The ghost of ambition

The Eldar of the Craftworld Saaremaa have long harried and waylaid the forces of the Emperor. Although very small, indeed it is not numbered among the great Craftworlds, its inhabitants almost constantly embark upon incomprehensible raids against all manner of targets. This activity intensified in recent years culminating with a massive assault against the world of Braion III where the aliens fought fanatically for possession of an ancient shrine thought to predate the age of the Imperium. Following that battle there have been no reported contacts between Imperial forces and the Eldar of Saaremaa.

That was until a patrol of Imperial Cobra Class Destroyers encountered the Craftworld itself in open space. Knowing they would not survive a battle with the Eldar fleet the ships fled, but not before noting the vessel’s location. But oddly no ships gave chase.

The sad fate of Saaremaa is known only to the Eldar themselves. Almost always isolated, Saaremaa had little contact with the other Craftworlds that fled the fall of the Eldar. The inhabitants of Saaremaa constantly sought to recover objects of power or significance from the old Empire. They believed that such valuables should not be allowed to fall into the hands of the galaxy’s filthy usurpers.

In recent years the potent Farseer Shar’lessia drove the fate of Saaremaa. Shar’lessia was a powerful psyker even by the reckoning of the Eldar. Despite this she never felt her powers enough to attain the goals of her people. Shar’lessia scoured the galaxy for objects that would enhance her abilities. Ever she sought the power to change the fate of her people, and it was through this blind pursuit that the fall of Saaremaa came about. A raid on an Ork held world turned up a talisman of great power, it was through this object that the Chaos god Tzeentch began to whisper in her ear. At first it seemed that this new guide led Shar’lessia to greater success, many ancient artifacts were uncovered and restored. It was not until Shar’lessia ordered a massive attack against Braion III that the nature of her guide was revealed to all. Having sacrificed much to recover an ornate tomb from a mon-keigh temple Shar’lessia went into seclusion taking with her, her latest prize.

For many days she was alone and the other Seers began to see dark purpose to her seclusion. Finally when Shar’lessia could not be contacted her quarters were thrown open and the truth reveled. What was found was no longer Shar’lessia but a daemon who had taken her form as a vessel in the material world. The daemon had used the artifact recovered from Braion III to open a gate to the immaterium and a flood of daemons set upon the Eldar of Saaremaa. In a final act of bravery the remaining Seers gathered the many objects and secrets Saaremaa had recovered and fled into the webway sealing the entrance behind them. The daemon Tar’kel’maz’eil was enraged by the loss of it’s prize and sated its rage in the blood of the Eldar of Saaremaa.
Now the Craftworld floats inert in space, its secrets hidden, its inhabitants long dead. Only the daemons walk its halls now. But the danger has not passed Tar’kel’maz’eil refuses to accept defeat and seeks a way to gain access to the webway portals. Fearing that it may succeed Eldar from many Craftworlds have converged on Saaremaa hoping to put an end to this threat. Throughout Saaremaa war rages between the forces of Chaos and the Eldar.

Thanks to the chance encounter of an Imperial patrol, word of Saaremaa’s location has reached the ears of Marshal Titus. Thinking this a great opportunity to exact revenge and eliminate a constant threat he has dispatched a force of Black Templars to destroy Saaremaa.

Special rules

When playing battles in the Saaremaa battle zone you may opt to use the following special rules if both players agree. These rules are intended to add a measure of campaign flavour to your games of Warhammer 40,000.

The Halls of Madness
Saaremaa was once a tranquil place of beauty, much has changed in recent years. Daemons now stalk its halls bringing madness in their wake. Those brave enough to take up arms in this place will find it to be a warped palace of madness, which tears at the edges of sanity.

Troops fighting within Saaremaa have a tendency to lose their way, especially those weak of will. During each players shooting phase he may nominate one unit or character in the opponent’s army. The model(s) must pass a leadership test or become beguiled by the twisting, haunting presence of Saaremaa. If the nominated unit fails this test it will spend it’s next turn dumbfounded. The unit will take no action other then to move it’s full movement in a random direction determined by the scatter dice. A roll of a ‘hit’ indicates that the unit simply stays in place and generates a small puddle of drool. Troops that count as fearless are immune to this effect.

 
 
 
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