House Rules: Craftworld Ko'Shanniah

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Ko'Shanniah is known as the "Sting of the Scorpion" amidst the Eldar, and with good reason. The Craftworld retains a vast number of Striking Scorpions, and these armoured warriors form the vanguard of the Craftworld's forces. The spearhead are known as the "Scorpion Guard", and they fill a role normally given to the Rangers of the Craftworld; one of infiltration and pathfinding.
Once an enemy of the Craftworld is found, the forces of Ko'Shanniah mobilise swiftly to engage. Vypers, Falcons and Waveserpents carrying Aspect Warriors form the core of any army, whilst Guardians will be raised if the warrior elite are not sufficient to break a foe. In truly dire times, the souls of slumbering warriors shall be awoken, but Ko'Shanniah see this as a terrible sacrilege, more so than most Edlar. As such, these Wraith-warriors are few and far between.

The Army List of Ko'Shanniah

The following changes are made to the Codex:
Warp Spiders, Swooping Hawks and Howling Banshee squads are 0-1. This represents that there are very few temples dedicated to these Aspects on the Craftworld.
Ko'Shanniah make even less use of "Ghost warrior" units than other Craftworlds. As such, Wraithlords and Wraithguard are 0-1.
To represent the sudden offensives launched by Ko'Shanniah, all Bikes and Skimmers may re-roll failed Reserve Roles.

Scorpion Guard

Scorpion Guard use the Striking Scorpion entry, with the following modifications:
  • Organisation Limitation: 1+. Scorpion Guard are Troops.
  • Isolated: Because they spend a lot of time away from the Craftworld, rather than being raised when needed, they may not take Exarchs. In addition, if the unit is not mounted in a Wave Serpent, they must be given the Infiltrate ability at +2pts per model.
  • Vanguard: In any scenario using reserves, all Scorpion Guard must deploy on the battlefield, even if they would not normally be able to do so.




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