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 Anhrathe Kill Teams

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Ioldanach
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Ioldanach


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PostSubject: Anhrathe Kill Teams   Anhrathe Kill Teams I_icon_minitimeWed Dec 12 2018, 16:45

I took a little break from expanding the Aeldari kill teams for the Shadow War: Armageddon game and developed rules for the Anhrathe (Eldar Corsairs) in the Kill Team game. As usual, here are the rules (before I pontificate):

File has been updated - see images in post below for current version.

You'll notice that these rules have more images and lore than the other factions have. That's because I don't think that the faction is as familiar to all hobbyists, so I wanted to include enough information to give a basic understanding of the Anhrathe.

The lore on the first page is mostly verbatim from the second printing of The Doom of Mymeara. There are a few bits here and there from other sources, including some of the edits that I made. Where other factions have a nifty little bit of lore in the black box, I including basic lore information on the commander options (since the core rulebook doesn't have those and the Commanders rulebook has a first page with much of the standard lore).

The filler bits (kill team background, mission, squad quirk, and specialist demeanors) are a combination of Asuryani and Drukhari results that I thought were applicable to the Anhrathe. The background results are mostly from the Asuryani tables, with two results from the Drukhari. The mission results are 6:4 Asuryani/Drukhari. The squad quirks are 50/50 (I think). The specialist quirks are 5:4, with one made up from scratch (I think).

The names were the hardest thing to do. I took all of the names from the Rogue Trader era "Space Elves" miniatures. Then I filled in the tables by making up similar names and by looking at the Asuryani names for ideas. I didn't make up an Aeldari-sounding second element names, sticking with the (kind of silly) Rogue Trader era names. Realistically speaking, the second element names could be used for either males or females (changing the few names with "He" or "She" as needed). Alternately, you can use the Asuryani and Drukhari name tables, even combining tables from all three factions for more distinctive names.

The Coterie Tactics are simply those for the Asuryani/Drukhari that were (I felt) appropriate. I didn't make up any additional/new tactics.

The models were kept as basic as possible, largely mirroring the Asuryani. Instead of the Dire Avengers aspect warriors (the Anhrathe don't have aspect warriors) I included the "basic" veterans of the Anhrathe, the Voidstorm Corsairs. In the 7th Edition WH40K rules, all of the members of the Voidstorm Corsairs were Felarchs (the Anhrathe version of an Adeptus Astartes Veteran Sergeant). The Anhrathe counterpart to the Asuryani Guardians is the Corsair Reaver. Likewise, the Ghostwalkers are akin to Rangers. Any weapons/wargear that have counterparts in either the Asuryani or Drukhari kill team faction rules remain identical to those other factions (so they shouldn't need any adjustments).

With one exception, the Corsair fleets/bands shown on page 6 are all official. The Sunblitz Brotherhood, Sky Raiders, and Void Dragons are based on the schemes shown in The Doom of Mymear. The Void Watchers, Eldritch Raiders, and Black Suns are based on schemes from a really old painting guide (1st Edition) for the Eldar. The only made up Corsair fleet/band is the Mourning Blades, which is my own DIY (you'll have to forgive me this indulgence Wink ).

The commander options were largely lifted from the Asuryani. The Corsair Prince is just an Asuryani Autarch with slightly different options (options for the commanders and the main kill team units were based on the Imperial Armour: Xenos book that gave rules for Forge World units in the transition from 7th to 8th edition WH40k). The Corsair Baron was a watered down version of the Corsair Prince. The Void Dreamer was mostly based on the Asuryani Warlock, with some aspects of the Farseer mixed in. One of the psyker powers is from the Warlock and one is from the Farseer, with one made up as a translation of an Aethermancy power from The Doom of Mymeara (the latter is in red text).

Overall, I think that the only elements that really need to be evaluated and (if necessary) adjusted are those that are in red text. I'm going to edit the first page (because plagiarism isn't cool).

Note that the quotes were made up by me. They might be lame, in which case I'm happy to replace them with better quotes. I made up the titles to sound grandiose, to match the background description of each Corsair leader having a unique and grandiose title. I don't necessarily know what the titles mean.

In developing these rules, I realized that some earlier assumptions I'd made about the Anhrathe (in my Shadow War: Armageddon rules) were wrong. So I'm going back to adjust those rules. Of course, I also decided to create a second kill team for the Anhrathe in Shadow War: Armageddon as a result of these rules; and those will be posted soon (not that any of you care about Shadow War: Armageddon any more since GW killed it Sad ).

Again, any feedback is appreciated.

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Last edited by Ioldanach on Thu Dec 13 2018, 21:30; edited 1 time in total
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PostSubject: Re: Anhrathe Kill Teams   Anhrathe Kill Teams I_icon_minitimeThu Dec 13 2018, 21:28

I made some revisions based on feedback at the B&C:

File has been updated - see images in post below for current version.

The only substantive change was to limit the heavy/special weapons, following the pattern of the Adeptus Astartes faction rules (i.e., one ~ Gunner can replace his lasblaster with one of the heavy weapons, and the other ~ Gunner can replace his lasblaster with one of the special weapons).

I'm looking at the other Aethermancy powers to see if any might be used for the Void Dreamer instead of the Warlock/Farseer psyker powers.

I also edited a few typos and adjusted the size of the Tactics "cards" to match the width of those in the rulebook.

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Last edited by Ioldanach on Sun Dec 16 2018, 22:25; edited 1 time in total
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Gizamaluke
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PostSubject: Re: Anhrathe Kill Teams   Anhrathe Kill Teams I_icon_minitimeThu Dec 13 2018, 22:16

Very cool idea thanks for the hard work, I'll have a look over everything and see if I can test the rules out over the weekend.
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PostSubject: Re: Anhrathe Kill Teams   Anhrathe Kill Teams I_icon_minitimeSun Dec 16 2018, 22:24

Gizamaluke wrote:
Very cool idea thanks for the hard work, I'll have a look over everything and see if I can test the rules out over the weekend.
Thanks! I look forward to seeing your observations/suggestions.

File has been updated - see images in post below for current version.

I'd omitted the "Psyker" line from the void dreamer entry (he follows the warlock's "1 power/deny the witch" pattern rather than the farseer's 2).

I also changed all of the psyker powers to aetheromancy powers from The Doom of Mymeara (2nd edition). Webway Rift is based on the Bolt of Change, reducing the damage from D3 to 1, but also affecting all models within 2" of the target model (I don't know how often that will actually be usable, but I can see situations where it might happen). I kept the cost/warp charge the same as Bolt of Change. Meanwhile, Webway Breach combines Webway Breach and Webway Maze (from TDoM) since the two powers are virtually identical except that one targets friendly models while the other targets enemy models. The player controlling the model that is removed gets to bring the model back onto the table after the next Movement phase, within their deployment zone and more than 9" away from any enemy models (following the pattern of the Swooping Hawk wings for the 9" part).

Other than that there were only a few minor edits to the lore (unnecessary bits) and the addition of the "Playtest Version" stamp at the bottom.

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Last edited by Ioldanach on Tue Dec 18 2018, 00:12; edited 1 time in total
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PostSubject: Re: Anhrathe Kill Teams   Anhrathe Kill Teams I_icon_minitimeTue Dec 18 2018, 00:11

Version 4:

File has been updated - see images in post below for current version.

I adjusted the corsair reavers, ghostwalkers, and voidstorm corsairs so that all included a brace of pistols as part of their stock kit. Further adjustments were made so that they could replace their lasblaster with x (and the chainsword was added). Corsair reaver felarchs had their wargear options line tweaked so that they can end up with any of the reasonable (in my mind) combinations. Voidstorm corsairs were also adjusted so that they could have any two of the weapons. In all cases, a model has to replace its brace of pistols and lasblaster to get a heavy or special weapon (I'd like to say that I came up with that on my own, but the fact is that I didn't think about that when I first edited the options - so thanks).

One "big" change was to replace the shardcarbine (which exists for the Corsair Reavers in Imperial Armour: Xenos) with the splinter rifle (which the Drukhari have in Kill Team). The rules and cost are the same as for the Drukhari splinter rifle, so this shouldn't be an issue.

I also added the CORSAIR FLEET keyword to all of the entries. It doesn't do anything, but it corresponds with the WARHOST keyword of the Asuryani. Having it there gives forward compatibility if something is added for specific fleets (e.g., Void Dragons having a rule, the Eldritch Raiders having a rule, etc. - sort of like CHAPTER TACTICS). The COTERIE keyword, meanwhile, is in case something is ever added for the various coteries/detachments that the Eldar Corsairs have in the second edition of The Doom of Mymeara. I don't have plans for any of these types of rules, but it's nice to have the option and forward compatibility built in.

I kept the chainsword identical to the Asuryani version, so the spar-glaive was adjusted to match the Aeldari blade in its rules.

I adjusted the cost of the Aeldari long rifle (equal to an Asuryani ranger long rifle) to 1 point, and dropped the cost of the ghostwalkers by 1 (ghostwalker costs 10 pts and ghostwalker gunner costs 11 pts). This is because the Aeldari long rifle is an upgrade to the lasblaster. So a ghostwalker with an Aeldari long rifle costs the same as an Asuryani ranger, which he is equal to on the tabletop.

I explored making the stock weapons of the commanders the Aeldari blade, brace of pistols, and plasma grenades (replacing the void blade with the Aeldari blade); and also adding the chainsword as an exchange option for the Aeldari blade. However, that couldn't be done due to space constraints. It would have created the need for four additional lines of text that would have pushed the entries beyond what the formating allows. The only possible way I could see to create any space would have been to remove other weapon options, like the fusion pistol, and I think it's more likely that more players have cosair "prince"/"baron" models with those weapons than with chainswords/Aeldari blades/spar-glaives. I've been sticking as closely as possible to the official formating as a form of limiting things in line with the official factions' rules. Anything that changes the formating in such a way pushes the flexibility beyond what I think is acceptable. That's unfortunate because I think it's an option that the corsair commanders should have, but not if it gives the corsairs too much. This is a sacrifice that I think needs to be made (but I'll be sure to give these guys the options in the WH40K 8th edition rules I plan on developing Wink ).

Something I noticed was that the Eldar Corsair Conversion Kit that used to be available from Forge World included a fusion pistol. Should that be added as an option for the corsair reaver felarch and voidstorm corsairs? Unlike the chainsword for the commanders, a fusion pistol can be added to the corsair reavers and voidstorm corsairs without any problems (from a formating standpoint). At least, I think that's a fusion pistol. For all I know, it might be a dissonance pistol. If it's not a fusion pistol, disregard (and let me know).

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Last edited by Ioldanach on Tue Dec 18 2018, 21:47; edited 1 time in total
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PostSubject: Re: Anhrathe Kill Teams   Anhrathe Kill Teams I_icon_minitimeTue Dec 18 2018, 21:46

More revisions based on feedback. Version 5:

File has been updated - see images in post below for current version.

Substantive Changes:

  • Fusion pistol added for corsair reaver felarch and voidstorm corsairs.
  • Returned shardcarbine to list (see below).
  • Increased ghostwalker (gunner) cost by 1 (i.e., returned to original cost)(see below).
  • Reduced cost of void dreamer by 5 points (see below).
  • Added restriction that Warp Rift power can't target a model locked in hth.

And now I'm getting wishy-washy about the shardcarbine/splinter rifle. The shardcarbine replaced the splinter rifle in Imperial Armour: Index Xenos, though the splinter rifle was one of the options in the second of The Doom of Mymeara (the first version didn't include Drukhari weapons/wargear). From the perspective of ship-to-ship fighting (in small confines) I can see why a carbine might be a better fit.

So I see three basic options:

  • splinter rifle
  • shardcarbine
  • both

From a modeling perspective, I've seen a lot of Eldar Corsairs armies that include both. The splinter rifle appears when the player has used kabalites, while the shardcarbine appears when the player has used scourges (and some armies include both). The counter to this is that if only one is allowed, it's easy to just use "counts as" to have it count as the other.

From a lore perspective, I could see both being an option. The Anhrathe are individualistic and don't fight as cohesive military units, but more as rabble (highly skilled and well-equipped rabble, but rabble nonetheless). I think that it would fit the Anhrathe to have a wide variety of basic weapons to choose from. My chief concern, though, is that this would make the list even more flexible. It doesn't give power, so it's not unbalanced from that perspective. Other kill team factions tend to be more limited, though, so I'm worried that my bias for the Anhrathe might be creeping in.

Quote :
How are the Ghostwalkers affected in terms of heavy and special weapons? If all you did was adjust the price of the models and the Aeldari long rifle, Ghostwalkers with heavy/special weapons end up being one point cheaper than before unless you increased the cost of those weapons (which then affects the Reaver Corsairs and Voidstorm Corsairs).
I hadn't thought about that. [Imagine me staring at the screen for a long time and thinking it through. I'm making faces.] Yeah, I guess I should probably undo that change. Though I could just increase the cost of the ghostwalker gunner by 1 point to balance things out... No, I've reverted the costs.

Quote :
And now I'm wondering how anyone gets dissonance pistol bits. Are there any models that have these? Or will hobbyists have to convert their own? Neither of the pistol weapons on the old sprue look like vibro weapons/dissonance pistols (one is a shuriken pistol and the other is a laspistol). That sounds like a fun conversion challenge, I suppose.
That's a good question. The dissonance weapons were introduced in the second edition of The Doom of Mymeara. I don't think that GW/FW made bits for the dissonance pistol, though. The jetbike upgrade kit came with the dissonance cannons. I briefly considered dropping the dissonance pistols because of the lack of a bit, but they were in TDoM and FW kept them in the index (which is another reason I'm leaning towards putting the shardcarbine back into the list). After looking at the dissonance pistol some more, though, I increased the cost (for corsair reavers, ghostwalkers, and voidstorm corsairs) from 1 point to 2 points. It has good range and some potent effects. Since the fusion pistol costs 3 points, the dissonance pistol should be closer in cost.

I also reduced the cost of the void dreamer by 5 points (at each step). The void dreamer shares the same profile as the warlock, except that the void dreamer has a 4+ save and a 5+ invulnerable save while a warlock has a 6+ save and a 4+ invulnerable save. Those kind of balance out, but the warlock comes with a witchblade (better than a void blade), while the void dreamer comes with a spar-glaive (worse than a void blade). It's difficult to quantify the differences in the psyker powers - the warlock is much better at buffing his kill team whereas the void dreamer moves models around the battlefield. With this change, a void dreamer with a void blade is equal in cost to a warlock with a witchblade (and I think that the void dreamer is slightly inferior). True, the void dreamer can take a corsair jump pack, but he pays a high price for that wargear. I considered more weapon/wargear options (dissonance pistol and fusion pistol) since the void dreamer in TDoM has a lot of options, but I'm holding off on those for now. I think the focus of the void dreamer should be in the psyker powers, not in making a ranged/melee combatant.

I made some small decorative/format changes, none of which have any substantive effects. All they do is create a little space (and some of the images have been adjusted).

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Last edited by Ioldanach on Fri Dec 21 2018, 23:37; edited 1 time in total
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PostSubject: Re: Anhrathe Kill Teams   Anhrathe Kill Teams I_icon_minitimeWed Dec 19 2018, 14:35

A couple of small changes that aren't sufficient for posting a new version:

  • Fixed typo in ghostwalkers rules (forgot the "this" before "model is obscured" in the Shadow Walkers rules)
  • Removed the option for ghostwalkers to take chainswords and spar-glaives
  • Changed "Coterie Tactics" on the Tactics "cards" to "Anhrathe Tactics"

Aside from playtesting and waiting to see if any other feedback drives more changes, I'm editing the first page (de-plagiarizing it Wink ).

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PostSubject: Re: Anhrathe Kill Teams   Anhrathe Kill Teams I_icon_minitimeFri Dec 21 2018, 23:36

Version 6:

File has been updated - see images in post below for current version.

Substantive Changes:

  • Corsair Reaver and Voidstorm Corsair stock weapons - spar-glaive replaced lasblaster; overall flexibility in weapon/wargear combinations reduced
  • Ghostwalkers lost option to take chainsword/spar-glaive (see post above)
  • Typo in ghostwalkers entry fixed (see post above)

While preparing for playtesting, I realized that the Anhrathe had far more flexibility in weapons/wargear than I any other faction, especially for the corsair reaver felarch and the voidstorm corsairs. I know that I discussed this previously, and much of the flexibility was conscious effort to replicate what the second edition of The Doom of Mymeara allowed; and that other factions are limited in large part based on what is available in terms of models and kits. However, it just didn't seem right having quite as much flexibility as the previous versions of these rules allowed. So I dialed things back a bit, starting with changing the base weapons to a brace of pistols, spar-glaive, and plasma grenades. Getting a basic shooting weapon, heavy weapon, or special weapon now requires losing both the brace of pistols and spar-glaive (applies to all corsair reavers and voidstorm corsairs). For the corsair reaver felarch and voidstorm corsairs, they can also exchange the brace of pistols for one of the better pistol weapons, and/or exchange the spar-glaive for a chainsword or void sabre (and any corsair non-commander model can exchange their spar-glaive for a chainsword). This reduced the options a bit, but still retains the most likely combinations that players will use (or already have collected).

Combinations that are no longer possible are the dual-sword (e.g., double chainsword, chainsword and void sabre, etc.) or the dual-pistol (e.g., brace of pistols and fusion pistol, fusion pistol and dissonance pistol). You're basically going to see corsair models equipped with some sort of:

  • pistol and sword
  • one bigger gun (rifle/carbine/blaster, heavy, or special)

The commanders weren't affected by this change (they were already limited in their exchanges).

I also edited the lore on the first page. Some of the bits remain as they were, though significant bits were rewritten. I did remove some portions that didn't seem necessary to Kill Team, which allowed me to change the picture. I chose a larger (taller) image that is closer in size to the images the other factions have. Also, the introduction piece (bold lore on the first page) was edited to be in line with what other factions have.

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Last edited by Ioldanach on Wed Jan 02 2019, 17:45; edited 1 time in total
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PostSubject: Re: Anhrathe Kill Teams   Anhrathe Kill Teams I_icon_minitimeWed Jan 02 2019, 17:44

Version 7:

File has been updated - see images in post below for current version.

Substantive Changes:

  • Ghostwalkers were removed
  • Costs of (non-commander) models reduced by 1, most (non-commander) weapons increased by 1
  • Diresword added as corsair prince option
  • Cost of shadowfield increased by 5

Minor Changes:

  • Removed John Blanche images, replaced with image of Apologist's Eldar Prince
  • Corsair fleet schemes removed

I found only one eldar corsairs army on YouTube videos that featured ghostwalkers (in two battle reports). That army used the eldar ranger models - ghostwalkers with long rifles and without Corsair jet packs. I also found one online review promoting the use of ghostwalkers, and though that review was fairly positive about the ghostwalkers, it advocated using them without the long rifles. Ultimately, I figured that the ghostwalkers weren't an essential element of the theme or combat effectiveness.

As a result of removing the ghostwalkers, I was able to adjust the cost of the models (see discussion at the Bolter & Chainsword). The optional ranged weapons saw a corresponding increase in cost, so the end result is that an eldar corsair model costs the same as a comparably equipped Asuryani/Drukhari model.

After conducting more research, I found an article about using eldar in the Inquisitor game. One of the elements of that article was that a corsair prince could take a diresword. Looking at the second edition of The Doom of Mymeara, the void sabre functions much like a diresword. Since the void sabre has been turned into a power sword, I've re-introduced the diresword solely for the corsair prince (i.e., the corsair baron and void dreamer don't have access to this weapon).

Something that has bugged me for a while is the cost of the shadowfield. It's a pretty potent piece of gear, giving a 2+ invulnerable save (right up until it fails the first time). Watching YouTube batreps convinced me that I needed to increase the cost.

Removing the ghostwalkers also allowed me to condense the file a bit, removing the pictures of the corsair fleet schemes and the flavor text box talking about their appearance. I plan on writing an Index Xenos style article on the eldar corsairs to fill the void. That will be separate from this project, but will be useful across Warhammer 40,000 (I'll be developing an eldar corsairs army list/mini-codex for that game) and Warhammer 40,000: Kill Team (these rules). I don't see a need to develop rules for using them in the Horus Heresy since TDoM does that already (especially those of us fortunate enough to have the second edition).

I also removed the artwork from John Blanche. As big a fan as I am of Blanchitsu and those particular pieces of art, I'm not sure that GW would approve. I've replaced that artwork with an image of Apologist's stunning eldar prince conversion. This complements the adjustment to the text box immediately below that image, which now includes using Age of Sigmar Aelves bits in conversions. Apologist's model does that, and I've seen many eldar corsairs conversions on the internet that have followed that practice.

It's down to 9 pages now.

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PostSubject: Re: Anhrathe Kill Teams   Anhrathe Kill Teams I_icon_minitimeSun Jan 06 2019, 20:57

Version 8:

File has been updated - see images in post below for current version.

Substantive Changes:

  • Corsair reavers have the option to take heavy mesh armor (improves Sv to 4+).
  • Voidstorm corsairs have the option to take a voidplate harness (improves Sv to 3+).
  • Voidstorm corsairs increased in cost by 1 point.
  • Added witch staff to the void dreamer options.
  • Void dreamer void sabre cost reduced to 3 points (from 5 points).
  • Void dreamer Corsair jet pack option reduced to 15 points (from 20 points).

Minor Changes:

  • "Corsair Reaver Felarch" changed to "Felarch."
  • A few cosmetic changes in the lore and names.

The substantive changes (and any previous changes that haven't been resolved) are in red text in the images.

At first I was just going to give the corsair reaver felarch the option to take heavy mesh armor, but that didn't make sense to me. The problem I was having was that it seemed to me that a squad designed for heavy fighting would allow the entire squad to take the better armor, rather than just giving it to the felarch. So I broadened the option to all corsair reavers. Giving the corsair reaver squad the option to take heavy mesh armor is as close as it comes to incorporating the concept of the balestrike corsairs (heavy weapons specialists). This option doesn't really hurt at all. It makes a corsair reaver cost the same as a voidstorm corsair, but doesn't give them the additional Attack or melee weapons options that the latter enjoys. The only real practical use is to allow for maximum heavy/special weapons in an Anhrathe kill team that is otherwise composed entirely of felarch/voidstorm corsairs. Since the option improves the felarch to the same statline that the voidstorm corsairs have (see below), the heavy mesh armor was given a cost of 1 point.

If the voidstorm corsairs are given the option to take a voidplate harness, there's no reason to limit which models have the option. Giving the voidstorm corsairs the option to take a voidplate harness simply aligns them with the rules in the second edition of The Doom of Mymeara. My concerns about giving the voidstorm corsairs a voidplate harness option were allayed after reviewing Codex: Craftworlds - more than half of the aspect warrior squads have a 3+ Save. Drukhari incubi also have a 3+ save. I wasn't sure what cost to apply to the voidplate harness. An improvement to a 3+ save is noticeable, but the overall (new) statline isn't necessarily on par with the dire avengers or wyches. Wyches cost 8 points, while the dire avengers cost 10 points (but come with avenger shuriken catapults). I could see either 1 or 2 points for the upgrade to a voidplate harness - I've gone with 1 point for now.

Looking more closely at the difference in the felarch and voidstorm corsair stat lines prompted an increase in the voidstorm corsair cost. The key difference was in the Save score - the felarch had the normal 5+ while the voidstorm corsairs had 4+. Lore-wise, the voidstorm corsairs are a bunch of felarchs. I'd ignored the difference in the Save score when making the voidstorm corsairs cost the same as the felarch. With heavy mesh armor costing 1 point, now, it seemed appropriate to increase the voidstorm corsairs accordingly.

I opted to not include an additional heavy weapon/gunner in the corsair reaver squad. The Anhrathe already have double the heavy weapons of other Aeldari kill teams, so it didn't seem necessary to increase that gap further.

I also included the option for the void dreamer to take a witch staff, aligning with TDoM. I assigned the witch staff a cost of 5 points. So a void dreamer with a witch staff costs the same as a warlock with a witchblade (the void dreamer has a worse invulnerable save). It's difficult to quantify the psyker powers, but I can see more decisive tactical results from the void dreamer's powers than those that the warlock has (which are more generalist in nature). The rules for the witch staff are verbatim from Index: Xenos 1 and Codex: Craftworlds. The cost of the void sabre scales with how a singing spear costs more for a farseer than a warlock. I imagine that many players that already have void dreamer models have them equipped with a witch staff, so this seems appropriate. In retrospect, I can't believe I left the witch staff out in the first place.

I also reduced the costs for two options for the void dreamer - the void sabre was reduced from 5 points to 3 points and the Corsair jet pack from 20 points to 15 points. In this, I followed the precedent of the farseer/warlock and the (Adeptus Astartes) captain/lieutenant costs, where the lower level commander sees a reduction in cost for the same item that the higher level commander can take. With the Adeptus Astartes commander, a power sword costs 7 points for the captain and 4 points for the lieutenant; with the Aeldari psykers, a singing spear costs 7 points for the farseer and 5 points for the warlock. This was made a bit difficult by the fact that the void sabre costs 0 points for the corsair prince/baron, so I estimated. Part of the equation for the void sabre (such as it was) was the cost of the witch staff at 5 points. The void sabre (power sword) has an AP of -3 and does 1 Damage, but the witch staff always wounds on a roll of 2+ and does 2 Damage. From a theoryhammer perspective, I figured that the witch staff was slightly better. With the Corsair jet pack, 15 points seemed like a decent scale from 20 points, though that might be too high (the power weapon for the Adeptus Astartes commanders sees a 40% reduction in cost and the signing spear for Aeldari commanders see about a 30% reduction in cost (I've only gone with a 25% reduction - lowballing it at a 30% reduction would put the cost at 14 points).

The change from "corsair reaver felarch" to "felarch" was a simplification. Preceeding "gunner" with "corsair reaver" or "voidstorm corsair" is necessary in order to differentiate the two types of gunners and avoid confusion. The felarch, though, is only a corsair reaver upgrade, so the additional text isn't necessary.

The cosmetic changes were very minor - removing a comma and rearranging the block text about names.

All of these changes are experimental (the witch staff will remain an option for the void dreamer, though its cost may be adjusted; the armor options may be adjusted/removed based on playtesting results).

At this point, my feeling is that these rules are close to being finished. We just need to fine tune these last few things.

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PostSubject: Re: Anhrathe Kill Teams   Anhrathe Kill Teams I_icon_minitimeSat Feb 16 2019, 22:17

These rules have been finalized and are available for download here (you do not need to be a member of the B&C to download the file).

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PostSubject: Re: Anhrathe Kill Teams   Anhrathe Kill Teams I_icon_minitimeSun May 12 2019, 15:55

I stumbled upon your rules the other day and I'm excited to test them with my own Corsairs! Thanks for your hard work putting this together.

I was wondering - I'm used to play the HoR Corsair list where even the Core units were allowed to take Jet Packs. What was the reasoning for not letting the Core units not take them? I was hoping to equip my gunners with them as well. Maybe only allowing Specialists to take them?
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PostSubject: Re: Anhrathe Kill Teams   Anhrathe Kill Teams I_icon_minitimeThu Jun 27 2019, 13:19

ntdars wrote:
I stumbled upon your rules the other day and I'm excited to test them with my own Corsairs! Thanks for your hard work putting this together.

I was wondering - I'm used to play the HoR Corsair list where even the Core units were allowed to take Jet Packs. What was the reasoning for not letting the Core units not take them? I was hoping to equip my gunners with them as well. Maybe only allowing Specialists to take them?

Sorry for the delay in answering, but I have been offline for a bit.

The reason I didn't give jet packs to everyone was because I was following the pattern established by GW in the other factions - no jump infantry.

With the Elites expansion, though, there are jump infantry in the official factions, so I'm going to be updating these rules to expand the Anhrathe to include elites choices (definitely with some jump infantry in there).

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PostSubject: Re: Anhrathe Kill Teams   Anhrathe Kill Teams I_icon_minitimeThu Oct 24 2019, 21:59

Here's the updated version (Final/Version 12):

Anhrathe Kill Teams Tn_gallery_44777_13283_479470 Anhrathe Kill Teams Tn_gallery_44777_13283_30021 Anhrathe Kill Teams Tn_gallery_44777_13283_69944 Anhrathe Kill Teams Tn_gallery_44777_13283_91722 Anhrathe Kill Teams Tn_gallery_44777_13283_413652 Anhrathe Kill Teams Tn_gallery_44777_13283_200139

Anhrathe Kill Teams Tn_gallery_44777_13283_308575 Anhrathe Kill Teams Tn_gallery_44777_13283_395991 Anhrathe Kill Teams Tn_gallery_44777_13283_448387 Anhrathe Kill Teams Tn_gallery_44777_13283_167592 Anhrathe Kill Teams Tn_gallery_44777_13283_47556 Anhrathe Kill Teams Tn_gallery_44777_13283_58946
(click on the images for full size versions)

Substantive changes from previous version:

  • Sub-faction rules (see the Elites book) have been added via the coterie specializations. These are mostly taken from asuryani and drukhari Sub-faction rules, but one came from the adeptus astartes (the Imperial Fists Chapter Tactic). The names for the coterie specializations are derived from various bits of lore for the corsairs, some going back to 1st edition.
  • Corsair jet packs are now an option for every model type, but the corsair jet pack only grants a small boost to movement (+2") and the FLY and JET PACK keywords (the Commander options lost the "deep strike" addition via Faolchu's Talon being removed).
  • Ghostwalkers have been re-introduced. They have options similar to the corsair reavers, but can also take the aeldari long rifle and have the Solace in Shadows rule. These are intended to be an elites model option.
  • Corsair malevolents have been added as an elites model option. A kill team is limited to 1 of these models. These guys are featured in the second printing of The Doom of Mymeara - they're sort of like the Blood Angels Death Company for the eldar corsairs.

Also, in order to bring the file up to 12 full pages, I added a "back page" that includes some lore and depicts some color schemes of official corsair bands.

You can download the file in .pdf format at: http://www.bolterandchainsword.com/files/file/591-aeldari-corsairs-in-kill-team-homegrown-rules/ (the Bolter & Chainsword's DOWNLOADS section).

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