Title: The "craftworld" Craftworld
Meaphet Ran - May 14, 2006 05:42 AM (GMT)
ok this is basically a group project where we all contribute to our very own craftworld. before we begin doing to much though we shoud probally set a theme. so if anyone has any ideas feel free to throw them foward. (a name would be good)
here i will be placing people into roles that they have requested to help design, it is first come first server, but certain catagories may well need more than one person to work on it.
Background & History: Calaith
Headquaters: Calaith
Elites:Concerta
Troops: Concerta
Fast Attack: Meaphet Ran
Heavy Support: [UNFILLED]
Vehicles (directly involved with any type of armoured vehicle : Chivi
whatever i forogt: [UNFILLED]
Special Characters: Everone.
Chivi'queleste - May 14, 2006 05:50 AM (GMT)
The Bur-Rahim Craftword ( bûrr rah heem' )
Just my first thought. :)
Meaphet Ran - May 14, 2006 05:53 AM (GMT)
and whats that mean? we need a meaning aswell as a name although a meaning could probally wait until we get some background happening.
Calaith - May 14, 2006 05:59 AM (GMT)
Can I shotgun doing fluff? Its what I'll be best at, though I might be a bit busy in the immediate future. I might like a hand in that if anyone else wants to volunteer?
Chivi'queleste - May 14, 2006 06:04 AM (GMT)
The name comes from a bit of role-play I thought up quite a few months ago. I don't really role-play myself, but was helping to design a custom environment. Here's a bit, but be warned, it is not exactly designed with Eldar in mind. :lol: :lol:
The Burraghim
(Bûr – rah – heem’)
A rough overview,
A stout and hardy folk of diverse nature hailing from the east of Allmohad, the Burraghim are predominantly a nomadic people. Their home, if it can truly be called so, is in the heart of a short series of broken ground and jagged cliffs known as ‘The Sundered Garden’ to the Burraghim, and as ‘The Grey Crag’, a place to be avoided by all other races. The Burraghim believe this to be the origin of their race’s birth, and all Clansmen of the Burraghim make a pilgrimage there once each decade, for a time span of 6 months. The rest of the decade is spent traversing the vast desert steppes, from oasis to oasis, in large gatherings denoting their birth clans.
Each Clan of the Burraghim tends to be rather fierce and is known for their fanaticism in regard to their faith. The lifestyles of both warrior and acolyte are found in equal mix within their culture. The art of ‘practical’ magic is difficult for their race to grasp, though it has been proven possible by a rare few. There is a remarked upon code of clannish honor that seems to dictate the lives of the Burraghim, though the Clansmen generally show no such regard for those of other races. It is not considered to be a death sentence to involve oneself with the Burraghim, though to say it is not dangerous to do so would be untrue in the extreme.
As nomads, the Burraghim are fond of sturdy and dependable animals such as goats, camels, and small desert-bred ponies. The camels are used solely as beasts of burden, while the goats and ponies do double duty as both pack animals and as mounts for the doughty warriors of the Burraghim clans. Mention has been made of Clansmen riding large rams near The Grey Crag, though reports confirming this have yet to be obtained.
Each clan competes with the others for trade and continuous commerce with the other races. Humans, especially those from Allmohad, trade frequently with the Burraghim, and the Elves also, to a lesser degree. Orcs are to be distrusted, and are often baited into fatal combat on sight. The Desert People have fought long wars with the Burraghim in the past and are now careful to keep relations peaceful. Due to the immense breadth of the Endless Desert, the Desert People and the Burraghim do not often cross paths, but when it does occur, the event is treated as an opportunity to trade after negotiations are made to prevent the occurrence from becoming violent. The known landmarks of each race are respected and left in peace. Their relationship is considered to be stable, but not very comfortable.
Character Classes,
Clansman – Nominally a merchant by trade, with a gift for understanding the worldly value of material, and often immaterial, items. But still, the Clansman is a warrior by birth and upbringing with skill in archery and other manner of missile weapons, and often skilled with short blades. Clansmen are usually lightly armored, and appear very humbly attired. By reputation, the Clansmen are noted for operating beyond the usual scope of commerce, and are often credited for shady dealings involving the human ‘underworld’.
Desert Nomad – The mounted warrior elite of the Burraghim, serving as scouts, protectors, and often ambassadors of their respective clans. Young Clansmen train to ride the clan’s goats as soon as they are able to stand on their own. Eventually, their ability to ride seems nearly supernatural, as they are able to remain mounted upon their sturdy steeds for days at a time, and upon the most inhospitable terrain traversable. Heavy armor, including something similar to human full plate armor, is often worn by Desert Nomads, giving rise to the pride and value they place on the strength and resilience of their ponies. Clan feuds have erupted, only to be settled decades later by the death of the suspected transgressor, over the ownership of a prized desert pony. Small, steel shod lances and long handled hammers are common weapons utilized by these riders, though a few have found the use of short bows to be of worth for hunting near the edge of the Endless Desert.
The Enduring – The Enduring are a monastic, yet highly militant, clan which has been charged with the duty of caring, maintaining, and defending the Burraghim’s most sacred destination, The Sundered Garden. Each monk of The Enduring is trained in the use of various missile weapons, small hand weapons, and the use of unique cavalry hammers while riding their most peculiar mounts, war-trained mountain-bred rams. The Enduring do not often leave their holy place, but will if they believe it is necessary to defend it. Each clan has a single member of this order serving, for one decade at a time, as an advisor to their clan chieftain, and as a clan healer who supervised the physical care given to the clan. The clerical abilities of these monks are not fully understood, but it is understood that even while young, The Enduring are respected as senior members of the clans.
Desert Fanatics – Magicians of sorts are known throughout all races of Estelia, and the Burraghim are no exception. What is unique to the clans is that only those clansmen born with severe disfigurement or suffering a debilitating ailment of the mind eventually become practitioners of practical magic. Such ‘unwhole’ children are cast out of clan society and left to suffer the remainder of their very short lives alone in the Endless Desert. At times, through remarkable circumstance and fortune (if so it can be called), one of the unwhole does manage to survive. In all instances, this event is considered by The Enduring to be a miracle, proof that the unwhole is chosen of their faith. The proof The Enduring offer is simply the astounding ability of these survivors to perform feats of magic that are unknown to the monks at the Sundered Garden. These magicians are usually considered vagabonds and communication often proves to be difficult, as the heat-addled minds of Desert Fanatics makes them extremely eccentric, and often overbearing. There is no hesitation, or even awareness, by the Fanatics that magic is even performed. To them, it is as simple as breathing, and they are often unaware of the consequences involved. Desert Fanatics are often unkempt and carry walking aides and wear hooded cloaks to cover disfigurement.
This was a two day diddle, but if some can be used as fertile ground for ideas, I'll be pleased. Might provide a new twist to 'Eldar'. :)
Farseer Concerta - May 14, 2006 06:06 AM (GMT)
troops that is my speciality
Brak'hir - May 15, 2006 08:24 AM (GMT)
Jeez i go one day without checking this site and you guys start some project that i have no idea about lol :lol:
Umm can someone give me a brief overview of whats happening?? Ide love to help but im not excactly sure what i can do.....
Are we making a new craftworld?? I think thats what its about....
So. What can i do??
Meaphet Ran - May 15, 2006 12:39 PM (GMT)
ok essetially what were doing is creating a new craftworld. if you want to help just pick something and work on it. so if you wanted to do HQ youd go righto, what new units can i throw in here (you can still include old units)
what can you do? anything you feel like doing
Farseer Concerta - May 16, 2006 09:07 AM (GMT)
Meaphet Ran - May 16, 2006 09:56 AM (GMT)
hmm heres an idea, what if during the fall, the craftworld made a crash landing... onto a planet or moon.
Calaith - May 16, 2006 10:06 AM (GMT)
I like that. What would be cool is if it crashed into a moon smaller than it, but the moon went deep inside of it like a bullet with the momentum. Eventually through the millenia though, the moon was actually built 'into' the craftworld, so part of it is actual planet and rock.
Also, what do you guys think of 'Farseer Jana Ith-Iral' for a same? A female farseer.
Farseer Concerta - May 16, 2006 12:08 PM (GMT)
female ok what dose the name mean?
Calaith - May 17, 2006 07:37 AM (GMT)
'Jana' (pronounces 'Yana') got no idea what that means yet but I do plan to find out. 'Ith-Iral' This essentially means 'one with the breeze', but getting all technical in the Eldar language on you guys, it could also mean: 'Wind walker' or 'gifted of breath'...which could also be translated to 'gifted of life' or 'a charmed life' meaning she will do something great with her life, and she is incredably quick and nible like the wind.
A long and complicated and totaly made up translation, but heck making stuff up is what writting army fluff is all about. I also drew inspiration from the back of the Eldar Codex. ;)
As to this Female thing. Meaphet and I were discussing a Fast Attack unit he's working on which are essentialy Banshees crossed with Hawks (meaphet correct me if I'm wrong.) I got the idea of having a Craftworld dominated by the nimble, quick and beautiful yet terrorfying Eldar Females. A really fast themed army with Banshees, Hawks and any other unit you guys think of. Perhaps using the existing Saim-Hann Force Organization chart.
Also, if no body is doing the HQ, I'd like to vulanteer to either work on it or at least put a hand in to help with the development of Ith-Iral's representation on the battle field. But if you think each person should be alocated only one job, thats fair enough.
Cheers, Calaith
Meaphet Ran - May 17, 2006 08:14 AM (GMT)
you can be in mulitple areas, i also figure that everone who contributes should have a go at throwing in a special character. ill edit you into HQ now Cal, but your characcter will go into "areas that iforgot" under special characters.
Farseer Concerta - May 17, 2006 08:42 AM (GMT)
this is going to be great
so far i am thinking a heavy muscle type of eldar warrior
and a eldar who carey long ranged catapults(24)
and can i please do elites?
Meaphet Ran - May 17, 2006 09:29 AM (GMT)
your in charge of this project aswell, if you want to do something just edit it in.
ok heres the unit ive been wokring on.
Fast Attack
Sirens
| QUOTE |
Pts |WS | BS | S | T | W | I | A | Ld | Sv+ Siren 18 5 4 3 3 1 5 1 9 4+ Exarch +14 5 5 4 3 1 6 2 10 3+
|
Squad Size: 5-10 {{1}}
Weapons: Power weapon and Shuriken Pistol
Character: one character may be upgraded to an exarch for +18pts. The Exarch may exchange her power weapon for a Siren Blade at +10pts and be given power blades for +5
The exarch may be given the following warrior powers: supprise assault for +20pts and sustained assault for +12pts {{2}}
Transport: the sirens may be mounted in a ###### for +###pts {{3}}
Special Rules:
Sirens Call: during you assault phase sirens may target an enemy unit with a model within 12" that unit must make a full movemetn directly towards the Sirens, stopping 1" away from enemy (enemy as in your units) units (unless it could pass over them) and stopping 1" away from the sirens. this is done before the eldar makes any assault moves. if the sirens shoot at a target they may only use sirens call on them, and they may only assault the unit that they used Sirens Call on.
New Wargear.: Sirens Blade: causes two wounds instead of one.
{{1}} the idea here is to avoid the whole horde Eldar feeling by adding small units
{{2}} this can lead to a very expensive Exarch but i chose Supprise assault because, you were lured in by a Bueatiful Woman and when they turn and attack you it should be supprising... i suppose
and sustained assault is because, they are trying to make the most of their ambush and press home their attack before any retaliation ca tkae place...
{{3}} Chivi this is in your catagory, but i was basically thinking of a transport similar to the Harlequin one.
what do you guys think?
Farseer Concerta - May 17, 2006 09:35 AM (GMT)
it is interesting i like it
bye tomorrow the first troop couice will be up
Calaith - May 17, 2006 10:00 AM (GMT)
I'll start working on getting a full fluff story up soon. For the moment I've got a few good ideas with Meaphet's planet thing and Ith-Iral. But I might attempt making Ith-Iral into a battle field character first.
@ Meaphet,
I really really like this unit, and would be super happy to field them. I would however make a few changes. A) make the Exarch more like 14-16 points, and make sustained assault 10-15 points. You might think this is a bit unfair, but I don't think so. The character is so expensive anyway.
Secondly, I'd make the squad 1-10. a squad of 5 is just going to get shot into itty bitty pieces simply because they lack the toughness they need to sustain damage as such a small unit.
Cheers, Calaith
Chivi'queleste - May 17, 2006 08:49 PM (GMT)
Sparhawk – 130pts
Transport vehicle designed for close assault support. Unique in design, this closed-top vessel boasts only a single access point. Though located forward of the cockpit, the access ramp allows for a quick disembarkation of assault troops. The Sparhawk is armored sufficiently to guarantee relative safety of its passengers, though its armament is fairly short-ranged.
Armor: 12/12/10 w/ Spirit Stones and Energy Fields standard. Any additional upgrades available at normal cost.
Armament: BS-3; 2 Shuriken Cannons (not twin – each located port and starboard of the forward ramp), upgradeable to 2 Twin Shuriken Cannons for +15pt each, or to 2 (single) Scatterlasers for +5pts each. These weapons have a 180-degree firing arc to the front.
Transport: As a dedicated transport vehicle, the Sparhawk may carry up to 11 infantry models, or 5 Wraithguard and a Warlock/Seer/Singer. The Sparhawk may not be taken as a transport option for a single character.
I've never really thought of the Eldar as a race using Open-topped vehicles, though I do like the idea of assault specialist grav-vehicles.
Comments?
Farseer Concerta - May 18, 2006 07:57 AM (GMT)
TROOPS
the shrod guardians are much stronger then the standed guardian being drawen from the strongest familys and put through intensive training these warriors will go on to be trained as limbo soldiers
shrod guardians pts:14(guess)
WS BS S T I A LD SV
3__4__4_3_4_2_7_5+
squad:8-16
weapons:the squad is equiped with shrod blasters and a close combat weapon
options:one member of the squad my be up graded to a exarch for 14 points
no additional equipment from the armry
shrod blaster pts:10
range S AP TYPE
20___4_5__rapidfire
so what do you think?
i was going for a strong long ranged unit
oh an limbo soilders come later so just`be `patiant
Meaphet Ran - May 18, 2006 11:11 AM (GMT)
ok heres how you should set out stat lines for units
| CODE |
[QUOTE] | WS | BS | S | T | W | I | A | Ld | Sv+ unit name X X X X X X X X X+ [/QUOTE] |
Farseer Concerta - May 19, 2006 03:13 AM (GMT)
Inquisitor Liechtenstein - May 20, 2006 10:06 AM (GMT)
Hey Cal, seeming that you're in charge of HQ, is it possible for you to make an independent character that has a decent selection of wargear?
Calaith - May 20, 2006 10:48 AM (GMT)
What do you mean? Like a new HQ choice other than a Farseer and an Avatar?
I just got the cool idea for a Siren (sp?) Pheonix Lord. The Leader of the Craftworld, while Ith-Iral is the guider?
More thinking must be done, Cal
Inquisitor Liechtenstein - May 20, 2006 11:36 AM (GMT)
I mean a HQ choice, other than a farseer of avatar, that can be tooled up in the form of a specific aspect, but is an individual character with more than one wound (two would suffice). It would also be good as just a "hero", which isn't specified to any particular aspect. I like this idea because I currently think that the Eldar race is missing those "warrior leader" type guys who are at the formost of a charge baring a banner or a really big sword (or somesuch other item), and are just a "hero" in the army. I mean sure, exarches are like this, but they just arn't the same. Also, some may argue that we also have the pheonix lords, but they are both special characters and have pre-made fluff.
Farseer Concerta - May 22, 2006 09:14 AM (GMT)
ok here come elites
LIMBO WARRIORS
limbo warriors are trained from shrod guardians and are trained to use sound as a weapon and are very spiritual about sound praiseing it to a point were it is like a god to
them
| QUOTE |
shrodeder warriors points 30? WS l BS l S l T l I l A l LD l SV+ 3 4 4 3 4 1 8 4
|
squad:6-8
equipment:the squad is equipet with Null Rifles weapons that do not emit audible noise, just the damage done by the sonic vibrations.
range 24
S=5
AP=6
type=assullte 2
well how dose that look
Inquisitor Liechtenstein - May 22, 2006 09:34 PM (GMT)
One option to represent the Vibrocannons could be to reduce the renge to 18-24 inches, and make it assault 1. Also, all aspects have WS (and BS for that matter) 4.
Chivi'queleste - May 23, 2006 02:42 AM (GMT)
I like the idea, but have a few questions...
Would the vibro-guns have any effect on vehicles?
Would there be a benefit to massed vibro-gun fire?
Should the guns be Assault-1 24" or would Rapid Fire 24" be better?
Would there be a better term than 'Limbo' for the Aspect name? I'm trying to think of a unique name for the aspect and weapon, but am coming up with blanks.
Null Sirens? - Weapons that do not emit audible noise, just the damage done by the sonic vibrations. Null Rifles?
Farseer Concerta - May 23, 2006 06:53 AM (GMT)
i made a few changes but i dont think i need to change anything else
Farseer Concerta - May 29, 2006 09:31 AM (GMT)
so what did i say something wrong
i didn't mean it please like me!!!!!
ahem now that that is over any ideas for heavy support
Chivi'queleste - May 29, 2006 09:59 PM (GMT)
I was thinking about something along the lines of the Falcon, but without the transport capacity and the crappiness of the Prism...
Krier - 130pts
Same armor as the Falcon, and same upgrades. No transport capacity due to the need for upgraded power cells and ammo supplies.
Weapons: Twin Linked Pulse Laser and Single Shuriken Cannon with the option to upgrade the Single Shuriken Cannon to a Twin Linked version.
paul_fib - June 4, 2006 06:57 AM (GMT)
I dont suppose i could help in any way possible
ilove this idea it will be great
I could proof read a lot of stuff
as thats propbly all im good at.
hey have any of you guys actually seen what a craftworld looks like.
cause i have a picture of one if anybodies interested
and dont come askng me about it farseer concerter as ive already shown you in person
Meaphet Ran - June 4, 2006 08:14 AM (GMT)
yeah ive seen a craftwolrd, i was abducted by eldar a few years ack, but once you get over that theyre nice and friendly...
Chiv could you make a transport similar to the harliquen one?
Farseer Concerta - June 5, 2006 11:52 AM (GMT)
so what we need now is a HQ
Calaith - June 6, 2006 06:57 AM (GMT)
And here she is:
Farseer Jana Ith-Iral: 210pts
| QUOTE |
WS BS S T W I A Ld Sv 5 5 4 4 3 5 2 10 4+ |
Ith-Iral may be taken in any (instert craftowlrd name) army of 1,000 points or more, but must be used as described below. She cannot be given any extra equipment from the ELdar armoury.
Weapons/equipment: Witch Blade, Shuriken Pistol, Ghosthelm, Runes of Witnessing, Rune armour, Soul of Dratheus.
Soul of Dratheus: Dratheus was brother of Ith-Iral, murdered by in battle by the savage Mon-Keigh. In life, Dratheus was blood thirsty and strong headed, in death his soul is strong and lusts for revenge. Ith-Iral counts as having Spirit Stones, but in addition may also use Dratheus in one of the following ways per turn.
-In the Assault phase, Dratheus' soul and mind are focused in Ith-Iral's already potent Witch blade. His soul attempts to eliminate the mind and body of its victims, and no armour saves can be taken against a wound from Ith-Iral in the turn this ability is used. In addition any character with multiple wounds will suffer instant death if wounded once by Ith-Iral. Ith-Iral's Strength is also improved by +1
or
-Dratheus' mind is infused with Ith-Iral's, boosting the Farseer's mental power and allowing her to see further into the future to warn her bretheren of dangers, or use agressive powers more effectively.
One of the following psychic powers can be altered in the following ways in the turn this is used. Mind War: The range is now 24" instead of 18", and Dratheus adds +1 to Ith-Iral's dice roll. Fortune: Any unit with Fortune cast on it by Ith-Iral increases its Sv by +1, this can include Ith-Iral's same unit. Guide: Any unit with Guide Cast upon them by Ith-Iral improves their BS by +1, this can be Ith-Iral's own unit. Elderitch Storm: Elderitch storm deals out S4 wounds instead of S3.
Only one power a turn can be altered in this way.
Independant Character.
Psychic Powers: Mind War, Fortune, Guide, Elderitch Storm.
Body Guard: Farseer Jana Ith-Iral may be accompanied by up to 5 Warlocks.
Farseer Concerta - June 6, 2006 07:05 AM (GMT)
Calaith - June 6, 2006 07:16 AM (GMT)
There is now, sorry had to Edit the post a few times. <_<
Farseer Concerta - June 6, 2006 07:31 AM (GMT)
Inquisitor Liechtenstein - June 7, 2006 06:02 AM (GMT)
Cal, the points for Jana Ith-Iral are way, way too small. Look at Eldrad Ulthran, his points are higher than this and he isn't as good. I think she should only be used in games of 1,500 points or more and should be around the 300 point mark.
Calaith - June 7, 2006 06:55 AM (GMT)
I think she could go up a bit in points, but maybe to 230-260? She isn't a C'tan and so could be killed rather easily. Secondly she can't cast the same power in a turn like Eldrad can, and she can only use Dratheu's spirit in one way a turn. If she uses it to boost Mind War, she can't use it to ignore saves in CC if she's charged. And if she uses it as a power weapon, she can't improve her armour save.
I suggest taking her leadership down to 9 to make it slightly harder to cast powers? and yes, have her in 1500pnt games instead, she was slightly more powered than I had initially intended. Though I don't think she 'overpowers' Eldead.