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With the onset of the Fall of the Eldar , and the birth of the Chaos God Slaanesh , it was thought to have been lost for all time. After the Fall, Mymeara's citizens turned inwards, focusing upon the glories of the past -- for they believed that without them the memory of their race would fade away forever.
During its long isolation, Mymeara was forced to fight for its survival against rampaging Ork hordes and the ever expanding boundaries of the Imperium. In these bloody wars a great number of Mymeara's people were slain, though they took many millions of their enemies to the grave with them. Alone and outnumbered, the Craftworld learned well the ways of stealth, and mastered the art of concealing their world-ship.
In time, fate eventually reunited them with their kindred. In their ranks, the Aeldari found a host of exceptional warriors possessed of great cunning and resourcefulness. For many millennia after the Fall, the reclusive Eldar of Craftworld Mymeara were lost in grief, for they believed themselves the only Eldar left in the galaxy. But in M41, Rangers from Craftworld Alaitoc , while searching the Webway for one of their renowned Wraithseers , discovered a portal that led them to the lost Craftworld of Mymeara.
An alliance of Eldar forces from the Craftworlds of Mymeara and Alaitoc, as well as Eldar Corsairs from the Void Dragons , Sky Raiders , and Sunblitz Brotherhoods , descended on the frigid world to recover their beloved Phoenix Lord's armour before it was discovered and defiled by the human miners present on the planet.
In this way, the Mymearans hoped that Irillyth might be restored to fight once more for his people, since his spirit would have remained intact within his armour's Spirit Stone. After the Eldar forces fought the Imperium's forces to a bloody standstill, they vanished as quickly as they had arrived after they had recovered Irillyth. The recent war on Betalis III has seen Mymeara reunited with their kin and earned them a reputation for stealth, swiftness and intense displays of firepower.
The world-rune of Mymeara, known as "The Cursing Eye," is a reference to the omniscient abilities of Asuryan , said to be able to perceive and to kill in the same instant.
Asuryan's pitiless extermination of the brutal Yygghs epitomises the cull of a lesser race in its comparative infancy, eradicating it before it can grow to endanger the noble Eldar race in any way. An Eldar Guardian of Craftworld Mymeara. Mymeara's story began with the Fall of the Eldar -- the dying days of the Eldar Empire, when Slaanesh's monstrous birth shattered their civilisation, and the survivors fled in disarray across the stars.
Before their race was torn apart, a small few amongst the Eldar had the foresight or, more importantly, the desire to question whether their ambitions would eventually lead them. For ultimately all experiences have a limit and those Eldar who acknowledged this could see that for their people their ways could only end in disaster.
Amongst the wise few were the Eldar of the colony world of Mymeara. As their system was located on the extreme limits of the Eldar empire, the corrupting influences of the many pleasure cults that had so far infiltrated other Eldar societies had barely reached them, and so they looked upon the ever increasing extremes their brethren elsewhere in the Eldar Empire were going to with disgust and revulsion.
None though could deny their growing curiosity to experience this life of moral abandonment, and the wisest of Mymeara Eldar realised that if they did not distance their population, it too would eventually be consumed by madness. Through sheer force of will the Mymearans tempered their efforts towards building a massive Craftworld, one in which their entire system's population could flee in should they so choose. It took many decades to complete, and with each that passed the system's worlds became ever more tightly gripped by the taint that had already poisoned most of their race.
Only half of their populations were on board when the vessel finally set sail, forced to flee as the acts of depravity on the worlds below them escalated into whole scale bloodshed and slaughter.
The Craftworld travelled for many months until it was nearly out of range of Eldar space. This, though, was still not far enough for it to escape the event known as the Fall, and nearly a third of its population was destroyed in the psychic scream that heralded the birth of the Chaos God Slaanesh. Lost in their grief for the death of their race, the Craftworld continued to drift through the stars, believed themselves now alone in the galaxy.
Their mourning though was to be brutally cut short as they fell prey to those who dwelt in the darkness beyond the once great Eldar Empire, and hundreds of thousands of Mymearans died as they fought to protect themselves from attacks by Orks and things far worse. During these terrible times hope came to the Mymearans in the form of Irillyth , a disciple of Asurmen who strode forth one day from one of the many portals on the Craftworld that had remained inactive since their departure.
Through his wisdom the warrior-citizens of Mymeara learned how to combine the aspects of stealth, speed and overwhelming firepower to utterly decimate their foe.
Together the warriors of the Craftworld and the Phoenix Lord set about clearing a safe path through the galaxy for their world-vessel, hitting out mercilessly at any who dared to threaten them. Irillyth's presence upon the Craftworld was short lived though. Calling a meeting of the Council of Seers, he announced that the ultimate reason for his arrival upon the Craftworld was to prevent its utter destruction, which he had seen in a vision whilst undergoing his training with Asurmen, first of the Phoenix Lords.
Centuries in the future, the Craftworld would sail through the empire of a hostile race so vast and powerful that they would neither avoid nor survive its wrath. The Phoenix Lord could prevent the doom of the Craftworld now if the Council would grant him a war host large enough to destroy the empire, which at that point in time was still in its infancy.
Bowing to the wisdom and foresight of the Phoenix Lord, half of the entire Craftworld's war host was given over to Irillyth.
As the last citizen-warrior stepped across the threshold of the portal the Phoenix Lord had appeared from years before, the device was destroyed as per his instructions, for fear that the enemy would one day somehow discover how to use it to invade the Craftworld. If his war host was victorious, then the Phoenix Lord would find some other way to ensure their return.
That was the last those who remained on the Craftworld saw of their brethren. As their vessel slowly drifted through systems where Irillyth had said the empire of their eventual destroyers would be, they could see that he had been true to his word and that paths of the alien race's evolution had been altered.
Planets along their route had once been the site of cataclysmic battles. Whole cities had been destroyed by what could only have been Eldar weaponry, and the reptile-like aliens scavenging amongst the ruins were now little more than savages.
Still though there was no sign of Irillyth and the Mymearans. The Craftworld continued their search, and eventually encroached upon part of the dominion of Mankind. Realising that to continue through such a populated region of space would put them at terrible risk, the Seers of the Mymeara Craftworld chose instead to conceal their great world-vessel and continue their search through other means.
They came to rest in a region of space that had not yet been infested by other races, and using their technology hid themselves away, drawing the stellar matter of a nearby star around the Craftworld like a shroud.
There they remained for centuries, sending out Rangers in the hope of locating their lost kin. During their search the Rangers came into contact with other survivors of their race. Although the Mymearans would have preferred to remain concealed from all, even their own kind, they recognised that they would need the support and protection kinship provided and brokered an alliance of sorts with Alaitoc Craftworld and its Corsair allies; the price of their allegiance being the exchange of Eldar technology not seen by Alaitoc since the Fall.
When the Phoenix Lord was finally located in M41, it was not the Mymearans who found Irillyth. Instead, whilst searching for new resources to rip from their world, Betalis III known to the Eldar as Bethalmae , human colonists broke through into a massive cave system, the site, thousands of years before, of the final battle against those destined to destroy the Mymearan Craftworld.
During the conflict Mymeara's enemies had been defeated but as the Phoenix Lord Irillyth saw in his vision, it was at the cost of his and the war host's lives. When a Phoenix Lord is slain though, he does not truly die, only the body of the warrior hosting his spirit is killed. The Phoenix Lord's essence remains within his war panoply, to be taken on by the next Eldar warrior to don it.
When the colonist broke into the cave they triggered an ancient defence system within the Phoenix Lord's armour intended to protect it whilst his spirit is in a dormant state. This caused the cave-in which killed all the miners and also alerted those who still tended the Phoenix Lord's shrine on the Mymearan Craftworld to his location.
Betalis III soon became the site of the Betalis III Campaign , a long running campaign fought between the forces of the Imperium defending the system and an alliance of Eldar from Craftworlds Mymeara and Alaitoc and their Corsair allies, who sought to recover Irillyth's war panoply and the spirit of the Phoenix Lord within.
Fighting the Imperial forces to a standstill, Mymeara was able to recover the armour of their lost Phoenix Lord and spirit it away. Sign In Don't have an account? Start a Wiki. Contents [ show ]. A Mymeara Wraithlord. A Mymeara Wraithseer. A Mymeara Phantom Titan. A Mymeara Revenant Titan taking out an Imperial armoured vehicle.
A Mymeara Warp Hunter. A Mymeara Falcon Grav-Tank. A Mymeara Firestorm Grav-Tank. A Mymeara Wave Serpent. A Mymeara Hornet swift attack Grav-Tank. A Mymeara Nightwing. A Mymeara Vampire Hunter. Categories :.
On the art of building in ten books
Imperial Armour is a series of books written by Forge World the company to promote their Warhammer 40, models. They include full-color drawings, technical data, rules in some cases full army lists, recently given an official stamp of approval , and, in most cases, a narrative focusing on a campaign which features the models included.
However, each book features a non-imperial army foremost read: on the cover , and releases specialized units, army lists, and Apocalypse love for the specific non-imperial faction being featured. Tau got most of their Apocalypse units from their release, and the Ork list has a whole bloody tactica. More often than not, the xenos even win! Oh who are we kidding - Imperial forces get fucked up in every book - they either outright lose or their victory is totally Pyrrhic.
And this IS how you grimdark and show that Imperium isn't alright. This volume has no over-arching story, though it does offer brief insights into the Imperium , such as tank doctrine and Forge World operations, as well as coloring references and technical data.
Most of the vehicles included are Leman Russ variants and artillery pieces that were absorbed into the next Imperial Guard codex this book was written back in 3rd Edition , and the other vehicles Baneblade variants, Imperial Navy flyers, and support vehicles have all been included in later Imperial Armour volumes -- note that this is the only volume not sold by Forge World any more, although a new edition has been released see below.
Again, no big story, but lots of lore about the many vehicles and their variants used by the Space Marines and Inquisition which includes the Grey Knights and Sisters of Battle -- rather, the Daemonhunters and Witch Hunters , as they were called at the time.
The first Imperial Armour volume with a proper story and campaign, in which the Tau take center stage. The story goes that the desert world of Taros gets investigated by the Administratum , as its tithe and production estimates are out-of-date.
The delegation finds that, while Taros is meeting its mineral quotas to the local Forge World , it seems to be mining much more without growing its stockpiles; they discover that the planetary governor has been cutting a deal with the Tau.
They also fail to re-take the planet, and the Tau actually win! The Raptors also got a little screen time, with some handy illustrations of their color schemes. The Adeptus Mechanicus decide that it would be a good idea to keep a zoo of Tyranids on Beta Anphelion IV, in order to study them and learn how to fight them better.
The Tyranids get most of the love in this book, with new biomorphs, Monstrous and Gargantuan Creatures, and big flyers, though the Red Scorpions and Elysian Drop Troops get a few more rules.
This would mark the beginning of Forge World's blatant favoritism for the obscure Chapter. Vraks , an Armory World close to the Eye of Terror and a key point in the defense of Cadia , falls silent. It turns out that Cardinal Xaphan has taken over, deciding that the Decree Passive was for weaklings, and that he could rid the Imperium of heretics much more effectively by taking direct command. The Imperium disagrees once they find out about this , and decides that the fastest way to bring Xaphan to heel is with the Death Korps of Krieg.
Unfortunately, they weren't counting on Lord Arkos of the Alpha Legion showing up. Still, they manage to crack the first two defense lines, but it seems that Lord Arkos and Cardinal Xaphan aren't out of tricks yet Some new super-heavy vehicles, the Macharius Heavy Tank and the Gorgon Armored Assault Transport , as well as special siege equipment, also get rules. After years of experimentation including experimental rules in previous Imperial Armour volumes , Games Workshop releases the Apocalypse expansion for running massive Warhammer 40, games.
Forge World releases this volume to update the rules on their super-heavies and flyers, as well as include some new formations. As the Kriegers wear down the final defense line, Arkos summons reinforcements. In particular, lots of Berserkers and Plague Marines arrive, and then the Chaos Titans and flyers come in to attack the Krieg lines from the rear. In response, Segmentum Command sends their own Titan legion and Imperial Navy support, as well as reinforcements for the Kriegers.
The Engineers manage to mine and collapse a whole section of the fortress wall, and the Kriegers surge into the gap. Unfortunately, they are held there. The Red Scorpions are asked to help, and they agree, seeing as there are hundreds of Chaos Space Marines to be killed.
Though few of the Marines committed survive the assault, they manage to clear the breach and leave it in Imperial control. With the citadel itself in view, the Kriegers prepare to mount their final assault, when Inquisitor Hector Rex shows up and assumes direct control -- it seems that the taint of Chaos is even worse than any had expected New units include another Macharius variant and the Malcador tank, as well as some updates on rules for Chaos Space Marine vehicles.
Under Inquisitor Rex's command, the siege around the citadel is sealed tight, and the Kriegers tighten the noose. Unfortunately, the forces of Chaos are hard at work assembling a massive warp portal, and they unleash daemons onto Vraks. The Red Scorpions return, along with some Grey Knights summoned by Rex's urgent missives, and with their support, the citadel's defenses are broken, but not before An'ggrath the Unbound is summoned by the heretics.
He gets cast back into the Warp by Inquisitor Rex, and then the Angels of Absolution successors of the Dark Angels arrive, to settle the score from Volume Five and take some prisoners. They destroy the leadership, and the Grey Knights clear out the deepest levels of the citadel and finally close the warp portal. In the end, all of the ammunition and stores on Vraks were expended in the siege or destroyed afterward due to Chaos taint, the Ecclesiarchy relics and assets on Vraks were used for Chaos rituals like a few Sisters of Battle recovered from the dungeons -- they were alive, but given the Emperor's Mercy along with the Chaos Spawn that used to be Cardinal Xaphan or lost, and nothing was really gained.
About the only positive outcome was that the Traitor Titans lost more than the Loyal Titans. More Apocalypse updates for 5th Edition. It doesn't end well -- after heavy losses, they are forced to withdraw, having failed to locate him though production is temporarily disrupted. The Elysian Drop Troops ' army list gets updated see our tactica for fifth edition in this volume, and the Orks get a new heavily-mechanized list variant, the Dred Mob.
This book is where most of the Apocalypse units for Orks now come from. Thanks for your question. At this point in time we don't have any information about a 2nd edition of the IA8 book. It may be that we produce a new type of Imperial Armour book covering the Orks in some way rather than an updated version of an older one but we're not sure at the moment.
If you are looking for the rules for our Ork Vehicles then the majority of them can be found in the Imperial Armour Apocalypse book and some of the larger models' rules such as the Gargantuan Squiggoth can be found in the 40k Apocalypse rule book.
Lugft Huron decides that he can run his Sector better than the Imperium can. The Imperium disagrees and sends in the Space Marines to put him in his place, starting what would later be called the Badab War.
Huron calls in his favors with the other Maelstrom Warders to keep control of the sector, though the Loyalists close in around him. This volume has rules for the " Tyrant's Legion ," forces under Huron's command.
They are essentially Imperial Guard with some Space Marine support or Marines with meat-shields, depending on your perspective and play-style. The Imperium tightens the noose around Huron, and as his heresies come to be known, his allies start to turn from him. Eventually, the remnants of his forces flee into the Maelstrom. The rest is history. Enough time has passed that Forge World has to update the rules for old models and release rules for new ones.
As a sign of Forge World becoming more "mainstream," this is the first volume to have a "stamp of approval" on its rules. Imperial Guard and Space Wolves versus Eldar. The Eldar of Alaitoc and Mymeara, with Corsair support, are looking for the armor of Irillyth, the Phoenix Lord who founded the Shadow Spectres Aspect Shrine on Mymeara he went out to preemptively eliminate the titular Doom, but never returned.
They sense his essence after his millennia-long absence on the ice-world of Betalis III, and fight their way into the manufactory complex to get him, under cover of a massive aerial assault.
They successfully recover his armor and re-awaken his spirit. Though Eldar sustain heavy loses during retreat after reaching their goal, so this time its more tie then pure xenos victory as usual. This volume introduces the Eldar Corsair army list lots of fast things and flyers, with a complete Tactica , as well as a new Path for Craftworld Eldar Aspect Warriors the Shadow Spectres and a new Wolf Lord character.
As 6th Edition now includes flyers, lots of Forge World models need to have rules updated and lots of armies need anti-air support. With 6th Edition out the door and no Imperial Guard Codex expected anytime soon, Forge World released an update to Volume One which includes updated rules for all of the tanks and super-heavy vehicles available to the Imperial Guard. The Armoured Battlegroup army list Leman Russ tanks as troops!
The Orpheus Sector turns out to be home or, next-door to several Tomb Worlds , and the Necrons of the Maynarkh Dynasty aren't interested in sharing, especially since they've gotten an especially-nasty case of Flayer Syndrome which is to say, they like to cut humans up and eat them, despite being robots.
The Orphean War begins, and Imperium calls in the Minotaurs and Death Korps of Krieg when all the shit hits the fan, who barely manage to fight them off. By which we means humans were curbstomped anyways, but actually managed to evacuate some forces and dealt some damage in return - before that battle Necrons left no survivers to tell the tale.
It should be noted that this requires an epic space battle that shows that Necron spaceships are still just as overpowered as they were in Battlefleet Gothic. Imperials were driven off most of the sector, but managed to keep some ground, and are planning to reclaim their soil in a distant bright future when the Imperium wouldn't be in such deep shit as it is now.
The Death Korps gets a new Assault Brigade army list which is very similar to the Siege Brigade army list, with a number of somewhat-important differences -- see our tactica , whereas the Necrons get the Dark Harvest quasi-army list; it has some changes to units including Necron Lords and Lychguard , and Flayed Ones can be taken as Troops, but most of the "new" units can be taken for the main book as well.
Those new units include the Night Shroud , a new Cronssant with a black-hole bomb; a Tesseract Ark, basically a Catacomb Command Barge that also has a black-hole bomb; the Tomb Sentinel, a new Tomb Stalker variant with a big old gun; and updates for the already-released minis, like the Tomb Stalker and Canoptek Acanthrites.
The Minotaurs also get a few new characters. This volume received an update to bring the Tau, Elysian Drop Troops, and Tallarn Desert Raiders stuff more in line with the new 6th edition rules. The Elysian Drop Troops also got a new army list in this book, but it's not really that great. Forge World left in the rules for Tau space vehicles, and even gave them a fancy " Battlefleet Gothic " stamp of approval, even though their Battlefleet Gothic and other Specialist Games products had been discontinued.
This is especially surprising because the missions that involved other Specialist Games products, namely the Epic and Kill Team missions, were either converted into conventional Warhammer 40, games or, in one case, removed.
With Games Workshop updating Apocalypse, Forge World in turn updated the rules of the super-heavies that they make. As a nod to the rarity of the latter vehicles in the 41st millennium, all of these units have the "Relic of the Armoury" rule; a primary detachment of Space Marines can only take one unit with that rule unless a Master of the Forge or whoever the chapter's equivalent "Keeper of Relics" is is present, while a secondary detachment only gets to take one if it's being led by a Keeper of Relics.
Relatively similar to its original counterpart, but it adds some more characters to the Red Scorpions, an army list for Detachment D, rules for Zone Mortalis games, and revised rules for the FW Tyranid superheavies, including a new unit in the Dimachaeron think a bigger, uglier Lictor. Volume 13 contains updated rules for Chaos Space Marine equivalents of loyalist vehicles including those introduced in Forge World's Horus Heresy products , daemon engines, and Chaos Titans.
It also updates the Chaos Renegades lists introduced in the Vraks trilogy we have a tactica. In fact, they also sell a bundle of this volume with volumes 5, 6, and 7 for just 30 pounds more than IA13 itself.
They say it's so that Chaos players can get the full history and full campaign rules of the Siege of Vraks, though it's probably also to shift the last of their Vraks books now that they are fully superseded. An unnumbered volume which combines the lore from all three Siege of Vraks books and contains Vraks-specific characters, units, and army rules for the Death Korps of Krieg and Renegades and Heretics.
Presumably, it was left unnumbered because calling a book "Volume Five, Six, and Seven - Second Edition" would start to look like a license plate. Another unnumbered volume, though unlike with Siege of Vraks, removing the number was strictly unnecessary as the original book only consisted of one volume, so its really just an update rather than a consolidation.
It provides revised rules for pretty much everything in the original volume, bringing the standard up a considerable notch. Rules for all of the special characters were redone for better or for worse, and the Eldar Corsairs were given a massive overhaul without making them into something unrecognisable. Rules were also given for all of Forgeworld's Craftworld Eldar gear, and one brand new addition that wasn't in the original was rules for customising your own Craftworld, giving you a formation that let you choose your combination of traits.
An upcoming indefinitively delayed volume, also unnumbered because apparently GW lost count of how many IA books they've made now. Adeptus Mechanicus and Red Scorpions vs Tau. Expect a lot of rock-em sock-em robots as the 30k Cybernetica Automata go up against the new Tau Battlesuits if it ever comes out. Including new rules for Secutarii Skitarii and what looks to be an update to the Taros campaign Tau rules, as well as Red Scorpions Chapter Master Carab Culln being turned into a Leviathan Dreadnought, giving him officially more rules than any other named GW character ever with a whopping four different versions of him.
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