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My Dark Eldar Kabal stuff got some pretty positive feedback, so I thought I'd take a stab at making some stuff for their craftworlder cousins. Unlike the true kin, the craftworlders are already pretty well off mechanically right now. I tried to keep this in mind as I wrote the rules for them. I tried to focus on writing rules that would benefit fluffy playstyles that aren't necessarily as popular these days. I also left Lords of War out of these detachments to discourage wraith knight use (you can use the regular CAD if you want to bring those big guys along ) and limited the number of special weapons available to jetbikes. While some may say this discourages players from using Iyanden or Saim-Hann, I feel the benefits you get in exchange for some (arguably much needed) nerfs are fun and flavorful. Of course, feel free to tell me if you disagree!
So what do you think, guys? Have I just handed Eldar players more overpowered toys, or would these rules be something fun to face on the battlefield? Unless feedback indicates that I'm horribly off-track with these creations, I'll likely release rules for the "minor" craftworlds soon as well.
CRAFTWORLD DETACHMENTS
These detachments may not be used in an army that also uses the Craftworld Warhost rules presented in Codex Eldar: Craftworlds. Formations (such as Aspect Hosts or Seer Councils) that have their own dataslates in that book may still be taken as part of an army using the detachments presented here. However, such formations are not part of the Craftworld Detachments presented here and thus may not benefit from the Detachment’s special rules unless that rule specifically notes that it applies to the entire army (rather than just the detachment).
If using multiple different Craftworld Detachments, independent characters joined to units from the other detachment do not share special rules from their detachment and vice versa. For instance, a Biel-Tan farseer would not benefit from the Kinsmen rule found in the Saim-Hann detachment.
SAIM-HANN DETACHMENT
Spoiler:
Required:
1 Farseer or Autarch
2 Windrider squads
Optional:
1 HQ 4 Troop
3 Elite
6 Fast Attack
1 Heavy Support
RESTRICTIONS
The mandatory farseer or autarch must be mounted on a jetbike. Elite and troop units other than windriders taken as part of this detachment must begin the game embarked upon a transport. Only 1 model for every three windriders in a squad may be equipped with a scatter laser or shuriken cannon rather than every model.
SPECIAL RULES
Kinsmen: The forces of Saim-Hann are bound by ties of blood. The sight of violence done upon their kin drives them into a rage no human mind could hope to understand. When a windrider or vyper unit is completely destroyed (not caused to flee off the table), take note of the unit that delivered the final blow. Units from this detachment have Preferred Enemy against the unit that dealt the final blow during the following Eldar turn.
Wild Host: Though no less technologically advanced than their cousins, the warriors of Saim-Hann hold fast to ancient customs. Any windrider squad may exchange their twin-linked shuriken catapults for a shuriken pistol and close combat weapon. If they do so, 1 in 3 models may exchange their close combat weapons for power weapons at a cost of 5 points per model. Additionally, Shining Spears taken as part of this detachment gain the Hit & Run rule.
Avatar of Saim-Hann: To the minds of the eldar of Saim-Hann, war is a thing of violent speed and blurring battlefields splashed crimson. The avatar fed by the bloodlust of such minds reflects this. In games of at least 1,850 points, an
Avatar of Khaine may be taken as part of this detachment. In addition to the rules found in Codex Eldar: Craftworlds, the avatar adds 3” to its run moves and may both run and charge in the same turn starting on turn 2.
ALAITOC DETACHMENT
Spoiler:
Required:
1 HQ 2 Rangers
Optional:
1 HQ 4 Troop
3 Elite
3 Fast Attack
3 Heavy Support
RESTRICTIONS
All aspect warrior units other than Crimson Hunters taken as part of this detachment must be lead by an exarch.
SPECIAL RULES
Ranger Disruption: Outcasts are the invisible eyes and blades of Alaitoc. Before a battle, they will have thoroughly investigated and sabotaged the enemy to grant their more martially inclined kin the advantage. For each unit of rangers included in this detachment, roll a d6 and consult the table below before either player deploys. Illic counts as a unit of rangers for purposes of this ability.
1-2 Recon: A single unit from this detachment of your choice gains the Outflank rule. This rule is conveyed to their dedicated transport as well.
3-4 Sabotage: A single enemy unit of your choice begins the game with 1 fewer hull points or wounds to a minimum of 1.
5-6 Crone Mines: Select a single piece of terrain or objective. If a piece of terrain is selected, it becomes dangerous. If an objective is selected, it gains the Sabotaged! Mysterious objective quality in addition to any other mysterious objective qualities it may possess. Note that this works even if the mysterious objective rules are not being used.
Star Striders: Alaitoc has close ties to numerous corsair fleets as well as to the servants of Cegorach. Rangers map safe routes through the local webway, and autarchs coordinate vicious orbital strikes with corsair captains. Codex Eldar: Harlequins units in the same army as this detachment can the deepstrike rule representing their ability to slip through minute capillaries of the webway. Any HQ choice taken as part of this detachment may be upgraded to have the Corsair Prince’s Void Strike rule for 30 points (see Imperial Armour 11).
Avatar of Alaitoc: The sigil of Alaitoc is a reminder of the doom that awaits those who would challenge the heavens. The avatar fed by the bloodlust of such minds reflects this. In games of at least 1,850 points, an Avatar of Khaine may be taken as part of this detachment. In addition to the rules found in Codex Eldar: Craftworlds, the avatar rerolls to-hit rolls in the assault phase when attacking a monstrous creature, gargantuan monstrous creature, walker, or colossal walker or when in a challenge. Additionally, to-wound rolls of 6 made by the Avatar in the assault phase have the Instant Death rule.
BIEL-TAN DETACHMENT
Spoiler:
Required:
1 Autarch
2 Dire Avengers
Optional:
1 HQ 4 Troop
3 Elite
3 Fast Attack
3 Heavy Support
RESTRICTIONS
All aspect warrior units other than Crimson Hunters taken as part of this detachment must be lead by an exarch. At least one aspect warrior unit must be taken in a given force org slot before a non-aspect warrior unit may be taken in that slot. For instance, a Biel-Tan army could not take a unit of war walkers unless at least one unit of dark reapers was also included in the army.
SPECIAL RULES
Sword Wind: The abundance of eldar on the path of the warrior allows Biel-Tan to use dedicated fighters to the exclusion of guardians. All aspect warriors taken as part of this detachment have the objective secured rule.
Symphony of Khaine: Each aspect of khaine has its place, preparing the foe for their fellow warriors’ next strikes. Aspect warriors from this detachment have the preferred enemy rule against any enemy unit that has already suffered an unsaved wound or hullpoint from another aspect squad in this detachment in the same Eldar turn.
Avatar of Biel-Tan: The people of Biel-Tan believe that hope awaits them on the other side of the battlefield. So long as hope persists, so shall the craftworld’s warrior spirit. The avatar fed by the bloodlust of such minds reflects this. In games of at least 1,850 points, an Avatar of Khaine may be taken as part of this detachment. In addition to the rules found in Codex Eldar: Craftworlds, the avatar has the Feel No Pain (5+) rule.
IYANDEN DETACHMENT
Spoiler:
Required:
1 Spiritseer
2 Wraith Guard or Wraith Blades
Optional:
1 HQ 3 Troop
4 Elite
3 Fast Attack
3 Heavy Support
RESTRICTIONS
None
SPECIAL RULES
Wraithsight: The undead of Iyanden have grown to rely upon their handlers for the clarity needed on the battlefield. Wraithguard and wraith blade units not within 6” of an allied psyker or wraith lord may only fire snap shots. However, each wraithguard and wraith blade unit may be joined by a single warlock with the spirit mark rule for 60 points.
(Designer's Note: The reason for pricing the warlock option at 60 points is partly to account for the introduction of the spirit mark rule and partly to account for the nasty Runes of Battle + wraith unit buffs that were harder to hand out all over the place when only Spirit Seers could be attached to such units.)
The Honored Dead: The slender, lethal wraith lords of Iyanden can only by powered by the most vibrant of spirits. Accordingly, most wraith lords tended to be exarchs or powerful seers in life. Each wraith lord taken as part of this detachment gains either an exarch only special rule of your choice (chosen during list creation; see each aspect warrior data slate for details) or the psyker rule with a mastery level of 1. If the wraith lord becomes a psyker, they generate their power(s) from the Runes of Battle table.
(Designer's Note: I'd love to create alternative options for aspects that aren't as likely to benefit a wraith lord, but I felt that would make the rules too busy.)
Avatar of Iyanden: The children of Ynnead whisper their prayers for vengeance to the sleeping avatar as the blood lust of Iyanden finds its way to him through the haunted capillaries of the infinity circuit. In games of at least 1,850 points, an Avatar of Khaine may be taken as part of this detachment. In addition to the rules found in Codex Eldar: Craftworlds, the avatar’s Khaine Awakened rule grants Preferred Enemy rule to friendly eldar within its range.
ULTHWE DETACHMENT
Spoiler:
Required:
1 Farseer or 1 Warlock unit or 1 Seer Council formation
2 Guardian Defenders or Storm Guardians (in any combination).
Optional:
1 Seer Council formation
1 HQ 4 Troop
3 Elite
3 Fast Attack
3 Heavy Support
RESTRICTIONS
For every aspect warrior unit taken as part of this detachment, you must have at least one guardian defender or storm guardian unit. For instance, an army containing a unit of striking scorpions, swooping hawks, and dark reapers would need to include at least 3 units of guardian defenders or storm guardians (in any combination). Each guardian defender, storm guardian, and windrider unit taken as part of this detachment must be lead by a warlock.
SPECIAL RULES
The Maiden’s Dreams: The threads of the skein branching from this individual’s death reveal joy and safety for your kin. Those revealing his continued existence spell the end to theirs. Your opponent chooses a single model in his army. If that model has been removed as a casualty by the end of the game, you gain an additional VP. If the model has not been removed as a casualty by the game’s end, you lose a VP instead.
Black Guardians: The warriors of Ulthwe train alongside her seers that they might respond to her psychic warnings with supernatural alacrity. Guardians, storm guardians, and windriders taken as part of this formation have a 6+ invulnerable save and reroll failed saves of 1 so long as their unit contains at least 1 psyker.
Avatar of Ulthwe: The minds of Ulthwe’s warriors are especially attuned to the whispers of the skein. In games of at least 1,850 points, an Avatar of Khaine may be taken as part of this detachment. In addition to the rules found in Codex Eldar: Craftworlds, the avatar’s Khaine Awakened rule has a range of 18” instead of the normal range.
This message was edited 1 time. Last update was at 2015/07/16 21:38:25
ATTENTION. Psychic tests are unfluffy. Your longing for AV is understandable but misguided. Your chapter doesn't need a separate codex. Doctrines should go away. Being a "troop" means nothing. This has been a cranky service announcement. You may now resume your regularly scheduled arguing.
Overall, they seem pretty cool detachments, though a few notes:
General - I'm not sure Wraithknights need to be outright banned, the most ugly part of them is spamming them in a Warhost detachment. Consider a game size limitation similar to what you've done for the Avatar, and perhaps add a points "tax" (since they are undercosted) to balance them?
Saim-Hann - In my opinion, limiting the heavy weapons on jetbikes is something that should be applied to the main Eldar codex, rather than only one of your detachments. That said, despite the furor that erupted in the wake of the codex, I haven't heard of scatterbike lists EZ-winning their way to the top of tournaments *shrug*.
The melee weapons on the Windriders seems interesting, but maybe have the option of keeping the Shuri-pults and paying points to have CCW's as well (like how the CSM codex gives the option to swap a bolter for a CCW, or buy one for 1pt).
Alaitoc - Explain the method for Sabotage - Is the hit randomly allocated or chosen by the Eldar player (i.e. Artillery style units with guns and crew)? Does this do nothing to a squad of 5 1-wound models?
Biel-Tan - Increase the number of Elite slots available at the expense of Troops perhaps? The Iyanden detachment is 4 and 3, which seems the right number to use here too.
Iyanden - This one seems like the hardest sell, Wraithguard as the required is awesome, adding Warlocks to Wraith units is awesome (though perhaps a touch overcosted, a Spiritseer gets an additional wound and mastery level over one for 10pts), Exarch powers on Wraithlords is awesome, but the drawback of Wraithsight is brutal - as soon as your 1-wound Warlock gets sniped, you're either snap-shotting with with Wraithcannons (not a high-RoF weapon at the best of times) or not firing at all with D-Sythes, whilst there's no actual effect on Wraithblades... Hang on, I've just re-read it, being close to a Wraithlord negates this too? Maybe I'm not up enough on Iyanden fluff to understand that...
Honestly, I'd make it more like the 6th edition version - Each unit has a chance of being completely useless when not around a Psyker, but there is at least a chance of them acting normally without.
Ulthwe - I'm obviously being schooled on Eldar fluff here, as The Maiden's Dreams seems a wierd rule to be trying to fit in. Clarify the CRAFTWORLD DETACHMENTS rule as it applies to the Seer Council formation if taken as part of the detachment.
Quanar wrote: Overall, they seem pretty cool detachments, though a few notes:
General - I'm not sure Wraithknights need to be outright banned, the most ugly part of them is spamming them in a Warhost detachment. Consider a game size limitation similar to what you've done for the Avatar, and perhaps add a points "tax" (since they are undercosted) to balance them?
Saim-Hann - In my opinion, limiting the heavy weapons on jetbikes is something that should be applied to the main Eldar codex, rather than only one of your detachments. That said, despite the furor that erupted in the wake of the codex, I haven't heard of scatterbike lists EZ-winning their way to the top of tournaments *shrug*.
The melee weapons on the Windriders seems interesting, but maybe have the option of keeping the Shuri-pults and paying points to have CCW's as well (like how the CSM codex gives the option to swap a bolter for a CCW, or buy one for 1pt).
Alaitoc - Explain the method for Sabotage - Is the hit randomly allocated or chosen by the Eldar player (i.e. Artillery style units with guns and crew)? Does this do nothing to a squad of 5 1-wound models?
Biel-Tan - Increase the number of Elite slots available at the expense of Troops perhaps? The Iyanden detachment is 4 and 3, which seems the right number to use here too.
Iyanden - This one seems like the hardest sell, Wraithguard as the required is awesome, adding Warlocks to Wraith units is awesome (though perhaps a touch overcosted, a Spiritseer gets an additional wound and mastery level over one for 10pts), Exarch powers on Wraithlords is awesome, but the drawback of Wraithsight is brutal - as soon as your 1-wound Warlock gets sniped, you're either snap-shotting with with Wraithcannons (not a high-RoF weapon at the best of times) or not firing at all with D-Sythes, whilst there's no actual effect on Wraithblades... Hang on, I've just re-read it, being close to a Wraithlord negates this too? Maybe I'm not up enough on Iyanden fluff to understand that...
Honestly, I'd make it more like the 6th edition version - Each unit has a chance of being completely useless when not around a Psyker, but there is at least a chance of them acting normally without.
Ulthwe - I'm obviously being schooled on Eldar fluff here, as The Maiden's Dreams seems a wierd rule to be trying to fit in. Clarify the CRAFTWORLD DETACHMENTS rule as it applies to the Seer Council formation if taken as part of the detachment.
Thanks for the thoughtful and detailed feedback, Quanar!
Wraithknights: Fair point. Wraithknights aren't a thing I particularly wanted to deal with in these detachments. They're not especially strongly tied to a given craftworld's fluff (even though it's easy to think of them as an Iyanden unit), and I don't like how they're balanced right now. Leaving the LoW slot out of the detachments kind of lets me push one of the more complained about units to the side, but I certainly won't complain if people include a Wraith Knight in one of my detachments. I don't really want to put a "tax" on them either as my goal here to make cool craftworld detachment rules rather than to fix the wraith knight. ^_^;
Saim-Hann: While jetbikes aren't quite as bad as the internet thought they'd be, they are still rather powerful compared to most other options out there. As they're central to Saim-Hann's theme, I felt it would be odd to give new bonuses to already very powerful units. Reducing the number of heavy weapons in the unit forces players to cut back on the scatterspam and kiting, but the detachment rules (theoretically) open up new ways to use bikes. I like your suggestion to let them retain the shuripults and gain a ccw + pistol at a cost. I mostly left out such an option initially in order to trim down the amount of text. ^_^;
Alaitoc: Oops. I meant to word that as "model" rather than "unit." You essentially get to deal damage to them before they're deployed, but you can't completely destroy them. So your opponent still gets to use all his toys, but you can make them easier for other units in your army to finish off. No saves, FNP, RP, etc. can be used against sabotage. I suppose I ought to tweak the wording of this so that models like Fuegan who gain buffs for taking damage get their perks. Suggestions?
Biel-Tan: Hmm. Sure! My thinking was that it would be odd to limit the number of troops available even though you could theoretically take dire avengers in that slot. Reducing the number of troops would also leave you with only a single non-avenger option which feels a bit odd. Maybe change the requirement to two troops instead of two avengers, and simply let the restrictions ensure that at least one avenger squad is taken?
Iyanden: Excellent points. My goal was to make it feel like the 4th edition version where psykers serve as a sort of "wraith synapse." Rolling to see whether or not it made a difference is a huge part of that though. I'm reluctant to add the old d6 "wraith sight" roll back in though as it results in additional dice rolling throughout the game. I also managed to completely miss the lack of effect it would have on wraithblades (shame on me). The severe penalty to d-scythes was a calculated choice as the scythes are rather nasty compared to the wraithguns. How about changing it from snapshots to -1BS, -1WS, and an additional -1 penalty to the d-chart roll for d-scythes when not near a psyker? As for wraith lords mitigating this, I saw the bright souls of wraith lords serving as beacons that could help the little wraith constructs to focus on the task at hand. Mechanically, it rewards players more for taking wraith lords.
Ulthwe: The Maiden's Dreams is a reference to Lileath, the eldar maiden who dreamt of the future. She's the counterpart of the Morai-Heg and Isha. Ulthwe is big on foresight and waging battles for the sake of avoiding wars later. I was going for a, "This guy's great-grandkid is going to be really important! Wiping him out now could save a bajillion eldar lives later!" type thing. I was hoping to add a sense that Ulthwe's motives are strange and sometimes hard to read. "Why are these eldar trying so hard to kill that commissar?" If a seer council formation is taken as part of an Ulthwe detachment, it retains its own formation benefits as well as the benefits of the detachment. Like a Decurion style formation, but way less complicated.
I must say, I'm particularly impressed with how much thought you've put into these, and your attempts to produce balanced rules without too much clutter.
Wyldhunt wrote: Alaitoc: Oops. I meant to word that as "model" rather than "unit." You essentially get to deal damage to them before they're deployed, but you can't completely destroy them. So your opponent still gets to use all his toys, but you can make them easier for other units in your army to finish off. No saves, FNP, RP, etc. can be used against sabotage. I suppose I ought to tweak the wording of this so that models like Fuegan who gain buffs for taking damage get their perks. Suggestions?
Fuegan in particular only triggers at the end of a phase, so, putting my best concise-rules-writing hat on:
3-4 Sabotage: At the start of the first movement phase of the game, select a single enemy model with more than 1 Wound or Hull Point. That model suffers a single unsaved wound or glancing hit that cannot be re-allocated or prevented by any means (including the Feel No Pain or Reanimation Protocols special rules).
Wyldhunt wrote: Biel-Tan: Hmm. Sure! My thinking was that it would be odd to limit the number of troops available even though you could theoretically take dire avengers in that slot. Reducing the number of troops would also leave you with only a single non-avenger option which feels a bit odd. Maybe change the requirement to two troops instead of two avengers, and simply let the restrictions ensure that at least one avenger squad is taken?
I might be misunderstanding the restriction here - Do you want a unit of Aspects per other choice? I read it as the first two Troops are Dire Avengers, and then the remainder (4 additional) can be non-Aspect units?
Wyldhunt wrote: Iyanden: Excellent points. My goal was to make it feel like the 4th edition version where psykers serve as a sort of "wraith synapse." Rolling to see whether or not it made a difference is a huge part of that though. I'm reluctant to add the old d6 "wraith sight" roll back in though as it results in additional dice rolling throughout the game. I also managed to completely miss the lack of effect it would have on wraithblades (shame on me). The severe penalty to d-scythes was a calculated choice as the scythes are rather nasty compared to the wraithguns. How about changing it from snapshots to -1BS, -1WS, and an additional -1 penalty to the d-chart roll for d-scythes when not near a psyker? As for wraith lords mitigating this, I saw the bright souls of wraith lords serving as beacons that could help the little wraith constructs to focus on the task at hand. Mechanically, it rewards players more for taking wraith lords.
I can certainly appreciate trying to reduce unnecessary dice rolls - I think this second solution is a really good one (and the additional -1 on the D-chart is particularly inventive if I may say so), encouraging the kind of playstyle you think is appropriate without impeding them too much more than Wraithguard of any other Craftworld.
I'll admit, I seem to have had a reading malfunction, I thought it was that your opponent chooses one model in your army, rather than his! The rule makes much more sense to me now.
@roflmajog: Oops! Good catch! Consider Eldrad an option for the Ulthwe mandatory requirements.
@Quanar:
Sabotage: My only problem with that wording is that I had sort of intended for it to be something that happens before deployment so that your opponent knows which models are going to start the game with damage. Maybe declare the models to be harmed before deployment, but have the damage actually come into effect at the beginning of the first player turn?
Biel-Tan: You interpreted it correctly. You could, for instance, take a single dark reaper unit as a heavy support, then take a falcon and a war walker. Similarly, you could take a squad of hawks (or spiders or spears or spectres or a crimson hunter) as a fast attack and then take 2 squads of vypers. You could not, however, take just vypers or just falcons as you would not have the mandatory aspect warrior in that slot. Disregard my incoherent rambling regarding Biel-Tan. The short answer is that I'll add some aspect slots. It just seemed a bit odd (as currently worded) to decrease the number of troops to 3 because the current requirements already fill 2 of those 3 slots in with avenger squads. Which means you'd be unable to field, for instance, both rangers and guardians or even two squads of guardians in a Biel-Tan list. But I'm not sure that's a bad thing. Biel-Tan relies heavily on its aspect warriors.
Iyanden: Excellent! And thank you!
Ulthwe: So Ulthwe looks good then?
ATTENTION. Psychic tests are unfluffy. Your longing for AV is understandable but misguided. Your chapter doesn't need a separate codex. Doctrines should go away. Being a "troop" means nothing. This has been a cranky service announcement. You may now resume your regularly scheduled arguing.
Wyldhunt wrote: Biel-Tan: You interpreted it correctly. You could, for instance, take a single dark reaper unit as a heavy support, then take a falcon and a war walker. Similarly, you could take a squad of hawks (or spiders or spears or spectres or a crimson hunter) as a fast attack and then take 2 squads of vypers. You could not, however, take just vypers or just falcons as you would not have the mandatory aspect warrior in that slot. Disregard my incoherent rambling regarding Biel-Tan. The short answer is that I'll add some aspect slots. It just seemed a bit odd (as currently worded) to decrease the number of troops to 3 because the current requirements already fill 2 of those 3 slots in with avenger squads. Which means you'd be unable to field, for instance, both rangers and guardians or even two squads of guardians in a Biel-Tan list. But I'm not sure that's a bad thing. Biel-Tan relies heavily on its aspect warriors.
Ah, I think we've got some wires crossed, I meant the "optional" section. So you'd start with two units of DA, and have the option for three more Troop units (rather than counting the DA as part of the 3). Like how with the Iyanden list the two mandatory Wraithguard units don't count towards the optionals (though these are Elite rather than Troops, which might have been where we got muddled).
Wyldhunt wrote: Sabotage: My only problem with that wording is that I had sort of intended for it to be something that happens before deployment so that your opponent knows which models are going to start the game with damage. Maybe declare the models to be harmed before deployment, but have the damage actually come into effect at the beginning of the first player turn?
Ok, version 2 (getting increasingly wordy):
3-4 Sabotage: Immediately before your opponent deploys, select a single enemy model with more than 1 Wound or Hull Point. That model suffers a single unsaved wound or glancing hit that cannot be re-allocated or prevented by any means (including the Feel No Pain or Reanimation Protocols special rules). In the case of a Chariot, you chose whether the rider or the chariot itself is affected. For units/models that gain effects/benefits from being damaged, this effect counts as happening at the start of the first Movement phase of the game.
Sorry for the delay between responses/updates, guys. I've been swamped with work and school. Here are some of the minor craftworlds. I'm worried that these may be a bit too much. Mymeara, especially, seems like it might trade too little for too much. Thoughts? Altansar limits your alliance shenanigans and requires you use up a heavy support slot on reapers who, while not bad by any means, are arguably less appealing than many other heavy support options. In exchange, they gain situational anti-daemon bonuses and some extra defense. I'm not sure I like how Il-Kaithe turned out. See the designer nights. Lugganath's abilities seem wordy but appropriate. It's basically the eldar teamup detachment. Iybraesil is built around making Banshees work a bit better. Mymeara is supposed to be "sneaky" and evasive.
ALTANSAR DETACHMENT
Spoiler:
Required:
1 HQ 2 Troop
1 Dark Reapers
Optional:
1 HQ 4 Troop
3 Elite
3 Fast Attack
2 Heavy Support
RESTRICTIONS
Special characters other than Maugan Ra may not be taken as part of this detachment due to Altansar’s fell reputation. Dark eldar, corsairs, and harlequins treat units from this detachment as allies of convenience rather than battle brothers. While not strictly required, models from this detachment should be modeled with their helmets on or with their faces otherwise concealed.
SPECIAL RULES
The Cursed: Altansar fought long and hard against nightmares most beings couldn’t comprehend let alone battle. Non-vehicle models from this detachment have the Feel No Pain and Preferred Enemy (Chaos Space Marines and Daemons) rules. Note that their Preferred Enemy rule applies to both models from Codex: Chaos Daemons and models with the daemon rule in general. Models from this detachment also automatically pass Fear tests.
The Reaper’s Shrine: Maugan Ra’s teachings are especially prolific among the citizens of Altansar. Dark Reapers taken as part of this detachment have the Objective Secured rule.
Avatar of Altansar: Though Khaine’s essence was flung from the warp by his duel with Slaanesh, the avatar of Altansar spent years trapped within the sea of unreality. Those who have seen this frightful creature in action say its visage echoes the corruption rooted in the hearts of Altansar’s denizens. In games of at least 1,850 points, an Avatar of Khaine may be taken as part of this detachment. In addition to the rules found in Codex Eldar: Craftworlds, enemies within 12” of the avatar take a -2 penalty to their leadership.
IL-KAITHE DETACHMENT
Spoiler:
Required:
1 HQ 3 Guardian defenders or storm guardians (in any combination)
Optional:
1 HQ 4 Troop
3 Elite
3 Fast Attack
3 Heavy Support
RESTRICTIONS
None
SPECIAL RULES
Bonesingers: A single model in each Il-Kaithe guardian defender or storm guardian squad may be upgraded to a bonesinger for 15 points. Vehicles within 12” of a bonesinger have the It Will Not Die special rule. Vaul Support Batteries, Wraith Lords, Wraith Blades, and Wraith Guard units within 12” of a bonesinger have Feel No Pain (6+).
Avatar of Il-Kaithe: Il-Kaithe’s warriors harbor a hatred of the Great Enemy that drives them into alliance with even the most primitive of species. This antipathy is reflected in the shard of Khaine at the heart of their craftworld. In games of at least 1,850 points, an Avatar of Khaine may be taken as part of this detachment. In addition to the rules found in Codex Eldar: Craftworlds, models with the daemon rule or a mark of a chaos god within 12” of the avatar take a -1 penalty to all invulnerable saves.
(Designer Note: Ideally, there would be existing rules for bone singers that I could incorporate into Il-Kaithe’s rules, but alas, there are not. My first draft of this included rules for bone singers, but they were too complex for me to tack onto a detachment. Instead, I opted to make them act as regular guardians (no reason for them to have special martial training really) who can pause to do patch jobs on vehicles and wraith constructs. )
LUGGANATH DETACHMENT
Spoiler:
Required:
1 HQ 2 Troops
Optional:
1 HQ 4 Troop
3 Elite
3 Fast Attack
3 Heavy Support
RESTRICTIONS
None
SPECIAL RULES
Motley Allies: If a Lugganath detachment is your primary detachment, each harlequin and corsair formation or detachment included in the same army may elect a single model to be an additional warlord before warlord traits are generated. Each warlord generates a warlord trait. Each warlord qualifies for Slay the Warlord (meaning the Lugganath player can give up Slay the Warlord multiple times), and each warlord qualifies for tactical objectives involving warlords.
Avatar of Lugganath: Jaded Lugganath has searched the webway thoroughly in hopes of abandoning the mortal realm. Though they have yet to complete their quest, their explorations have given them an intimate knowledge of the webway’s many arteries. When called to war, the Avatar of Khaine serves as a beacon that burns brightly in the minds of wayseers as they deliver their charges to war. In games of at least 1,850 points, an Avatar of Khaine may be taken as part of this detachment. In addition to the rules found in Codex Eldar: Craftworlds, non-vehicle units taken as part of a Lugganath detachment that arrive from reserves may opt to arrive within 12” of the avatar. Units that would suffer a deepstrike mishap when arriving in this fashion go into ongoing reserves instead.
IYBRAESIL DETACHMENT
Spoiler:
Required:
1 HQ 2 Howling Banshees
Optional:
1 HQ 3 Troop
4 Elite
3 Fast Attack
3 Heavy Support
RESTRICTIONS
Each howling banshee unit taken as part of an Iybraesil detachment must be lead by an exarch.
SPECIAL RULES
The Crone’s Pact: Howling Banshees taken as part of an Iybraesil detachment may charge on the same turn that they run and gain objective secured. Additionally, Farseers taken as part of this detachment may replace any psychic power they know (including a primaris power) with Doom from the Runes of Fate table. Doing so does not cause them to lose Psychic Focus.
Avatar of Iybraesil: Iybraesil remembers well the daughters of Khaine and the Morai-Heg. To her warriors, few battlefields are silent. When their avatar takes the field, his screams join those of his daughters and echo across the battlefield. In games of at least 1,850 points, an Avatar of Khaine may be taken as part of this detachment. In addition to the rules found in Codex Eldar: Craftworlds, at the start of the Eldar player’s turn, the Avatar may extend the range of his Khaine Awakened ability to cover the entire board until the beginning of the next Eldar turn.
Designer’s Note: I’ve skipped Yme-Loc because their rules seem like they should really revolve around superheavies, and that’s simply not my area of expertise.
MYMEARA DETACHMENT
Spoiler:
Required:
1 HQ 2 Troops
Optional:
1 HQ 4 Troop
3 Elite
3 Fast Attack
3 Heavy Support
RESTRICTIONS
None
SPECIAL RULES
Ghosts in the Wind: Mymearans are known for making extensive use of camouflage and cloaking technology. During deployment, select a single type of terrain (such as ruins, rubble, or twisted copse). Models taken as part of a Mymeara detachment have the Stealth (selected terrain type ) rule.
Where Are They?: Units taken as part of a Mymeara detachment may only run after firing their weapons when using battle focus (rather than before). Run rolls made by models from this detachment are always treated as an automatic 6.
Tomb of the Specters: Aspect Host formations taken in the same army as a Mymearan detachment add shadow specters to the list of available aspect warriors. Furthermore, Aspect Hosts comprised entirely of Shadow Specter squads may include Irrilyth as part of the formation.
Avatar of Mymeara: For the morbid Mymearans, death is no excuse to cease fighting for one’s craftworld. Where the avatar of Mymeara treads, he collects false-souls, echoes of the dying, and drives them to flit confusingly about the shapes of the living. In games of at least 1,850 points, an Avatar of Khaine may be taken as part of this detachment. In addition to the rules found in Codex Eldar: Craftworlds, at the start of the Eldar player’s turn, the Avatar’s Khaine Awakened ability also confers a 5+ cover save to all Craftworlder units within its range. If a unit would already receive a cover save for some reason, it instead improves that cover save by 1.
This message was edited 3 times. Last update was at 2015/08/02 04:57:19
ATTENTION. Psychic tests are unfluffy. Your longing for AV is understandable but misguided. Your chapter doesn't need a separate codex. Doctrines should go away. Being a "troop" means nothing. This has been a cranky service announcement. You may now resume your regularly scheduled arguing.
Wyldhunt wrote: Sorry for the delay between responses/updates, guys. I've been swamped with work and school. Here are some of the minor craftworlds. I'm worried that these may be a bit too much. Mymeara, especially, seems like it might trade too little for too much. Thoughts? Altansar limits your alliance shenanigans and requires you use up a heavy support slot on reapers who, while not bad by any means, are arguably less appealing than many other heavy support options. In exchange, they gain situational anti-daemon bonuses and some extra defense. I'm not sure I like how Il-Kaithe turned out. See the designer nights. Lugganath's abilities seem wordy but appropriate. It's basically the eldar teamup detachment. Iybraesil is built around making Banshees work a bit better. Mymeara is supposed to be "sneaky" and evasive.
I'd have to do a bit of reading up on these Craftworlds to have any opinion on the fluffiness aspect, so I'll just make some mechanical suggestions and come back later.
Wyldhunt wrote: ALTANSAR DETACHMENT
SPECIAL RULES
The Cursed: Altansar fought long and hard against nightmares most beings couldn’t comprehend let alone battle. Non-vehicle models from this detachment have the Feel No Pain and Preferred Enemy (Chaos Space Marines and Daemons) rules. Note that their Preferred Enemy rule applies to both models from Codex: Chaos Daemons and models with the daemon rule in general. Models from this detachment also automatically pass Fear tests.
If you're finding this too powerful, you could easily knock it down to FnP (6+) instead.
Wyldhunt wrote: IL-KAITHE DETACHMENT
Avatar of Il-Kaithe:[/b] {...} In addition to the rules found in Codex Eldar: Craftworlds, models with the daemon rule or a mark of a chaos god within 12” of the avatar take a -1 penalty to all invulnerable saves.
Needs a note to not affect himself (unless that was the intent?), as an Avatar has the Daemon rule.
Wyldhunt wrote: LUGGANATH DETACHMENT
Avatar of Lugganath:[/b] {...} In addition to the rules found in Codex Eldar: Craftworlds, non-vehicle units taken as part of a Lugganath detachment that arrive from reserves may opt to arrive within 12” of the avatar. Units that would suffer a deepstrike mishap when arriving in this fashion go into ongoing reserves instead.
Suggest adding a bit: "non-vehicle units taken as part of a Lugganath detachment that arrive from reserves may choose to arrive within 12” of the avatarusing the rules for Deep Strike." Otherwise we have no rules to place a non-deepstriking unit when the Avatar is more than 12" from the table edge? Or was this rule meant to only affect models with Deep Strike in the first place?
Wyldhunt wrote: IYBRAESIL DETACHMENT
Avatar of Iybraesil: {...} In addition to the rules found in Codex Eldar: Craftworlds, at the start of the Eldar player’s turn, the Avatar may extend the range of his Khaine Awakened ability to cover the entire board until the beginning of the next Eldar turn.
A note that this is one-use-only perhaps? It sounds like it was intended as such, rather than simply being activated every turn (in which case, why not make it always on?).
Doesn't sound too broken - the Warhost formation from the codex already gives out the 6" run, and you've added a restriction on top of it, the Ghosts in the Wind cover save is equivalent to a guaranteed Warlord Trait (Conqueror of Cities), Shadow Spectres aren't broken and deserve to be able to be taken in Aspect Hosts.
Even combining it all (A unit of Shadow Spectres in the correct area terrain with an Avatar nearby) for a 2+ cover save, they'll still die to any sort of Ignores Cover as they are T3.
Excellent catches, Quanar. I'd prefer to leave Altansar at 5+ FNP for now based on how rarely dark eldar tend to benefit from their own FNP due to their low toughness.
Il-Kaithe's avatar should, in fact, be immune to his own daemon invulnerable save debuff. I'll change the wording to, "enemy models with the daemon rule..."
I'll sprinkle the word deepstrike into the Lugganath rules. The idea is that you basically just get to deepstrike within 12" of the avatar.
Iybraesil's avatar bonus is, in fact, meant to be a once per game thing.
Glad to hear Mymeara seems reasonable!
ATTENTION. Psychic tests are unfluffy. Your longing for AV is understandable but misguided. Your chapter doesn't need a separate codex. Doctrines should go away. Being a "troop" means nothing. This has been a cranky service announcement. You may now resume your regularly scheduled arguing.