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  1. Seems like Auspex has seen a new Asurman model https://youtu.be/MfXsgB7Ynb8?si=KvLnDkZXhjHsS9xu
  2. Started Eldar this edition. What I have isn’t really optimized, just the units I wanted to paint.
  3. 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.
  4. https://www.warhammer-community.com/2023/12/13/mix-and-match-aspect-warriors-to-create-the-deadliest-blades-of-khaine-kill-team/ This is one of the Asuryani kill teams that I've been waiting for. Short description (for those that haven't read the Warhammer Community article - link above) - you can mix and match Dire Avengers, Howling Banshees, and Striking Scorpions, with one Exarch from one of those shrines, into a single kill team. This is the Craftworlders' "veteran" kill team (I don't count the Anhrathe/Corsairs as "Craftworlders"). All I need now is a Black Guardians kill team and I'll have my Aeldari trifecta.
  5. I am thinking into expending my Saim Hann host but I still don´t know which way I will follow. There are different stuff that I like in the Eldars, all tastes together: Character and aesthetic of their infantery, especially the Core Jet bikes Versatility and cross bridging that goes with the various subfactions that can be combined (Craftworlds, Corsairs, Harlies and even Dark kins through the Ynnari option) Now that I reach a point where my core army force is painted and defined, I will try to expend it in order to reach a full fighting force. SOme obvious options will be though support units (Maybe reapers or Walkers) and Specialists (Spiders or Banshees). But I would not discard getting more battleline too. Atm I can field 2 guardian units (one of each flavour), one Dire Avenger unit and I have enough spares for 2 aditional guardians, except that I will have to ebay some platforms. But, what if I take a different direction, for example going to Corsairs? There are probably enough bits in the box to build a full funcional squad and equip my extra guardian bodies... So, which Unit ? Let´s do a quick and dirty comparison, and include the Dark kins too. M T SV W LD OC Size Cost Guardian D 7 3 4 1 6 2 10 110 Guardian S 7 3 4 1 6 2 10 115 Corsair 7 3 4 1 6 2 ´5-10 ´70-140 Kabalite 8 3 4 1 6 2 10 120 Wyches 8 3 6 1 6 2 10 110 From a base profile comparison, I would say that the Wyches would not be my choice. They need to go into a Raider to get the protection needed to fulfill their purpose. Their Sv is rather, say, low otherwise. Kabalites are puzzeling. Something that is in-between both falvours of Guardians. Their extras and options may make them very good alternatives, and their gun special rules can do the deal against modest targets (ie not power armoured ones). Let´s see the shooting weapons, if it brings arguments to get out of the pat. R A XS S AP D Rifle 24 1 3 4 -1 1 Catapult 18 2 3 4 -1 1 Splinter rifle 24 2 3 2 0 1 Well, 3 perfiles with subtles allterations - ranges - Attacks and AP. Rifle in the middle. but with special rules that may make it equivalent to the other ones... Corsairs are in all cases the most expensive ones. But they can scout 7" and can go into smaller squads if needed, and being battle line this is something even more relevant (up to 6 infiltrating MSUs...). Not something to be under estimated. Their gun remain decent and their bonus to reroll dices too. Plus they have much more special weapon options than Guardians. Not as much as Kabalites, but almost (ie only one less). Yet they can be defined to go HtH with all round power weapons or advancing fire support. Meaning thay can replace advantageously a Banshee squad even if their AP and D will be lower. Balancing extra punch of Banshees by scouting and OC. Now the economics: The corsair boxed set is one of the more expensive for 10 guies, but bits may be useful to optimize by bitz box decluttering up to allowing a second unit to be fielded (one HtH orientes and one with rifles) More guardians is probably a no go for me. They are fillers mainly and I cannot see them fulfillign a task others cannot do, except generating fate dices of course. Kabalites are a posibility but Mainly only for what they can bring to the army through their combined use with a Raider (deepstrike + firing deck). And it would require paying the Yvraine entry cost too. some more than double the fee. The comparision may lead me to go to Corsairs, but before closing a conclusion, we will need to see how jetbikes may influence the selection. Afterall, riding wyches have some benefits that may influence a final selection too. Let´s see in a next episode. Temporary rating: Corsairs: +3 Kabalites:+1 Others: +0
  6. As introduced in my previous BLog entry, I am thinking into expending my Saim Hann host but I still don´t know which way I will follow. Among the ways I foresee there are the extentions of my battleline units (see Part I) and/or getting more Jetbikes. So, let´s dive into Jetbikes now. As previously the comparison will be based on the units of both Aeladri and Dark kins nits. I will exclude the Shinning Spears though, as I alredy get one of those and do not really foresee getting a second one. The short list is therefore: More windriders Some Shroud runners Skyweavers Reavers The quick profile comparison gives this: M T SV W LD OC Size Cost Windrider 14 4 3 2 6 2 ´3-9 ´80-160-240 Shroudrunner 14 4 4 3 6 2 ´3-6 ´80-160 Skyweavers 14 4 4 3 6 2 ´2-4 ´95-190 Reavers 16 4 4 2 6 2 ´3-6 ´75-150 A rather grouped shot in the target, with little key differences in terms of main stats. The tricks are in the special rules, or the lack of it Among the Crafworlders, the Shroud Runners rock. They cost the same as Wind riders, get inv. save, scout and Stealth. Plus as a cherry on the cupcake the Long Rifle and the extra wound. And what to say about Target acquisition!!! Question mark: Why would you bother fielding Windriders??? Well, I guess that the motivation behind would be getting Shuriken Cannons from the Windriders. Only this. And units sized up to 9 and/or to be used as a bodyguard for a mounted farseer. Is it enough to justify the investment? Well, the Heavy weapon option of a S. Cannon is interesting to hunt down MEQ. but in that case the Windrider compete with wrwlker, more than with others jetbikes. Skyweaver are an interesting choice as they open the door of harassment tactics, and mortal wounds just by flying over MEQ units. I am a little bit obsessed by power amours. The haywire stuff is not too fancy, of course anti vehicle helps, but lack of AP is limiting impact I guess. I think they are too expensive to deserve the S. Cannon, that will be better spent on Windriders. So the Harlies bikes are probably to be considered if you do not go Ynnari, to get this fancy alternative of Scything down ennemies just by flying over and or a mobile anti vehicles. Inv. save may make that these units can expect survive to a lot of dire odds and remain active and problematic for the ennemy quite a long time and their HtH abilities may help to finish off some MEQs units already weakened. Final push. The Reavers will require paying the Yvraine entry tax (of course). They have the same fly over advantages than Harlies when trying to slice down stuff, but with reroll option. They move further but do no really survive longer than Windriders. Splinter rifle is good only against lower grades of infantery troops. Blaster and heat lance are 2 good weapons, but frankly, as options are currently free, why go to Blaster? This is none sense. I guess that in the end, to go vehicle hunting, they will give a yield that may superate the Skyweavers. While in HtH they are designed to predatory attacks against Astra Militarum or light infantery. While going HtH, are the Reaver really wort it? I guess they will compete with Hellions in the case and I am not sure the conclusion will be in favour of going to enemy contact with the Reavers. on the other hand, Scourges are also superiors to Reavers for tank busting, without jeopardizing mobility at all... So what, goes a unit that trade of all jacks and does things well but not optimum, while going to more specialized Drak kins? The comparision may lead me to go to Shroud Runners, but the anti vehicle capacities from Reavers and Skyweavers are appealing too. Before closing a conclusion I foresee additional reflexions are needed: Is the distinction between Harlies and Reavers as contextual as it seems to be ? What kind of infantery profile do I expect to meet more? Can/should Warwalkers, Scourges or Hellions be set into the comparision? Which may by the way lead to include the other examinations of the ideas I have for expending the Host inc. the Aspect warriors but also the Incubii (because if in the end I go Ynnari´s way, the Patrol box of Dark kins will bring them on the table) Temporary rating: Wind riders: +0 Shroud Runners: +3 Skyweavers:+1 Reavers: +1 Let´s see in a next episode
  7. 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).
  8. I started a proper Harlequin army the day 9th edition was announced. This thread is a consolidation of my Harlequin work, thoughts, and maybe even battle reports. I'm always open ro positive criticism. I fear my best painting days lie somewhere in the '90s, and I hope to learn new stuff nevertheless. Completed Models First Starweaver 1 / 2 Second Starweaver 1 / 2 Third Starweaver 1 / 2 Fourth Starweaver 1 / 2 Work in Progress Shadowseer Day One 1 / 2 My Harlequin Gallery
  9. When the Craftworld Eldar as we now know them were first introduced, there were six common Aspects: When the 2nd edition Codex: Eldar was published, we were also introduced to the Warp Spiders. In addition, the lore was expanded a bit: ...and... We didn't see actual Shining Spears miniatures until 3rd edition. The lore shifted a bit here and there through the editions, but remained fairly consistent. Two further additions to the Aspects were the Crimson Hunters and Shadow Spectres, who were introduced in 6th edition (the former via that edition's codex and the latter via The Doom of Mymeara). The Crimson Hunters are pilots and the Shadow Spectres are highly mobile with heavy firepower - mobile tank hunters. In addition, other minor Aspects have been mentioned in the lore, but not really described or released in miniature form. These include the Eagle Pilot(s?) in the novel Shadow Point, the Crystal Dragons in the novel Path of the Warrior, and the Ebon Talons in the novel Asurmen: Hand of Asuryan. The Eagle Pilot(s) are, as their name implies, fighter pilots of some kind (somehow different from the Crimson Hunters). The others, however, are not described (as far as I know - I haven't read either of those novels). At this point, it would be useful to identify each of the known Aspects, their battlefield role/specialism, and their signature weapon(s): Crimson Hunters - air superiority, Nightshade interceptor Crystal Dragons - unknown role, unknown weapons Dark Reapers - long range fire support, Reaper launcher Dire Avengers - general combat, Avenger shuriken catapult (these are the quintessential Aeldari warriors) Eagle Pilot - fighter pilots, unknown craft Ebon Talons - unknown role, unknown weapons Fire Dragons - tank-hunters/anti-structure, fusion guns Howling Banshees - melee combat, Banshee mask and power sword Shadow Spectres - anti-tank, Prism cannon Shining Spears - hit-and-run attacks, laser lance and Eldar jetbike Slicing Orbs [of Zandros] - unknown role, unknown weapons Striking Scorpions - melee combat and stealth, mandiblaster and chainsword Swooping Hawks - airborne infantry support, Swooping Hawk wings and grenade pack and lasblaster Warp Spiders - hit-and-run attacks, Warp Spider jump generator and death spinner What we generally see is that, though there is a degree of overlap, each Aspect is distinct. Prior to the Crimson Hunters, I perceived Aspect Warriors as individuals. With the release of the Crimson Hunters, however, we see that Aspects might also include larger vehicles. This is bolstered by the Eagle Pilot(s). This leads to the possibility that there might be other Aspects that similarly focus on employment of other vehicles - not just flyers, but potentially tanks, walkers, etc. Imagine some Aspect that specializes in enhanced use of the Fire Prism, or another that uses the Vyper (some distinctive Aspect that has two warriors operating as a team), or some Aspect that uses War Walkers. Then, too, there are different roles and weapons that haven't yet been represented on known Aspects. We've seen laser weapons employed by the Swooping Hawks, Shadow Spectres, and Shining Spears (not to mention those mounted on the craft of the Crimson Hunters); we've seen the Dire Avengers use their enhanced Avenger shuriken catapults; we've seen the Dark Reapers with their missile launchers and the Fire Dragons with their fusion guns. The Aeldari are also known for their mastery of sonic (dissonance) weapons, however, yet no known Aspects make use of such weapons (and I'm not counting the Banshee mask in this as that's a unique application, though it is a sonic weapon). Looking beyond these, what if there were an Aspect that specialized in larger vessels - the spacecraft of the Aeldari. Such Aspect warriors would be consummate "pilots" at the highest level. I don't know if such an Aspect would be probable, but they're possible if we extend the interpretation of warfare to higher levels. I imagine that many of the minor/unknown Aspects might be either very unusual, or they might simply be variations on a theme. Imagine an Aspect that takes the tank-hunters role of the Fire Dragons and Shadow Spectres, using dissonance weapons. I've been working on the Void Hornets Aspect, a melee-oriented Aspect specializes in void warfare and boarding actions (both attacking and defending). You can see the rules development here if you're interested. At one point I conceived of another melee specialist Aspect, one that evoked a bestial motif from Aeldari mythology (I had a lion in mind) - using claws. What kind of minor/additional Aspects can you think of?
  10. First, here is the first draft of the rules. Introduction to the Void Hornets Void Hornets basic rules, explanation of masks Void Hornets stratagem and alternate Exarch powers (a la Phoenix Rising), shrine color scheme examples Selgairhán
  11. I can - and will - build this very shortly, since I already have the Craftworlds for it. I'm picking up a box of Harleys over the weekend, off Amazon or eBay, and I'll be fielding them together. I was careful with the point values, so I could fit them exactly in 1k, and I picked my Masque for the weird color scheme - nice and striking next to my Craftworlds - and for the ability it gives you. Makes your opponent's probability of hitting you in melee effectively a 6+, but with a weird, Harlequin twist. The Spiritseer got Protect/Jinx to help the Wraithguard - the ability to worsen enemy saves and buff the Wraithguard while I'm crossing the board is very powerful. The plan is to have the Harleys advance across the board as fast as they can and slam into the enemy's gunline, then have the Wraith stuff get in relatively close and just kinda kill everything. I wanna have some murder clowns anyway, so I'm pushing the button over the weekend - I just want an opinion regarding the setup itself. ++ Patrol Detachment (Aeldari - Harlequins) [9 PL, 150pts] ++ + Configuration + Masque Form: The Veiled Path: Riddle-Smiths + HQ [4 PL, 71pts] + Troupe Master [4 PL, 71pts]: Fusion Pistol [7pts], Player of the Dark, Power sword [4pts], The Starmist Raiment, Warlord + Troops [5 PL, 79pts] + Troupe [5 PL, 79pts] Player [1 PL, 11pts]: Harlequin's Blade, Shuriken Pistol Player [1 PL, 11pts]: Harlequin's Blade, Shuriken Pistol Player [1 PL, 16pts]: Harlequin's Blade, Neuro Disruptor [5pts] Player [1 PL, 16pts]: Harlequin's Blade, Neuro Disruptor [5pts] Player [1 PL, 25pts]: Fusion Pistol [7pts], Harlequin's Caress [7pts] ++ Vanguard Detachment +1CP (Aeldari - Craftworlds) [51 PL, 850pts] ++ + Configuration + Craftworld Attribute: Ulthwé: Foresight of the Damned + HQ [3 PL, 55pts] + Spiritseer [3 PL, 55pts]: 0. Smite, 4. Protect/Jinx, Shuriken Pistol + Elites [32 PL, 525pts] + Wraithblades [10 PL, 175pts]: Ghostswords [30pts], 5x Wraithblade [145pts] Wraithguard [11 PL, 165pts]: Wraithcannon [50pts], 5x Wraithguard [115pts] Wraithguard [11 PL, 185pts]: D-scythe [70pts], 5x Wraithguard [115pts] + Heavy Support [16 PL, 270pts] + Wraithlord [8 PL, 135pts]: Bright Lance [20pts], Flamer [6pts], Flamer [6pts], Ghostglaive [10pts], Starcannon [13pts] Wraithlord [8 PL, 135pts]: Bright Lance [20pts], Flamer [6pts], Flamer [6pts], Ghostglaive [10pts], Starcannon [13pts] Created with BattleScribe (https://battlescribe.net)
  12. http://www.bolterandchainsword.com/index.php?app=downloads&module=display&section=screenshot&id=653 File Name: Ynnari in Kill Team (Homegrown Rules) (KT 2018) File Submitter: Ioldanach File Submitted: 26 Feb 2020 File Category: Kill Team Homegrown rules for playing the ynnari in Warhammer 40,000: Kill Team (includes commanders and elites) The file can be discussed here. Click here to download this file
  13. Dwango

    Wraithguard

    From the album: Aeldari

  14. Dwango

    Crimson Hunter

    From the album: Aeldari

  15. Dwango

    Lynx

    From the album: Aeldari

  16. Dwango

    Cobra

    From the album: Aeldari

  17. Version 2021 December 31

    606 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.
  18. Version v 1.1 (2020/03/17)

    732 downloads

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

    442 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.
  20. Version 2019/10/01

    559 downloads

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

    515 downloads

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

    623 downloads

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

    390 downloads

    Rules for using Aeldari Black Guardians of Ulthwé (could be any elite Guardians of any craftworld) in the Shadow War: Armageddon game.
  24. 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!
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