Friday, September 26, 2008
026102.M41: Abhid Defense Report
"We were outgunned and out-manned. Our concentrated firepower was highly effective, but it was insufficient to stem the green tide's advancement. It was almost as though they sought death, running defiantly through the city, falling to our shuriken, laser, and missile fire, yet uncaring about their losses. Perhaps we, as Eldar, cannot understand this mindset, as our numbers are so few. We must realize that the Orks care little for life, their's or their enemies. They will march headfirst into gunfire, taking losses unflinchingly, toward their ultimate goal of carnage -- the brutal hand-to-hand melee in which they excel."
"However," Farseer By'ko interrupted, "their long-range fire support approaches that of the Tau. This was most unexpected in Abhid. These Orks do not have the skill of the Tau, though their vast numbers and powerful shells result in similar damage. Our numbers are so few that any losses taken from their supporting fire makes surviving in melee nearly impossible."
Ipsissimus Kae'an's thunderous voice shook the chamber, "Against the Tau, we push through their withering fire and destroy them in close combat. Will such a strategy work against these newfound ranged foes?"
"No, Great Farseer," replied Ji Handr'an. "These green-skins exceed our close combat skill. A single Ork is nearly the match of a single Striking Scorpion. Yet our elite special forces travel in squads not to exceed 10, while their squads are three times larger. And even their base infantry unit is capable of harming our mighty Wraithlords. Our Guardians are no match for them, nor are our Dire Avengers, though their shuriken fire is effective at shredding them at range. "
"What of the leadership we sent to Abhid?" asked Jae Caidr.
By'ko replied, "We suffered greatly, yet experienced some luck. Ui'nech and Ya'trek, who led the plaza assault force of Dire Avengers and Scorpions, were mobbed by the vile creatures. Sadly, Ya'trek was lost, though Ui'nech was able to escape. He is hurt, but is mending quickly. It appears his shimmershield ultimately saved his life. We thought we had lost Alisti, who was ambushed by that creature Snikrot and his kommandos, but on retreat, a Vyper gunner who had stopped to save Alisti's waystone noticed that Alisti was badly wounded, though still breathing. He is currently receiving medical care and is in stable condition. Sol'Tor escaped unharmed after dispatching one of the enemy's leaders, and both Ji Handr'an and I were unharmed. The Reapers were never in danger."
"What of the Gamma Striking Scorpion temple? How is it coping with the loss of Ya'trek?" asked Farseer Ha-Nad Ead.
"Word from Sol'Tor is that a promising Scorpion has already come forth to don the armor of the Exarch," answered Marshal By'ko. "We will investigate further."
Tuesday, September 23, 2008
025102.M41: Ork Assault of Abhid
"Thank you, Tri'vild," said Ji Handr'an. Battle positions, the great Farseer mentally commanded.
Ji Handr'an marched to a building ruin in the center-right position with Exarch Ui'nech of the Storm Blade Dire Avenger aspect temple. Ui'nech's shimmershield crackled with energy. The thunderous crash of the might Wraithlord continued toward the right flank, commanded by Warlock Jade and his storm guardians. As they took their position on the lower level of the ruin, a Vyper silently fell in behind them.
Into the Armory, Alisti, the Shadowbane Temple Dire Avenger Exarch commanded his squad, his two Avenger Shuriken Catapults swaying in their back holsters as he marched to the gate. Alisti could not hear the Pathfinders of the 4th Ranger Regiment above him, but he recorded their constant mental updates of the Ork position.
"We will position here," Exarch Hrund-in of the Black Death Dark Reaper temple said to Farseer By'ko, as he peered through the broken glass to the writhing green tide across the central plaza. Here. The Wraithlord behind By'ko stopped at his command, just to Hrund-in's right. His eyeless armor peered ahead, immobile. Hrund-in trained his Tempest Launcher at the Ork horde. Let's do this.
In position, Exarch Ya'trek of the Gamma Striking Scorpions aspect temple alerted Ji Handr'an. Commence. At the Farseer's word, the Eldar warhost burst into action. The Vyper and Ui'nech's Dire Avengers surged toward the Gardens and the entrenched Scorpions, as the guardians stood firm and their accompanying Wraithlord let loose a volley of laser and missile fire at the Ork walker. Trees lining the Gardens were eviscerated by the laser fire, as the missile crashed into the barracks behind the walker. Farseer By'ko's Wraithlord shimmered in a guided blessing; its bright lance lit up the ruins as the blast surged into the walker, whose armor absorbed the blow, leaving little other than a scar.
The Orks retaliated immediately. Their defcoptas, tinging the air with burnt oil, roared toward the Eldar line, soiling the Gardens with exhaust. The ork horde cried out in unison and marched forward, one squad bursting forth from the barracks toward the central plaza. A skorcha has maneuvered behind the Palace the pathfinders alerted By'ko. The wagon's engine screamed, nearly drowning out the ork cries coming from atop the vehicle. It drove into the Plaza, its passengers arming their rokkits.
Cover! The pathfinder's command came too late, as snotlings exploded out of nothingness into the Guardians. Two faithful Eldar were lost. Ork fire smashed into Ui'nech's Dire Avengers, whose glittering shield, care of Farseer Ji Handr'an, saved them.
Seeing the massive Ork war machine advancing quickly, Ji Handr'an raised his staff defiantly, and a black cloud settled over the defcoptas. As one, the Eldar unleashed their weapons on the advancing squad of coptas. Both Dire Avenger squads and the Scorpions unleashed shuriken fire on the flying deathtraps, their shots seeming to all hit home under the cloud of Doom. The coptas smashed into the ground in a smoking mess. Cannon fire erupted into the skorcha who had narrowly missed being smashed by the coptas by a Vyper that arrived on the scene. The skorcha's armor repelled the assault, but the lasers from the right-flank wraithlord penetrated, wrecking the flaming bike. The right-flank Vyper saw the exposed killa kan walker and zoomed forward atop the fortification, unleashing his cannon and blowing the legs off the ork machine, immobilizing it. This Vyper was horribly exposed, however, and exploded in a hail of shrapnel as rokkits slammed into the agile skimmer.
Exarch Hrund-in aimed his tempest launcher at the ork horde in the plaza, and his arcing shots, combined with his Reaper's fire, felled 9 orks. By'ko's Wraithlord maneuvered closer to the armory and lanced the advanced Ork wagon, immobilizing it. The Ork response was fast and furious. Snikrot appeared with his legendary kommandos, burning and swarming Alisti's Dire Avengers, felling all of Alisti's trusted aspect warriors, leaving her alone. Snikrot's grenades failed to damage the nearby Vyper. The gunfire from the advancing orks was fierce, felling 3 Scorpions in the woods and 6 Dire Avengers. Rokkits pummeled into the Wraithlords, whose armor absorbed the blows. Snotlings burst into existence among the running storm guardians, killing all but one with a flamer. The brave soldier forged on.
The Shokk gunfire is too strong. We need to disable it! cried the pathfinders, who could see its devastation from their vantage point atop the armory. Now, Farseer Ji Handr'an ordered, and Sol'Tor's Scorpions charged in from the right flank, into the tower housing one of the mighty attack guns. Their chainswords cut down every last Gretchin, and in one sweeping movement, cut down the Ork boss wielding the Shokk attack gun.
Another Vyper roared into combat and seeing the cloud of Doom descend upon the nearest ork horde, unleashed its cannons. Ui'nech's Avengers and Ya'trek's Scorpions also shredded the orks with shuriken fire. The lone guardian sent flaming fuel through the Gardens into the horde of orks, and the other Vyper also unleashed its cannon. The scorpions and dire avengers pursued the orks and cut them down in melee. Seeing two more ork hordes rushing their position, both squads retreated back into the woods.
By'ko saw the skorcha skid around the Palace toward him and the Reapers. Turning their guns on the nearby bike, the Reapers unleashed countless shells into the fuel-filled flamethrower, exploding it violently.
Retreat! Farseer Ji Handr'an yelled mentally, and the Dire Avengers and Scorpions in the Gardens ran from the mighty Waaaagh! issuing forth from the converging ork hordes. The kommandos adding support from the south, the three units converging upon and destroyed the retreating squads of Scorpions, Dire Avengers, and lone brave Guardian.
Ji Handr'an took one last look at the menacing horde, considered the inconceivable damage his Wraithlords dual flamers, the two Vypers, and the Reapers could do with concentrated fire on the intertwined hordes, but realized the ultimate futility of such an act. All-out Retreat! he ordered.
Thursday, September 18, 2008
022102.M41: URGENT Updated Report from Castor
A sizeable Ork military craft has just landed, belching smoke for miles. Reconnaissance reports a horde of Orks exiting the craft. Additional troops will be needed.
- 4th Ranger Regiment
Monday, September 15, 2008
021102.M41: Elder Seer Council Response to Castor
4th Ranger Regiment:
Prepare a camp. A strike force will be arriving shortly.
- Elder Seer Council
021102.M41: UPDATE Scout Report from Castor
We have succeeded in infiltrating the Ork camp. Based on observations, an attack on the city of Abhid is imminent. Small Ork raiding parties have been spotted scouting the city limits. It appears they are not yet aware of the lack of Marine/Guard presence in the city. It will not be long before they discover this fact.
- 4th Ranger Regiment
Saturday, September 13, 2008
020102.M41: Scout Report from Castor
Council:
We have located the source of the signal chatter. A medium-strength Ork expeditionary force has camped on the 4th planet of the system, just outside the human city of Abhid. This is a mining planet that has no military, only a simple police force. The Orks have begun preparations to assault the city. The human military is too distant to save this planet. We await your orders.
- 4th Ranger Regiment
Friday, September 12, 2008
018102.M41: Communications Intercept!
Elder Seer Council
- Kae'an (Ipsissimus)
- Jae Caidr (Ipsissimus)
- By'ko (Marshal)
- Ji Handr'an (Magister Templi)
- Ha-Nad Ead
- Vi Vuith
Ranks do not denote authority, as all members of the Elder Seer Council have equal authority in ruling the Craftworld. Rather, the following three ranks are bestowed upon a living Farseer by those entombed within the Dome of Crystal Seers when he or she has reached advanced levels of development as a Seer.
- Ipsissimus: The most highly endowed of Farseers. A Farseer of this rank has honed his skill to such a degree that he is a formidable adversary in battle, wise beyond all others, able to divine thousands of years into the future. Craftworld regulations require at least one Ipsissimus to remain on the Craftworld at all times, in case of emergency.
- Magister/Magistra Templi: Second highest ranking. A Farseer at this level is an adept, skilled in many aspects of the craft and powerful in battle. Capable of divining three hundred years into the future.
- Marshal: Third highest ranking. This Farseer is also an adept of similar military skill as the Magister/Magistra Templi, with lesser developed divining capabilities. Able to divine 75 years into the future.
If the Craftworld has no living Farseers of the Ipsissimus rank, then one Farseer of the highest rank available must remain on the Craftworld at all times, in case of emergency.
Monday, September 8, 2008
Craftworld History
TOE: Table of Organization and Equipment
Defensive Infantry
- Regions 1, 10, 19
- Regions 3, 11, 12, 22, 26, 27, 28, 33 (Alt. Mech. Transport Wings)
Assault Infantry
- Regions 4, 23, 24, 32
- Regions 5, 6, 9, 14, 16, 17, 18, 30 (Alt. Mech. Assault Wings)
Jetbike Mechanized Wings
- Regions 2, 7, 8, 15, 20
Mechanized Transport Wings (Wave Serpents, Falcons)
- Regions 3, 11, 12, 22, 26, 27, 28, 33
Mechanized Assault Wings (Vypers, Fire Prisms)
- Regions 5, 6, 9, 14, 16, 17, 18, 30
Ghost Warrior Wing
- Region 13
Anti-Personnel Aspects
- Sword Wing Dire Avenger Temple
- Storm Blade Dire Avenger Temple
- Shadowbane Dire Avenger Temple
- Blue Serpent Dire Avenger Temple
- Griffin Howling Banshee Temple
- Delta Striking Scorpion Temple
- Gamma Striking Scorpion Temple
- Thunderbolt Swooping Hawk Temple
Anti-Tank Aspects
- Burning Crusade Fire Dragon Temple
- Red Flame Fire Dragon Temple
- Thunderbolt Swooping Hawk Temple
Multi-Purpose Aspects
- Black Death Dark Reaper Temple
- Poison Mask Dark Reaper Temple
Skirmish Aspects
- Iron Lore Warp Spider Temple
Aspect Temples
Aspect Temples, Current Exarchs, and Location of Temple (Region)
Dire Avengers
- Sword Wing Temple (Kallas) (4)
- Storm Blade Temple (Ui'nech) (15)
- Shadowbane Temple (Alisti) (17)
- Blue Serpent Temple (Oazi) (31)
Howling Banshees
- Griffin Temple (Xeera) (18)
Striking Scorpions
- Delta Temple (Sol'Tor) (1)
- Gamma Temple ( VACANT ) (27)
Fire Dragons
- Burning Crusade Temple (Yul'kr) (9)
- Red Flame Temple (Kronan) (12)
Dark Reapers
- Black Death Temple (Hrund-in) (22)
- Poison Mask Temple (Voldrog) (32)
Swooping Hawks
- Thunderbolt Temple (Proazha) (3)
Warp Spiders
- Iron Lore Temple (Lyvro'k) (27)
Deceased Exarchs
Gamma Striking Scorpions Temple
- Ya'trek (025102.M41: Ork Assault of Abhid)
Council of 33
| Region | Military Specialty | Warlock |
|---|---|---|
| 1 | Defensive Infantry | Qwe'lop |
| 2 | Jetbike Pilots | Blustroi |
| 3 | Transport Pilots (WS, Falcon) | V'laskor |
| 4 | Assault Infantry | Hre Tlor |
| 5 | Attack Pilots (Vyper, Prism) | Styrkra |
| 6 | Attack Pilots (Vyper, Prism) | Ulandra |
| 7 | Jetbike Pilots | Nok'for |
| 8 | Jetbike Pilots | Mas'zod |
| 9 | Attack Pilots (Vyper, Prism) | Gral-jok |
| 10 | Defensive Infantry | Yor'ii |
| 11 | Transport Pilots (WS, Falcon) | Xee-lip |
| 12 | Transport Pilots (WS, Falcon) | Jaa Kraw |
| 13 | Ghost Warrior Program | Whoi-ald |
| 14 | Attack Pilots (Vyper, Prism) | Braq |
| 15 | Jetbike Pilots | Irele |
| 16 | Attack Pilots (Vyper, Prism) | Ju'trok |
| 17 | Attack Pilots (Vyper, Prism) | LLau'hwe |
| 18 | Attack Pilots (Vyper, Prism) | Yawq'uor |
| 19 | Defensive Infantry | Striver |
| 20 | Jetbike Pilots | B'noqe |
| 21 | Bonesinger Specialists | Hlef |
| 22 | Transport Pilots (WS, Falcon) | Xoodroi |
| 23 | Assault Infantry | Graek |
| 24 | Assault Infantry | Jade |
| 25 | -- | Rwo-Grok |
| 26 | Transport Pilots (WS, Falcon) | Hoovol't |
| 27 | Transport Pilots (WS, Falcon) | Afreo |
| 28 | Transport Pilots (WS, Falcon) | Blae-urok |
| 29 | Bonesinger Specialists | Kwohdray |
| 30 | Attack Pilots (Vyper, Prism) | Vre |
| 31 | Bonesinger Specialists | Xaalio |
| 32 | Assault Infantry | Requ |
| 33 | Transport Pilots (WS, Falcon) | Topos |
Demographics
- Novas-Dinne is an Eldar Craftworld that existed before the Fall in the 31st Millenium (M31). The Craftworld returned to its home world, Crone World Traa-vien, from the Segmentum Tempestus Sector in 422093.M31 and discovered a society collapsing under its own hedonism. As Novas-Dinne was inhabited by a strong military force, its brave Aspect Temple warriors and Tribes returned repeatedly to Traa-vien searching for Eldar souls still capable of being saved. Even after the Eye of Terror had begun swallowing other Crone Worlds, the brave inhabitants of the Craftworld continued executing Search and Rescue missions, while their renowned Elder Seer Council held the Warp Storm at bay. When the Seers could hold no longer, the renowned Warlock Troy'mida projected the signal and Wave Serpents, Falcons, Vypers, and Jetbikes roared back to the Craftworld filled with Crone World inhabitants. Timed perfectly, the Harlequin Gre-gorlong opened a Warp Tunnel to the Exodite world Oelil, and Novas-Dinne disappeared in a flash, far from the Eye of Terror. The Craftworld is famous for its bravery in the Fall.
- The Craftworld is divided into 33 regions, each of which contains varied fauna, flora, and ecosystems.
Location
- While the location of the Craftworld varies based on its current mission, its home location is within the Charadon Sector near the Exodite world of Oelil.
- The inhabitants of Novas-Dinne are organized into Tribes that function as extended family units, though the members of a Tribe are generally not all related by blood. Each Tribe governs itself by whatever rules it wishes, and neighboring Tribes are almost always friendly. When the occasional dispute arises, the Warlock(s) in charge of the region(s) will mediate, if the Tribal Councils cannot come to an agreement themselves.
- Each Tribe is a self-contained unit, responsible for its own society, training its own militia, creating its own arts, and maintaining its own economy. Trade among Tribes is common, and not all Tribes maintain a Military Wing. Generally, Warlocks with less experience are assigned to regions containing Tribes without Militia. Tribes often consult the Craftworld Military Wing Command (Autarchs and their lesser-ranked commanders) and the Warlock assigned to their region for assistance and advice in training. Some Tribes focus on defensive tactics, while others focus on assault, and still others on reconnaissance and hit and run tactics.
- Aspect Temples reside within certain regions. Each temple is independent of the surrounding Tribes, forming a "tribe" of its own. The Aspect Temples maintain their own fortresses, and generally remain independent and aloof from the surrounding Tribes. Temples accept cadets from all regions, not only the region within which the temple resides, when an Eldar cadet is ready to pursue an Aspect Path.
- One tradeskill is managed by the Council of 33, and that is the production and shaping of Wraithbone. Every Tribe is required to have a Bonesingers Guild, which is responsible for the repair, design, and building of various Wraithbone constructs, including (1) the vast array of Grav vehicles utilized by the Military Wing, (2) armor and shells for the small Ghost Warrior program, and (3) the Craftworld itself.
- See the Government Structure section for details.
- Novas-Dinne maintains very close relationships with several Exodite worlds, including Oelil, Myrandias, Mirienh, and Ursidhe-Ka. The Craftworld visits these planets regularly, and utilizes their facilities for training and trading. Novas-Dinne devotes itself to protection of these Exodite lands, as the survival of the Eldar race depends upon it. The Elder Seer Council, renowned across the galaxy for its wisdom and foresight, regularly initiates assaults on nearby planets to protect the Exodite lands. In return for the quick-strike protection provided by the Nighthawk Guardians Craftworld, the Exodite lands regularly contribute highly-trained scouts to the Novas-Dinne military.
- The Exodite worlds under the protection of the Nighthawk Guardians float dangerously close to Tau and Ork space. Hence, the majority of the battles fought by the Craftworld are against these foes. The Hive Fleet Behemoth also has released tendrils dangerously close to the Exodite worlds in the Charadon Sector.
- Near to the Exodite world Oelil is the Ichar IV star system, which is home to a Black Templar Chapter of the Space Marines. The Novas-Dinne Craftworld and the Black Templars have a history of allying to fight common enemies. Sharing reconnaissance data and forming joint-strike forces are not uncommon.
- The Elder Seer Council maintains a close relationship with the Harlequins. The Craftworld's valor in the face of Chaos -- the Harlequin's mortal enemy -- earned the Harlequin's deep respect. In all cases in which the Nighthawk Guardians must face this foe, the Harlequins will arrive in support, always aware of the movements of Chaos. In dire circumstances in which the Craftworld's need is great and danger to the Exodite lands is extreme, the Elder Seer Council may send a request for aid to the Harlequins. If Harlequin troops are available, help will arrive.
- The Craftworld's close relationship with the Harlequins has a secondary benefit. The Council may petition the Harlequins for access to the Black Library, and such access is almost always granted to our most senior Farseers. This is a mighty gift, one which grants the Seer Council even more foresight and wisdom to help the Exodite lands and the Craftworld's alien allies.
Military Campaigns
- Novas-Dinne is currently at peace.
Previous Campaigns:
- Confidential
Council of Aspects
| Aspect | Exarch |
| Dire Avengers: | Kallas |
| Striking Scorpions: | Sol'Tor |
| Howling Banshees: | Xeera |
| Warp Spiders: | Lyvro'k |
| Dark Reapers: | Hrund-in |
| Fire Dragons: | Yul'kr |
| Swooping Hawks: | Proazha |
| Shining Spears: | -- |
Governmental Structure
Advising the Elder Seer Council is the Council of Aspects, which is comprised of the chief Exarch of each of the Aspect Temples residing on the Craftworld. In the rare instance in which the Elder Seer Council is unable to reach a decision regarding any matter, the deciding vote will be cast by the Council of Aspects. When more than one temple of a particular Aspect resides on the Craftworld, the Exarchs from each temple will decide among themselves who will act as Chief Exarch, representing the Aspect in the Council of Aspects.
At the operational level, the Craftworld is divided into 33 regions, each of which is presided over by a Warlock. These Warlocks comprise the Council of 33, whose responsibilities include (1) exerting operational control, as necessary, over their appointed region; (2) advising any of the other governmental councils as per their skills as seers; and (3) organizing and mobilizing the Tribes residing within their region for battle. Two additional duties involve (4) leading their troops in battle and (5) forming a retinue to defend a Farseer in battle. It is considered an honor to be chosen by the Ministers of Strategic Command or the Elder Seer Council to either lead their Guardian troops in battle or to risk their lives defending the Craftworld's Farseers. It is also considered a great honor for a Tribe to be chosen to march into battle to defend the Craftworld's interests.
The Ministers of Strategic Command oversee the Military Wing of the Craftworld. This group is comprised of the 3 senior Autarchs of the Military Wing. The Ministers are charged with planning, organizing, and mobilizing the Craftworld's Military Wing for battle. They may also be consulted by the Elder Seer Council for advice, as needed. In the Craftworld's governmental structure, their position lies beneath that of the Council of Aspects. However, in terms of planning for and engaging in battle, the Exarchs report to the Ministers in the chain of command. Lower-ranked soldiers on the Eldar Path of Command provide operational leadership in the Military Wing, but are ranked beneath the Exarchs in the chain of command.
The Elder Seer Council decides all appointments, including (1) new members of the Elder Seer Council, chosen from those in the Council of 33 who have become trapped in the Path of the Seer; (2) new members of the Council of 33, chosen from lower-ranked Warlocks; and (3) promotions to the Ministers of Strategic Command, chosen from those on the Eldar Path of Command. The Eldar Seer Council has no authority in choosing new Exarchs if an Aspect Temple Exarch falls in battle, including those Exarchs comprising the Council of Aspects. Upon the death of an Exarch, a new Exarch will arise naturally from within the ranks of that Aspect Temple in due time. Until such time as that occurs, a Temple may be without an Exarch. The required rituals will then be performed by a visiting Exarch, if another Aspect Temple of that same type resides on the Craftworld or if an Exarch is visiting from another Craftworld. If neither of these is possible, the rituals will be performed by the ranking Aspect in that temple.