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  1. JOURNAL OF ELIAS RENN (Recovered fragment. Original medium: bound paper journal, water- and ash-damaged.) Entry I: I write this as I walk. The road south cuts through the hills like a scar. I have followed it since dawn, though I no longer remember leaving the last town. Only the smoke remains clear in my mind—black and greasy, climbing into the sky like a signal flare for something vast and patient. They came without warning. No herald, no parley. The bells rang once before falling silent. Green armor moved through the square: huge, methodical shapes untouched by panic. Bolters did not roar; they punctuated. Each shot felt like the end of a sentence. I was spared only because I was already gone. That is my purpose, after all. Messenger. Runner. Fool who believes words can outrun fire. Entry II: The people of Varn’s Crossing listened. They nodded. They mad the sign of the Aquila when I spoke of Space Marines. But I saw the doubt in their eyes. Everyone knows His Angels do not descend for nothing. Everyone knows if they burn a place, it must have deserved it. I slept in the stable. I dreamed of armored boots grinding grain to dust. Tomorrow I try again. Entry III: They are burning in a line. That is what terrifies me most. It is not random. It is not wrath. Towns fall one by one, each nearer than the last, as though already marked. As though plotted on a map I cannot see. Today I heard of a village to the east—no survivors, no bodies whole enough to bury. Only ash and the sharp chemical sting that clawed at the eyes. I am beginning to wonder whether I am fleeing them… or leading them. Entry IV: I have started counting days since I left home. My wife’s face comes to me at night, stern and tired, as if she knows something I do not. My daughter laughs in my dreams, holding up her hands, asking if I have brought her something. Emperor forgive me. I did. Entry V: The thought arrived uninvited and now refuses to leave. What do I carry that others do not? No relics. No forbidden texts. No augmetics. I am no heretic. I pray. I tithe. I obey. Yet I remember the pilgrimage. The long road. The nameless guide. The hidden path. The quiet grove, untouched, impossibly green, impossibly old. An Aeldari world, though I did not know the word then. Only that it felt ancient. The vial was small. Clear glass. Clear liquid. Harmless, I thought. A gift. Entry VI: I went home. I do not know why I believed I could outrun them and still return. Perhaps I thought love would make me invisible. She was asleep when I entered. Curled on her side, breath slow, one hand open on the blanket. The vial sat on the table near the bed. She had placed it there carefully, upright, like a votive. I had not told her what it was. I had called it a blessing. I understood then. Not all at once. Enough. I lifted it and felt the cold through the glass. The liquid shifted, slow and deliberate, as if aware of being moved. My fingers shook. I waited for the sound of glass on wood, for her to stir. She did not. I stood there longer than was safe, listening to them breathe. I tried to memorize the sound. I failed. In the washroom I hesitated. Stupidly. As if hesitation mattered. I thought of the culvert, the fields, the river beyond town. All the places where water is allowed to disappear. Then I looked back at the bed. I chose. I poured it down the drain. It did not splash. It slid away, smooth and obedient, leaving the sink clean. The pipes did not protest. There was no smell, except something faint and familiar. Rain. I ran water after it. More than necessary. I told myself it was gone. I told myself this was what saving them looked like. I left before dawn and took a room at the inn where I could see the road and still see the house. I told myself distance was protection. I told myself I was clever. Entry VII: I took a room at the inn facing the road. From the window I could see my house. The roofline. The place where the gutter sagged. The bedroom window where the light caught in the morning and woke them before I did. I stood in plain sight. I wanted them to see me. I thought that mattered. I believed I had outsmarted them. They came midmorning. Not charging. Not hunting. A procession. White and green moving with the patience of men who know there is nowhere left to go. I waited for the moment when one of them would look up and raise a weapon. The one in white stopped instead. He carried a hand-scanner. He raised it and let it hum, slow and thoughtful, as if tasting the air. His helm turned toward the inn. Toward me. For a moment I was certain this was it. Then he lowered the device. He pointed. Not at me. At my house. The scanner moved again. He gestured to the next structure. Then the next. Calm. Precise. I could not hear the words, but I did not need them. The drain. The pipes. The way the liquid slid away so easily. I understood then what I had done. Not escaped. Not hidden. I had spread it. I had carried it into the walls. Into the water. Into everything they would test and mark and cleanse. The white one did not look back. Four Marines stepped forward. Flamers were raised with practiced indifference. No hesitation. No announcement. Fire does not need permission. I remained at the window. No one escapes the pyre. (No further journal entries.) EXTRACT: ADEPTUS ADMINISTRATUM SUB-SECTOR CLEANSING RECORD REF: GT-CX/XENOS-19-THREE CLEARANCE: MAGENTA DISTRIBUTION: RESTRICTED Subject: Civilian Settlement Contamination Event Location: Designate Three of Nineteen, Minoris Surface Habitation Tithe: Adeptus Non Responsible Authority: Green Templars Crusade Detachment, Blade Authority Confirmed Summary: On [REDACTED], auspex confirmation detected non-Imperial particulate contamination within a surface settlement designate Three of Nineteen. Contaminant exhibited self-propagating properties consistent with xenos-derived catalytic agents. Vector determined to be civilian transport from quarantined orbital structure. Assessment: Contamination classified as Class Absolutum. Spread confirmed via domestic water systems and substructure piping. Probability of civilian survival without full sterilization assessed at 0.0003%. Action Taken: In accordance with Crusade Purity Statutes and Codex Exactorum, Section XII, Sub-Clause Pyre, the following measures were enacted: • Full incineration of all affected hab structures • Termination of all civilian biological presence • Secondary purification burn to ensure null residuals • No recovery of remains deemed necessary Notable Observations: One civilian male observed at off-site lodging during initiation of cleansing protocols. Apothecarion scan registered no significant contamination at subject’s location at time of assessment. Subject classified as non-priority. No deviation from operational objectives recorded. Casualties: • Carriers: Total • Adeptus Astartes: None • Material Loss: Negligible Conclusion: Cleansing successful. Contamination eradicated. No relics, substances, or anomalous materials recovered of note. Final Disposition: Incident closed. Further inquiry unwarranted. The Emperor Protects.
  2. Hi all, Unfortunately, due to injury, my painting and writing skills are somewhat limited at the moment! So, thought I'd share some models I painted up some 3 or 4 years ago. My painting skills have improved, since, but constructive criticism is most welcome. :)
  3. I've been a bit lax in keeping up with updates lately , so this one will be a bit of a catch-up. Recently finished are my two squads of striking scorpions from the Kill Team: Salvation box set: I have also made a fair bit of progress on the other half of the box set, the scouts, along with a gladiator lancer, my kit-bashed Phobos Librarian and a 3d printed Eradicator with multi-melta as this was not an option for the easy build squad I have. I have got most of the base colours down as well as the decals on, which have been sealed with some matt varnish. The Maxx Matt varnish from green stuff world is great through an airbrush, making the decals nice and flat. Next up, I liked the idea of doing a custom Tau Stealth Kill Team, so I purchased the STLs for the Ghost Shrimp models from Pipermakes which have a cool cloaking effect on some of the parts. I used translucent resin to try and give the cloaking effect a partially see trough appearance. I did a couple of tests on spare parts, with the idea being to use liquid mask to mask off these areas of the model and then just use a blue contrast paint into the bare resin with white edge highlight to achieve the effect I want on these areas. I'm quite happy with the test results, hopefully this will look good on the finished models. I also added a couple of spare plastic bits to one of the model to differentiate the leader from the rest of the squad. Alongside these I also have the contents of the Kroot hunting pack box set and a Terminator captain, assembled and primed, ready for painting joining the rest of my painting backlog . That's all for now, hopefully have another update shortly.
  4. CRUSADE INTRODUCTION & GAME 1 Mêlée à Two-V-Two Aaaah, it's been too long! Truly, Crusade is the only way to play modern 40K. 10th may not be perfect - far from it - but for largely casual, theme-focused Crusade games? It's a lot of fun. After ending my last Crusade early - you can find how that all ended over on my WIP Thread Post Here - we all took a break to paint something other than Space Marines and Tyranids (and, in one case, to have a child!) before finally getting our act together in January this year to start something fresh. The line up this time is a little more diverse, which is always a good thing. Man cannot live on Marine-Nid matches alone, after all. Here's what everyone is bringing to the party - which may change, we have a few armies that are being tried out, and may be swapped for other options as the Crusade rolls on. - @Agnostic Doggo - The Treachery of Twilight, a Death Guard warband, currently infantry with some vehicle support. - Andrew - Balhaut 23rd Armoured Recon, Imperial Guard with plenty of vehicles. - Heath - The Blood Masons, World Eaters Warband, who may transform into Emperor's Children once those kits get downunder. - James - Craftworld Ulthwé, Infantry with bikes and more to come. - Kieran - WAAAAAAGH Grot-Snicker, a veritable horde of Grot Tanks. - Your Humble Blogsmith - The Ky'Vash Recon Cadre - Disorganised T'au stuff in camo. We're running Pariah Nexus, though I don't believe any of us are that interested in Blackstone, just after a different set of missions to flail at! We're also starting with more evenly painted forces, too! That extra time between Crusades has paid dividends, and we have a minimum of bare plastic, which I just LOVE to see. GAME 1 - TAU & ELDAR VS IMPERIAL GUARD The Engines of Balhaut. The Guns of Ky'Vash. Game one was lightly derailed by a positive COVID test, so we did a mix of 1v1 and 2v1 games, 500+500 against 1,000. Andrew's Guard was most ready to play at that size, so we started with James and I having a team-up. We won, too, with some casualties. My Hammerhead put in some real work, the first casualty of the game - if not for the Crusade as a whole, because by the time we started playing the 1v1 was in full swing - was the unfortunate Chimera it obliterated. It then proceeded to put holes in tanks, and be weirdly hard to hit until finally exploding on turn 4, having sat on top of a building soaked up the attention of both of Andrew's tanks. Poor bugger wasn't lucky with those hit rolls. It was other wise pretty standard. Rough Bikers taking down my Ghostkeel, James' Windriders taking out the other wing, and all our infantry scuffling over the middle objective. My Firewarriors didn't move all game, they just sat on the home objective and blasted away. Love that Fireblade, though he put in WAY more work in game 2. What really matters is that I got to shoot my railgun. Felt good. Balhaut 23rd Armoured Recon - 1,000 points. Craftworld Ulthwé - 500 points.
  5. YTHIRIL WILD HUNTER HOST SILVER SPEARS & FIRE PRISM Three Spears of The Wild Hunt. Iyanneth's mount snarled in her mind, and bucked beneath her with every searing blast she let off with her laser lance. The bike wanted those kills for itself, or better yet to feel the hot wash of Mon-keigh blood against its hull. She soothed it - for a moment - with a gentle push through their psychic link, calming the blood crazed jetbike's proto-soul long enough to allow her next blast to strike through, and tear the leg from the crude, but dangerous walker, which crumpled to the ground as she and her hunt-mates fired past. A bad sign. That her mouth - Athrin - was so lost to The Path, what did that say of her? Too long, perhaps, among the wild and deadly Spears. It was long past the time where a more careful warrior would have stepped from The Path, and engaged oneself elsewhere, but where? What could she do but war, and what war could ever match the joy of swift death, and the searing burn of her lance? To ride the wind among the simple warriors, once-joyous seemed to flat now, so bloodless. Perhaps it would be good to give in, to be an Exarch. To give in as Athrin had, her loyal steed of wraithbone and speed, so fine beneath a gleaming, silver skin. Perhaps it would be good. Iyanneth, Shining Spear Exarch. Two updates today, only one of which I'm terribly happy with. The Shining Spears were a massive pain to assemble, even compared to the other jetbikes, as the wrist-connection made them very awkward to assemble after painting. Those open hands are much more forgiving. Also, I swear these bikes are slightly wider at the ankles. If I end up doing more Shining Spears I'll probably just assemble them on the bike and be done with it. I'll also try a different scheme, because all the silver isn't really working for me. I miss the gradient hull, and while the Exarch's spear tip looks good in red, there isn't enough outside of the green and silver going on. I'll experiment a bit, see what works next time. Illum Zar - Fire Prism. Killing light, a scouring beam that leaps from the crystal tip, and tears apart the dull and lifeless bodies of lesser warmachines. No more fearsome a weapon can be found amongst the Wild Hunt, for no greater weapon can be brought to battle at the speed the Hunt demands, but it is mighty enough. A bonded pair of pilots work in perfect unison as gunner and conveyer, bringing the heat to bear against foes of Ythiril, a weapon of such intricate perfection that any comparison to Imperial Las weaponry is laughable. True, of course, for they ultimately work on similar principals, but it is the difference between an animal swinging a held rock, and a master swordsman swinging a carbon-steel blade. Swift, scouring death. This, on the other hand, I've very happy with. The colour mix feels right, and I'm quite proud of how the cockpits came out. The freehanding isn't my best work, but it's suitable. The crystal may need to be brightened a little, it looks a little too red, but other than that this came together well. Still a pain to assemble, of course. For one thing, the bloody stand doesn't work. The balance is way off, so I can't just plug it in, it seems to require gluing, which I'm not really willing to do here. Needs to be transported somehow, and I know how much flying stands crave death. I'll probably make some other arrangement, possible via magnets. Beyond that, it was also not a perfectly fitted kit. I had to really force the halves together, and didn't quite manage, as you can see with the read of the main chassis. Not quite aligned with the rearmost fins. Oh well. I need to get a mounted hero for the army, and it'll be good for 500 point games. Probably just a Warlock on Jetbike. We'll see. I'm going to hold off on getting a bike Autarch till I know what the new version of that model - when it comes - will have access to.
  6. YTHIRIL WILD HUNTER HOST SHROUD RUNNERS Those who roam beyond the Cold Iron Stars. Precise and true. Bound as it is to a slow, languid procession around the spior- ad a' bhàis - The Doom Spiral - Craftworld Ythiril must send its children out far afield to watch for threats to the long watch. More integrated into the Craftworld than most who walk the Path of the Outcast these rangers often choose to go to war in the style of Ythiril, joining the Wild Hunts on seeds fit for their purpose as harassers, scouts, and sharp-shooters. Rider pairs are often lovers, siblings, or bond-mates, all the better to act as one. - At 80 points a unit I'm going to be working on this little force for a while. Still, it's a fun scheme, nice and methodical, and I think it's coming together nicely with the very grounded, earthy tones and pops of warm spot colours. Need to work on my gems, though. They're a bit naff. These kits were a nightmare to put together. I do everything in assemblies, which meant assembly riders and bikes separately. Easy enough to get away with that on the Windriders, but the cloaks on these elves made it... Less fun. Ah well. Not like I'm likely to do a second squad on these. They're nice to have, but not really the focus. I have a box of Shining Spears ready to go next, and a possible Fire Prism in my immediate future. I was tempted to go with JUST bikes, but no, I think adding in a tank or two works. Eldar tanks are all so zippy anyway, they fit. Just need to decide if I want to grab a Hornet or two... Decisions, decisions.
  7. YTHIRIL WILD HUNTER HOST WINDRIDER Riding out in close formation. I've finished the first squad, and had a delightful time. I really liked this kit, even if I ran into some... Problems with my magnetisation. The weapon hole is an awkward size for the magnets I have left over from basing all my Tau, and even more awkwardly my drill bit doesn't fit my hand drill, so I had to do it manually. As such, the guns aren't quite level, with one of them unfortunately droopy. Oh well. Ultimately, I shouldn't have bothered. I've checked the rules and in 10th there's little reason not to take the Shuriken Cannon, especially because it's also the best looking option. I suppose I'll be good to go if they bring points back in 11th. The gradient is pretty close, though looking now I think I used a slightly different paint mix for the test rider. I'm not likely to do more of these until next year, but when I do I'm planning to grab some Shroud Runners. I plan to take one of every bike unit - well, every modern-ish bike unit, I think I'll wait on that Autarch - including the Harlequins, who I'm currently trying to source some alternate heads for. I like the idea of having them be more wild hunt themed, get some deerskull masks in there, some antlers. We'll see what I can dig up.
  8. YTHIRIL WILD HUNTER HOST WINDRIDER Windrider Jetbike with Shuriken Cannon. The core of the Wild Hunt, warrior-bond teams of Windriders scour the battlefield of the enemies of Ythiril, and its charge to guard the Cold Iron Stars. The Craftworld, militaristic and dedicated, blurs the lines between citizen soldiers and the Holy Aspects, especially amongst the main body of the Host, mounted on Jetbikes that will, in time, be coaxed into becoming steeds for their riders through many paths. Note clan-marks on shoulder and wing. - Good lord, it's been a minute! I've actually painted a whole lot of things since my last update back in September, mostly T'au and additional marines for my little Badab project, but haven't really had the drive to photograph and write up blog posts. As good as the Call to Arms was, it did drain my posting energies. I've got like 700 points worth of models that only exist on the site over in the CtA. I'll have to do something about that. Meanwhile, here's an early attempt at my plan for 2025! I'm still on a xenos kick, and will be building an all jetbike (plus some grav tanks) Eldar force! That's the plan, anyway. Craftworld Ythiril is, at this stage, a minor craftworld running a lazy orbit around the ancient and mysterious 'Cold Iron Stars', some standard Weird Space Cuss for the sector I set my armies in. It's been a good year for painting green, for me, after 2023 was all about red. God help us all when I enter by blue period...
  9. 16 Guardians done for my pirate force. I might touch up some spots, but no hurry.
  10. Got these models primed this morning. My favorite is the web jumper model so I'll probably paint him last. I'm wrapping up some guardians. These will be next in line. Thanks for looking.
  11. ... Or almost one year later, what is the status of my "legalizing" effort to adapt my armies to 10th? This used to be one of my first entries in this blog and I feel like it is worth setting a kind of progress report. Remember, last year, after launch of 10th, the state of my armies was more or less: - AdMech (New Year / New Army 2023) - to be redesigned. - Eldars - requiring a big refresh. - Death Watch, - claiming for love for the Veterans One year (or almost) later, what is the state of the revamp? Let´s start with AdMech - the easy part in fact. At the time I barely aligned 1 and a half patrol box. So "legalizing" was not really the most appropriate term, as, indeed, I could not even pretend that I was able fielding anything playable at the time. Now, the Army has grown in a rather, let´s admit it, significant manner. It is in its maturity time where adjunctions are more intents to diversify the tactical options than required investments. It is still a challenge to face these points drops (see balnce dataslates) every quarter, but in the end I can get a good and stable core at 2000 pts with nice posibilities for variations around. And more to come. Then the Aeldari. They haven´t had any love since 3rd Ed so, anyway, 10th did not bear any guilt into their derelict status... But , hey!, it is easier to borne the responsability on rules reedition, nope? Call to Arm 2023 put me on the way of "redemption" and I managed painting almost everything I had. Then I Ebayed some stuff to get legal Guardian squads and jetbike unit a full strenght. I added everything that was needed so far 2 Serpent platforms and 1 HW platform, plus the 2 bikes that were missing to reach 9 riders. Great, nope? Well, nope. Ebay being Ebay (or rather Bouargh being Bouargh (aka a compulsive buyer)) I bought more stuff. Another HW platform, just in case, as I still have enough legs and torsos for 1 or 2 additional guardians squads, another extra bike (converted into an Autarch), 2 warlocks, a D-cannon and an old ooP Spirit warrior, for a proxy wraithlord. Plus plastic kits for Rangers on foot and on bikes and more guardians. I don´t really know why for the latter. Most has gone to a rejuvenated Pile of Shame and will be involved, hopefully, in the resuming CtA 2024. Finally DW. I did not do anything there. The 2 boxes I would require to redesign the Vets squads are still at GW warehouses. For a good time, at least untill getting a new version of the 2024 Roadmap and entering in sheer FOMO panic... But "finally" was not a real final: I indeed forgot to include, last year, my armoured fist company of Astra Militarum (SW auxilliaries). Legalization was quite small here as it consisted into adding the 2 regimental advisors missing on the rooster (fly guy and blind guy). Ebayed too. It makes me think that I´ll need a command squad may be, and building this HW squad sitting at the bottom of my Pile of Shame ever since before COVID too... I was planning last year a very limited amount of investment, excluding AdMech. I went out of control. Litterally. Eldars saw an increase of some 800 pts, considering what I disclosed here, more stuff and even more if putting into the equation DE stuff affiliated to Ynnari that joined the frey. Astra Militarum also have a potential of 200 pts and something waiting to be converted from GSC sprues I grabbed by "accident" + recycling some of these AdMech bitz accumulated. I largely recomposed my Pile of Shame while on Feb 24 it was reduced to 6 wolves, two kitbashed Rhino and Land raider and 3 ooP Rhinos chassis only. All of these still remain to in the waiting zone of course... A "consolation" I have is that all of the stuff was obtained with discounts between 15 to 30%. Even considering Ebay and comparing what I paid vs. the charged price for equivalent stuff on GW webstore. Let´s say, in a more positive way, that I was preparing myself actively for the CtA 2024 event (without knowing it). So, see you there, for sure.
  12. Hi folks, I am not going to epilogate on this element of Lore that saw a Craftworld assaulted by space Bugs. I will instead focus on a kind of challenge I adressed to myself: try to find some alternative variations for Guardians outfits that will keep on remindind the Saim-Hann scheme while giving a little bit of variations. It is a kind of malediction or Doom as in the end the process I experienced is still unconclusive. Such a disgrace for the one on the Way... Generally speaking, I find that Eldars are fun for the rainbow coloured armies they can bring onto the table top through Aspect Warriors; but from time to time, getting all or most of the guardians looking the same can be... a tad boring. Especially if you can potentially field a lot of these. So I went on the Google search bar in order to find out some inspiration. Well, I have had more successful days. In fact most of the uniforms guides were perfect on sketches but they looked like they are unachievable at my painting skill level. Chevrons on the torsos or Cosmic dragon marking on arms will probably not be very visible. Proposals for alteration of helmet colours is the other way to go but I am already doing it. I was looking for something more or at least different. And my lack of imagination did not help. And then I find out this Deviant art deposit by Cyphercodicer2 (Saim Hann Colour Variations by cyphercodicer2 on DeviantArt - kudo to him). I do not know who he is, but his gathered sketches caught my eye. This one especially: So I tried the "not-100%-red" variations on 2 models, being a little less red invasive on feet and fore arms. Here are the 2 test models for the dark grey and the whitish under armour (No intent for sport clothing ad there). Let me know which one you prefer. It can be tough as the darker one is not so well lighted. I should really invest in bulbs. I am atm tempted to keep the dark scheme for the Storm guardian squad of my 12 Months of Hobby April´s pledge. The white one is OK, but I am not fully convinced. Yet as this spotter is done and that I have a second hand D-Cannon with a missing crew member, I may keep it like that and do is sparing partner in the same way when I will paint this support weapon (May be as a Pledge for May?). And the white looks good for my snow bases. Maybe. Anyway, as always, coments are not only welcomed but encouraged... Cheers.
  13. As the title says this is my first update for the new year as I finally managed to get a couple of squads finished of whilst watching the six nations rugby this weekend. Assault squad - with custom bases made from 3d printed bits of ruins: Infernus squad - The final miniatures from my Leviathan box set to be painted: These should of been the final mianture to paint up for my Homebrew maine chapter, but as always I couldn't stop myself buying/prining/kitbashing new miantures, so that the realative size of my pile of shame hasn't really changed, or maybe got a little bigger. Newly added to the pile is the Killteam: salvation Boxed set, a Gladiator lancer, a few 3d pinted parts to fill out a few missing options in my army and a couple of kitbashes. Really liked the Phobos Librarian and fancied getting a second one, but needed to make it a little different, so raided my bits box and came up with this. With the addition of the Blades of khaine kill team I wanted to cover all the options for the exarchs, so modelled up this Dire avenger exarch from a standard body and other left over parts with the arms magnatized as I already have one with the powerglaive and shimmer shield. Thats all for now, trying to keep these a bit more regular now. Let me knmow your thoughts.
  14. Version 2021 December 31

    629 downloads

    I got excited when I saw the rumors about the update to the asuryani/craftworlds, especially the bit about the possible inclusion of the corsairs, so I decided to update my anhrathe rules for the 2021 version of the Kill Team game. I'm skeptical about the rumors (though I'd love to see them come true). This is currently a preliminary version. These are changed substantially from the version I developed for the 2018 version of the Kill Team game. For the most part, I've limited the options to what players might create using the Eldar Guardian models and the Eldar Corsairs upgrade kits from Forge World. This means that most of the options from the drukhari have been removed. I don't know if that was a good idea, but it's what I'm going with for now (we'll see what the feedback shows). Areas of concern: Corsair Reaver and Voidstorm Corsair options allow for both melee and shooting loadouts (with both icons orange). If this is thought to be too powerful, I'll break them out into shooty and stabby units. Heavy and special weapons have been limited to those available to the asuryani (previous version followed The Doom of Mymeara in allowing both asuryani and drukhari weapons). Weapon options for felarchs are extremely limited, largely based on the upgrade sprue options. The malevolent has been removed from this version. I'm considering adding them back in as a stabby unit. The Strategic Ploys, Tactical Ploys, and Equipment are mostly cherry-picked from the Compendium (from the Craftworld, Comorrite, and Harlequin sections - only those that I thought were appropriate to the Corsairs). Corsair jet packs are an equipment choice, but they get expensive (2EP/model that gets them). I originally had them as an ability for the Voidstorm Corsairs, but made them equipment after deciding to use the Forge World images (everybody is wearing a Corsair jet pack). Images are limited. I'm using the ones from Forge World, and a few are just reversed so that they can be used multiple times. If someone has decent representative images (with white backgrounds), I might use them. Otherwise, I'll replace these at a future date when I have decent models converted and painted. I kept a modified version of the back page from the previous version, giving players that aren't familiar with the anhrathe some background. I'm considering adding in the name charts, or perhaps giving new versions to expand the options (if players have the old ones). *** 2021 December 11 Version *** The lasblaster and brace of pistols have had their special rule changed from Rending to Ceaseless. The version is now shown in the top right corner. Minor formatting improvements have been made (nothing substantive). *** 2021 December 15 Version *** Added Drukhari weapons. Added name chart. *** 2021 December 18 Version (Rogue Trader) *** Removed Ghostwalker fire team Corsair Reavers become shooty, Voidstorm Corsairs become stabby (neither is a veteran level) Added Corsair Malevolents. One Corsair Reaver fire team and one Voidstorm Corsair fire team can take a Corsair Malevolent in place of a Corsair Reaver/Voidstorm Corsair. The Corsair Malevolent can only take chainswords (1 or 2), spar-glaives (1 or 2), or a power glove (with either a chainsword or a spar-glaive). The end result is that you might be able to take up to 2 Corsair Malevolents in your kill team. Ghostwalkers become an optional upgrade that replaces a Corsair Reaver Gunner/Voidstorm Corsair Gunner. A Ghostwalker can be equipped with an Aeldari long rifle, lasblaster, or shuriken catapult. The end result is that you might have up to 2 Ghostwalkers in your kill team. Fists replaced with Corsair blades, which are mundane knives. Most models have these along with a brace of pistols. *** 2021 December 26 Version (both variants) *** After looking at the previous two versions and some of the official lists in the Kill Team Compendium, I decided to standardize the structure of both variants. I liked how the ghostwalker was an alternative to the gunner (in both fire team types), so I extended that concept. After seeing that the gunners in The Doom of Mymeara were limited to special weapons and that only the balestrike bands, a heavy support choice, had heavy weapons, I adjusted the Kill Team faction rules accordingly. Since other factions don’t have heavy support fire teams, however, I made the balestrike corsair an alternative to the gunner, but only in the corsair reaver fire team. I made the corsair malevolent an alternative to the gunner in the voidstorm corsair fire team. Both the balestrike corsair and corsair malevolent are limited to one per kill team (not fire team). The corsair reavers and voidstorm corsairs are very flexible, with options to be either shooty or stabby, so I wanted the alternatives (ghostwalker, balestrike corsair, corsair malevolent) to force choices. The voidstorm corsairs are effectively a fire team of felarchs, but with slightly fewer options than the actual Felarch. Since the previous corsair reaver felarch and voidstorm corsair felarch operative datacards were identical (minus the names), I consolidated those into a single datasheet, simply called “Felarch.” In both lists, most operatives have a brace of pistols and Corsair blades. A brace of pistols is basically a bunch of pistols, while Corsair blades is basically a bunch of knives. I’ve added the OUTCAST keyword to all of the operatives in both lists. This doesn’t haven’t any impact on these variants, but is based on what I’ve seen with the bespoke factions (e.g., Octarius and Chalnath). Each of these is similar to the counterpart lists in the Kill Team Compendium, but has unique rules and slightly different keywords. The OUTCAST keyword simply facilitates future efforts on some bespoke lists. The difference between the two variants (other than the images) is in the weapons: The Doom of Mymeara variant preserves the drukhari weapons. The Rogue Trader variant replaces the drukhari weapons with their asuryani counterparts and also allows hand flamers, power axes, and power gloves. I also created a new orange skull icon for the faction keyword and changed the abilities and special rules text to size 9 font. Both of those changes will be in the updated faction rules template (which will be uploaded once I get the portrait frame image elements separated for those hobbyists that don’t have Photoshop). The Doom of Mymeara variant supports those players that collected the more recent version of corsairs, including those that may be represented using drukhari miniatures. The Rogue Trader variant supports those players that are using the Warhammer 40,000 1st and 2nd Edition eldar miniatures. The key problem, mostly relevant to the Rogue Trader variant, is the need to convert – there aren’t any man-portable bright lances or scatter lasers. I could see using 1st edition harlequins for their power axes and power gloves, and the old 2nd edition sprues have power gloves (not to mention that some of the 1st edition models have power gloves and/or hand flamers). Some players have these models/bits, though, so the Rogue Trader variant might work for them. For those that have more recently joined the eldar corsairs fan club, The Doom of Mymeara variant, the Forge World upgrade sprues and drukhari kits will provide the bits that you need. If the rumors have any truth to them, we’ll see the corsairs in the future, at which point I’ll update these to match the models (assuming GW doesn’t give us Kill Team rules for them right away). At that point, I may keep some of the more exotic stuff for bespoke anhrathe variant lists. We should have shiny new models if the corsairs are brought back, so those will drive the options (though some conversion opportunities may be provided by other models in the aeldari ranges). *** 2021 December 31 Version (both variants) *** Removed chainsword Corsair blades changed to array of blades (identical to Comorrites) Brace of pistols changed to laspistol (see Astra Militarum) with fusillade ability Shuriken pistols and splinter pistols (latter only in DM version) added as alternative to brace of pistols Changed the celestial shield (equipment) to a shimmershield *** 2022 January 7 Version (both variants) *** Streamlined the weapon options. – operatives no longer come with a brace of pistols, array of blades, and additional weapons. Instead, they typically come with an array of blades (or some other melee weapon) and a ranged weapon. This is in line with the operatives in the official factions in the Compendium. Removed the blast pistol from the felarch (Rogue Trader version only). The RT version wasn’t supposed to include drukhari weapon options, so the blast pistol was an error (probably a cut and paste error). The blast pistol remains an option for the felarch in the Doom of Mymeara version. Removed the shimmer shield (equipment). Only a few of the official factions have an invulnerable save, so it was inappropriate to add it here when it wasn’t in the sources upon which both of these variants are based. See the support topic for details. I appreciate any feedback that players might provide in improving these rules. Note that the Rogue Trader and Doom of Mymeara versions are separate variants. choose whichever one meets your collection limitations based on the notes above.
  15. Version v 1.1 (2020/03/17)

    743 downloads

    Homegrown rules for playing the ynnari in Warhammer 40,000: Kill Team (includes commanders and elites) The file can be discussed here.
  16. Version 2019/10/01

    466 downloads

    Rules for using Asuryani Dire Avengers in the Shadow War: Armageddon game. This is essentially the official "Craftworld Eldar Kill Team" with different special operatives. The Autarch remains, but the Dark Reapers Exarch has replaced the Wraithguard and the Howling Banshees Exarch has replaced the Wraithblade.
  17. Version 2019/10/01

    585 downloads

    Rules for using Ynnari in the Shadow War: Armageddon game.
  18. Version 2019/10/01

    541 downloads

    Rules for using Striking Scorpions in the Shadow War: Armageddon game.
  19. Version 2019/10/01

    647 downloads

    Rules for using Howling Banshees in the Shadow War: Armageddon game.
  20. Version 2019/10/01

    403 downloads

    Rules for using Aeldari Black Guardians of Ulthwé (could be any elite Guardians of any craftworld) in the Shadow War: Armageddon game.
  21. This WE overall progress for my second Vow is reflecting important progress - weathe rhas been bad so I had time to kill...: - 10 Storm Guardians - 10 pts - on-going - 10 Dire Avengers - 10 pts - done - 1 Skyrunner Farseer - 5 pts - 2 Vypers - 6 pts - done - 1 Falcon - 6 pts - done - 2 Warlocks - 10 pts - done - 1 Autarch - 5 pts - done - 3 Shining spears - 6pts - Full repaint job - done - 1 converted Venom - 3pts to be placed into the list of contestants for the Master of the Forge sub challenge - done The Warlocks are not strictly compeletd as basing is missing but they will receive their rocks and snow at the same time as the Guardians. The latter have already received most of the base colours and shading, time to go the detailing accesories and gems. I will optimize to get the retouches on the Warlock where some paint spots may require being corrected The StarWeaver/Venom.... or whatever it is, used to be my first convertion 20 years ago. It remained almost untouched ever since and received finally some love under an Harlie paint scheme that required a lot of time and patience for all these free hand losanges. Result is not perfect, but Okish, or enough for me, let´s say it liek that, Trying to improve will ruin the result achieved so, one in one, let´ssay it is done and satisfying for my own painting standard: Overall Vow 2 progress has superceeded the imitial plannig - I was thinking into completing it by end of August but I will probably end for 15th of August. Next models are Guarrdians (you can see them uin the background with their burgundy livery) and the Skyrunner Farseer (converted).
  22. This unit underwent a total repaint, except the Eagle pet of the Exarch that remained as it was when I painted in in the early 2000´s. We went from this initially : ... To that now: The exarch bears a converted Bright Lance (When I bought this unit it was a popular tooling as mobility and sheer lethality used when hitting rear armour of tanks). There are a couple of green stuff extra gems and an eagle pet from the ooP Warmaster Range. Chevrons remind of the belonging to Saim Hann Craftworld although the temple colours indicate the shared alligeance beyond the Clan. I still haven´t receive my red paint, but I encountered a pot forgotten in my modelling supply crate, sorry, Shoebox. I will resume with guardians and keep on paint Warlocks robe this week End. Vows 2 looks like bieng quite well on track!
  23. Today Photo Log includes the latest completed minis, under the form of 2 vypers. The paint scheme ihas been inspired by the VOid Dragons schemes from IA: Doom of Mymeara. The Vyper with personnalized gunner is inspired from a head swap published in WD (I guess it was a Golden Daemon Entry) and in Codex Eldar for 3rd Ed. It comes from an Escher Gunner. Some more pics can be found in my Gallery for Call-To-Arms Challenge: Do not hesitate getting a tour and commenting either in the Blog or in the Album. At the moment my overall progress for this second Vow is he following: - 10 Storm Guardians - 10 pts - 10 Dire Avengers - 10 pts - done - 1 Skyrunner Farseer - 5 pts - 2 Vypers - 6 pts - done - 1 Falcon - 6 pts - done - 2 Warlocks - 10 pts - on-going - 1 Autarch - 5 pts - done - 3 Shining spears - 6pts - Full repaint job - 1 converted Venom - 3pts to be placed into the list of contestants for the Master of the Forge sub challenge I will have to slow down a little bit for lack of Mephiston Red, hoping it will come soon. Next step will therefore be either the repainting of the Shinning Spears - this requires mainly white and blue - plus getting a hand on the Venom - which will be modified to become a proxy StarWeaver instead Now, back to the workbench!
  24. This is the top militia warrior that leads my Saim Hann Cadre. A former Banshee Temple adept that now guide the Guardians in agressive warffare tactics. In the right line of fierce and brutal clans from the most savage Craftworld! This conversion is done with the old Drazzar body (White metl) with a Banshee Exarch head and executioneer. Plus details and stuffs fron the Guardian´s sprue. The week end has been very productive. But I will have to slow down - I am out of Mephiston red paint and the reference is currently unavailable in most sites. Let see how long it takes to get it.
  25. This conversion comes from the bottom of my Minature Closet. It had been designed and preassemblied a long long time ago, when rules for Harlies were only available in the Citadel Journal. A time with almost no internet but instead Xerox machine and a very popular lad in the club that owned copies of this Journal´s issues. I xeroxed the pages, lost them and though that it could instead be a steed for a converted Nuadhu Firehearth mini (That I never completed) when rules were available in this Codex: Past is in the past and I feel like it is a good thing. No excess of nostalgy here. But I regret Nuadhu never got a model. I will start painting the model soon, but now that the Venom is part of the Drukhari arsenal and that the comparable model in Harlies is the Starweaver, I wonder if I should not try a more "acrobatic" paint scheme. As you see the model has been left in its juice up to now. Here are some pics of its main parts: Some might recognize that main parts for extended tail and large fins/wings are coming from a BattleFleet model. some small green stuff here or there, mainly for additional waystones, and a modified hull weapon supposed to be a fusion gun (the optin was available to Harlies´ Venom at the time) I will try to reach to a decision between Starweaver and Venom. So that I might take a potential turn to Ynnari or get to think about adding a pair of Shuriken cannons to the machine before starting the paint job...
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