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The journeys of Rogue Trader Elucia Vhane are long and fraught with dangers untold. Only the hardiest and most skilled would deign to follow such a trailblazer. Specialists in their own right, the Elucidian Starstriders are well prepared to meet and conquer any threat they might encounter.

Books

BookKindEditionVersionLast update
  Kill Team: Rogue TraderExpansion81.0September 2018

Elucidian Starstriders Tactics

If every model in your kill team has the ELUCIDIAN STARSTRIDERS Faction keyword, you can use Elucidian Starstriders Tactics.

COMBAT MEDICINE
Elucidian Starstriders Tactic
Use this Tactic after using SANISTASIA MINSTS Healing Serum ability (whether or not the ability was successful). You can immediately use that ability for a second time this phase, either on a different model or the same model again.
1 COMMAND POINT
PRIORITY OBJECTIVE IDENTIFIED
Elucidian Starstriders Tactic
Use this Tactic at the end of the Movement phase if LARSEN VAN DER GRAUSS is within 3" of an objective marker and not shaken. Until the end of the battle round, add 1 to his saving throws and Attacks characteristic.
1 COMMAND POINT
KILLING STRIKES
Elucidian Starstriders Tactic
Use this Tactic before KNOSSO PROND is chosen to fight with in the Fight phase. Until the end of the phase, the Damage characteristic of her power blade is increased to D3.
2 COMMAND POINTS
VOLTAGHEIST TRANSFERENCE
Elucidian Starstriders Tactic
Use this Tactic in the Movement phase before making a normal move with LARSEN VAN DER GRAUSS. Remove this model from the battlefield, then set it up anywhere that is more than 4" from any enemy models. He cannot move further this phase.
2 COMMAND POINTS
EXECUTIONER SHELL
Elucidian Starstriders Tactic
Use this Tactic before Voidmaster Nitsch is chosen to shoot with in the Shooting phase. Only make a single hit roll with his artificer shotgun this phase, but add 3 to the result; if the hit roll is successful, the enemy model suffers 1 mortal wound and the attack sequence ends.
2 COMMAND POINTS
VOLTAGHEIST FIELD
Elucidian Starstriders Tactic
Use this Tactic before LARSEN VAN DER GRAUSS is chosen to shoot with in the Shooting phase. He can do one of the following instead of shooting normally: open or close a door as if he were within 1" of it, scan a terrain feature for traps (your opponent(s) must tell you if that terrain feature has been trapped or not), or ignore penalties to his hit rolls for the target model being obscured when shooting with his voltaic pistol this phase.
2 COMMAND POINTS

Commander Abilities

To survive and succeed as a Rogue Trader requires not only superlative battle skills, but also access to specialist equipment and wargear. As an explorer and plunderer-for-a-cause, Elucia Vhane has ensured her personal arsenal is well stocked with the exact weapons and devices needed to triumph far beyond the boundaries of human civilisation.


When purchasing Commander upgrades for Elucia Vhane, you can choose from the Explorator Fleetmaster and Trader Militant Traits below in addition to other Commander Traits. In addition, if your kill team includes ELUCIA VHANE, you can use the Multi-spectral Auspicator and Digital Laser Regalia Tactics (see right).
10 pts

EXPLORATOR FLEETMASTER

Elucia Vhane Trait

If your kill team is Battle-forged, you start the battle with 1 additional Command Point (this can only be spent to use an Elucidian Starstriders Tactic).
15 pts

TRADER MILITANT

Elucia Vhane Trait

Add 1 to this model’s Attacks characteristic.


MULTI-SPECTRAL AUSPICATOR
Elucia Vhane Aura Tactic
Use this Tactic at the start of the Movement phase. ELUCIA VHANE gains the following aura ability until the end of the battle round:

As long as this model is not shaken, re-roll hit rolls of 1 for attacks made by friendly ELUCIDIAN STARSTRIDERS models within 6" of it.
1 COMMAND POINT
DIGITAL LASER REGALIA
Elucia Vhane Tactic
Use this Tactic immediately after fighting with ELUCIA VHANE. Make an additional hit roll against an enemy model within 1” of her; if the hit roll is successful, the enemy model suffers 1 mortal wound and the attack sequence ends.
2 COMMAND POINTS

Datasheets


Knosso Prond

NAME M WS BS S T W A Ld Sv Max
Knosso Prond 7" 3+ 4+ 4 3 2 4 8 5+ 1
This model is armed with a Death Cult power blade, dartmask and concussion grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
Dartmask
9"
Pistol 1
1
-1
1
This weapon wounds on a 2+.
Death cult power blade
Melee
Melee
User
-2
1
-
Concussion grenade
6"
Grenade D3
3
0
1
If the target is within 1" of a terrain feature, add 1 to this weapons Strength and Damage characteristics.
ABILITIES
Specialist Retainer: This model is always a Combat specialist, but this does not count towards the maximum number of specialists in your kill team.

Uncanny Reflexes: This model has a 5+ invulnerable save.

Zealous: You can re-roll failed hit rolls for this model in a battle round in which it charged or was charged by an enemy model.
SPECIALISTS
Combat
FACTION KEYWORDS
ELUCIDIAN STARSTRIDERS
KEYWORDS
IMPERIUM, ADEPTUS MINISTORUM, INFANTRY, DEATH CULT EXECUTIONER, KNOSSO PROND


Larsen van der Grauss

NAME M WS BS S T W A Ld Sv Max
Larsen van der Grauss 6" 4+ 4+ 3 3 2 2 8 4+ 1
This model is armed with a voltaic pistol and concussion grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
Voltaic pistol
12"
Pistol 1
5
0
1
Each unmodified hit roll of 6 made for this weapon inflicts 3 hits on the target, instead of 1.
Concussion grenade
6"
Grenade D3
3
0
1
If the target is within 1" of a terrain feature, add 1 to this weapons Strength and Damage characteristics.
ABILITIES
Specialist Retainer: This model is always a Comms specialist, but this does not count towards the maximum number of specialists in your kill team.

Voltagheist Array: Friendly ELUCIDIAN STARSTRIDERS models that are within 6" of this model have a 5+ invulnerable save.
SPECIALISTS
Comms
FACTION KEYWORDS
ELUCIDIAN STARSTRIDERS
KEYWORDS
IMPERIUM, ADEPTUS MECHANICUS, MARS, INFANTRY, TECH-PRIEST, LECTRO-MAESTER, LARSEN VAN DER GRAUSS


Sanistasia Minst

NAME M WS BS S T W A Ld Sv Max
Sanistasia Minst 6" 4+ 4+ 3 3 2 2 7 5+ 1
This model is armed with a scalpel claw, laspistol and concussion grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
Laspistol
12"
Pistol 1
3
0
1
-
Scalpel claw
Melee
Melee
User
-1
1
-
Concussion grenade
6"
Grenade D3
3
0
1
If the target is within 1" of a terrain feature, add 1 to this weapons Strength and Damage characteristics.
ABILITIES
Specialist Retainer: This model is always a Medic specialist, but this does not count towards the maximum number of specialists in your kill team.

Healing Serum: At the end of the Movement phase, as long as this model is not shaken or Readied and did not Fall Back or make a charge attempt this phase, choose a friendly ELUCIDIAN STARSTRIDERS model that has any flesh wounds and is within 1" of this model. Roll a D6; on a 4+ one flesh wound is removed from that model.
SPECIALISTS
Medic
FACTION KEYWORDS
ELUCIDIAN STARSTRIDERS
KEYWORDS
IMPERIUM, INFANTRY, REJUVENAT ADEPT, SANISTASIA MINST


Voidsman

NAME M WS BS S T W A Ld Sv Max
Voidsman 6" 4+ 3+ 3 3 1 1 7 5+ 3
Voidsman Gunner 6" 4+ 3+ 3 3 1 1 7 5+ 1
Voidmaster Nitsch 6" 4+ 3+ 3 3 2 2 8 5+ 1
Aximillion 8" 3+ - 3 3 1 2 5 6+ 1
This model is armed with a lasgun, laspistol, and concussion grenades.
One Voidsman in your kill team can be a Voidsman Gunner. A Voidsman Gunner is instead armed with a rotor cannon, laspistol and concussion grenades.
One Voidsman in your kill team can be Voidmaster Nitsch. Voidmaster Nitsch is instead armed with an artificer shotgun, laspistol and concussion grenades.
One Voidsman in your kill team can be Aximillion. Aximillion is instead armed with a vicious bite.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
Laspistol
12"
Pistol 1
3
0
1
-
Lasgun
24"
Rapid Fire 1
3
0
1
-
Artificer shotgun
12"
Assault 2
4
0
2
If the target is within half range, add 1 to this weapons Strength characteristic.
Rotor cannon
24"
Heavy 4
4
-1
2
-
Vicious bite
Melee
Melee
User
0
1
-
Concussion grenade
6"
Grenade D3
3
0
1
If the target is within 1" of a terrain feature, add 1 to this weapons Strength and Damage characteristics.
ABILITIES
Loyal Retainer: Add 1 to the Leadership characteristic of this model whilst it is within 6" of ELUCIA VHANE.
SPECIALISTS
Leader (Voidmaster Nitsch only), Heavy (Voidsman Gunner only), Scout (Aximillion only), Demolitions, Veteran
FACTION KEYWORDS
ELUCIDIAN STARSTRIDERS
KEYWORDS (Voidsman, Voidsman Gunner and Voidmaster Nitsch)
IMPERIUM, INFANTRY, VOIDSMAN
KEYWORDS (Aximillion)
IMPERIUM, BEAST, VOIDSMAN, AXIMILLION


Commanders


Elucia Vhane

NAME M WS BS S T W A Ld Sv Max
Elucia Vhane 6" 3+ 3+ 3 3 4 3 9 4+ 1
This model is armed with an heirloom pistol, monomolecular cane-rapier and concussion grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
Hierloom pistol
12"
Pistol 1
4
-2
2
-
Monomolecular cane-rapier
Melee
Melee
User
-4
1
-
Concussion grenade
6"
Grenade D3
3
0
1
If the target is within 1" of a terrain feature, add 1 to this weapons Strength and Damage characteristics.
ABILITIES
Concealed Archeotech Weapon: Once per battle, at the start of the Fight phase, pick an enemy model within 1" of this model and roll a dice; on a 4+ the enemy model suffers D3 mortal wounds.

Disruption Field Generator: This model has a 4+ invulnerable save.
SPECIALISTS
Combat, Scout, Strategist, Veteran, Zealot
TACTICS
Digital Laser Regalia, Multi-spectral Auspicator
FACTION KEYWORDS
ELUCIDIAN STARSTRIDERS
KEYWORDS
IMPERIUM, ASTRA CARTOGRAPHICA, COMMANDER, INFANTRY, ROGUE TRADER, ELUCIA VHANE

Wargear

Ranged Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
Artificer shotgun
12"
Assault 2
4
0
2
If the target is within half range, add 1 to this weapons Strength characteristic.
Concussion grenade
6"
Grenade D3
3
0
1
If the target is within 1" of a terrain feature, add 1 to this weapons Strength and Damage characteristics.
Dartmask
9"
Pistol 1
1
-1
1
This weapon wounds on a 2+.
Hierloom pistol
12"
Pistol 1
4
-2
2
-
Lasgun
24"
Rapid Fire 1
3
0
1
-
Laspistol
12"
Pistol 1
3
0
1
-
Rotor cannon
24"
Heavy 4
4
-1
2
-
Voltaic pistol
12"
Pistol 1
5
0
1
Each unmodified hit roll of 6 made for this weapon inflicts 3 hits on the target, instead of 1.

Melee Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
Death cult power blade
Melee
Melee
User
-2
1
-
Monomolecular cane-rapier
Melee
Melee
User
-4
1
-
Scalpel claw
Melee
Melee
User
-1
1
-
Vicious bite
Melee
Melee
User
0
1
-

The ELUCIDIAN STARSTRIDERS keyword is used in following Elucidian Starstriders datasheets:

Datasheet
Commander

The SANISTASIA MINST keyword is used in following Elucidian Starstriders datasheets:

Datasheet

The LARSEN VAN DER GRAUSS keyword is used in following Elucidian Starstriders datasheets:

Datasheet
Out of Action
A model that is taken out of action is seriously injured or may even be slain – either way it will play no further part in the battle. Remove that model from the battlefield.
Nerve Tests
You must take a Nerve test for each of your models that has a flesh wound, and for your other models if your kill team is broken. To take a Nerve test for a model, roll a D6 and apply the following cumulative modifiers:

NERVE TEST MODIFIERS
Each other friendly model that is shaken or is out of action+1
Each other friendly model (other than shaken models) within 2" of the model-1

If the result of the Nerve test exceeds the model’s Leadership characteristic, the test is failed. The model is shaken, and cannot do anything until it is no longer shaken: place a Shaken token next to it. Otherwise, the test is passed. The test is always passed on an unmodified roll of 1.
Saving Throw
The player controlling the target model then makes a saving throw by rolling a D6 and modifying the roll by the Armour Penetration characteristic of the attacking weapon. For example, if the attacking weapon has an Armour Penetration of -1, then 1 is subtracted from the saving throw. If the result is equal to, or greater than, the Save characteristic of the target model, then the damage is prevented and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified saving throw of 1 always fails.

The KNOSSO PROND keyword is used in following Elucidian Starstriders datasheets:

Datasheet
Long Range
A target is at long range if it is more than half the weapon’s Range characteristic away from the attacking model. Grenade weapons are not affected by this rule.

For example, a boltgun has a Range of 24". Any target that is more than 12" away from a model attacking with a boltgun is at long range.
Obscured
Other models (even friendly models) and terrain may hide a target from view. If the target of an attack is even partially obscured from the best point of view of the firing model (that is, the point of view from a part of the firing model that gives the clearest line of sight), then it is said to be obscured.

When checking to see if a target is obscured, consider the main body of the firing and target models – do not include a model’s base or parts that are ‘sticking out’ like aerials or weapons, but do include all limbs and a model’s head. If there is still doubt, we recommend the players agree about what constitutes the main body of a model before the battle begins.
Flesh Wound
A model that suffers a flesh wound is restored to 1 wound remaining. A model with one or more flesh wounds suffers penalties to hit and is more likely to be taken out of action (see above). Mark one of the empty Flesh Wound boxes on that model’s datacard. If a model suffers a flesh wound and all of the Flesh Wound boxes on their datacard are marked, it is taken out of action instead. In the Morale phase each player takes Nerve tests for each of their models that has one or more flesh wounds.
Hit Roll
To see if an attack hits the target, roll a D6 and apply the following cumulative modifiers:

HIT ROLL MODIFIERS
Target model is at long range-1
Target model is obscured-1
Each flesh wound on the attacking model-1
Attacking model’s kill team is broken-1

If the result is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails, and an unmodified hit roll of 6 always hits.
Mortal Wounds
Some attacks inflict mortal wounds – these are so powerful that no armour or force field can withstand their fury. Each mortal wound inflicts one point of damage on the target model. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just inflict damage to the model. If a mortal wound reduces a model to 0 wounds, any further mortal wounds directed against this model by this attack are not resolved and the player whose model caused the mortal wound makes an Injury roll for that model.

The ELUCIA VHANE keyword is used in following Elucidian Starstriders datasheets:

Commander
Includes wargear
PISTOL
Pistols are carried one-handed and can even be used in a melee to shoot at point-blank range.
You can choose to shoot with a model with a Pistol weapon even if there are enemy models within 1", but it must target the closest enemy model (you can choose which if two or more are equidistant) and can only shoot with its Pistol weapon(s). In such circumstances, the model can shoot its Pistol even if other friendly models are within 1" of the same enemy model. It cannot fire a Pistol if it was charged in this battle round.

Each time a model armed with both a Pistol and another type of ranged weapon (e.g. a Pistol and a Rapid Fire weapon) is chosen to shoot, it can either shoot with its Pistol(s) or with all of its other weapons. Choose which it will fire (Pistols or non-Pistols) before making hit rolls.
Melee
Each time a model makes a close combat attack, it uses a melee weapon – the weapons a model is armed with are listed on its datasheet. In addition to the melee weapons listed on their datasheets, all models are also assumed to be able to fight with a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, choose which it will use before rolling the dice. If a model has more than one melee weapon and can make several close combat attacks, it can split its attacks between these weapons however you wish – declare how you will divide the attacks before any dice are rolled.

Concussion grenade used in following datasheets:

Datasheet
Commander
GRENADE

Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.

A model in your kill team armed with a Grenade weapon may fire it in Overwatch or in the Shooting phase. If they do so, they cannot fire any other weapons that phase, and no other model in your kill team can fire a Grenade weapon that phase.
Invulnerable Saves
Some models possess abilities or wargear, such as supernatural reflexes or force fields, that grant them an invulnerable save. Each time you are required to make a save roll for a model with an invulnerable save, you can choose to use either its normal Save characteristic or its invulnerable save, but not both. If you use a model’s invulnerable save, it is never modified (e.g. by a weapon’s Armour Penetration characteristic or by the Survivor ability) unless the modifier explicitly applies to invulnerable saves. If a model has more than one invulnerable save, it can only use one of them – choose which it will use.

The ELUCIDIAN STARSTRIDERS keyword is used in following Elucidian Starstriders datasheets:

Datasheet
Commander

The IMPERIUM keyword is used in following Elucidian Starstriders datasheets:

Datasheet
Commander

The INFANTRY keyword is used in following Elucidian Starstriders datasheets:

Datasheet
Commander

Laspistol used in following datasheets:

Datasheet
Readying
When you pick a model to move, instead of making a normal move (including pivoting the model) you can Ready them, unless they are within 1" of an enemy model. A model that is Readied in the Movement phase has an advantage in the subsequent Shooting phase (see Ready, Fire!). If you have Kill Team tokens, place a Ready token next to the model as a reminder. If the model moves for any reason, it is no longer Readied – remove this token.
Falling Back
When you pick a model to move, if that model started the Movement phase within 1" of an enemy model, it cannot make a normal move. Instead, it can either remain stationary or Fall Back. A model cannot Fall Back if an enemy model finished a charge move within 1" of it in the same phase. If you choose to Fall Back, the model can move a distance equal to or less than its Move characteristic, but must end its move more than 1" away from all enemy models. If a model Falls Back, it cannot Advance, charge, React or be Readied in that phase. A model that Falls Back also cannot shoot later that battle round unless it can FLY. If you have Kill Team tokens, place a Fall Back token next to the model as a reminder.
Charge Move
After all Reactions have been resolved, make a charge roll by rolling 2D6. The charging model can move up to this number of inches – this is their charge distance this turn. To make a successful charge roll, the model must finish its move within 1" of at least one of the target models. A model that does so is said to have charged, and the enemy models that are within 1" of it at the end of its move are said to have been charged. It cannot move within 1" of an enemy model that was not a target of its charge.

If the model cannot finish its move while following these restrictions, the charge fails and the model is not said to have charged – however, the model can move up to its charge distance, as long as that move takes it as close as possible to at least one of the targets of its charge, and not within 1" of any enemy models. A model can only make one charge attempt in each Movement phase, and once it has done so it cannot shoot later in the battle round. If you have Kill Team tokens, place a Charge token next to the model as a reminder.
RAPID FIRE

Rapid Fire weapons are capable of single aimed shots at long range and controlled bursts at close quarters.

A model firing a Rapid Fire weapon doubles the number of attacks it makes if all of its targets are within half the weapon’s Range characteristic.
ASSAULT

Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.

You can choose to shoot with a model with an Assault weapon in the Shooting phase (or React with that model to fire Overwatch) even if it Advanced earlier in that battle round. If it does so, it can only fire Assault weapons, and you must subtract 1 from any hit rolls made when firing that weapon this battle round.
HEAVY

Heavy weapons are the biggest and deadliest guns on the battlefield, but require reloading, careful set-up or bracing to fire at full effect.

If a model with a Heavy weapon moved in the preceding Movement phase, you must subtract 1 from any hit rolls made when firing that weapon this battle round.
LevelPoints per model*
145
260
375
4100
* Including wargear
DIGITAL LASER REGALIA
Elucia Vhane Tactic
Use this Tactic immediately after fighting with ELUCIA VHANE. Make an additional hit roll against an enemy model within 1” of her; if the hit roll is successful, the enemy model suffers 1 mortal wound and the attack sequence ends.
2 COMMAND POINTS
MULTI-SPECTRAL AUSPICATOR
Elucia Vhane Aura Tactic
Use this Tactic at the start of the Movement phase. ELUCIA VHANE gains the following aura ability until the end of the battle round:

As long as this model is not shaken, re-roll hit rolls of 1 for attacks made by friendly ELUCIDIAN STARSTRIDERS models within 6" of it.
1 COMMAND POINT

Artificer shotgun used in following datasheets:

Datasheet

Dartmask used in following datasheets:

Datasheet

Hierloom pistol used in following datasheets:

Commander

Lasgun used in following datasheets:

Datasheet

Rotor cannon used in following datasheets:

Datasheet

Voltaic pistol used in following datasheets:

Datasheet

Death cult power blade used in following datasheets:

Datasheet

Monomolecular cane-rapier used in following datasheets:

Commander

Scalpel claw used in following datasheets:

Datasheet

Vicious bite used in following datasheets:

Datasheet
© Vyacheslav Maltsev 2013-2020