the
standard Critical Hits table.
“Those Eldar ships were all over us. I’ve never seen anything
move quite like them. They’d rush in and hit us with
volleys of laser fire and missiles, and then they’d keel over
and be away before we could engage them properly. They
didn’t have shields like our void shields, and there ships
were fragile too, so if we could hit we’d do them some
serious damage. But our augers just couldn’t get a proper fix
on them, so hitting them wasn’t easy, not easy at all. If the
rest of the flotilla hadn’t got back when it did, I think
we’d have been doomed.”
Captain Steinback, After Action Report
Fan03_06-19 3/4/04 7:30 Page 10
11
Thousands of years ago Eldar civilisation was all but
destroyed in a catastrophe brought about by their own
decadent hedonism, the only survivors fleeing from their
planets in giant space vessels known as craftworlds.
Iyanden was the largest of all of the Eldar craftworlds and
its people the most numerous. It drifted serenely through
the void of space, far away from the inhabited planets of
other races. Then, from out of the darkness of
intergalactic space exploded the Tyranids, and lyanden
became the scene of the Eldar’s first encounter with the
Tyranid Swarm, the all-consuming menace whose locust-
like advance through the galaxy has since enveloped
hundreds of human worlds.
The first warning the Eldar of Iyanden had of their fate
was brought by the craftworld’s far roaming Rangers,
Eldar whose instincts drive them to a life of exploration
and danger, and who secretly monitor the planets and
alien races near their craftworld. The news that the
Rangers brought was dire: a Tyranid hive fleet of immense
proportions was heading towards Iyanden Craftworld.
Already over a dozen Imperial planets had been
consumed in the Tyranid’s advance and, although the
Imperium was mounting furious counter-attacks as and
when it could, it would be months until a major Imperial
taskforce could be mobilised to deal with the threat. By
then Iyanden would have been overrun.
Farseer Kelmon, leader and spiritual head of the
craftworld, called together the Eldar of Iyanden and
warned themof the impending Tyranid assault. Each Eldar
craftworld has a great hall, known as the Place of
Answering, which is capable of holding every member of
the craftworld. At times of crisis the Eldar meet there, so
that all may know of the peril that faces their craftworld,
and so that any Eldar may voice an opinion on the course
of action that should be taken. Only once all views have
been debated, and a consensus of opinion reached, will
the craftworld’s Farseer decide on the course of action to
be taken.
The debate on the action to take against the Tyranid hive
fleet was heated and prolonged. The more conservative
elements of the craftworld argued for a policy of isolation,
shielding the craftworld behind a powerful psychic shield
in an attempt to avoid all contact with the Tyranids. The
more aggressive elements wanted to attack the Tyranids
immediately, dispatching the fleet to destroy the Tyranids
before they reached the craftworld.
Both courses of action were deeply flawed, however,
because they took no account of the sheer size of the
Tyranid Swarm. It took a powerful speech from the Ranger
Irilith, who had seen the hive fleet at first hand and
understood the terrible threat that it represented. For
over an hour she drove home to all present that the hive
fleet was too large to hide from, or for the Eldar fleet to
defeat on its own. It would take the combined efforts of
every Eldar on Iyanden to have any chance of turning back
the Tyranids. Even then they might not succeed in
defeating the alien menace.
A hush fell on the Hall as Irilith finished her speech. No
more needed to be said, for all the Eldar present now
realised the sheer enormity of the task ahead.
Farseer Kelmon rose and ordered that the Eldar prepare
the defences of lyanden Craftworld. All elements of the
fleet would be recalled, and every single Eldar must take on
the Warrior Aspect of Warlock, Guardian or Aspect Warrior.
The entire gigantic craftworld would be fortified, for there
could be no doubt that the Tyranids would breach their
outer defences and land on the ship. Help must be
requested from the other Eldar craftworlds. The Avatar, the
embodied spirit of the craftworld’s War God, must be
awakened to take part in the battle. And, most terrible of
all, all of the craftworld’s ancient spirit stones must be
plucked from their resting places and implanted in metal
fighting bodies to battle as Ghost Warriors. When an Eldar
dies their spirit is released into a gem known as a spirit
stone, which is grafted into the very structure of their
craftworld to preserve the dead Eldar’s consciousness.
Thus, each Craftworld is a living thing which preserves a
little of the once great Eldar civilisation. By risking the
destruction of the craftworld’s spirit stones, Kelmon risked
the destruction of lyanden’s culture and racial memory. It
was a grave chance to take, but Kelmon knew that the
Ghost Warriors could make the difference between victory
and defeat in the struggle that was coming.
The first Tyranid Hive Swarms attacked Iyanden just
twenty days later. By then the craftworld had already been
isolated for over a week by a Tyranid psychic blockade
which made it extremely difficult for the other Eldar
craftworlds to send help. Apart from a few scattered units
that made it through, Iyanden would be fighting the
Tyranids on its own. Nonetheless, the first Tyranid waves
were dealt with easily and efficiently by the Eldar fleet.
The Eldar’s spacecraft were faster, more manoeuvrable
and had longer ranged weapon than their opponents. In
battle after battle the Eldar spacecraft destroyed the
lumbering hive ships while only suffering minimal
casualties themselves. For a while it looked as if the fleet
might be able to hold off the Tyranids on its own, as wave
THE TYRANID INVASION
OF IYANDEN CRAFTWORLD, 992.M41
Fan03_06~l9 2l/4/04 ll:52 am Page ll
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after wave of Tyranids were wiped out. But Farseer
Kelmon was not convinced. Already the ability of the
craftworld’s forges to replace destroyed Eldar spacecraft
was being outstripped by the casualties being suffered in
the deep space battles that raged around the Craftworld.
The Eldar fleet was being ground down in a massive battle
of attrition; a battle that only the Tyranids could hope to
win.
As if to confirm Kelmon’s worst fears the next Tyranid
wave was massive, very nearly twice the size of any that
had hit the craftworld so far. The Eldar fleet suffered
terrible casualties in its attempt to hold the Tyranids off,
and for the first time was unable to stop them landing on
the craftworld. Although the landing was wiped out
before any serious damage was done, the Eldar fleet as a
large-scale fighting force had ceased to exist. Still there
was hope, especially if the wave had represented the
Tyranid’s main assault force. Eldar spirits were raised even
more as the next wave turned out to be tiny in
comparison to what had come earlier. Although the
weakened fleet couldn’t keep all of the swarms away from
the craftworld, the landings that were made were easily
isolated and destroyed. For a short while it seemed that
the Eldar had weathered the storm.
Then Iyanden was hit by two huge attacks in succession.
The pitiful remnants of the Eldar fleet opposed the Hive
Swarms as best they could, but were swept aside by a tide
of alien spacecraft. Iyanden was all but engulfed as horde
after horde of Tyranid Warriors, Genestealers, Gaunts and
Carnifexes were disgorged onto the craftworld. Huge
battles erupted all over Iyanden, the fighting bitter and
close ranged with enemy forces often only separated by
the width of a corridor of wraithbone wall, as the Eldar
desperately attempted to beat off the alien invaders. Often
they succeeded, but the Fortress of Tears, Shrine of
Asuryan and, most terrible of all, the ancient Forests of
Silence, all fell to the Tyranid hordes.
The Eldar counter-attacked, the raging figure of the Avatar
leading the craftworld’s Aspect Warriors and Ghost
Warriors in a berserk orgy of destruction which
recaptured the Forests of Silence from the Tyranids. It is
said that the Eldar Warriors wept tears of rage and sorrow
to see the damage inflicted on the ancient forest domes of
their craftworld. Slowly the Eldar managed to turn the tide
on the Tyranids and gain the upper hand, forcing them
back onto the defensive. And then another huge Tyranid
wave arrived, the third in succession, and the largest yet.
As swarm after swarm flickered into existence on the
Eldar’s scanners, Kelmon knew that, barring a miracle,
Iyanden Craftworld was doomed...
Over fifty years before the Tyranid assault, High Admiral
Yriel had led the Iyanden fleet. Although he was
considered one of the greatest Eldar naval tacticians to
have ever lived, his character was flawed by the sin of
pride. When Iyanden had been threatened by a Chaos
space fleet raiding out of the Eye of Terror, Yriel had led
the fleet on a pre-emptive attack on the Chaos fleet’s
flagship, leaving Iyanden Craftworld unprotected. He only
returned just in time to stop a suicide attack by a small
flotilla of Chaos raider ships, who nonetheless managed
to damage the craftworld. Expecting to be feted and
honoured for his victory, Yriel was deeply angered when
he was called upon to defend his course of action.
Claiming that his record should speak for itself, Yriel
refused to enter into the debate, leaving his old friend
Kelmon no choice but to elect a new High Admiral in his
place. Bitter with rage, Yriel vowed that he would never
set foot on Iyanden again. He and a small band of
followers left the craftworld and formed an Eldar Raider
company that became the single most powerful Eldar
pirate force operating in the galaxy.
When he heard of the Tyranid’s assault on Iyanden, Yriel
did his best to ignore the terrible peril that threatened his
old craftworld. But proud though he was, righteously
angry though he was, Yriel could not leave lyanden to its
fate in this, its very darkest hour. Battling his way through
the Tyranids’ psychic blockade, Yriel swept to the aid of
his people and arrived just in time.
Like a thunderbolt from the blue Yriel and his raider fleet
smashed into the Tyranid Hive Swarms. He was quickly
joined by the few remaining craft of lyanden’s fleet, and
Fan03_06-19 3/4/04 7:31 Page 12
together the combined Eldar space fleets tore the Tyranid
Swarms apart. Two more waves of Tyranid Hive Swarms
attacked the craftworld, only to meet the same fate. Not a
single Tyranid ship reached the craftworld, though the
cost to the Raiders was dear. Bloodied but unbowed the
Raiders prepared to sell their lives to the last in order to
turn back the next wave of Tyranids. On the bridges of the
craftworld and of the circling Eldar ships vigilant eyes
watched the scanners, waiting for the first tell-tale blip
that would indicate the direction of the next assault.
Minutes passed, then hours, and with a growing sense of
wonder the Eldar realised that no more Tyranid Swarms
were coming – the assault was over. The hive fleet had
been destroyed!
But on Iyanden Craftworld the war went on. The Tyranid
hordes that had been fighting a tenacious rearguard
action awaiting the aid of the rest of the hive fleet now
turned like cornered rats and hurled themselves at the
Eldar. Caught by surprise the Eldar staggered back,
desperately trying to hold the suicidal Tyranid onslaught.
The Fortress of the Red Moon fell to a surprise attack. and
for a moment it seemed that with victory within their
grasp the Eldar would be defeated. But, for the second
time, Yriel led his Raiders to the rescue of the craftworld.
Disembarking from their orbiting spacecraft the Raiders
joined with the battered defenders of Iyanden Craftworld
and, yard by yard, step by step, forced the Tyranids back.
A final wild charge led by the Tyranid Hive Tyrant was
annihilated by the combined efforts of the Avatar, Yriel
and the Ghost Warriors, and then in a series of vicious
one-sided battles the last of the Tyranids were hunted
down and destroyed. The Tyranid attack on Iyanden
Craftworld was over. The Tyranids had been defeated.
But the victory was a hollow one. Though the Eldar had
repulsed the invaders, the cost was enormous. Their once-
proud world stood in ruins, and four-fifths of the
inhabitants were dead or lay dying in its shattered halls.
Iyanden’s mighty space fleet was a pitiful shadow of its
former self; the blasted remains of its majestic spacecraft
and their brave crews hanging silent and weightless in
space. But all this could be rebuilt, maybe not for
hundreds of generations, but one day in the distant
future. What was lost forever were the souls of the Eldar
whose spirit stones had been destroyed in the battle
against the Tyranids. The massive destruction wrought
upon the people and Ghost Warriors of Iyanden dealt the
craftworld a blow from which its culture could never fully
recover.
FLEET COMMANDER
0-1 Admiral
You may include one Eldar Admiral in your fleet, who
must be assigned to a ship and will replace the vessel’s
Leadership with his own. If the fleet is worth over 750
points, an Admiral must be included to lead it.
Eldar Admiral (Ld 9) ..............................................75 pts
Eldar Supreme Admiral (Ld 10)...........................100 pts
The Admiral may purchase a fleet commander re-roll, at
the cost listed below.
One re-roll..............................................................25 pts
You may include Farseers in your fleet, each of whom
must be assigned to a ship and gives their vessel a re-roll
which may be used on the ship, another ship in the same
squadron or an escort squadron within 15cm.
0-3 Farseers ..........................................................+30pts
Any capital ship in the fleet may be equipped with Aspect
Warrior fighting crews at a cost of +20 pts per vessel.
Aspect Warrior Fighting Crews ...........................+20 pts
CAPITAL SHIPS
Dragonships
Your fleet may include up to one Dragonship for every
two Wraithships included in the fleet. If your fleet is led
by an Admiral, you may include a single Dragonship as his
flagship which does not count against this limitation.
Dragonship...........................................................260 pts
Wraithships
Your fleet may include any number of Wraithships.
Wraithship ............................................................160 pts
Ghostships
Any capital ship in the fleet may be upgraded to a
Ghostship. Such a vessel may not also include a Farseer or
Aspect Warrior crew.
Ghostship................................................................+free
ESCORTS
Your fleet may include any number of escorts.
Shadowhunter class escort ....................................40 pts
IYANDEN FLEET LIST
13
Fan03_06-19 3/4/04 7:31 Page 13
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Fan03_06~l9 23/4/04 3:30 pm Page l7
18
Direct attacks against a craftworld are exceedingly rare not
least because, despite their immense size, craftworlds are
extremely elusive prey, rarely sighted by non-Eldar.
However, when the Tyranid swarms of Hivefleet Kraken
descended upon the galaxy, they did so in such numbers
that Iyanden could not help but cross their path and in so
doing find itself in the greatest peril of its history…
FORCES
Both fleets are of equal points. The defender (Eldar) does
not spend extra points on planetary defences – these are
included in the special rules for the craftworld instead
(see below). Since the attackers are Tyranids, they do not
gain any extra transport models (since all Tyranid ships
are ‘transports’ in effect), but if you want to replay this
scenario with another attacker, they may take two free
transports for every 500 points (or part) in his fleet.
BATTLEZONE
A craftworld assault normally takes place in the system’s
primary biosphere, outer reaches or in deep space, since
these are the regions through which craftworld’s most
commonly travel. Declare one table edge as sunward and
set up other celestial phenomena as normal.
THE CRAFTWORLD
In this scenario, the craftworld is considered to be the target
of an attack, in the same manner as a planet would be in a
planetary assault. The Tyranid assault of Hive Fleet Kraken
targetted Iyanden, which is a very large craftworld (about
25cm in diameter). However, if you are refighting this
scenario with another craftworld as the target, or if you
want to introduce some degree of randomness into the
game, you can always vary the size of the craftworld, or roll
on a dice: 1 = small (no more than 15cm) , 2-5 = medium
(no more than 20cm, 6 = large (no more than 30cm).
Craftworlds follow all the rules for planets, since their
immense size means they create their own gravity wells, etc.
Small craftworlds have a gravity well of 10cm, medium
craftworlds of 15cm and large craftworlds of 20cm.
The craftworld is placed no more than 150cm from one of
the short table edges. Whilst craftworlds do actually travel
through space, their progress is so remarkably slow that
during the course of a battle they will exhibit no noticeable
movement, and hence the models themselves do not move,
in just the same way as planets do not move during a battle,
despite their actual movement in orbit of the nearest star.
Craftworlds are not surrounded by moons or rings, and
do not have planetary defences. Instead, individual areas
of the craftworld provide defences, by means of pulse
laser arrays aimed into stay, attack craft patrols and so on.
In the particular case of Iyanden, these roles are fulfilled
by two areas – the Fortress of Tears, and the Fortress of the
Red Moon. Whilst other craftworlds may vary in their
defences, you can safely use the following rules as
standard for all craftworlds.
Fortress of Tears & Fortress of the Red Moon
Both these fortresses are designed to repel invaders from
Iyanden, utilising powerful but indirect plasma shots to
disrupt and scatter any enemy which manage to evade the
craftworld’s cruiser patrols. At full effect the fortresses are
designed to act as defence for the entire eastern and
western halves of the craftworld respectively. Each time
an Assault Point is ‘landed’ on the craftworld (ie, a new
Assault Point is scored), roll a dice. On a score of a 4 or
more, one of the fortresses damages the attacking wave so
heavily that the landing is essentially ineffective and no
Assault Point is scored.
The fortresses also allow the craftworld to repel ships in
low orbit. During the Eldar player’s Shooting phase, the
fortresses unleash one pulsar lance shot against each
vessel on the Low Orbit table.
However, there is always the danger that the fortresses
themselves will fall. During each End phase, roll one dice
for each Assault Point already scored on the craftworld. If
any of these score a ‘6’ the fortresses are damaged, and
the chance of destroying enemy Assault Points, or scoring
a hit on ships in low orbit, is reduced by 1 (ie, to a 5+ the
first time, then to a 6+, then they are destroyed
completely). No matter how many 6s are rolled, only a
single –1 reduction can apply in each End phase.
SET-UP
The defender can choose to place ships and squadrons
either on patrol or on standby in high orbit, or within the
craftworld’s gravity. Roll a D6 for each defending
ship/squadron (except Shadowhunters, see below) on
patrol: on a 1-3 the attacker may set up the ship/squadron,
on a 4-6 the defender may set it up.
150cm
Defenders
Deployment
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CRAFTWORLD ASSAULT
Fan03_06-19 3/4/04 7:31 Page 18
19
ships and planetary defences. Deduct -1 Assault Point for
every 500 Victory Points (rounding up) scored by the
defender. Look up the adjusted Assault Point total on the
table below:
Total assault
points Result
0-1 Defender’s Victory
The attacking forces achieved almost
nothing. The pitiful amount of assaulting
troops that reached the craftworld will
be quickly annihilated.
2-5 Defender’s Marginal Win
The assaulting forces are prevented from
making a substantial landing on the
craftworld. Nonetheless, enemy
detachments will now have to be hunted
down and destroyed.
6-9 Attacker’s Marginal Win
The assault dropped enough troops, etc,
to capture a large part of the craftworld’s
resources. Ongoing battles for control of
the world will rage for months, even
years.
10+ Attacker’s Victory
The attackers succeeded in sweeping
aside the defending forces and staging
decisive landings at key points all over
the craftworld. Within a few weeks of
mopping up, the attackers will have
complete control of the planet.
Ships on patrol may be set up anywhere that is not within
30cm of a table edge or within an area of celestial
phenomena. The defender always decides the facing of
ships, regardless of who set them up. The attacker deploys
his fleet within 15cm of the short table edge furthest from
the planet. You will also need a separate low orbit table.
Shadowhunter Patrols
Shadowhunters are quite simply the most nimble patrol
vessels in the galaxy, and so must always be set-up on
patrol, but no dice roll is required, and they are always
deployed by the defender.
FIRST TURN
The players roll a D6. Whoever got the highest may take
either the first or second turn.
SPECIAL RULES
Attacking ships must move within 30cm of the craftworld
table edge (which obviously replaces the planet edge) on
the low orbit table to send troops to the surface and
bombard enemy positions. Remember that, since the
attackers are most likely Tyranids, you should follow the
special scenario considerations for Tyranids, as presented
in Armada. However, should you wish to vary the
attackers, the following basic rules apply:
For each turn an attacking capital ship spends within
30cm of the craftworld edge, the attacker scores 1 Assault
Point. For each turn an attacking transport spends within
30cm of the craftworld edge, the attacker scores 2 Assault
Points. A ship deploying troops or bombarding the
craftworld may not do anything else that turn.
GAME LENGTH
The game lasts until one fleet is destroyed or disengages,
or the attacker has scored 10 or more Assault Points.
VICTORY CONDITIONS
Add up the Assault Points earned by the attacker and add
+1 to the total for every 500 Victory Points (rounding
down) scored by the attacker for destroying or crippling
Matt is preparing for Editorial duties
on issue 4, as Andy will be out of the
office for a while. This is on top of
working on version 2 of BFG!
Expect to see more Doom of the Eldar
next issue including Yriel’s flagship!
www.BattlefleetGothic.com
Author
Further
Information
Website
A group of Shadowhunters give chase.
Fan03_06~l9 2l/4/04 l2:l3 pm Page l9

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