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Eldar Corsair Kill Teams for SWA


Ioldanach

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I was motivated to start an Eldar kill team recently, and decided to use my OOP 1st/2nd edition minis (some sold under the “Space Elves” logo) to represent an Eldar Corsairs kill team. Using the Craftworld Eldar/Dire Avengers kill team list is okay, but not quite satisfying because it’s a bit limited and doesn’t truly portray the corsairs as we’ve come to understand them. The Doom of Mymeara finally gave us rules for the corsairs, with a lackluster update to 8th edition in Index Xenos from Forge World. I've seen some great Eldar Corsairs minis in my wanderings around the internet and I'm quite keen on getting my own Eldar Corsairs army (for WH40K) and kill team (for SWA). So I've banged out some rules for friendly games.

 

Since very few of you care about the lengthy explanations and want to get right to the main course, here are the initial rules I’ve come up with (click on each thumbnail for a legible version):

 

(The originally posted image links no longer work as the file has been updated. See this post for the current version.)

I've followed Brother Tyler's lead and am providing images for now. Once I get these rules finalized, I'll post the finished version in the downloads section here.

 

I started with the Craftworld Eldar rules as a baseline, adjusting based on the Forge World rules. The rules from The Doom of Mymeara were where I looked first, but I expanded and updated according to Index Xenos.

 

The corsairs troopers are a bit weaker than their craftworld counterparts (Dire Avengers), largely due to their skills, so their cost has been chopped. The new recruits and specialists are comparable to their craftworld counterparts, however (Guardians). The leader, a felarch, is a lot weaker than his counterpart (a Dire Avenger Exarch), so his cost is considerably lower.

 

I’ve retained the Battle Focus rule for now because I’m stuck on turning the Reckless Abandon or Dancing on the Blade’s Edge rules (one of them) from Index Xenos into a properly balanced SWA rule. It works well enough for now since it’s a Craftworld Eldar rule, but I think it takes a bit away from the flavor of a fast, but reckless, force of Eldar corsairs (as opposed to the fast, but disciplined, force of the Eldar of the craftworlds).

 

For the most part, the weapons are drawn from Index Xenos. Many of them already had rules, whether generic rules from the SWA rulebook or rules from either the Craftworld Eldar, Dark Eldar Wych Cult, or Harlequins kill team rules. Those were just copied over lock, stock, and barrel. Some others were new, but the 8th edition rules appear to match the format of the SWA rules, so I copied those where appropriate. There were only a few (from The Doom of Mymeara) that I had to apply some skull sweat to. I think I got the rules fairly close to where they need to be, though it never hurts to have others take a look. You might catch something I either missed or which I allowed my bias to influence me in the wrong direction. I’m not entirely sure about the points I’ve assigned, though. Anything that isn’t highlighted in yellow already has a points value assigned throughout the SWA rules, so I’ve just used those. Anything that’s in yellow, though, is something I estimated, so I’d definitely like some smarter people to take a look and see if anything is off.

 

The skills are copied straight over from the Craftworld Eldar Kill Teams rules. They looked good enough. If anyone sees anything that they think needs to be changed, however, I’m open to making changes.

 

The special operatives may be the most problematic, as these are where I’ve taken the largest liberties.

 

The Corsair Noble was originally a Corsair Prince, nothing more than an Autarch with the serial numbers filed off. However, none of the other kill teams appear to have a WH40K HQ as a special operative choice, so while I can’t do anything about the craftworld Eldar being able to take an autarch (there really aren’t many options for them, I suppose), I can downgrade the corsairs version to be more in line with the counterparts from other kill teams. I wanted to call him a “Corsair Veteran,” but there’s already such a thing (see the Blade Sworn), and I didn’t want to screw that up. So I figured a “noble” is a step down from royalty (i.e., Prince), calling him a Corsair Noble. The weapons and wargear are based on what is available to the Corsair Prince (in The Doom of Mymeara), though I limited a few things (i.e., no option to take a gyrinx). I wanted the rule to allow players that already have street legal Corsair Princes (or autarchs, in a pinch) to take those minis in SWA. From a purely selfish position, I also wanted to be able to take some of my OOP minis as a Corsair Noble. Ultimately, the character is much less powerful that the Autarch in the Craftworld Eldar Kill Team rules, so it shouldn’t be a problem.

 

The Void Dreamer is a bit more problematic because I’ve introduced a psyker to the game. The only psykers that I can think of in SWA are the Grey Knights, and their powers are very limited. This character has more choices, though I’ve stuck to powers that I thought were appropriate based on the background. The Soul Cry rule is a minor variation on the power of the same name in The Doom of Mymear. I saw the other two powers in that book as inappropriate to SWA. While I initially limited the character to the one power, I figured I’d test the waters with other similar powers. So I made some minor adjustments to original farseer and warlock powers (from way back when the Craftworld Eldar as we now know them were introduced in White Dwarf magazine) – Fortune and Battle Fate, respectively. The powers are minor enough (I think) and limited to friendly fighters within 12” of the Void Dreamer (I need to edit that into the Soul Cry rule), so they might be acceptable. The weapon and wargear choices are based on the rules from The Doom of Mymeara and Index Xenos, allowing players with street legal Void Weaver minis to use them in SWA. Otherwise I would have severely limited the options (i.e., he would have been fixed at a laspistol and witchblade, with the option to take a shuriken pistol instead of a laspistol). As it is, the character can take the Corsair jet pack, which makes him very useful.

 

The last special operative is problematic in that it’s not a corsair. It’s an Eldar Ranger. I wanted to get a third special operative option in, but there weren’t any suitable options from the Eldar Corsairs lists (from Forge World). The opening given by Forge World, however, was that the Eldar Corsairs often operate in concert with outcasts from the craftworlds and Comorragh. Since the Corsair Noble presented a good close combat character and the Void Dreamer presented a good kill team enhancement character, I figured that the third special operative should be a bit more shooty. I wasn’t keen on the Dark Eldar shooty options (which mostly duplicated what the main kill team options can do with the weapons available to them), so I figured that the Eldar Ranger, another type of outcast, would be acceptable.

 

Overall, I think that the list is slightly weaker than the Craftworld Eldar Kill Team rules. It mitigates some of that weakness by being much more flexible, though it still comes out slightly weaker. I might be wrong in this.

 

One last issue is that I’ve included the “power glove” in the rules. The reason I’ve done this is because I still have those old bits from 1st edition and I really want to use them to convert some nifty corsairs. If GW/FW were to ever release official Eldar Corsairs Kill Team rules, I very much doubt we’ll see a “power glove” (or the more current “power fist”). It costs the same as power fist/power klaw, but works worse for the Eldar (than for Space Marines and Orks) because of the lower Str, so I don’t think it’s a problem from a balance perspective. It’s just not thematic to the Eldar as GW has developed them over the last twenty years. I’m still converting a corsair with a power glove, but that will be more of a vanity piece. You can see the power glove bits highlighted in blue (only for felarchs and the Corsair Noble).

 

One last disclaimer – please excuse the color affectations. I’ve chosen purple as the main color for my own Corsairs minis, so I indulged that choice by also using the colors in the file (instead of colors closer to what is used in the official rules.

 

So to sum up:

  • Are the points for the kill team members and weapons/equipment okay?
  • Is there a better army-wide rule that is more thematic to the corsairs?
  • Do the skills need to be tweaked?
  • Are there better special operative ideas?
Please let me know where you think I can improve this (and thanks for your time – sorry for the wall of text).
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You have power armour listed for the Corsair Gunner (that needs to be changed to void mesh armour).

 

The entry for plasma grenades is missing the Blast special rule (that is found for the same item in the Craftworld Eldar Kill Teams rules).

 

Instead of "Cannot be taken by a Corsair" (spar-glaive and shardcarbine), I would say "Cannot be taken by a New Recruit" - this would remove the need for the bit on the first page (bottom left bullet). Ultimately, though, do you even need to impose this restriction? There is already sufficient handicapping through the lower WS and BS. While the spar-glaive is minor, I doubt many players would even consider giving a Corsair (new recruit) a shard carbine. By the way, I had no idea what a spar-glaive was until I read your description. :wink:

 

Some of the heavy weapons that are common with the Craftworld Eldar Kill Team rules have lower points values. My guess is that this is because they are hand-carried rather than being weapons platforms, but I just want to be sure. Even if that is correct, the adjusted prices might need some explanation.

 

Dancing on the Blade's Edge should be fairly simple to adapt, something along the lines of:  "When making any Leadership-based test, a fighter with this ability may roll an additional die [or you could use the incorrect "dice" that FW/GW are so fond of] and discard the lowest result, but if any friendly fighter breaks as a result, the kill team may not use this ability for the rest of the battle." Or something like that (I'm sure it can be refined).

 

Reckless Abandon might need a bit of tweaking to work with Shadow War: Armageddon: "If a fighter with this ability fires on Overwatch and any enemy models fail a Saving Throw as a result, the Eldar Corsair fighter may make a 3" move in any direction that does not end within 3" of an enemy model once the Overwatch attack has been fully resolved and before the enemy fighter has made its charge move." It's a little clunky, but it's a start.

 

Both are situational and uncommon, so it would probably be fair to replace the single Craftworld Eldar rule with the two (instead of picking just one).

 

The Void Dreamer has an 8" Move score (this should be reduced to 5").

 

If the Void Dreamer's psychic powers affect him, you should adjust the wording to make that clear.

 

This looks very interesting. :thumbsup:

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Thanks for the feedback.
 

You have power armour listed for the Corsair Gunner (that needs to be changed to void mesh armour).
 
The entry for plasma grenades is missing the Blast special rule (that is found for the same item in the Craftworld Eldar Kill Teams rules).
 
...

The Void Dreamer has an 8" Move score (this should be reduced to 5").
 
If the Void Dreamer's psychic powers affect him, you should adjust the wording to make that clear.


Good catches, thanks. I've made the changes.
 

Instead of "Cannot be taken by a Corsair" (spar-glaive and shardcarbine), I would say "Cannot be taken by a New Recruit" - this would remove the need for the bit on the first page (bottom left bullet). Ultimately, though, do you even need to impose this restriction? There is already sufficient handicapping through the lower WS and BS. While the spar-glaive is minor, I doubt many players would even consider giving a Corsair (new recruit) a shard carbine. By the way, I had no idea what a spar-glaive was until I read your description. :wink:


Good idea. That's a bit more elegant.
 

Some of the heavy weapons that are common with the Craftworld Eldar Kill Team rules have lower points values. My guess is that this is because they are hand-carried rather than being weapons platforms, but I just want to be sure. Even if that is correct, the adjusted prices might need some explanation.


Exactly - since the Eldar Corsairs can lose their heavy weapons if the Corsair Gunner is killed (whereas the Craftworld Eldar Kill Team doesn't lose theirs), I figured the cost should be reduced. Points have been reduced 15-25 points, depending upon the weapon. I'm not sure that I necessarily got them exactly right, though, so I'm doing analysis and would like the input of others to help.
 

Dancing on the Blade's Edge should be fairly simple to adapt, something along the lines of:  "When making any Leadership-based test, a fighter with this ability may roll an additional die [or you could use the incorrect "dice" that FW/GW are so fond of] and discard the lowest result, but if any friendly fighter breaks as a result, the kill team may not use this ability for the rest of the battle." Or something like that (I'm sure it can be refined).
 
Reckless Abandon might need a bit of tweaking to work with Shadow War: Armageddon: "If a fighter with this ability fires on Overwatch and any enemy models fail a Saving Throw as a result, the Eldar Corsair fighter may make a 3" move in any direction that does not end within 3" of an enemy model once the Overwatch attack has been fully resolved and before the enemy fighter has made its charge move." It's a little clunky, but it's a start.
 
Both are situational and uncommon, so it would probably be fair to replace the single Craftworld Eldar rule with the two (instead of picking just one).


I generally agree, though I think that Dancing on the Blade's Edge should be limited to Break tests, which is comparable to the WH40K version. Reckless Abandon can be pretty powerful, though, if the kill team is composed and employed appropriately. It makes for a lot of hit and run tactics, avoiding getting stuck in combat. If I had to pick just one of the rules, I'd stick with Reckless Abandon since it does a lot more to define how an Eldar Corsairs kill team operates. For now, though, I've included both (which has forced me to get rid of a bunch of the descriptive text about the Eldar Corsairs in order to make room).

I've also adjusted the points for some kill team members. I've increased the Corsair Reaver to 85 points since the profile matches the Guardian Defender. The Corsair Reaver has a sword, as opposed to the Guardian Defender's knife, so the base Corsair Reaver costs 5 points more. The Corsair (New Recruit), meanwhile, has been reduced to 60 points. This aligns with the comparative costs between Troopers and similar New Recruits in the official kill teams, and also incorporates the difference between the Corsair Reaver having a sword and the Corsair having a knife.

 

I also removed ammunition from each fighter's wargear entry (I'd entered it as part of the template, then forgot to remove it when there was no special ammunition).

 

And I changed the way the balelight's blinding function works (after working on rules for the Swooping Hawk Exarch's sunrifle).

And there were some other typos that I caught and fixed (mostly periods at the end of sentences).
 

This looks very interesting. :thumbsup:


Thanks! It has been a very interesting endeavor, though it has distracted me from actually painting my kill team, especially since these rules inspired two other sets of rules that I'm working on (Black Guardians and Howling Banshees).

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...[or you could use the incorrect "dice" that FW/GW are so fond of]...

I wasn't going to change "1 dice" to "1 die" until you said something, and then I couldn't let it go.

 

I've incorporated all of the changes mentioned above. Anything important (i.e., not the addition of a period or "1 die") is in red text. The images are also larger now, for easier reading.

 

(The originally posted image links no longer work as the file has been updated. See this post for the current version.)

One deviation from above is that I dropped the Corsair Reaver cost to 80 points and replaced the assault blade (sword) with a combat blade (knife). This was after further research back to 1st edition information, and matches other kill teams.

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The costs of the fighters looks about right to me, though the Void Dreamer should probably be playtested a bit.

Going back to the kill team's rules, I agree that you should keep Reckless Abandon if you were to reduce down to just a single rule.

As cool as the "power glove" is, I would drop it from the kill team. You could always just say that any fighter modeled with a "power glove" is carrying some other weapon - maybe it's a psychoactive gauntlet that transforms into a sword at the mental command of its wearer, but normally functions as a glove for manipulation of items/controls. Or maybe it's a specially crafted fusion pistol (a stretch, I know, but the name "Firefist" for an Eldar stands out in my memory). As you pointed out, though, "power gloves" are something that have largely been removed from the Eldar theme, with the exception of the Scorpion's Claw.

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As cool as the "power glove" is, I would drop it from the kill team.

:sad.: Probably the right thing to do.

 

You could always just say that any fighter modeled with a "power glove" is carrying some other weapon - maybe it's a psychoactive gauntlet that transforms into a sword at the mental command of its wearer, but normally functions as a glove for manipulation of items/controls. Or maybe it's a specially crafted fusion pistol (a stretch, I know, but the name "Firefist" for an Eldar stands out in my memory).

Well, that's an interesting idea. :thumbsup:

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I’ve incorporated further changes. First, though, here are the new pages:

 

(The originally posted image links no longer work as the file has been updated. See this post for the current version.)

An itemized listing of the changes:

  • Deletions are in red text that is struck through.
  • Replacement text is in red.
  • New text is in green.
  • Anything that definitely needs to be evaluated is highlighted yellow (anything else would do with further evaluation, but I think that most of that stuff is about right).
  • I’ve replaced the introductory flavor text. I found my copy of 2nd edition Codex Eldar, so I revised the descriptive text for the Eldar Pirates entry (i.e., replaced “Pirates” with “Corsairs” and general “Eldar” with “Aeldari”).
  • I’ve added two images. The first is a great old John Blanche image used to depict Eldar Pirates since 1st/2nd edition. The second is an Aeldari rune for outcasts, as shown in the 3rd edition Codex Eldar. That rune was also used on the Skills table, replacing the other rune that I made up.
  • The spar-glaive turns out to be nothing more than a fancy Aeldari (or perhaps just Eldar Corsair) version of a knife, so I’ve removed the separate rules and replaced all references to knives with spar-glaives.
  • Dancing on the Blade’s Edge is a strong candidate for removal. I’m on the fence about this. Taken together, I think that Reckless Abandon and Dancing on the Blade’s Edge balance with the Craftworld Eldar Battle Focus. The two Eldar Corsair rules are a lot more situational, whereas the Craftworld Eldar rule is pretty much usable every turn. If playtesting shows Reckless Abandon to be more potent than my theoryhammering says it is, especially if it’s to the point where it balances with Battle Focus, then Dancing on the Blade’s Edge will be deleted.
  • The restrictions on new recruits taking spar-glaives and shardcarbines have been removed. There’s no reason that a new recruit shouldn’t be able to take a knife, especially since those are so characterful for Eldar Corsairs (Rogue Trader mentioned them having lots of knives). And leaving that restriction in place for the shardcarbine, and just for the shardcarbine, seemed inappropriate. Besides, the reduced stat line and inability to take advancements is punishment enough for the lowly newbie corsairs.
  • I removed the power glove. :cry:
  • I added in the note that balelights can’t take weapons reloads. In retrospect, this may have been completely unnecessary because the balelight is only available to special operatives who can’t (I think) purchase additional weapons and equipment beyond what is listed in their entry. So I guess I’ll be taking that note out.
  • Troopers and specialists no longer have access to the Stealth skills, replacing those with Ferocity skills. Both of those have appropriate skills, but there are more Ferocity skills that are more appropriate than Stealth skills. Also, this helps to further differentiate the Eldar Corsairs from their more mild craftworld cousins.
  • The Void Dreamer’s Ld has been reduced to 8, putting his stat line more in line with a Warlock. Besides, he has the nifty psychic power that improves his Ld checks.
I think that the list is pretty much where it needs to be, except for those things that are highlighted yellow. I plan on playtesting this list, but the input of others will be of immensely more importance than just my own playtesting. Also, I would like to add an image of an Eldar Corsairs kill team. I’m working on my own, but my skills are mediocre. Having a better picture of well-painted Eldar Corsairs would be great. If you know of any, please let me know.
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Well! I just found out that the second printing/edition of The Doom of Mymeara had some very interesting rules for the Eldar Corsairs. I wasn't even aware of that (I loved the first version without all of the glitzy rules). So I'm going to make a few changes. These changes might take a bit as I'm gleaning the rules from what I can find on the internet (since I can no longer order a copy from Forge World :sad.: ). At the very least, the Ranger special operative will be changed to a Ghostwalker and the Corsair Noble will be changed to a Corsair Baron. I'll figure out what else needs to be changed over the next few days of research (hopefully someone in the know can give a hand).
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I'm ashamed to admit that I completely missed the update to and revision of the Corsairs rules in the second edition of that book. :blush.: This does explain where that "coterie" term and the Reckless Abandon and Dancing on the Blade's Edge rules came from (I'd never seen them before Index Xenos). Now I'm going to have to figure out how to get my hands on a copy. :pirate: In the meantime, I'm going to have to do some digging myself. Hello, Google.

 

From the looks of it, though, most of your stuff is in line with the first edition of The Doom of Mymeara and Index Xenos for 8th edition, so you probably shouldn't need to make much in the way of changes. Hopefully.

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In my sweep of the other Aeldari kill teams, I decided to use the "Aeldari" name for the swords, sabres. The only changes are the Eldar sabre (sword) being re-named an Aeldari sabre, though it retains the normal sword rules to differentiate it from the Aeldari sword use by the Asuryanis. I'm not sure that's the right decision, but I'll go with it for now. Other than that, the only changes were in format as I prepare to consolidate all of my Aeldari kill team rules into a single file.

 

Here are the new pages:

 

(The originally posted image links no longer work as the file has been updated. See this post for the current version.)

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  • 4 weeks later...
I was fortunate enough to find a used copy of the second printing of The Doom of Mymeara on eBay and it arrived in the mail today (SQUEEEEE!), so I'm reviewing it to get a better understanding of the expanded rules for the Eldar Corsairs. I expect to have an update to these rules, if such is necessary, in the next few days.
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After reviewing the second printing of The Doom of Mymeara, I’ve made some (significant?) changes to the kill team rules.

First, here are the updated pages:

tn_gallery_44777_13283_261634.jpg tn_gallery_44777_13283_564790.jpg tn_gallery_44777_13283_433412.jpg tn_gallery_44777_13283_149183.jpg tn_gallery_44777_13283_19116.jpg tn_gallery_44777_13283_22307.jpg


Things that I’ve added/changed are highlighted in green. Anything I’ve removed will be addressed below.

The most noticeable changes I made were to the special operatives:

  • The Corsair Baron’s stat line was adjusted to match TDoM (I was increased to 6 and A was reduced to 2)
  • I gave both the Baron and the Void Weaver each a brace of pistols, though they aren’t named as such. Instead, each simply now says that they have two splinter pistols and two shuriken pistols. Other models can emulate having a brace of pistols by purchasing the appropriate pistols (though a more cost-effective approach would be to purchase a shuriken pistol and a splinter pistol, with an ammunition reload for each).
  • The Corsair Baron’s basic hand-to-hand weapon was adjusted to an Aeldari sabre, though the model has the option to exchange that for a chainsword, a power sword, a void sabre, or a venom blade. This should allow for suitable representation of most players’ Corsair Prince/Corsair Baron miniature while remaining consistent with the options available to the Corsair Baron in TDoM.
  • I ditched Void Mesh Armor. Any SWA mission/campaign that takes place in a void setting should assume that all participants either have appropriate void armor, or should have provisions for somehow acquiring void armor. The Corsair Baron was given heavy mesh armor, instead.
  • The armor/field options for the Corsair Baron were expanded to include ghostplate armor (from the Dark Eldar.
  • The Void Dreamer’s stats were modified to match the line from TDoM (WS increased to 5, BS decreased to 3, W increased to 2, I increased to 6, Ld increased to 10 – the previous stat line was from the first printing or the Warlock).
  • The Void Dreamer was given a witch staff as a fixed weapon. This witchblade is no longer an option. The witch staff generally follows the rules in Index: Xenos 1, though I kept the Soul Blaze rule, patterning it after the Anathemic rule that the Void Sabre has. I’m not sure that keeping it was necessarily the right thing to do, but I tried to keep it low key.
  • The Void Dreamer was given heavy mesh armor instead of rune armor (which is no longer an option).
  • The Void Dreamer was given the option to take a Corsair jet pack. This was largely to accommodate the options from TDoM and the models that players may have converted.
  • The Corsair Ghostwalker lost his shuriken pistol, having it replaced by a spar-glaive.
  • The Corsair Ghostwalker now has the option to take a Corsair jet pack. This matches options from TDoM and allows for the likelihood that players already have appropriate models. (I had thought of these guys as looking more like Rangers, but it turns out they're just Corsairs that might take an Eldar long rifle.)
  • The flavor text for a few of the special operatives was aligned to text from TDoM.

The rest of the rules remain largely intact, though I added a few weapons/wargear, and made a few minor adjustments to others:

  • The venom blade was added. The cost/rules are based on Dark Eldar Wych Cult patterns. The WH40K version was 5 points cheaper than a power sword, so I made the SWA version 10 points cheaper than a power sword (the price might be reduced if playtesting leads to that recommendation).
  • The splinter pistol was added to round out the “brace of pistols.” The rules and cost were straight from the Dark Eldar Wych Cult Kill Team rules, so there’s really nothing to adjust there.
  • The blast pistol was added as an option for the Felarch. Again, rules and cost came straight from the Dark Eldar Wych Cult Kill Team rules.
  • The lore for the void sabre was updated to the second printing of TDoM, though the rules were left alone (might have to change those).
  • Witchblade removed and replaced with the witch staff (already discussed in the Void Dreamer bullets above).
  • Balelight range increased to 8”, lore updated to second printing of TDoM.
  • The Corsair jet pack had the 4+ armor save added, matching the second printing of TDoM (this really only helps the Ghostwalker).
  • And the skills text was adjusted to focus on the Corsairs’ abilities at shooting and agility.
  • And I added a spiffy picture from the Forge World conversion kit that is no longer available. It works for a Corsair Baron equipped with an Aeldari sabre, power sword, or void sabre and with the Corsair jet pack option, though I didn’t give it any caption. My real goal is to get some images of spiffy hobbyist Eldar Corsair miniatures; or, if I can’t find any for which I can get permission, I’ll use images of my own.

Interestingly enough, I still couldn’t find any rules for a spar-glaive. Since the Index: Xenos rules basically match a close combat weapon, and since the Rogue Trader era lore mentioned the corsairs’ (then called pirates) love of knives, I left them as knives.

I also noticed that the second printing of TDoM allowed Corsair Reavers to use splinter rifles, but I figured that the Index: Xenos replacement of them with shardcarbines was deliberate (and carbines are much more practical in boarding actions, anyways). So I retained the shardcarbines.

There was some minor rearrangement of the weapons and equipment from a format perspective.

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I was fortunate enough to find a used copy of the second printing of The Doom of Mymeara on eBay and it arrived in the mail today (SQUEEEEE!)...

Lucky you! My wife ixnayed my request to trawl through ebay, so I'm left waiting for a (hopefully) subsequent release of the rules (and in the meantime, whatever I can glean from the Internet).

 

I don't see most of the changes, specifically the additional weapons/equipment, as being problematic.

 

On the witch staff, I suggest following whatever is in the new Codex: Craftworlds (for the Spiritseer, I believe).

 

The changes in stat lines for the special operatives shouldn't be too problematic.

 

The adjustments to the Corsair Baron's kit aren't bad. You're basically left with a stripped down version, but with the options to level it up to a watered down version of the Autarch (which is pretty much what you had before). As you said, this should allow many players that already have Corsair Prince conversions to use those models (as long as they're not on bikes).

 

The addition of the option to take Corsair jet packs for the Void Dreamer and the Ghostwalker are the really "big" changes that I see. Unlike most other special operatives, the Ghostwalker doesn't have a nifty statline or loads of special rules, so I guess giving him the jet pack shouldn't be a huge problem, basically making him "special." The Void Dreamer might be another story, but playtesting will have to be the determinant (I can only theoryhammer right now).

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  • 2 weeks later...
  • 2 months later...
  • 5 months later...

The final (for now) version of the rules are available for download. I cheesed out on the painted minis and instead included painter style images showing color schemes for various coteries (including my own DIY, you'll have to excuse me for my indulgence :wink: ).

 

You can download the file here.

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