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 revised. See this post 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 Mymeara. 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 ).
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 is a watered down version of the corsair prince. The void dreamer is 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 ).
Again, any feedback is appreciated.
Edited by Ioldanach, 19 September 2019 - 07:22 PM.