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Yme-Loc Craft World Background

The Eldar of Yme-loc are talented artisans, and their armies are supported by powerful grav-tanks and Titans. The craftworld was severely damaged in some forgotten incident, and the Eldar were struggling to repair their vessel before it was too late. The Eldar are a highly mobile race, and their technology far exceeds anything produced by the human Imperium or countless other races of the galaxy.

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0% found this document useful (0 votes)
415 views3 pages

Yme-Loc Craft World Background

The Eldar of Yme-loc are talented artisans, and their armies are supported by powerful grav-tanks and Titans. The craftworld was severely damaged in some forgotten incident, and the Eldar were struggling to repair their vessel before it was too late. The Eldar are a highly mobile race, and their technology far exceeds anything produced by the human Imperium or countless other races of the galaxy.

Uploaded by

Bladiebla1
Copyright
© Attribution Non-Commercial (BY-NC)
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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YME-LOC CRAFTWORLD ELDAR vX.X.

2
The Eldar of Yme-Loc are talented artisans, and their armies are supported by powerful grav-tanks and Titans.
-the sum total of background material written by Games Workshop about the Yme-Loc craftworld Over the countless ages in which the Eldar dominated the galaxy, they gained an unrivaled understanding of the universe. During this time, the myriad of secrets of the universe were laid bare by their scientists and philosophers until very little remained unknown to them. With all their knowledge and the power it granted them, the galaxy was their playground. With little else to discover, the Eldar began seeking knowledge in the only places that had previously been hidden, where taboo and morality had shielded that which should not be known. This is how the seeds of the Fall were sown. It is perhaps a sad irony that much of the knowledge that allowed the Eldar to pursue their capricious interests without want or need was lost when their pursuits led to the near extinction of their race. It is difficult to imagine that the Eldar, with their almost magical technology, which far exceeds anything produced by the human Imperium or the countless other races of the galaxy, are still only a shadow of their former glory. For some Eldar, like the Exodites on the galactic rim, this is a conscious choice. For others, it is a consequence of survival. In the last days before the Fall, as those Eldar with enough foresight gathered on the immense trading vessels that would become known as craftworlds, hard choices were made. Only those things believed to be of the utmost importance were taken, leaving much to be lost. As fate would have it, the Yme-loc craftworld was not in a position to take on many refugees, having been severely damaged in some forgotten incident. While other craftworlds were gathering the resources needed to sustain the lives of all their passengers, the Eldar of Yme-loc were struggling to repair their vessel before it was too late. Scores of bonesingers and artisans along with a vast array of specialized and SPECIAL RULE - May Not Garrison The Eldar are a highly mobile army, and rarely have enough forces to try to take and hold ground. Because of this, instead of maintaining a heavily garrisoned front line, they will usually rely on a screen of Rangers and War Walkers to warn of the approach of any enemy forces. Meanwhile the bulk of the highly mobile Eldar army will be held back in reserve, where it will be ready to move quickly to any threatened sector. This tactic allows the Eldar to hold large areas of ground with relatively few troops. To represent these tactics, only Eldar Ranger and War Walker Troupes are allowed to garrison objectives in the Grand Tournament game scenario. eldritch machines worked tirelessly to heal the wounded craftworld before it was too late. There was no time to convert the vast cargo holds and manufacturing bays into the lining quarters and agricultural space as the other craftworlds had done. As the catastrophic awakening of the Great Enemy consumed the heart of the former Eldar empire, the barelyfunctional and largely empty craftworld of Yme-loc limped to relative safety. While its attempt to save as many Eldar as possible before the Fall was a failure, the newly repaired craftworld soon became a savior to others that had managed to escape. As the harsh realities of a hostile universe took their toll on the remaining Eldar, Yme-loc was in a unique position to provide aid and shelter. Because of the circumstances of its origins, a large percentage of the population of the craftworld consisted of artisans and craftsmen, and this has been fostered throughout the generations. Similarly, the empty hold of the vast craftworld provided ample space needed to produce large numbers of even the grandest of Eldar craft. These capabilities have served the craftworld well, as the Eldar of Ymeloc have come to rely heavily on their technology to make up for their lack of numbers. In war, the forces of Yme-loc sweep forward in wave after wave of gravtanks loaded with well-armed guardians and powerful aspect warriors. Their autarchs direct strange and powerful weapons virtually unknown elsewhere, while their farseers scrye the multiple stands of causality to find the optimum plan of attack. With all of the advanced technology of the Eldar brought to bear against whatever foe stands in the way of their cause, The Eldar of Yme-loc stand ready to face the war torn battlefields of the 41st millennium.

WARP GHOST The Warp Ghost represents the pinnacle of the eldritch technology wielded by the Eldar. Within its wraithbone hull, shrouded by damping fields and psychic barriers, a single farseer sits ready to face the enemies of Yme-Loc. Incorporating numerous spirit stones into a control system that is essentially a smaller version of a craftworld's infinity circuit, the farseer is able to project his powerful psychic abilities onto the battlefield to both aid his compatriots and assault his foes. From within these grav-tanks, the farseers of Yme-Loc are able to conduct their assaults with the speed and power that are the hallmark of Eldar war craft. WARP GHOST Type Armoured Vehicle Weapon Psychic storm AND Shuriken cannon Notes: Speed 35cm Range 30cm (15cm) 30cm Armour 4+ Firepower 2BP small arms AP5+ Close Combat 5+ Firefight 4+

Notes Disrupt, Ignore Cover, Lance extra attacks(+1) -

Skimmer, Farseer, Reinforced armour

Designer's Note: The model for the Warp Ghost is simply meant to be the Command Falcon from the Epic:40,000 range.

BRIGHT CHARIOT Such is their reliance on machines of war, the Autarchs of the Yme-Loc craftworld ride to battle mounted in grav-tanks of a type rarely fielded by other craftworlds. These Bright Chariots are controlled through mental-impulse interfaces practically identical to those used in Eldar titans, which allow the autarchs to wield their considerable martial prowess while safely encased within the wraithbone hull of the grav-tank. Simultaneously, the powerful sensor arrays and psy-augers incorporated into the hull of the vehicle provide the autarchs with an unmatched view of the battlefield and an unrivaled ability to command their forces. BRIGHT CHARIOT Type Armoured Vehicle Weapon Maelstrom array AND Shuriken cannon Notes: Speed 35cm Range 30cm (15cm) 30cm Armour 4+ Firepower 3_AP4+/AT4+ small arms AP5+ Close Combat 5+ Notes extra attacks(+1), MW Firefight 4+

Skimmer, Reinforced armour, Supreme commander

Designer's Note: The Bright Chariot is meant to be converted from any of the current Eldar grav-tank range. I intend to use the hull from a Fire Prism, the turret from a Firestorm, the pulse lasers from a falcon, with additional details to represent a suitable "command" vehicle. Only one is allowed in a given army, so the degree of detail should match that given to a typical supreme commander stand. RENDING HAMMER While rare in the armies of more traditional craftworlds, the Rending Hammer is a staple of the grav-tank squadrons of Yme-Loc. Mounting a more powerful version of the Vibro-cannon support weapon, the Rending Hammer is able to destroy even the most heavily-armoured enemy emplacements and vehicles. Targets such as tanks and bunkers literally shake themselves apart, while living targets suffer massive internal trauma. While it lacks the range of the Night Spinner or the artillery of other races, it more than makes up for this shortcoming with its superior close support abilities. RENDING HAMMER Type Armoured Vehicle Weapon Vauls hammer AND Notes: Skimmer Speed 35cm Range 30cm (15cm) Armour 5+ Firepower 2BP small arms Close Combat 6+ Firefight 5+

Notes Disrupt, Ignore Cover, Lance extra attacks(+1)

Designer's Note: I personally think that there arent enough different types of Eldar tanks to do a proper tank list. I think simply including a second type of artillery tank would go a long way to help the situation, giving the Shields of Vaul formation a choice between two vehicles in much the same way as the Swords of Vaul formation has both Flacons and Fire Prisms. There are several ways that one could model a Rending Hammer grav-tank. I suggest starting with the hull of a Night Spinner. The turret of the Night Spinner can then be modified using several (I think three seems appropriate) of the old SM/TL era eldar support weapons. Alternately, you could scratch build a single large gun and use a turret from a firestorm. DOOM CALLER The Doom Caller is one of the more rare super-heavy grav-tanks in the Eldar arsenal. Perhaps the effort and resources required to produce the vehicle outweigh its usefulness, or perhaps most craftworlds consider it to be far too blunt an instrument to be an appropriate Eldar weapon. Whatever the case, the Eldar of the Yme-Loc craftworld decided long ago that their unique circumstances dictated unconventional tactics. Finding themselves struggling to cope with the teeming hoards of orks and humans that are a staple of warfare in the 41st millennium, the Eldar of Yme-Loc turned to their most devastating technologies. The twin sonic lances of the Doom Caller, while short-ranged, can lay waste to wide swaths of the battlefield; twisting metal, shattering stone, and battering bodies. DOOM CALLER Type War Engine Weapon Twin sonic lance Shuriken cannon Notes: Critical hit: Speed 25cm Range 30cm 30cm Armour 5+ Firepower 6BP AP5+ Close Combat 6+ Firefight 5+

Notes Disrupt, Ignore Cover, Lance -

Skimmer, Damage capacity 3, Reinforced armour The Doom Caller's gravitic drives implode, sucking nearby troops into an energy maelstrom. The Doom Caller is destroyed and any models within 5cm suffer one hit on a roll of 6.

Designer's Note: The purpose of the Doom Caller in this list is mainly to replace the Void Spinner in the case where people have a major problem having a supposedly Beil-tan-only vehicle in a different craftworld list. I think the easiest way of modeling a Doom Caller is to start with a Cobra, and replace its D-cannon with a more appropriate looking gun barrel. If you've taken the time to scratch build some sonic lances for your revenant titans, a twin-mounted pair would be perfectly acceptable.

YME-LOC CRAFTWORLD ARMY LIST


Yme-loc craftworld armies have a strategy rating of 4+. Yme-loc Avatars, Aspect Warriors, Revenants, Phantom Titans, and Warlock Titans have an initiative rating of 1+. All other formations have an initiative rating of 2+. YME-LOC CRAFTWORLD INDIVIDUALS TYPE 0-1 Wraithgate FORMATION
The Eldar player may choose to replace one of the Objective markers in their half of the table with a Wraithgate at a cost of 50 points.

NOTES
The Wraithgate functions both as a Webway portal and as an objective for rules purposes. It may not be attacked or destroyed. Important Note: Wraithgates are one of the smallest type of Webway portal, and may only be used by formations made up exclusively of infantry, light vehicles, and armoured vehicle units that have the Walker ability; formations that include any other type of unit may not use a Wraithgate to enter play. In Grand Tournament games the Avatar must start off the table. At the start of any turn (including the first) they may be set up on the table within 15cms of a Farseer (this represents the Farseer summoning the Avatar to the battlefield). In the End Phase of the turn the Avatar returns to the Webway and is removed from play. Once the Avatar has left they may not return. Note that if there are no Farseers in play then the Avatar may not be used (as there will not be a Farseer that can summon them).

COST 50

0-1 Avatar

One Avatar

Free

0-1 Bright Chariot

You may add a Bright Chariot to any Swords of Vaul Warhost for +125 pts.

125

YME-LOC CRAFTWORLD HOSTS TYPE Swords of Vaul Warhost FORMATION


A Swords of Vaul Warhost consists of 6 Falcons.

EXTRAS
Any number of Falcons can be replaced with Fire Prisms for +20 points each. Up to two Falcons may be replaced with Firestorms at no additional cost in points. In addition, the formation may include: 1 Warp Ghost for +100 points 3 Vypers for +100 points 4 Guardian units +50 points so long as the formation contains enough Falcons to transport all the Guardian units. Any number of Night Spinners may be replaced with Rending Hammers at no additional cost in points. In addition, the formation may include 1 Firestorm for +75 points. An additional Engine of Vaul, taken from the same list, may be included for +200 points.

COST 300

Shields of Vaul Warhost Engines of Vaul Warhost

A Shields of Vaul Warhost consists of 5 Night Spinners. Two Engines of Vaul units chosen from the following list: Scorpion, Cobra, Storm Serpent, Void Spinner, Doom Caller.

300 450

YME-LOC CRAFTWORLD TROUPES The army may include up to two Troupes chosen from the following list for each Warhost included in the army. FORMATION
Guardian Troupe

NOTES
Five Guardian units, one Farseer unit, and three War Walkers for 225 points. Up to three Guardian units may be replaced with Heavy Weapon Platforms at no additional cost in points. In addition, the formation may include: 3 Support Weapon Platforms for +50 points 2 Wraithlords for +125 points 2 Waithguard units for +100 points Alternately, the three War Walkers may be replaced with three Wave Serpents for +50 points. If this option is taken then the formation may also take 2 Wraithguard units and two Wave Serpents for +200 points, but the formation is not allowed to take any other upgrades. Six Aspect Warrior units for 225 points, chosen from the following list: Dire Avengers, Striking Scorpions, Howling Banshees, Fire Dragons, Warp Spiders, Dark Reapers, Swooping Hawks, Shining Spears. All units apart from Warp Spiders, Swooping Hawks, and Shining Spears may be transported in Wave Serpents and/or Falcons if desired. If you choose to take this option then you must take exactly enough transport vehicles to carry the units that require transport, without any spare transport spaces being left over. For example, if four units required transport, you could take two Wave Serpents, or four Falcons, or one Wave Serpent and two Falcons, or any combination of vehicle that had four transport spaces between them. Each Wave Serpent taken costs +50 points and each Falcon costs +65 points. In addition the formation may include one Exarch character upgrade for +25 points. Four Eldar Ranger units for 100 points. Up to four additional Eldar Ranger units may be included for +25 points each. Alternately, if no additional Eldar Rangers are taken, three War Walkers may be included for +100 points. Six War Walkers for 200 points. Six Vypers for 200 points. Any number of Vypers may be replaced with Jetbikes at no additional cost in points

COST
225

Aspect Warrior Troupe

225

Ranger Troupe War Walker Troupe Wind Rider Troupe

100 200 200

YME-LOC CRAFTWORLD SPACECRAFT, AIRCRAFT, AND TITANS (Up to one third of the armys points may be spent on Spacecraft, Aircraft, and Titans.) FORMATION
0-1 Eldar Spacecraft 0-1 Warlock Titan Phantom Titan Revenant Titans Nightwings Phoenix Bombers Vampire Raider

NOTES
One Wraithship for 150 points, or one Dragonship for 300 points One Warlock Titan One Phantom Titan Two Revenant Titans Three Nightwing Interceptors Three Phoenix Bombers One Vampire Raider

COST
varies 850 750 650 300 400 200

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