Post by shortymcnostrill on Aug 21, 2022 22:07:06 GMT
Hello there,
I adapted the old Forgeworld Eldar Corsair army to the GDF:F format. I just got started on an army back then when codex support was dropped. I now finally saw an opportunity to play them and went for it. I messed up the format of the template so it's just the rules page currently, will fix that when it's not as late here.
Corsairs Army Template v1.1.pdf (130.27 KB)
Any feedback/criticism is more than welcome. I also had to make a few questionable design decisions that I'd be happy to discuss.
What are Corsairs?
To avoid getting too brand-specific: Corsairs are elves in space that are also pirates. They function as a mix of Dark- and High Elf armies and rely on mobility and versatile close-range shooting power to overcome the enemy. Think jet pack elves dualwielding fancy pistols or oversized weaponry.
Design ramblings:
I love the options the forgeworld codex offered and wanted to capture that as much as possible. All melee? sure. All jetpacks? Why not. No jetpacks? Go nuts. I see these guys functioning as a mix between Dark and High Elves. They hit at 4+, 3+ for vets and mainly use 4+ and 5+ armor. They won't have the truly powerful/specialized High Elf or Dark Elf gear but will be able to mix and match items from both. Hopefully their mobility and options will balance that out.
Note that some entries might seem redundant (looking at you, splinter- shuriken and las-weaponry). This is by design. These weapons were legal options back when Corsairs had rules in a rival game system and I want Corsair players to be able to field all of their lovingly converted models.
I tried to include options representing the old obsessions for the heroes. I didn't give options like Regeneration custom names for this reason. There are multiple ways to explain these upgrades' effects from the background. Regeneration's effect could come from a personal force field, it could be that this band is lead by a veteran Malignant, it could be combat drugs, whatever you want.
Moving a bit after shooting is integral to the army imo. I moved that to a hero aura ability as per the design tips. Also added some options to make a melee-oriented force possible (I hope).
The old corsairs had a rule that made them bad at morale checks for falling back but fine against other types of morale checks (Dancing on the Blade's Edge). I found that impossible to implement cleanly so dropped it entirely.
I tried matching both the design tips and the old codex when it came to psychic powers. Had to improvise here and there (pretty happy with Breach Mastery, I hope the image I was going for comes across).
You might wonder:
"Why is there no Voidstorm band equivalent entry?": I initially had them as Corsairs with def4+ and the option for def3+. However, regular corsairs also have the option to take def 4+ in the old codex and have the same loadout options. The only actual difference was access to a single upgrade (def3+). So I chose to scrap the Voidstorm entry entirely and to add the def3+ upgrade to the Corsair entry.
"Can I represent GW's recently released voidscarred corsairs with these rules?": Mostly. I included rules for the Neuron Pistol (sourced from the Jester army rules). There's nothing for a Falcon though, or for dualwielding blades. Not sure if I should revisit the Malignants to add an option for two CCWs?
I also didn't add rules for a Wraithcannon. I could add rules but its stats (High Elf army: 12" A2 AP[4]) would just make it a shorter-ranged Blaster (Dark Elf army: 18" A2 AP[4]). Frankly I'd recommend just using the Dissonant Cannon statline. It should have the BFG-feel you're looking for with a portable cannon (hope I didn't overdo it).
*edit*
"Will you add rules support for GDF?": Yeah I plan to, shouldn't be that hard.
I adapted the old Forgeworld Eldar Corsair army to the GDF:F format. I just got started on an army back then when codex support was dropped. I now finally saw an opportunity to play them and went for it. I messed up the format of the template so it's just the rules page currently, will fix that when it's not as late here.
Corsairs Army Template v1.1.pdf (130.27 KB)
Any feedback/criticism is more than welcome. I also had to make a few questionable design decisions that I'd be happy to discuss.
What are Corsairs?
To avoid getting too brand-specific: Corsairs are elves in space that are also pirates. They function as a mix of Dark- and High Elf armies and rely on mobility and versatile close-range shooting power to overcome the enemy. Think jet pack elves dualwielding fancy pistols or oversized weaponry.
Design ramblings:
I love the options the forgeworld codex offered and wanted to capture that as much as possible. All melee? sure. All jetpacks? Why not. No jetpacks? Go nuts. I see these guys functioning as a mix between Dark and High Elves. They hit at 4+, 3+ for vets and mainly use 4+ and 5+ armor. They won't have the truly powerful/specialized High Elf or Dark Elf gear but will be able to mix and match items from both. Hopefully their mobility and options will balance that out.
Note that some entries might seem redundant (looking at you, splinter- shuriken and las-weaponry). This is by design. These weapons were legal options back when Corsairs had rules in a rival game system and I want Corsair players to be able to field all of their lovingly converted models.
I tried to include options representing the old obsessions for the heroes. I didn't give options like Regeneration custom names for this reason. There are multiple ways to explain these upgrades' effects from the background. Regeneration's effect could come from a personal force field, it could be that this band is lead by a veteran Malignant, it could be combat drugs, whatever you want.
Moving a bit after shooting is integral to the army imo. I moved that to a hero aura ability as per the design tips. Also added some options to make a melee-oriented force possible (I hope).
The old corsairs had a rule that made them bad at morale checks for falling back but fine against other types of morale checks (Dancing on the Blade's Edge). I found that impossible to implement cleanly so dropped it entirely.
I tried matching both the design tips and the old codex when it came to psychic powers. Had to improvise here and there (pretty happy with Breach Mastery, I hope the image I was going for comes across).
You might wonder:
"Why is there no Voidstorm band equivalent entry?": I initially had them as Corsairs with def4+ and the option for def3+. However, regular corsairs also have the option to take def 4+ in the old codex and have the same loadout options. The only actual difference was access to a single upgrade (def3+). So I chose to scrap the Voidstorm entry entirely and to add the def3+ upgrade to the Corsair entry.
"Can I represent GW's recently released voidscarred corsairs with these rules?": Mostly. I included rules for the Neuron Pistol (sourced from the Jester army rules). There's nothing for a Falcon though, or for dualwielding blades. Not sure if I should revisit the Malignants to add an option for two CCWs?
I also didn't add rules for a Wraithcannon. I could add rules but its stats (High Elf army: 12" A2 AP[4]) would just make it a shorter-ranged Blaster (Dark Elf army: 18" A2 AP[4]). Frankly I'd recommend just using the Dissonant Cannon statline. It should have the BFG-feel you're looking for with a portable cannon (hope I didn't overdo it).
*edit*
"Will you add rules support for GDF?": Yeah I plan to, shouldn't be that hard.