Just to get you to the good stuff first, here are images of the current version of the rules:
(The images originally posted no longer work as the rules have been revised. You can see the current version here.)
Like the Eldar Corsairs, the Ynnari are a mish-mash of Craftworld Eldar and Dark Eldar, so there are going to be a few bits of similarity in execution. I see two ways of playing Ynnari, though, and both require the development of a special faction-based rule. This rule is the Strength from Death rule (modified from Index: Xenos 1 as necessary for the Shadow War: Armageddon game). Both alternatives will use this same rule.
The first alternative would be to use any of the other Aeldari kill teams, except the Harlequins, and simply replace their special rule with the Ynnari special rule. So a Dark Eldar Wych Cult kill team that has joined the Ynnari would replace its Combat Drugs special rule with the Ynnari special rule. Everything else about the kill team would remain the same (fighter options, armory, skills, and special operatives).
The second alternative would be a true Ynnari kill team with its own fighter choices, skills, etc. That’s the one that would resemble the Eldar Corsairs slightly. That’s also the more difficult kill team because there are some hard choices that have to be made. For now, I’ve made some very questionable choices that I’d like feedback on.
The first questionable choice is the leader. This is where it gets questionable. I’ve used the “Soulbound” as the leader choice, but this is representative. In the Gathering Storm books, the Soulbound is a detachment of the most elite warriors (other than the Harlequins) that serve Ynnead and Yvraine. This detachment is composed of Dire Avengers, wyches, and incubi. So I’ve made the leader option the lowest common denominator, but require the player to choose one of the three paths, with both the Dire Avenger and incubus having a cost to upgrade. The tradeoff (I think) is that leader option doesn’t have quite the freedom that they have in the other kill teams. It’s not much of a tradeoff, though.
There were two alternatives I considered for the leader. My first inclination was to make the leader a spiritseer, but I felt that it made the Ynnari look too much like the Black Guardians (who are led by a warlock). Also, from a lore perspective, I don’t know that spiritseers would be the default leaders of such kill teams. The second alternative was a generic hero type of character, like a generic exarch level that might be equipped with Aeldari equipment from all three factions (Asuryani, Drukhari, Anhrathe). The two problems I saw with this is that there isn’t a good precedent in terms of standard WH40K units, and the list would then look too much like the Eldar Corsairs and Kabalite Trueborn kill teams that I’ve already developed. I’m not firmly opposed to this idea if it can be made to work, but I definitely want to ensure that this kill team is distinct from the others.
The trooper, recruit, and specialist choices are much like the Eldar Corsairs, so they can be a combination of corsair reavers, guardians, or kabalites (though the trooper version isn’t as good as the Black Guardians or Kabalite Trueborn kill teams). There’s a lot of flexibility in being able to equip them across this range, but the slightly lower scores should balance them a bit.
The skills were determined by finding the basic skills common to the various lists (focusing on Black Guardians, Kabalite Trueborn, and Eldar Corsairs), then filling in the rest in order to (hopefully) mesh with the lore while distinguishing this list from the other Aeldari kill teams.
Hopefully the Strength from Death translation works. My chief concern is clarity. There are interesting potentials in this special rule in terms of game play, giving this faction a distinctive representation of speed and mobility compared to its counterparts.
Since I opted to not use the spiritseer as the kill team’s leader, I felt it appropriate to make him one of the special operative choices (which echoes the void dreamers in the Eldar Corsairs list). I wanted to distinguish the spiritseer from both the void dreamer and warlock, doing this by focusing on the revenant psyker powers (in The Gathering Storm – Fracture of Biel-Tan). Also, since the Dire Avengers Kill Team* that I’ll be presenting will lose the wraithblade/wraithguard special operatives, I felt those were appropriate for the Ynnari, giving them a hand-to-hand special operative (wraithblade), a shooting special operative (wraithguard), and a generalist special operative (spiritseer). The spiritseer and wraithdoohickies just seem very appropriate for the Ynnari.
Since the ranks of the Ynnari are composed of Aeldari from all factions, though, it occurred to me that players might want to represent the other types of kill teams that we might see from the Ynnari. To that end, you can take any of the other Aeldari kill teams (minus Harlequins, who still worship Cegorach), and have them represent Ynnari by removing their standard special rule and replacing it with Strength from Death. Everything else about the other kill team’s rules would remain the same (skills, special operatives, etc.) – all you would change would be the special rule. A Kabalite Trueborn kill team with Strength from Death is going to play slightly differently on the tabletop compared to the standard Kabalite Trueborn kill team with Power from Pain.
I left a few things highlighted since these need to be validated (everything else came from other kill team rules, so, barring cut and paste errors and fat fingers, should be okay).
Overall, this is just the first stab at the Ynnari for Shadow War: Armageddon. I’d love to get some feedback to help me improve this. Thanks in advance.
* When I said that this Ynnari kill team list was my “final kill team” I suppose I sort of lied. Two other kill teams that I haven’t presented are Dire Avengers and Wych Cult kill teams. In truth, though, these are just minor modifications of the official Craftworld and Dark Eldar Wych Cult kill teams. The only real changes I’m making to them is in the area of their special operatives. I don’t think that the wraith~ constructs are appropriate for the Dire Avengers/craftworlds as special operatives because of the disconnect that they have with reality, needing spiritseers to keep them in line (those that align with the Ynnari are a bit different in this, I think). Similarly, I think that the Wych Cult kill teams should have wyches as the special operatives, so the scourges are being replaced with hellions (I’ve appropriated the scourges for the Kabalite Trueborn, who use the mercenary type units as their special operatives). And with Brother Tyler's evil suggestion below, it might actually be three as I explore whether or not the incubi can be developed into a balanced kill team.
Edited to remove original images and replace with link to updated version of rules below.
Edited by Ioldanach, 07 December 2018 - 11:53 PM.