Jump to content

Welcome to The Bolter and Chainsword
Register now to gain access to all of our features. Once registered and logged in, you will be able to create topics, post replies to existing threads, give reputation to your fellow members, get your own private messenger, post status updates, manage your profile and so much more. If you already have an account, login here - otherwise create an account for free today!
Photo

Anhrathe (Eldar Corsairs) in Kill Team

Anhrathe Eldar Corsairs Aeldari Corsairs Kill Team game homegrown rules

  • Please log in to reply
32 replies to this topic

#26
Brother Tyler

Brother Tyler

    ++ FIDELIS MILITUS ++

  • +++ADMINISTRATUM+++
  • 20,236 posts
  • Location:The Temple of Oaths
  • Faction: VIIth Legion
I don't think that either the additional gunner/heavy weapon or improved armour options will hurt (in terms of balance), but I don't think that they're necessary.

The thing that really sets the Corsairs apart (from the Asuryani and Drukhari) to me is their flexibility. They can take more heavy/special weapons than their Asuryani/Drukhari counterparts. They have lower Ld, but that is offset somewhat by their special rules. They look and play like a ragtag mob of Outcasts, rather than the disciplined Asuryani and the specialist (with the Wyches) Drukhari.

It might not hurt to playtest either/both options, but my gut reaction is that neither offers any significant distinctiveness that is absolutely necessary.

gallery_26_548_13550.pnggallery_26_6416_0.gifgallery_26_548_4494.pnggallery_26_6416_0.gifgallery_26_14910_14794.png


#27
Ioldanach

Ioldanach

    +FRATER DOMUS+

  • + FRATER DOMUS +
  • 335 posts
  • Location:Lost in shadow on the Path of the Outcast
Version 8:
 

tn_gallery_44777_13283_125963.jpg tn_gallery_44777_13283_8836.jpg tn_gallery_44777_13283_310114.jpg tn_gallery_44777_13283_3172.jpg tn_gallery_44777_13283_145701.jpg


tn_gallery_44777_13283_40181.jpg tn_gallery_44777_13283_339335.jpg tn_gallery_44777_13283_53307.jpg tn_gallery_44777_13283_68041.jpg

(click on the images for full size versions)

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.

gallery_44777_13283_2065.pnggallery_44777_13283_35.gifgallery_44777_13283_2068.gifgallery_44777_13283_35.gifgallery_26_4045_4370.pnggallery_44777_13283_35.gifgallery_26_4045_6435.png
Anhrathe: KT faction rules | KT Command Roster (using Asuryani rules) | SWA/KT Miniatures WIP | SWA Kill Team Rules
Asuryani: (Homegrown SWA Kill Team Rules) Black Guardians | Dire Avengers | Howling Banshees | Striking Scorpions
Drukhari: (Homegrown SWA Kill Team Rules) Kabalite Trueborn
Ynnari: (Homegrown SWA Kill Team Rules) Ynnari
Inquisition: (Homegrown SWA Kill Team Rules) Ordos

#28
Brother Tyler

Brother Tyler

    ++ FIDELIS MILITUS ++

  • +++ADMINISTRATUM+++
  • 20,236 posts
  • Location:The Temple of Oaths
  • Faction: VIIth Legion
I think that increasing the cost of the Voidstorm Corsairs was probably a smart move. It made giving the Corsair Reavers heavy mesh armour viable (otherwise, you might as well have just taken a basic Voidstorm Corsair for the same price).

I'm neutral on the subject of keeping/getting rid of the (new) armour options. As you described, there are plenty of Asuryani and Drukhari units that have similar armour levels, so the option doesn't break the theme. I'll have to see it in playtesting.

I think that the witch staff was a no-brainer for the Void Dreamer (and can't believe that I missed that before). I don't see any problems with the cost reductions for the Void Dreamer's void sabre and Corsair Jet Pack.

gallery_26_548_13550.pnggallery_26_6416_0.gifgallery_26_548_4494.pnggallery_26_6416_0.gifgallery_26_14910_14794.png


#29
Brother Tyler

Brother Tyler

    ++ FIDELIS MILITUS ++

  • +++ADMINISTRATUM+++
  • 20,236 posts
  • Location:The Temple of Oaths
  • Faction: VIIth Legion
I was playing around with building command rosters for comparisons and I think the flamer and fusion gun may be too expensive. If your intent is for a Corsair to cost the same as a Guardian, those two weapons need to be reduced in cost by 1 point each (to 3 points).

gallery_26_548_13550.pnggallery_26_6416_0.gifgallery_26_548_4494.pnggallery_26_6416_0.gifgallery_26_14910_14794.png


#30
Ioldanach

Ioldanach

    +FRATER DOMUS+

  • + FRATER DOMUS +
  • 335 posts
  • Location:Lost in shadow on the Path of the Outcast

Ah, good catch. I've fixed it in the draft for the next version. Thanks.


gallery_44777_13283_2065.pnggallery_44777_13283_35.gifgallery_44777_13283_2068.gifgallery_44777_13283_35.gifgallery_26_4045_4370.pnggallery_44777_13283_35.gifgallery_26_4045_6435.png
Anhrathe: KT faction rules | KT Command Roster (using Asuryani rules) | SWA/KT Miniatures WIP | SWA Kill Team Rules
Asuryani: (Homegrown SWA Kill Team Rules) Black Guardians | Dire Avengers | Howling Banshees | Striking Scorpions
Drukhari: (Homegrown SWA Kill Team Rules) Kabalite Trueborn
Ynnari: (Homegrown SWA Kill Team Rules) Ynnari
Inquisition: (Homegrown SWA Kill Team Rules) Ordos

#31
Brother Tyler

Brother Tyler

    ++ FIDELIS MILITUS ++

  • +++ADMINISTRATUM+++
  • 20,236 posts
  • Location:The Temple of Oaths
  • Faction: VIIth Legion

You missed a key portion of the brace of pistols rule. There is an asterisk in the Strength column, which usually means that there's something special in the Abilities column for how the weapon wounds. That's missing.


gallery_26_548_13550.pnggallery_26_6416_0.gifgallery_26_548_4494.pnggallery_26_6416_0.gifgallery_26_14910_14794.png


#32
Ioldanach

Ioldanach

    +FRATER DOMUS+

  • + FRATER DOMUS +
  • 335 posts
  • Location:Lost in shadow on the Path of the Outcast

You missed a key portion of the brace of pistols rule. There is an asterisk in the Strength column, which usually means that there's something special in the Abilities column for how the weapon wounds. That's missing.

I was hoping to get here and post a correction before someone else caught that. blush.png
 
Yes, the correction abilities for the brace of pistols should be:

When firing this weapon, roll once to determine how many shots this model will fire in a given phase; this weapon always wounds on a 4+. Each time you make a Wound roll of a 6, that wound is resolved with an AP of -1.

That's not sufficient for a new version.

In basic playtesting, the Anhrathe match up fairly evenly against the Asuryani and Drukhari. My focus was on "like" lists. Aside from that omission in the brace of pistols rules, is there anything else missing? Has anyone found any issues in playtesting that need to be fixed?

I'm leaning heavily towards calling these rules done and posting them for download, barring any other discussion.

gallery_44777_13283_2065.pnggallery_44777_13283_35.gifgallery_44777_13283_2068.gifgallery_44777_13283_35.gifgallery_26_4045_4370.pnggallery_44777_13283_35.gifgallery_26_4045_6435.png
Anhrathe: KT faction rules | KT Command Roster (using Asuryani rules) | SWA/KT Miniatures WIP | SWA Kill Team Rules
Asuryani: (Homegrown SWA Kill Team Rules) Black Guardians | Dire Avengers | Howling Banshees | Striking Scorpions
Drukhari: (Homegrown SWA Kill Team Rules) Kabalite Trueborn
Ynnari: (Homegrown SWA Kill Team Rules) Ynnari
Inquisition: (Homegrown SWA Kill Team Rules) Ordos

#33
Ioldanach

Ioldanach

    +FRATER DOMUS+

  • + FRATER DOMUS +
  • 335 posts
  • Location:Lost in shadow on the Path of the Outcast

I made the correction identified above.

 

After playtesting, I can't find anything that stands out as needing to be changed, so I've finalized the rules and made them available for download. If anyone finds anything that they think needs to be changed, hopefully they'll post their ideas here for discussion and, if agreed, subsequent changes.

 

You can find the file for download here (it's a .pdf).


gallery_44777_13283_2065.pnggallery_44777_13283_35.gifgallery_44777_13283_2068.gifgallery_44777_13283_35.gifgallery_26_4045_4370.pnggallery_44777_13283_35.gifgallery_26_4045_6435.png
Anhrathe: KT faction rules | KT Command Roster (using Asuryani rules) | SWA/KT Miniatures WIP | SWA Kill Team Rules
Asuryani: (Homegrown SWA Kill Team Rules) Black Guardians | Dire Avengers | Howling Banshees | Striking Scorpions
Drukhari: (Homegrown SWA Kill Team Rules) Kabalite Trueborn
Ynnari: (Homegrown SWA Kill Team Rules) Ynnari
Inquisition: (Homegrown SWA Kill Team Rules) Ordos





Also tagged with one or more of these keywords: Anhrathe, Eldar Corsairs, Aeldari Corsairs, Kill Team game, homegrown rules

1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users