Corsair Voidscarred

Books

BookKindEditionVersionLast update
  Kill Team: Nachmund (Corsair Voidscarred)
  Kill Team: Nachmund (Corsair Voidscarred)Expansion21.1December 2022
  The Balance Dataslate
  The Balance DataslateRulebook2Q2 2024June 2024
  Close Quarters
  Close QuartersExpansion2December 2022

FAQ

Expansion: Kill Team: Nachmund (Corsair Voidscarred)

Q:Can the VOIDSCARRED SHADE RUNNER operative move within Engagement Range of an enemy operative for the Slicing Attack action, even though it has the FLY keyword and can move around, across and over operatives as if they were not there?
A:
Yes. Move it to a location it can be placed and within Engagement Range, ignore FLY to resolve the slicing attack, then continue the move with FLY.
Q:When a VOIDSCARRED WAY SEEKER operative performs the Manifest Psychic Power action for a second time during its activation, do I have to select a different psychic power from the one I selected the first time in that activation?
A:
Yes.

Expansion: Close Quarters

Q:For the purposes of the Plunderers Strategic Ploy, how do you determine the closest objective marker if one or more Hatchways are closed?
A:
Always determine the closest objective marker as if all Hatchways are open.
Archetype: Seek & Destroy / Recon

Corsair Voidscarred Kill Team

Below you will find a list of the operatives that make up a CORSAIR VOIDSCARRED kill team, including, where relevant, any wargear those operatives must be equipped with.


Operatives


Other than VOIDSCARRED WARRIOR operatives, your kill team can only include each operative above once. Your kill team cannot include both a VOIDSCARRED GUNNER operative and a VOIDSCARRED HEAVY GUNNER operative.

Ability

Below, you will find a common ability of the CORSAIR VOIDSCARRED kill team.

Aeldari Raiders

Each time this operative is activated, it can perform a free Dash action during that activation.

Strategic Ploys

If your faction is CORSAIR VOIDSCARRED, you can use the following Strategic Ploys during a game.

PLUNDERERS1CP
Strategic Ploy
Select up to three friendly CORSAIR VOIDSCARRED operatives. Each of those operatives can immediately perform a free Dash action. When doing so, if the mission you are playing has any objective markers that are not being carried by operatives, each selected operative must end their Dash action closer to the nearest objective marker.
RAPID STRIKE1CP
Strategic Ploy
Until the end of the Turning Point, each time a friendly CORSAIR VOIDSCARRED operative fights in combat, in the Roll Attack Dice step of that combat, if you are the Attacker and the target is not ready, you can select one of your normal hits to be retained as a critical hit.
OUTCASTS1CP
Strategic Ploy
Until the end of the Turning Point, each time a friendly CORSAIR VOIDSCARRED operative fights in combat or makes a shooting attack, in the Roll Attack Dice step of that combat or shooting attack, if it is more than from friendly operatives, if you retain any critical hits, you can select one of your failed hits to be retained as a successful normal hit.
AELDARI AGILITY1CP
Strategic Ploy
Until the end of the Turning Point, each time a friendly CORSAIR VOIDSCARRED operative is activated, it can use its Aeldari agility. If it does so, it cannot perform Fight or Shoot actions during that activation, but each time it performs a Dash, Fall Back or Normal Move action during this activation, it can move an additional for that action.

Tactical Ploys

If your faction is CORSAIR VOIDSCARRED, you can use the following Tactical Ploys during a game.

OPPORTUNISTIC FIGHTERS1CP
Tactical Ploy
Use this Tactical Ploy when an enemy operative performs a Fall Back action. Before it moves, that enemy operative suffers D3 mortal wounds for each friendly CORSAIR VOIDSCARRED operative within Engagement Range of it.
LIGHT FINGERS1CP
Tactical Ploy
Use this Tactical Ploy during a friendly CORSAIR VOIDSCARRED operative’s activation. Until the end of that activation, that operative can perform for free either one mission action or the Pick Up action, even if it is within Engagement Range of an enemy operative.
DEADLY AMBUSH1CP
Tactical Ploy
Use this Tactical Ploy after an enemy operative finishes an action in which it moved. Select one friendly CORSAIR VOIDSCARRED operative that is not within Engagement Range of an enemy operative. That friendly operative can immediately perform a free Charge action, but can only move up to and must finish that move within Engagement Range of that enemy operative (otherwise it cannot move). If the friendly operative has a Conceal order and is ready, you can change it to Engage to do so.
ONE STEP AHEAD1CP
Tactical Ploy
Use this Tactical Ploy at the end of the Initiative phase of the first Turning Point. You can redeploy up to two friendly CORSAIR VOIDSCARRED. They must be set up wholly within your deployment zone and you can change their order.

Psychic Powers

The first time a friendly CORSAIR VOIDSCARRED PSYKER operative performs the Manifest Psychic Power action in each of its activations, select one psychic power from the list below to be resolved.

The second time a friendly CORSAIR VOIDSCARRED PSYKER operative performs the Manifest Psychic Power action in each of its activations, roll one D6: on a 1-2, that operative suffers 3 mortal wounds. On a 3+, select another psychic power from the list below to be resolved.

LIGHTNING STRIKE

Perform a free Shoot action using the following ranged weapon:
 
Name
A
BS/WS
D
Lightning strike
4
3+
4/5
Special Rules
!
AP1
-

WARDING SHIELD

Select one friendly CORSAIR VOIDSCARRED operative Visible to and within of this operative. Until the end of the Turning Point, that operative has a 3+ invulnerable save.

FREEZING GRASP

Select one enemy operative Visible to this operative. Until the end of the Turning Point, subtract from that enemy operative’s Movement characteristic and it cannot perform the Dash action.

WARP FOLD

Select one other friendly CORSAIR VOIDSCARRED operative Visible to and within of this operative. That friendly operative and this operative both drop any objective markers they are carrying. That friendly operative then swaps positions with this operative; remove both operatives from the killzone and set them back up in their new positions.

Tac Ops

If your faction is CORSAIR VOIDSCARRED, you can use the Corsair Voidscarred Tac Ops listed below, as specified in the mission sequence.

FLAWLESS RAID
Corsair Voidscarred – Faction Tac Op 1
You can reveal this Tac Op in the Target Reveal step of any Turning Point after the second.
  • If you had more victory points than your opponent at the start of the Turning Point, you score 1VP.
  • If you achieve the first condition at the start of the subsequent Turning Point, you score 1VP.
SOUL GUARD
Corsair Voidscarred – Faction Tac Op 2
Reveal this Tac Op in the Target Reveal step of the first Turning Point. Each time a friendly CORSAIR VOIDSCARRED operative is incapacitated, before it is removed from the killzone, place one of your Spirit Stone tokens underneath the operative as close as possible to the centre of its base.

The Pick Up action can be performed upon your Spirit Stone tokens by friendly CORSAIR VOIDSCARRED operatives. Operatives can carry any number of Spirit Stone tokens and your Spirit Stone tokens can be picked up by friendly CORSAIR VOIDSCARRED operatives while within Engagement Range of an enemy operative.
  • At the end of the battle, if no friendly operatives have been incapacitated, you score 2VPs.
  • Otherwise:
    • At the end of the battle, if friendly operatives are carrying at least half of your Spirit Stone tokens, you score 1VP.
    • At the end of the battle, if friendly operatives are carrying all of your Spirit Stone tokens, you score 1VP.
OPPORTUNISTS
Corsair Voidscarred – Faction Tac Op 3
Reveal this Tac Op in the Target Reveal step of the first Turning Point. Select three enemy operatives. Each time one of those operatives is incapacitated, before it is removed from the killzone, place one of your Loot tokens underneath the operative as close as possible to the centre of its base. The Pick Up action can be performed upon your Loot tokens by friendly operatives. Operatives can carry any number of Loot tokens.
  • At the end of the battle, if friendly operatives are carrying one or more of your Loot tokens, you score 1 VP.
  • At the end of the battle, if friendly operatives are carrying three of your Loot tokens, you score 1VP.

Spec Ops Rules

Below you will find a selection of rules for Spec Ops campaigns in which you have selected CORSAIR VOIDSCARRED as your faction keyword.

Battle Honours

Each time a CORSAIR VOIDSCARRED operative gains a Battle Honour, instead of determining one from its specialism, you can instead determine one from the Corsair Voidscarred Specialist table below. You can either roll one D6 to randomly determine the Battle Honour (re-rolling if it isn’t suitable), or you can select an appropriate one. As with any Battle Honour, an operative cannot have the same one more than once (if a duplicate result is rolled, roll again until a different result is rolled).

CORSAIR VOIDSCARRED
D6Specialism
1Important Fate: Each time this operative fights in combat or a shooting attack is made against it, in the Resolve Successful Hits step of that combat or shooting attack, the first attack dice that inflicts Critical Damage on this operative inflicts Normal Damage instead.
2Pirate Lord: Once per battle, you can use the Light Fingers, Deadly Ambush or Opportunistic Fighters Tactical Ploy without spending any CPs if this operative is the CORSAIR VOIDSCARRED operative specified by that Tactical Ploy.
3Swift Hunter: Each time this operative performs a Charge action or moves as a result of the Deadly Ambush Tactical Ploy, it can move an additional for that action or ploy.
4Master Of Concealment: If this operative has a Conceal order and is in Cover provided by Light terrain, enemy operatives cannot treat it as being on an Engage order as a result of a Vantage Point.
5Expert Marksman: You do not need to subtract any action points for this operative to perform the Take Aim action.
6Cut-throat: Each time this operative fights in combat, in the Roll Attack Dice step of that combat, if you are the Attacker and either friendly operatives are supporting this operative or the target is not ready, the melee weapons this operative is equipped with gain the Rending critical hit rule for that combat.

Rare Equipment

Each time you would determine an item of rare equipment to add to your stash, if your faction is CORSAIR VOIDSCARRED, you can determine one from the table below instead of determining one from another source. To do so, you can either roll one D6 to randomly determine the rare equipment (re-rolling if it isn’t suitable), or you can select an appropriate one. As with any item of rare equipment, your stash cannot include more than one of each item (if a duplicate result is rolled, roll again until a different result is rolled).

1. LONG-SIGHT HELM [3EP]

Ranged weapons the operative is equipped with gain the Ceaseless special rule for the battle.

2. FLIP BELT [2EP]

The operative gains the FLY keyword for the battle.

3. SPIRIT STONE [4EP]

VOIDSCARRED SOUL WEAVER operative only. The operative gains the following ability for the battle:

Spirit Stone: This operative can perform the Soul Channel action twice during its activation.

4. PSYCHOREACTIVE ARMOUR [3EP]

Change the operative’s Save characteristic to 3+ for the battle.

5. RELIC POWER WEAPON [2EP]

Operative equipped with a power weapon only. The power weapon this operative is equipped with gains the Balanced special rule for the battle.

6. RELIC WITCH STAFF [2EP]

VOIDSCARRED WAY SEEKER operative only. The operative gains the following ability for the battle:

Relic Witch Staff: The second time this operative performs the Manifest Psychic Power action in each of its activations, you can re-roll the D6 when determining the result of that action.


Strategic Assets

Each time you would add a strategic asset to your base of operations, if your faction is CORSAIR VOIDSCARRED, you can select one from the list below instead of selecting one from another source. As with any strategic asset, you can never have more than one of each.

HOARD OF SPOILS

The coterie has claimed many spoils from previous raids and campaigns, giving it useful tools and resources to draw from.

In the Strategy phase of the first Turning Point, add 1 additional CP to your pool.

WEBWAY ENTRANCE

By utilising the webway, the coterie can strike all over the galaxy, covering vast distances without encountering enemies.

In the Scouting step, after resolving your selected option, you can select and resolve a Recon option in addition to any other options. Initiative is still determined by your original selection.

AERIAL SUPPORT

The coteries can count upon aerial support from other elements of their warband when they mark targets.

Once per battle, a friendly CORSAIR VOIDSCARRED operative can make a shooting attack with the following ranged weapon:
 
Name
A
BS/WS
D
Nightfire missile
5
4+
3/5
Special Rules
!
Blast , Heavy, Limited, No Cover, Unwieldy
-

Requisitions

In a Spec Ops campaign, if your faction is CORSAIR VOIDSCARRED, you can use the following Requisitions in addition to those presented in other sources.

THE BOUNTY1RP

The right plunder can fetch a very high price indeed.

Purchase this Requisition after a game in which you scored 2 victory points from the ‘Opportunists’ or ‘Retrieval’ Tac Op. You can add one item of rare equipment to your stash. You can only use this Requisition once after each game.
SOUL MEMORIES1RP

It is possible for Aeldari to commune with the souls of their fallen kin who are now enclosed in spirit stones.

Purchase this Requisition after a game in which a friendly CORSAIR VOIDSCARRED operative failed a Casualty test and was slain. Select one CORSAIR VOIDSCARRED operative on your dataslate. That operative gains D3 XP for each rank above Adept that slain operative had. For example, if the slain operative was of Ace rank, your selected operative would gain 2D3 XP. You can only use this Requisition once for each slain operative.
CORSAIR HERO1RP

Great deeds and manipulative intrigue can see a Corsair rise through the ranks.

Purchase this Requisition when a friendly CORSAIR V0IDSCARRED operative gains the Revered rank. You can select the following Battle Honour for that operative, instead of selecting one from another source:

Corsair Hero: In the Generate Command Points step of each Turning Point, if this operative is in the killzone, add 1 additional CP to your pool.

Spec Ops

Each time you would select a Spec Op for your kill team to be assigned to, if your faction is CORSAIR VOIDSCARRED, you can select one from those found below instead of selecting one from another source.

Path of the Reaver

To become a great champion among pirates, one must steal what none thought could be stolen, win where others thought only defeat was possible, and do so in the most impressive manner possible. Once you’ve done so, you must break those who would see you toppled from your perch.

OPERATION 1: ON THE RISE

Earn notoriety through success and victory.

Complete five games in which you scored victory points from the ‘Rob And Ransack’, ‘Retrieval’ or ‘Opportunists’ Tac Op.

OPERATION 2: NOW THE TARGET

The rich and the powerful always gain enemies.

Complete a game in which you scored victory points from the ‘Protect Assets’ Tac Op.

COMMENDATION

SPEC OPS BONUS
For the purposes of a mission’s Spec Ops bonus, this Spec Op is considered a ‘Recover Archeotech’ Spec Op.

Aggressive Raid

Harry the foe, strike them hard, evade their clumsy response and strike again. That is the way of the Corsair.

OPERATION 1: STRIKE HARD AND FAST

Attack without warning, take no prisoners and drive the enemy to flight.

Complete five games in which you scored victory points from the ‘Flawless Raid’, ‘Rout’ or ‘Overrun’ Tac Op.

OPERATION 2: FIGHTING WITHDRAWAL

A slighted enemy will crave revenge. Use their anger against them and throw them back.

Complete a game in which you scored victory points from the ‘Damage Limitation’ or ‘Hold the Line’ Tac Op.

COMMENDATION

SPEC OPS BONUS
For the purposes of a mission’s Spec Ops bonus, this Spec Op is considered a ‘Purge Order’ Spec Op.

Equipment

CORSAIR VOIDSCARRED operatives in your kill team can be equipped with equipment from this list, as specified in the mission sequence. Any equipment marked with a + can be selected a maximum of once, and each operative can be equipped with no more than one of each item.

DIUTURNAL MANTLE [2EP]

The operative gains the following ability for the battle:

Diuturnal Mantle: Each time a shooting attack is made against this operative, if the ranged weapon has the Torrent or Blast special rule, this operative is treated as having a Save characteristic of 3+ for that shooting attack.

PLASMA GRENADE [3EP]

The operative is equipped with the following ranged weapon for the battle:
 
Name
A
BS/WS
D
Plasma grenade
4
3+
3/4
Special Rules
!
Rng , Blast , Limited, Indirect
-

CORSAIR BLADE [1EP]

The operative is equipped with the following melee weapon for the battle:
 
Name
A
BS/WS
D
Corsair blade
3
3+
3/4

OCULAR SCANNER+ [2EP]

The operative can perform the following action during the battle:

OCULAR SCAN1AP

Until the end of this operative’s activation, the ranged weapons it is equipped with gain the No Cover special rule.

RUNES OF PROTECTION [2EP]

The operative gains the following ability for the battle:

Runes of Protection: Each time a shooting attack is made against this operative, in the Roll Defence Dice step of that shooting attack, if that shooting attack was made as a result of the Manifest Psychic Power action, you can re-roll any or all of your defence dice.

MISTFIELD+ [3EP]

VOIDSCARRED FELARCH operative only. The operative gains the following ability for the battle:

Mistfield: While a friendly CORSAIR VOIDSCARRED operative is within of this operative, that operative has a 5+ invulnerable save.

LODESTAR HELM+ [2EP]

VOIDSCARRED WAY SEEKER operative only. The operative gains the following ability for the battle:

Lodestar Helm: The second time this operative performs the Manifest Psychic Power action in each of its activations, it does not suffer any mortal wounds as a result of rolling a 1-2 (note this does not allow you to select a psychic power to be resolved).

PATHFINDER CLOAK+ [2EP]

VOIDSCARRED FATE DEALER operative only. The operative gains the following ability for the battle:

Pathfinder Cloak: While this operative has a Conceal order, it is always treated as having a Conceal order, regardless of any other rules (e.g. Vantage Point).


Datacards


Voidscarred Warrior

Corsairs are lithe and nimble warriors, skilled marksmen and bladesmen both. Swift fighters, they make up for lack of physical strength with sheer agility.

Voidscarred Warrior

Corsairs are lithe and nimble warriors, skilled marksmen and bladesmen both. Swift fighters, they make up for lack of physical strength with sheer agility.

M APL GA DF SV W Base
3 2 1 3 4+ 8 28mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Shuriken pistol
Shuriken pistol
4
3+
3/4
Rng . !RendingRng Rending
Shuriken rifle
Shuriken rifle
4
3+
3/4
!Rending-Rending
Power weapon
Power weapon
4
3+
4/6
Lethal 5+Lethal 5+-
Fists
Fists
3
3+
2/3
--
ABILITIES UNIQUE ACTIONS
Aeldari Raiders
Take Aim (1AP): Until the end of this operative’s activation, the shuriken rifle this operative is equipped with gains the Balanced special rule. This operative cannot perform this action if it is within of an enemy operative.
ABILITIES
Aeldari Raiders
UNIQUE ACTIONS
Take Aim (1AP): Until the end of this operative’s activation, the shuriken rifle this operative is equipped with gains the Balanced special rule. This operative cannot perform this action if it is within of an enemy operative.
DATACARD-RELATED
RELIC POWER WEAPON
CORSAIR VOIDSCARRED, AELDARI, ANHRATHE, VOIDSCARRED WARRIOR
CORSAIR VOIDSCARRED, AELDARI, ANHRATHE, VOIDSCARRED WARRIOR


Voidscarred Gunner

Corsairs utilise weapons hailing from every Aeldari society. Shredders unleash an expanding mesh of monofilament, entangling foes in a net and slicing them apart, while blasters use mysterious darklight technology, lethal even to the most armoured foe.

Voidscarred Gunner

Corsairs utilise weapons hailing from every Aeldari society. Shredders unleash an expanding mesh of monofilament, entangling foes in a net and slicing them apart, while blasters use mysterious darklight technology, lethal even to the most armoured foe.

M APL GA DF SV W Base
3 2 1 3 4+ 8 28mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Blaster
Blaster
4
3+
5/6
AP2AP2-
Shredder
Shredder
5
3+
3/4
Blast . !RendingBlast Rending
Shuriken pistol
Shuriken pistol
4
3+
3/4
Rng . !RendingRng Rending
Fists
Fists
3
3+
2/3
--
ABILITIES UNIQUE ACTIONS
Aeldari Raiders
-
ABILITIES
Aeldari Raiders
UNIQUE ACTIONS
-
CORSAIR VOIDSCARRED, AELDARI, ANHRATHE, VOIDSCARRED GUNNER
CORSAIR VOIDSCARRED, AELDARI, ANHRATHE, VOIDSCARRED GUNNER


Voidscarred Heavy Gunner

With rapid volleys of shuriken fire, Corsairs can shred enemy infantry and provide cover for their coterie. Some Corsairs wield wraithcannons. These weapons tear rifts between warp and realspace, ripping apart targets caught in the vortex.

Voidscarred Heavy Gunner

With rapid volleys of shuriken fire, Corsairs can shred enemy infantry and provide cover for their coterie. Some Corsairs wield wraithcannons. These weapons tear rifts between warp and realspace, ripping apart targets caught in the vortex.

M APL GA DF SV W Base
3 2 1 3 4+ 8 28mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Shuriken cannon
Shuriken cannon
5
3+
4/5
Fusillade, Heavy, Unwieldy. !RendingFusillade, Heavy, UnwieldyRending
Shuriken pistol
Shuriken pistol
4
3+
3/4
Rng . !RendingRng Rending
Wraithcannon
Wraithcannon
4
3+
6/3
AP2, Heavy, Unwieldy. !MW4AP2, Heavy, UnwieldyMW4
Fists
Fists
3
3+
2/3
--
ABILITIES UNIQUE ACTIONS
Aeldari Raiders
-
ABILITIES
Aeldari Raiders
UNIQUE ACTIONS
-
CORSAIR VOIDSCARRED, AELDARI, ANHRATHE, VOIDSCARRED HEAVY GUNNER
CORSAIR VOIDSCARRED, AELDARI, ANHRATHE, VOIDSCARRED HEAVY GUNNER


Voidscarred Starstorm Duellist

Brash and arrogant, Starstorm Duellists are expert pistol wielders who dive through the fray to deliver salvoes of pinpoint fire at close range.

Voidscarred Starstorm Duellist

Brash and arrogant, Starstorm Duellists are expert pistol wielders who dive through the fray to deliver salvoes of pinpoint fire at close range.

M APL GA DF SV W Base
3 2 1 3 4+ 8 28mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Fusion pistol
Fusion pistol
4
3+
5/3
Rng , AP2. !MW3Rng , AP2MW3
Shuriken pistol
Shuriken pistol
4
3+
3/4
Rng . !RendingRng Rending
Fists
Fists
3
3+
2/3
--
ABILITIES UNIQUE ACTIONS
Aeldari Raiders
Quick on the Trigger: This operative can perform the Pistol Barrage and Shoot actions while within Engagement Range of an enemy operative. If it does, in the Select Valid Target step of that shooting attack(s), you can only select enemy operatives within this operative’s Engagement Range as the target(s).
Pistol Barrage (1AP): Make a shooting attack with the fusion pistol and make a shooting attack with the shuriken pistol this operative is equipped with (in any order). This action is treated as a Shoot action. This operative cannot perform this action if it has a Conceal order.
ABILITIES
Aeldari Raiders
Quick on the Trigger: This operative can perform the Pistol Barrage and Shoot actions while within Engagement Range of an enemy operative. If it does, in the Select Valid Target step of that shooting attack(s), you can only select enemy operatives within this operative’s Engagement Range as the target(s).
UNIQUE ACTIONS
Pistol Barrage (1AP): Make a shooting attack with the fusion pistol and make a shooting attack with the shuriken pistol this operative is equipped with (in any order). This action is treated as a Shoot action. This operative cannot perform this action if it has a Conceal order.
CORSAIR VOIDSCARRED, AELDARI, ANHRATHE, VOIDSCARRED STARSTORM DUELLIST
CORSAIR VOIDSCARRED, AELDARI, ANHRATHE, VOIDSCARRED STARSTORM DUELLIST


Voidscarred Kurnite Hunter

Those Corsairs known a Kurnite Hunters are followers of Kurnous, Aeldari of the hunt. Their bond with creatures of the hunt, such as Faolchú, is often stronger than that with their fellow Corsairs.

Voidscarred Kurnite Hunter

Those Corsairs known a Kurnite Hunters are followers of Kurnous, Aeldari of the hunt. Their bond with creatures of the hunt, such as Faolchú, is often stronger than that with their fellow Corsairs.

M APL GA DF SV W Base
3 2 1 3 4+ 8 28mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Shuriken pistol
Shuriken pistol
4
3+
3/4
Rng . !RendingRng Rending
Power weapon
Power weapon
4
3+
4/6
Lethal 5+Lethal 5+-
ABILITIES UNIQUE ACTIONS
Aeldari Raiders
Faolchú (1AP): Select one enemy operative with a Conceal order that is Visible to this operative and roll one D6, adding 1 to the result for each of the following:
  • That enemy operative is within of this operative.
  • That enemy operative is not ready.
  • That enemy operative is not within of Heavy terrain.
On a 6+, until the end of the Turning Point, friendly CORSAIR VOIDSCARRED operatives treat that enemy operative as if it has an Engage order. This operative cannot perform this action if it is within Engagement Range of an enemy operative.
ABILITIES
Aeldari Raiders
UNIQUE ACTIONS
Faolchú (1AP): Select one enemy operative with a Conceal order that is Visible to this operative and roll one D6, adding 1 to the result for each of the following:
  • That enemy operative is within of this operative.
  • That enemy operative is not ready.
  • That enemy operative is not within of Heavy terrain.
On a 6+, until the end of the Turning Point, friendly CORSAIR VOIDSCARRED operatives treat that enemy operative as if it has an Engage order. This operative cannot perform this action if it is within Engagement Range of an enemy operative.
DATACARD-RELATED
RELIC POWER WEAPON
CORSAIR VOIDSCARRED, AELDARI, ANHRATHE, VOIDSCARRED KURNITE HUNTER
CORSAIR VOIDSCARRED, AELDARI, ANHRATHE, VOIDSCARRED KURNITE HUNTER


Voidscarred Shade Runner

Shade Runners are experts at the surprise attack. Utilising their blink packs - which function in a similar manner to the warp jump generators used by Warp Spiders of the Asuryani - they flank their enemies, striking with the swift, savage blows of their Hekatarii blades.

Voidscarred Shade Runner

Shade Runners are experts at the surprise attack. Utilising their blink packs - which function in a similar manner to the warp jump generators used by Warp Spiders of the Asuryani - they flank their enemies, striking with the swift, savage blows of their Hekatarii blades.

M APL GA DF SV W Base
3 2 1 3 4+ 8 28mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Shuriken pistol
Shuriken pistol
4
3+
3/4
Rng . !RendingRng Rending
Throwing blades
Throwing blades
4
3+
2/4
Rng , SilentRng , Silent-
Hekatarii blades
Hekatarii blades
4
3+
3/5
Lethal 5+, RelentlessLethal 5+, Relentless-
ABILITIES UNIQUE ACTIONS
Aeldari Raiders
Slicing Attack (1AP): Perform a free Normal Move action with this operative. Select one enemy operative this operative moved within Engagement Range of during that move. Roll one attack dice as if this operative is fighting in combat (that dice can be re-rolled as a result of the Relentless special rule). If the result is a successful hit, you can immediately strike that enemy operative.
ABILITIES
Aeldari Raiders
UNIQUE ACTIONS
Slicing Attack (1AP): Perform a free Normal Move action with this operative. Select one enemy operative this operative moved within Engagement Range of during that move. Roll one attack dice as if this operative is fighting in combat (that dice can be re-rolled as a result of the Relentless special rule). If the result is a successful hit, you can immediately strike that enemy operative.
CORSAIR VOIDSCARRED, AELDARI, ANHRATHE, FLY, VOIDSCARRED SHADE RUNNER
CORSAIR VOIDSCARRED, AELDARI, ANHRATHE, FLY, VOIDSCARRED SHADE RUNNER


Voidscarred Kurnathi

The Kurnathi are true blademasters. Assassins all, they have learned their bloody trade in Asuryani Aspect Shrines, in the arenas of Commorragh or even alongside the Harlequins. Now they put their skills to work however they see fit.

Voidscarred Kurnathi

The Kurnathi are true blademasters. Assassins all, they have learned their bloody trade in Asuryani Aspect Shrines, in the arenas of Commorragh or even alongside the Harlequins. Now they put their skills to work however they see fit.

M APL GA DF SV W Base
3 2 1 3 4+ 8 28mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Shuriken pistol
Shuriken pistol
4
3+
3/4
Rng . !RendingRng Rending
Dual power weapons
Dual power weapons
4
3+
4/6
Lethal 5+, RelentlessLethal 5+, Relentless-
ABILITIES UNIQUE ACTIONS
Aeldari Raiders
Bladed Stance: Each time this operative fights in combat, in the Resolve Successful Hits step of that combat, you can resolve one successful hit before the Attacker. If you do so, that successful hit must be used to parry.
-
ABILITIES
Aeldari Raiders
Bladed Stance: Each time this operative fights in combat, in the Resolve Successful Hits step of that combat, you can resolve one successful hit before the Attacker. If you do so, that successful hit must be used to parry.
UNIQUE ACTIONS
-
CORSAIR VOIDSCARRED, AELDARI, ANHRATHE, VOIDSCARRED KURNATHI
CORSAIR VOIDSCARRED, AELDARI, ANHRATHE, VOIDSCARRED KURNATHI


Voidscarred Fate Dealer

Once a Fate Dealer has an enemy in their sights, it is the mark of the unfortunate soul’s death. Expert infiltrators, they hide in positions with greatest oversight of the whole battlefield, and are rendered all but invisible by camo cloaks.

Voidscarred Fate Dealer

Once a Fate Dealer has an enemy in their sights, it is the mark of the unfortunate soul’s death. Expert infiltrators, they hide in positions with greatest oversight of the whole battlefield, and are rendered all but invisible by camo cloaks.

M APL GA DF SV W Base
3 2 1 3 4+ 8 28mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Ranger long rifle
Ranger long rifle
4
2+
3/3
Heavy, Silent. !MW3Heavy, SilentMW3
Shuriken pistol
Shuriken pistol
4
3+
3/4
Rng . !RendingRng Rending
Fists
Fists
3
3+
2/3
--
ABILITIES UNIQUE ACTIONS
Aeldari Raiders
Camo Cloak: Each time a shooting attack is made against this operative, in the Roll Defence Dice step of that shooting attack, before rolling your defence dice, if it is in Cover, one additional dice can be retained as a successful normal save as a result of Cover.
Take Aim (1AP): Until the end of this operative’s activation, the ranger long rifle this operative is equipped with gains the Balanced special rule. This operative cannot perform this action if it is within of an enemy operative.
ABILITIES
Aeldari Raiders
Camo Cloak: Each time a shooting attack is made against this operative, in the Roll Defence Dice step of that shooting attack, before rolling your defence dice, if it is in Cover, one additional dice can be retained as a successful normal save as a result of Cover.
UNIQUE ACTIONS
Take Aim (1AP): Until the end of this operative’s activation, the ranger long rifle this operative is equipped with gains the Balanced special rule. This operative cannot perform this action if it is within of an enemy operative.
DATACARD-RELATED
Pathfinder Cloak
CORSAIR VOIDSCARRED, AELDARI, ANHRATHE, VOIDSCARRED FATE DEALER
CORSAIR VOIDSCARRED, AELDARI, ANHRATHE, VOIDSCARRED FATE DEALER


Voidscarred Way Seeker

It is the role of the Way Seekers to guide and steer smaller Corsair ships on their travels. They are also powerful battlefield psykers who work closely with Fate Dealers and Kurnathi, identifying targets for these assassins as they would identify obstacles to their craft.

Voidscarred Way Seeker

It is the role of the Way Seekers to guide and steer smaller Corsair ships on their travels. They are also powerful battlefield psykers who work closely with Fate Dealers and Kurnathi, identifying targets for these assassins as they would identify obstacles to their craft.

M APL GA DF SV W Base
3 2 1 3 4+ 8 28mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Shuriken pistol
Shuriken pistol
4
3+
3/4
Rng . !RendingRng Rending
Witch staff
Witch staff
4
3+
3/5
--
ABILITIES UNIQUE ACTIONS
Aeldari Raiders
Manifest Psychic Power (1AP): Psychic action. Resolve a CORSAIR VOIDSCARRED psychic power, as specified here. This operative can perform this action twice during its activation. This operative cannot perform this action while within Engagement Range of an enemy operative.
ABILITIES
Aeldari Raiders
UNIQUE ACTIONS
Manifest Psychic Power (1AP): Psychic action. Resolve a CORSAIR VOIDSCARRED psychic power, as specified here. This operative can perform this action twice during its activation. This operative cannot perform this action while within Engagement Range of an enemy operative.
DATACARD-RELATED
RELIC WITCH STAFF , Lodestar Helm
CORSAIR VOIDSCARRED, AELDARI, ANHRATHE, PSYKER, VOIDSCARRED WAY SEEKER
CORSAIR VOIDSCARRED, AELDARI, ANHRATHE, PSYKER, VOIDSCARRED WAY SEEKER


Voidscarred Soul Weaver

Spiritual mystics, Soul Weavers utilise the power and knowledge of the Aeldari souls in the spirit stones they carry. With this energy they can enhance warriors’ abilities in combat or heal the wounded.

Voidscarred Soul Weaver

Spiritual mystics, Soul Weavers utilise the power and knowledge of the Aeldari souls in the spirit stones they carry. With this energy they can enhance warriors’ abilities in combat or heal the wounded.

M APL GA DF SV W Base
3 2 1 3 4+ 8 28mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Shuriken pistol
Shuriken pistol
4
3+
3/4
Rng . !RendingRng Rending
Power weapon
Power weapon
4
3+
4/6
Lethal 5+Lethal 5+-
ABILITIES UNIQUE ACTIONS
Aeldari Raiders
Soul Channel (1AP): Psychic action. Select one friendly CORSAIR VOIDSCARRED operative Visible to and within of this operative. Add 1 to that operative’s APL. This operative cannot perform this action if it is within Engagement Range of an enemy operative.
Soul Heal (1AP): Psychic action. Select one friendly CORSAIR VOIDSCARRED operative Visible to and within of this operative. That operative regains D3 lost wounds. This operative can perform this action twice during its activation, but cannot perform this action if it is within Engagement Range of an enemy operative.
ABILITIES
Aeldari Raiders
UNIQUE ACTIONS
Soul Channel (1AP): Psychic action. Select one friendly CORSAIR VOIDSCARRED operative Visible to and within of this operative. Add 1 to that operative’s APL. This operative cannot perform this action if it is within Engagement Range of an enemy operative.
Soul Heal (1AP): Psychic action. Select one friendly CORSAIR VOIDSCARRED operative Visible to and within of this operative. That operative regains D3 lost wounds. This operative can perform this action twice during its activation, but cannot perform this action if it is within Engagement Range of an enemy operative.
DATACARD-RELATED
SPIRIT STONE , RELIC POWER WEAPON
CORSAIR VOIDSCARRED, AELDARI, ANHRATHE, PSYKER, MEDIC, VOIDSCARRED SOUL WEAVER
CORSAIR VOIDSCARRED, AELDARI, ANHRATHE, PSYKER, MEDIC, VOIDSCARRED SOUL WEAVER


Voidscarred Felarch

Felarchs are veteran Corsairs, with centuries or even millennia of experience reaving the stars. They have fought countless different races and mastered numerous weapons, making them deadly enemies for any who face them.

Voidscarred Felarch

Felarchs are veteran Corsairs, with centuries or even millennia of experience reaving the stars. They have fought countless different races and mastered numerous weapons, making them deadly enemies for any who face them.

M APL GA DF SV W Base
3 2 1 3 4+ 9 28mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Neuro disruptor
Neuro disruptor
4
2+
4/5
Rng , AP1. !StunRng , AP1Stun
Shuriken pistol
Shuriken pistol
4
2+
3/4
Rng . !RendingRng Rending
Shuriken rifle
Shuriken rifle
4
2+
3/4
!Rending-Rending
Power weapon
Power weapon
4
2+
4/6
Lethal 5+Lethal 5+-
ABILITIES UNIQUE ACTIONS
Aeldari Raiders
Coordinated Strike: Each time this operative is activated, you can select one ready friendly CORSAIR VOIDSCARRED operative Visible to and within of this operative. After this operative’s activation ends, you can activate that ready friendly operative.
Take Aim (1AP): Until the end of this operative’s activation, the shuriken rifle this operative is equipped with gains the Balanced special rule. This operative cannot perform this action if it is within of an enemy operative.
ABILITIES
Aeldari Raiders
Coordinated Strike: Each time this operative is activated, you can select one ready friendly CORSAIR VOIDSCARRED operative Visible to and within of this operative. After this operative’s activation ends, you can activate that ready friendly operative.
UNIQUE ACTIONS
Take Aim (1AP): Until the end of this operative’s activation, the shuriken rifle this operative is equipped with gains the Balanced special rule. This operative cannot perform this action if it is within of an enemy operative.
DATACARD-RELATED
RELIC POWER WEAPON , Mistfield
CORSAIR VOIDSCARRED, AELDARI, ANHRATHE, LEADER, VOIDSCARRED FELARCH
CORSAIR VOIDSCARRED, AELDARI, ANHRATHE, LEADER, VOIDSCARRED FELARCH
Engagement Range
Engagement Range is the zone of threat that operatives present to their enemies. Many rules in the game use Engagement Range, such as when moving and fighting. Engagement Range is mutual, therefore operatives are within each other’s Engagement Range if one of them is Visible to and within of the other.
Actions
Actions are categorised as follows:
  • Universal actions can be performed by all operatives. They are detailed below.
  • Unique actions are actions detailed on an operative’s datacard that only they can perform, such as the Dakka Dash action found on the example datacard.
  • Mission actions are specific to the mission you are playing, and will be detailed by that mission’s briefing. Missions can be found here (Open Play mission) and here (Spec Ops Narrative missions).
  • Free actions can only be performed when another rule specifies. Each time an operative would perform a free action, the following rules apply.
    • The operative can perform the action, so long as the requirements of the action are met.
    • The player does not subtract any additional AP to perform the action.
    • The operative would still count as performing the action for all rules purposes. For example, if it performed it during its activation, it would not be able to perform the action again during that activation.

For example, when a KOMMANDO DAKKA BOY performs a Dakka Dash action (see unique actions, above), it can perform a free Dash and free Shoot action without subtracting any additional AP (other than the AP spent on the Dakka Dash action). However, it is subject to those actions’ requirements, therefore it cannot perform the free Dash action if it is within Engagement Range of enemy operatives, and cannot perform the free Shoot action if it is within Engagement Range of enemy operatives or has a Conceal order. In addition, for each of the free actions it performs, it cannot perform them again during its activation.
Fly
Each time an operative makes any kind of move, if it has the FLY keyword, it can move around, across and over other operatives (and their bases) as if they were not there, but must finish its move following all requirements specified by that move, and cannot finish its move on top of other operatives (or their bases).
PLUNDERERS1CP
Strategic Ploy
Select up to three friendly CORSAIR VOIDSCARRED operatives. Each of those operatives can immediately perform a free Dash action. When doing so, if the mission you are playing has any objective markers that are not being carried by operatives, each selected operative must end their Dash action closer to the nearest objective marker.

The CORSAIR VOIDSCARRED and PSYKER keywords are used in the following Corsair Voidscarred datacards:

APx
Armour Penetration. Each time a friendly operative makes a shooting attack with this weapon, subtract x from the Defence of the target for that shooting attack, x is the number after the weapon’s AP, e.g. AP1. If two different APx special rules would be in effect for a shooting attack, they are not cumulative - the attacker selects which one to use.
Visible
For an intended target to be Visible, the following must be true:
  • You can draw an imaginary, unobstructed straight line (known as a Visibility line) 1 mm wide from the head of the active operative’s miniature to any part of the miniature of the intended target (not its base).
In the rare instance that bases or parts of the active operative’s miniature prevent an intended target from being Visible to the active operative, such as when the active operative is directly below or above the intended target, treat those bases and parts as being invisible.

Some rare rules will require you to select a point that is Visible (e.g. a point on the killzone). In such circumstances, you must be able to draw an imaginary, unobstructed straight line 1mm wide from the head of the active operative’s miniature to the point you would select.
Invulnerable Save x+
Each time a shooting attack is made against an operative, the defender can use its invulnerable save instead of its normal Save characteristic. An invulnerable save is used like a normal Save characteristic, except that it cannot be modified in any way, and is not affected by any APx special rules (meaning the defender would use their normal Defence characteristic). x of the invulnerable save is the dice roll required for the defence dice to be successful, e.g. 4+.
LIGHT FINGERS1CP
Tactical Ploy
Use this Tactical Ploy during a friendly CORSAIR VOIDSCARRED operative’s activation. Until the end of that activation, that operative can perform for free either one mission action or the Pick Up action, even if it is within Engagement Range of an enemy operative.
DEADLY AMBUSH1CP
Tactical Ploy
Use this Tactical Ploy after an enemy operative finishes an action in which it moved. Select one friendly CORSAIR VOIDSCARRED operative that is not within Engagement Range of an enemy operative. That friendly operative can immediately perform a free Charge action, but can only move up to and must finish that move within Engagement Range of that enemy operative (otherwise it cannot move). If the friendly operative has a Conceal order and is ready, you can change it to Engage to do so.
OPPORTUNISTIC FIGHTERS1CP
Tactical Ploy
Use this Tactical Ploy when an enemy operative performs a Fall Back action. Before it moves, that enemy operative suffers D3 mortal wounds for each friendly CORSAIR VOIDSCARRED operative within Engagement Range of it.
Cover
If an operative positions themselves in Cover, they will use it for protection while they have an Engage order, or hide behind it while they have a Conceal order. For an intended target to be in Cover, both of the following must be true:
  • The intended target is more than from the active operative.
  • The intended target is within of a point at which a Cover line crosses another operative’s base (unless that other operative is not itself in the active operative’s LoS), or a terrain feature that provides Cover (see Terrain Traits).

Note that an intended target that has an Engage order can gain a defensive benefit for being in Cover as specified in the shooting sequence.

To establish Cover lines, the active operative’s controlling player draws imaginary straight lines, 1mm wide, from any part of the active operative’s base to every part of the intended target’s base.
Rending
Each time a friendly operative fights in combat or makes a shooting attack with this weapon, in the Roll Attack Dice step of that combat or shooting attack, if you retain any critical hits you can retain one normal hit as a critical hit.
Ceaseless
Each time a friendly operative fights in combat or makes a shooting attack with this weapon, in the Roll Attack Dice step of that combat or shooting attack, you can re-roll any or all of your attack dice results of 1.
Balanced
Each time a friendly operative fights in combat or makes a shooting attack with this weapon, in the Roll Attack Dice step of that combat or shooting attack, you can re-roll one of your attack dice.
Blast x
Each time a friendly operative performs a Shoot action and selects this weapon (or, in the case of profiles, this weapon’s profile), after making the shooting attack against the target, make a shooting attack with this weapon (using the same profile) against each other operative Visible to and within X of the original target – each of them is a valid target and cannot be in Cover. X is the distance after the weapon’s Blast, e.g. Blast . An operative cannot make a shooting attack with this weapon by performing an Overwatch action.

  1. An operative performs a Shoot action, selects a ranged weapon with the Blast special rule, and selects operative A as the target.
  2. After making the shooting attack against operative A, it makes a shooting attack against operative B, determining if it is a valid target as if operative A was making the shooting attack.
  3. It cannot make a shooting attack against operative C, as when determining if it is a valid target in this manner, operative C is not Visible to operative A due to the terrain feature between them.
Heavy
An operative cannot perform a Charge, Fall Back or Normal Move action in the same activation in which it performs a Shoot action with this ranged weapon.
Limited
This weapon can only be selected for use once per battle. If the weapon has a special rule that would allow it to make more than one shooting attack for an action (e.g. Blast), make each of those attacks as normal.
No Cover
Each time a friendly operative makes a shooting attack with this weapon, for that shooting attack, defence dice cannot be automatically retained as a result of Cover (they must be rolled instead).
Unwieldy
An operative can only make a shooting attack with this weapon if an extra AP is subtracted to perform a Shoot action. It cannot make a shooting attack with this weapon by performing an Overwatch action.
OPPORTUNISTS
Corsair Voidscarred – Faction Tac Op 3
Reveal this Tac Op in the Target Reveal step of the first Turning Point. Select three enemy operatives. Each time one of those operatives is incapacitated, before it is removed from the killzone, place one of your Loot tokens underneath the operative as close as possible to the centre of its base. The Pick Up action can be performed upon your Loot tokens by friendly operatives. Operatives can carry any number of Loot tokens.
  • At the end of the battle, if friendly operatives are carrying one or more of your Loot tokens, you score 1 VP.
  • At the end of the battle, if friendly operatives are carrying three of your Loot tokens, you score 1VP.
RETRIEVAL
Recon – Tac Op
Reveal this Tac Op in the Target Reveal step of the first Turning Point. Your opponent places your Retrieval token anywhere in the killzone that is not on a Vantage Point and not wholly within or within of their drop zone. The Pick Up action can be performed by friendly operatives upon your Retrieval token.
  • At the end of the battle, if a friendly operative controls your Retrieval token, you score 1VP.
  • At the end of the battle, if your Retrieval token is being carried by a friendly operative, you score 1VP.
ROB AND RANSACK
Seek & Destroy – Tac Op
You can reveal this Tac Op when an enemy operative is incapacitated by a friendly operative within of it, and that friendly operative is more than from other enemy operatives.
  • You score 1VP.
  • At the end of the battle, if you achieved the first condition and that friendly operative has not been incapacitated, you score 1VP.
PROTECT ASSETS
Security – Tac Op
You can reveal this Tac Op in the Target Reveal step of any Turning Point.
  • At the end of any Turning Point, if two or more enemy operatives were incapacitated while within of an objective marker during that Turning Point, and/or while carrying an objective during that Turning Point, you score 1VP.
  • If you achieve the first condition at the end of any subsequent Turning Points, you score 1VP.
FLAWLESS RAID
Corsair Voidscarred – Faction Tac Op 1
You can reveal this Tac Op in the Target Reveal step of any Turning Point after the second.
  • If you had more victory points than your opponent at the start of the Turning Point, you score 1VP.
  • If you achieve the first condition at the start of the subsequent Turning Point, you score 1VP.
ROUT
Seek & Destroy – Tac Op
You can reveal this Tac Op in the Target Reveal step of any Turning Point.
  • If an enemy operative is incapacitated by a friendly operative that is within of your opponent’s drop zone, you score 1VP.
  • If you achieve the first condition in any subsequent Turning Points, you score 1VP.
OVERRUN
Recon – Tac Op
You can reveal this Tac Op in the Target Reveal step of any Turning Point.
  • At the end of any Turning Point, if a friendly operative is wholly within each killzone quarter and more than from the centre of the killzone, you score 1VP.
  • If you achieve the first condition at the end of any subsequent Turning Points, you score 1VP.
DAMAGE LIMITATION
Security – Tac Op
You can reveal this Tac Op in the Target Reveal step of any Turning Point after the first.
  • At the end of any Turning Point, if no friendly operatives were incapacitated during that Turning Point, you score 1VP.
  • If you achieve the first condition at the end of any subsequent Turning Points, you score 1VP.
HOLD THE LINE
Security – Tac Op
You can reveal this Tac Op in the Target Reveal step of any Turning Point after the first.
  • At the end of any Turning Point, if there are no enemy operatives within of your drop zone, you score 1VP.
  • If you achieve the first condition at the end of any subsequent Turning Points, you score 1VP.
Torrent x
Each time a friendly operative performs a Shoot action or Overwatch action and selects this weapon, after making the shooting attack against the target, it can make a shooting attack with this weapon against each other valid target within x of the original target and each other, x is the distance after the weapon’s Torrent, e.g. Torrent .

  1. An operative performs a Shoot action, selects a ranged weapon with the Torrent special rule, and selects operative A as the target.
  2. After making the shooting attack against operative A, it makes a shooting attack against operative B and C, determining if they are a valid target as normal.
  3. It cannot make a shooting attack against operative D, as while that operative is within of operative A and C, it is not within of operative B.
Rng x
Range. Each time a friendly operative makes a shooting attack with this weapon, only operatives within x are a valid target, x is the distance after the weapon’s Rng, e.g. Rng . All other rules for selecting a valid target still apply.
Indirect
Each time a friendly operative makes a shooting attack with this weapon, in the select valid target step of that shooting attack, enemy operatives are not in Cover.
Lethal x
Each time a friendly operative fights in combat or makes a shooting attack with this weapon, in the Roll Attack Dice step of that combat or shooting attack, your attack dice results of equal to or greater than x that are successful hits are critical hits, x is the number after the weapon’s Lethal, e.g. Lethal 5+.
Aeldari Raiders
Each time this operative is activated, it can perform a free Dash action during that activation.

5. RELIC POWER WEAPON [2EP]

Operative equipped with a power weapon only. The power weapon this operative is equipped with gains the Balanced special rule for the battle.
Fusillade
Each time a friendly operative performs a Shoot action and selects this weapon, after selecting a valid target, you can select any number of other valid targets within of the original target. Distribute your attack dice between the targets you have selected. Make a shooting attack with this weapon (using the same profile) against each of the targets you have selected using the attack dice you have distributed to each of them.
MWx
Mortal wounds. Each time a friendly operative makes a shooting attack with this weapon, in the roll attack dice step of that shooting attack, for each critical hit retained, inflict x mortal wounds on the target, x is the number after the weapon’s MW, e.g. MW3.
Silent
While an operative has a Conceal order, it can perform Shoot actions if this is the ranged weapon (or weapon profile) that is selected for the shooting attack(s).
Relentless
Each time a friendly operative fights in combat or makes a shooting attack with this weapon, in the Roll Attack Dice step of that combat or shooting attack, you can re-roll any or all of your attack dice.

PATHFINDER CLOAK+ [2EP]

VOIDSCARRED FATE DEALER operative only. The operative gains the following ability for the battle:

Pathfinder Cloak: While this operative has a Conceal order, it is always treated as having a Conceal order, regardless of any other rules (e.g. Vantage Point).
Psychic Action
This is a term for a certain kind of action. This term provides no additional rules on its own, but other rules may interact with actions that have this term.

6. RELIC WITCH STAFF [2EP]

VOIDSCARRED WAY SEEKER operative only. The operative gains the following ability for the battle:

Relic Witch Staff: The second time this operative performs the Manifest Psychic Power action in each of its activations, you can re-roll the D6 when determining the result of that action.

LODESTAR HELM+ [2EP]

VOIDSCARRED WAY SEEKER operative only. The operative gains the following ability for the battle:

Lodestar Helm: The second time this operative performs the Manifest Psychic Power action in each of its activations, it does not suffer any mortal wounds as a result of rolling a 1-2 (note this does not allow you to select a psychic power to be resolved).

The PSYKER keyword is used in the following Corsair Voidscarred datacards:

3. SPIRIT STONE [4EP]

VOIDSCARRED SOUL WEAVER operative only. The operative gains the following ability for the battle:

Spirit Stone: This operative can perform the Soul Channel action twice during its activation.
Stun
Each time a friendly operative makes a shooting attack with this weapon, in the Roll Attack Dice step of that shooting attack, if you retain any critical hits, subtract 1 from the target’s APL. Each time a friendly operative fights in combat with this weapon, in the Resolve Successful Hits step of that combat:
  • The first time you strike with a critical hit, select one of your opponent’s normal hits from that combat to be discarded
  • The second time you strike with a critical hit, subtract 1 from the target’s APL.

MISTFIELD+ [3EP]

VOIDSCARRED FELARCH operative only. The operative gains the following ability for the battle:

Mistfield: While a friendly CORSAIR VOIDSCARRED operative is within of this operative, that operative has a 5+ invulnerable save.

Disable Ads



Boosty subscribers may disable ads:
1. Enter e-mail you have used to login on Boosty.
2. Press Get new pin code button (if you don’t have it already)
3. Enter pin code.

Note that login database updated once a day. So, if you are a new booster - try tomorrow. And thank you!
© Vyacheslav Maltsev 2013-2024