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Aeldari

Corsair Voidscarred

Infiltration/Recon

Aeldari Corsairs or Anhrathe are bands of piratical Aeldari Outcasts. They are a constant threat to merchant shipping, though very rarely pose a threat to a major Imperial battlefleet.

Faction Rules

Aeldari Raiders

Each friendly CORSAIR VOIDSCARRED operative can perform a free Dash action during their activation.

Operatives

Strategic Ploys

Mobile Engagement

Whenever an operative is shooting a friendly CORSAIR VOIDSCARRED operative that performed an action in which it moved during this turning point, you can re-roll one of your dice.

Outcasts

Whenever a friendly CORSAIR VOIDSCARRED operative is more than 5" from other friendly operative, its weapons have the Punishing weapon rule.

Punishing: If you retain any critical successes, you can retain one of your fails as a normal success instead of discarding it.

Plunderers

Up to 1D3 friendly CORSAIR VOIDSCARRED operatives can immediately perform a free Dash action in an order of your choice.

This turning point, each that does so cannot perform the Dash action during their activation. You cannot use this ploy during the first Turning point.

Piratical Profiteers

Whenever a friendly CORSAIR VOIDSCARRED operative is shooting, fighting or retaliating, if it or the enemy operative in that sequence contests an objective marker or one of your mission markers, that operative's weapons have the Balanced special rule.

Balanced: Can re-roll one Attack die.

Firefight Ploys

Contemptuous Adventurer

Use this firefight ploy when you activate your first friendly CORSAIR VOIDSCARRED operative during the turning point, if it is more than 5" from other friendly operatives.

The first time that operative performs either the Shoot or Fight action during that activation, its weapons have the relentless rule.

Note this ploy cannot come into effect more than once per activation (You cannot use it during both the Shoot and Fight action in the same activation).

Relentless: Can re-roll any or all Attack dice.

Capricious Flight

Use this firefight ploy during a friendly CORSAIR VOIDSCARRED operative's activation, before or after it performs an action. During that activation, that operative can perform the Fall Back action for 1 less AP.

Light Fingers

Use this firefight ploy during a friendly CORSAIR VOIDSCARRED operative's activation.

Until the end of that activation, having an enemy operative within its control range does not prevent that friendly operative from performing the Pick Up marker or mission actions.

Opportunistic Fighters

Use this Firefight ploy when an enemy operative performs the Fall Back action. Before it moves, inflict 2D3 damage on that operative for each friendly CORSAIR VOIDSCARRED operative within its control range.

Equipment

Diuturnal Mantles

Whenever an operative is shooting a friendly CORSAIR VOIDSCARRED operative, if the ranged weapon in that sequence has the Blast or Torrent weapon rule, you can re-roll one of your defence dice.

In addition, friendly CORSAIR VOIDSCARRED operatives are not affected by the X" Devastating X weapon rule (i.e, Devastating with a distance) unless they are the target during that sequence.

Mistfield

Once per Turning point, when an operative is shooting a friendly CORSAIR VOIDSCARRED operative more than 3" from it, at the start of the Roll Defence Dice step, you can use this rule.

If you do, worsen the X of the piercing weapon rule by 1 (If any) until the end of that sequence. Note that Piercing 1 would therefore be ignored.

Runes Of Guidance

Once per turning point, whenever a friendly CORSAIR VOIDSCARRED WAY SEEKER or CORSAIR VOIDSCARRED SOUL WEAVER operative is performing a PSYCHIC unique action (excluding Warp Fold),

you can use this rule. If you do, until the end of that action, add 3" to its distance requirement. Note this has no effect on PSYCHIC weapons (e.g, the Devastating distance requirement of Lightning Strike).

Star Charts

Star Charts

Roll 1D3, if the result is higher than the number of current turning point, you gain 1CP and cannot use this STRATEGIC GAMBIT for the rest of the battle.

Ammo Cache (x1)

Before the battle, you can set up one of your Ammo Cache markers wholly within your territory. Friendly operatives can perform the following mission action during the battle:

AMMO RESUPPLY0AP

One of your Ammo Cache markers the active operative controls is used during this turning point.

Until the start of the next turning point, whenever this operative is shooting with a weapon from its datacard, you can re-roll one of your attack dice.

An operative cannot perform this action while within control range of an enemy operative, if that marker is not yours, or if that marker has been used this turning point.

Razor Wire (x1)

Razor wire is Exposed and Obstructing terrain. Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.

Obstructing: Whenever an operative would cross over this terrain feature within 1" of it, treat the distance as an additional 1".

Comms Device (x1)

Before the battle, you can set up one of your Comms Device markers wholly within your territory.

While a friendly operative controls this marker, add 3" to the distance requirements of its SUPPORT rules that refer to friendly operatives

(e.g. ‘select one friendly operative within 6"’ would be 9" instead).

Note that you cannot benefit from your opponent's Comms Device markers.

Mines (x1)

Before the battle, you can set up one of your Mines markers wholly within your territory and more than 2" from other markers, access points, and Accessible terrain.

The first time that marker is within an operative's control range, remove that marker and inflict D3+3 damage on that operative.

Light Barricades (x2)

Light barricades are Light terrain, except the feet, which are Insignificant and Exposed. Before the battle, you can set up any of them wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.

Heavy Barricade (x1)

A heavy barricade is Heavy terrain. Before the battle, you can set it up wholly within 4" of your drop zone, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.

Ladders (x2)

Ladders are Insignificant and Exposed terrain. Before the battle, you can set up any of them as follows:

  • Wholly within your territory.
  • Upright against terrain that’s at least 2" tall.
  • More than 2" from other equipment terrain features.
  • More than 1" from doors and access points.

Once per action, whenever an operative is climbing the terrain feature a ladder is placed against, treat the vertical distance as 1" if the ladder is within that operative’s control range during that entire climb.

Portable Barricade (x1)

A portable barricade is Light, Protective and Portable terrain, except the feet which are Insignificant and Exposed.

Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.

Protective: While an operative is in cover from this terrain feature, improve its Save stat by 1 (to a maximum of 2+).

Portable: This terrain feature only provides cover while an operative is connected to it and if the shield is intervening (ignore its feet).

Operatives connected to the inside of it can perform the following unique action during the battle:

Move With Barricade1AP

The same as the Reposition action, except the active operative can move no more than its Move stat minus 2" and cannot climb, drop, jump, or use any killteam's rules that remove it and set it back up again (e.gh. HEARTHKYN SALVAGER Fly, MANDRAKE Shadow Passage).

Before this operative moves, remove the portable barricade it is connected to. After it moves, set up the portable barricade so it is connected again, but the portable barricade cannot be set up within 2" of

other equipment terrain features, access points or Accessible terrain. If this is not possible, the portable barricade is not set up again.

This action is treated as a Reposition action. An operative cannot perform this action while within control range of an enemy operative, or in the same activation in which it performed the Fall Back or Charge action.

Utility Grenade - Smoke (x1/2)

When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun).

Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.

SMOKE GRENADE1AP

Place one of your Smoke Grenade markers within 6" of this operative. It must be visible to this operative,

or on Vantage terrain of a terrain feature that is visible to this operative. The marker creates an area of smoke 1" horizontally and unlimited height vertically from (but not below) it.

While an operative is wholly within an area of smoke, it is obscured to operatives more than 2" from it, and vice versa.

In addition, whenever an operative is shooting an enemy operative wholly within an area of smoke, weapons with the Piercing 2 or Piercing Crits 2 weapon rule have the Piercing 1 or Piercing Crits 1 weapon rule (respectively) instead, unless they’re within 2" of each other.

In the Ready step of the next Strategy phase, roll one D3. Remove that Smoke Grenade marker after a number of activations equal to that D3 have been completed

or at the end of the turning point (whichever comes first).

An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.

Utility Grenade - Stun (x1/2)

When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun).

Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.

STUN GRENADE1AP

Select one enemy operative visible to and within 6" of this operative. That operative and each other operative within 1" of it takes a stun test. For an operative to take a stun test, roll one D6: on a 3+, subtract 1 from its APL stat until the end of its next activation.

An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.

Explosive Grenade - Frag (x1/2)

When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).

WeaponATKHITDMGSpecial
Frag Grenade44+2/4Rng 6", Blast 2", Saturate

Explosive Grenade - Krak (x1/2)

When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).

WeaponATKHITDMGSpecial
Krak Grenade44+4/5Rng 6", Piercing 1, Saturate

Breaching Charge

Once per battle, when a friendly operative performs the Breach action, you can use this rule. If you do, that operative can perform that action for 1 less AP (to a minimum of 1AP) as though it had the word "breach marker" on its datacard.

Building Your Roster

A CORSAIR VOIDSCARRED killteam is composed of:
- 1 CORSAIR VOIDSCARRED Felarch operative with one of the following options:
  - Shuriken rifle, shuriken pistol, power weapon
  - Neuro Disruptor, Power weapon
- 8 CORSAIR VOIDSCARRED operatives selected from the following list:
  - Fate Dealer
  - Gunner with one of the following options:
  - Blaster (X), Shuriken pistol, fists
    - Shredder, Shuriken pistol, fists
  - Heavy Gunner with one of the following options:
    - Shuriken Cannon, Shuriken pistol, fists
    - Wraithcannon (X), Shuriken pistol, fists  
  - Kurnathi
  - Kurnite Hunter
  - Shade Runner
  - Soul Weaver
  - Starstorm Duelist
  - Warrior with one of the following options:
    - Shuriken pistol, power weapon
  - Shuriken rifle, fists  
  - Way Seeker

Other than Warrior operatives your kill team can only include each operative on this lists once.  

(X) Your kill team cannot include both a blaster and a wraithcannon.