Imperial Armour 11: Doom of Mymeara has arrived! Part the First: Eldar Corsair's Army List
The list is pretty interesting. You have a number of options for play style, but I feel like all of them lend to a quick in and out raid style of play. As a whole the army draws significantly from the Craftworld Codex, but a few wargear options and entries use the Dark Eldar Codex. In addition there are a number of selections of their own. My only issue with the list is a number of errors in the writing which makes it unclear as to how things truly operate. I'll highlight those as I review each entry.
Corsair Prince - The corsair prince is essentially an autarch in stats and wargear selection. He can take almost any weapon listed in the book. He comes standard with a close combat weapon, and a shuriken pistol, as well as, plasma grenades, but all of that may be upgraded. He can wield anything from a Harlequin's Kiss to a Power Weapon, to the new Void Sabre, which is a scorpion chainsword that has the rending rule. He comes with a 4+ armour save, but this can be modified with either a shimmershield, force shield, or Shadowfield. Each functions as they do in their relevant codex. Finally he can take haywire grenades, melta bombs, the balelight which is like a single use sunrifle with a 6" range and rending, and a Corsair Jetpack. His special rules are also pretty interesting. Sky Raiders, which gives the option of giving the deepstrike special rule to any three units that normally do not have it. This opens up many options as there are a number of different things you can select. It also states that any dedicated transports taken with the unit may also deepstrike so long as unit and transport are together. Immediately I get the sense that you can easily make an entirely deepstriking army with this power. His second ability is Void Strike where in he calls down the thunder from his starship orbiting the planet. It is a single use ability that can take one of three forms: Pulse Strike a S9 AP2 Ordnance 1, 5" blast, Lance shot; Sonic Torpedo a S4 AP5 Ordnance 1, D6+6" Blast, Pinning; or Darkfire Skyburst which causes nightfight conditions until the start of the next player turn. My issue is that no range is listed, though I'm assuming it is unlimited based on fluff and also if it is modified by the firers ballistic skill, which as written seems like a yes, but based on fluff I would say no. Finally he has the option of taking a retinue.
Corsair Blade Sworn Retinue - Think Eldar away team and you are not far off here. The Blade sworn are the best of the best. The Prince's most trusted friends and advisers. As a squad of 2 to 5 they have the stats of an aspect warrior save for 2 Attacks base and a leadership of 8. They come equipped like the Prince, but just like him have a number of options including Lasblasters, Shuriken Catapults, Fusion Pistols, and Power Weapons. They may also take haywire grenades, melta bombs, and Corsairs Jetpacks which must be taken if the Prince has one and may not be taken if he doesn't. I am looking forward to loading them up with fusion pistols and getting some one shots on Paladins next week. Interestingly throughout the book the points cost for the jetpacks is a squad based cost not points per model so you run into a situation where the jetpacks get more and more worth it the more models you have. The squad, if not using jetpacks, has the dedicated transport options of either a Corsair Venom or a Corsair Falcon as transport.
Corsair Voidstorm Squad - The only new entry for Elites. The Voidstorm Squad is essentially veteran corsairs. They can be taken in squads of 5 to 10 and come with Shuriken Pistols, Close Combat Weapons, Plasma Grenades, Shimmershields (you will never stop the squads 5+ invuln save in close combat!) and of course a Cosair jetpack. These guys are cheap too! Ringing in at the points cost of a Dire Avenger. As for options one in three can take either a flamer, fusion pistol, fusion gun, or power weapon in exchange for his pistol or close combat weapon. The squad can also take Haywire grenades or meltabombs. I am getting a strong sense that you can spam fusion guns like a pro.
Harlequin Troupe - Pretty standard, no changes, if you have an Eldar book you know what they do.
Edit: Corsair Harlequin do have the option of taking a venom if their squad numbers 5 or less. Clown cars are back!
Eldar Craftworld Outcasts - Seems like a cop-out, but is a surprisingly flexible option. Essentially you can take any Elite or Fast Attack choice from the Eldar Codex, this includes the new Shadow Spectre Squad. I assume it includes the dedicated transport option as that option is covered for the next entry.
Dark Eldar Kabalite Warriors - As written in the Dark Eldar Codex. Apparently these guys love raiding so much they do not care who they go out with. Why I think you can take a Wave Serpent with Aspect Warriors is because this entry mentions that if a venom is chosen as transport it is a Dark Eldar venom and not a corsair venom which is listed later. Both the Warriors and the Craftworld Outcast squads cannot be more plentiful in your army then the number of Corsair squads you have, so that is a limiting factor.
Corsair Jetbike Squadron - My favorite. A little more pricey than regular jetbikes, but they have BS 4 and come with Shuriken Pistols and Close Combat weapons. The unit has the standard one out of three shuriken cannon upgrade and it also has the option to take a Felarch. The Felarch can exchange his weapons for a power weapon and/or a fusion pistol. The unit also has the scouts special rule.
Corsair Falcon - A more expensive BS 4 Falcon. It has all the normal options, but it also lists the transport capacity as 10 models. Not sure if this is in error or not as all references to taking it as a dedicated transport list the unit size as 6 models or less in order to take it.
Corsair Venom - This is a bargain Vyper with a transport capacity of 5 models. It has BS4 and all the wargear options standard to craftworld vehicles and can upgrade its standard shuriken cannon to a scatter laser, starcannon, or Eldar missile Launcher. Unfortunately it cannot lay down dakka like the Dark Eldar version, but considering how cheap it is I am sold!
That concludes the list. Again there are a lot of issues with the editing and included in the background info for the army is a reference to ranger squads, but the option is not listed itself. I think this list will put a lot of bite back in Eldar, but it does have the same drawbacks in terms of durability. I am also surprised that with all the deepstriking capabilities there is not any wargear, power, or option to improve your chances or modify your reserve rolls. As for choices I do not really see enough options to make things convoluted and there really is not a unit I would not take save maybe the Void Dreamer. Then again, she'll be somewhat handy against Grey Knights and Chaos Daemons.