Elucidian Starstrider

Books

BookKindEditionVersionLast update
  Kill Team Annual 2022 (Elucidian Starstrider)
  Kill Team Annual 2022 (Elucidian Starstrider)Expansion21.2March 2023
  The Balance Dataslate
  The Balance DataslateRulebook2Q2 2024June 2024

FAQ

Expansion: Kill Team Annual 2022 (Elucidian Starstrider)

Q:If a Privateer Support Asset is used but there are no valid targets for it to be resolved, can I cancel the asset and use it again later in the Turning Point?
A:
Yes.
Q:When using the Well-drilled Tactical Ploy, can I select another ready friendly operative as required, but then subsequently use a Privateer Support Asset instead?
A:
No.
Q:ELUCIA VHANE can only be added to your roster or dataslate once. In narrative play, if this operative is slain, does that mean I can never add it again?
A:
No. In such instances, you could add this operative again, but you cannot have more than one of this operative on your roster or dataslate at once.
Q:When performing a Shoot action with a Privateer Support Asset, if the friendly operative that Line of Sight is being drawn from is on a Vantage Point, does the Shoot action gain the benefit of that Vantage Point?
A:
Yes.
Q:For the purpose of the CANID operative’s Retrieve unique action, can you determine control of an objective marker/token during the move in order to perform the Pick Up action?
A:
Yes.
Archetype: Security / Recon

Elucidian Starstrider Kill Team

Below you will find a list of the operatives that make up a ELUCIDIAN STARSTRIDER kill team, including, where relevant, any wargear those operatives must be equipped with. Note that, unlike other kill teams, you do not select your operatives from a list; instead, this kill team’s operatives are specified.

Operatives

ELUCIA VHANE can only be added to your roster or dataslate once.

Abilities

Below, you will find common abilities of the ELUCIDIAN STARSTRIDER kill team.

Warrant of Trade

Warrants of Trade grant Rogue Traders a level of Independence and authority that few within the Imperium possess. They offer great power and influence, allowing their hereditary holders to operate on their own terms and at their own discretion. As such, there are few bars to these adventurers’ ambitions.

Up to three times per game, you can use a Warrant of Trade ability (below). Each ability specifies when it can be used, you must inform your opponent when you do so, and you cannot use the same ability more than once per game.

AbilityWhenEffect
CoerceIn the Select Drop Zone step, after rolling off to decide Attacker and Defender.You can re-roll your dice.
CoordinateAt the end of the Select a Kill Team step.Add 1CP to your pool.
Adaptable TermsAt the start of the Select Tac Ops step.You can select Tac Ops from two of your Archetypes (rather than one).
ConsiderationAt the start of the Select Equipment step.You can select 6 additional points worth of equipment for the battle.
ExploreAt the end of the Scouting Step.Select and resolve an additional scouting option. It must be a different option to your original selection, and initiative is still determined by your original selection. If both players have this or a similar ability, the Defender resolves this ability first.
SeizeIn the Initiative phase, after rolling off to determine initiative.You can re-roll your dice.

Privateer Support Asset

Even the lowest Rogue Trader has their own well-appointed ship, and many operate entire fleets. Such ships are often armed far in excess of their size to see off pirates, xenos, over-inquisitive officials or even to secure deals via literal gunboat diplomacy. Most contain vast hangers that accommodate not only bulk haulers, but also atmospheric strike craft. Their precision firepower can be called upon by a Rogue Trader’s elite operatives to ensure the success of clandestine missions.

Once per Firefight phase, when you would activate a ready friendly operative, you can use a Privateer Support Asset instead. Each time you do so, select one of the ranged weapons below and perform a Shoot action with it. After you have done so, your opponent activates one of their operatives as normal.

You cannot select a ranged weapon you selected in the previous Turning Point, but you can in a Turning Point thereafter. For example, if you selected archeotech beam in the first Turning Point, you couldn’t select it in the second Turning Point, but you could in the third Turning Point. If you did so, you couldn’t subsequently select it in the fourth Turning Point.

When making shooting attacks with the ranged weapons below:
  • For the purposes of Line of Sight, draw Visibility and Cover lines from a friendly NAVIS (excluding CANID) or ELUCIA VHANE operative that is not within Engagement Range of enemy operatives.
  • For the purposes of the weapon’s special rules, it is treated as if a friendly operative were making the shooting attack.
  • Other than Command Re-roll, you cannot use any Strategic or Tactical Ploys for shooting attacks made by Privateer Support Assets.

Archeotech Beam
 
Name
A
BS/WS
D
Archeotech Beam
4
3+
6/7
Special Rules
!
AP2, Barrage
-


Guided Shell
 
Name
A
BS/WS
D
Guided Shell
5
4+
3/5
Special Rules
!
Barrage, Blast
-


Cluster Bomb
 
Name
A
BS/WS
D
Cluster Bomb
5
4+
2/3
Special Rules
!
Barrage, Blast
-

Strategic Ploys

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

LETHAL PROXIMITY1CP
Strategic Ploy
Until the end of the Turning Point, each time a friendly ELUCIDIAN STARSTRIDER operative makes a shooting attack against a target within of it, in the Roll Attack Dice step of that shooting attack, you can re-roll one of your attack dice.
STAKE CLAIM1CP
Strategic Ploy
Place one of your Claim tokens anywhere in the killzone. Each time a friendly ELUCIDIAN STARSTRIDER operative fights in combat or makes a shooting attack against an enemy operative within of that token, before rolling your attack dice, you can retain one as a successful normal hit without rolling it. At the end of the Turning Point, remove that Claim token.
UNDAUNTED EXPLORERS1CP
Strategic Ploy
Until the end of the Turning Point, the first time attack dice are resolved against a friendly ELUCIDIAN STARSTRIDER operative that is within of an objective marker or within of your opponent’s drop zone, in the Resolve Successful Hits step of that combat or shooting attack, you can halve the damage inflicted to a minimum of 2 on that friendly operative (rounding up) from one of your opponent’s successful hits.
NEW FRONTIER1CP
Strategic Ploy
Until the end of the Turning Point, each time a friendly ELUCIDIAN STARSTRIDER operative (excluding a CANID operative) performs a Normal Move action, it can move an additional for that move, but must finish that move closer to your opponent’s drop zone.

Tactical Ploys

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

COMBINED ARMS1CP
Tactical Ploy
Use this Tactical Ploy after rolling your attack dice for a shooting attack made by a friendly ELUCIDIAN STARSTRIDER operative. If the target of that attack is an enemy operative that was targeted by another friendly ELUCIDIAN STARSTRIDER operative with a shooting attack during that Turning Point, you can re-roll any or all of your attack dice for that shooting attack.
SURVIVALIST1CP
Tactical Ploy
Use this Tactical Ploy when a friendly ELUCIDIAN STARSTRIDER operative more than from enemy operatives is activated. That friendly operative regains 4 lost wounds. You can only use this Tactical Ploy for each friendly operative once.
DARING1CP
Tactical Ploy
Use this Tactical Ploy when a friendly ELUCIDIAN STARSTRIDER NAVIS operative is activated. Add 1 to its APL.
WELL-DRILLED1CP
Tactical Ploy
Use this Tactical Ploy when a friendly ELUCIDIAN STARSTRIDER NAVIS operative is activated. Select one other ready friendly ELUCIDIAN STARSTRIDER NAVIS operative Visible to and within of that operative that is eligible to be activated. After that first friendly operative has been activated, you can immediately activate that other friendly operative.

Tac Ops

If your faction is ELUCIDIAN STARSTRIDER, you can use the Elucidian Starstrider Tac Ops listed below, as specified in the mission sequence.

REPUTATION TO MAINTAIN
Elucidian Starstrider – Faction Tac Op 1
Reveal this Tac Op the first time a Fight or Shoot action is declared for a LEADER operative (friendly or enemy). When this Tac Op is revealed, both players start a Reputation tally (if both players reveal this Tac Op simultaneously, only start one Reputation tally each). Add one to your Reputation tally each time a friendly LEADER operative inflicts a point of damage on an enemy operative. Note that, in the rare instance an enemy operative did not lose a wound as a result of a point of damage, you would still add one to the Reputation tally.
  • If your Reputation tally is 12 or more, you score 1VP.
  • At the end of the battle, if your Reputation tally is greater than that of your opponent’s, you score 1VP.
CLAIM FOR HOUSE VHANE
Elucidian Starstrider – Faction Tac Op 2
Reveal this Tac Op in the Target Reveal step of the first Turning Point. Your opponent selects one objective marker. It cannot be an objective marker that can be permanently removed from the killzone, but it can be an objective marker that can be carried.
  • At the end of any Turning Point, if friendly operatives are controlling that objective marker, you score 1VP.
  • At the end of the battle, if friendly operatives are controlling that objective marker, you score 1VP.
INVESTIGATE MOTIVE FORCE
Elucidian Starstrider – Faction Tac Op 3
You can reveal this Tac Op in the Target Reveal step of any Turning Point.
  • The second time a friendly LECTRO-MAESTER operative performs the Investigate Motive Force action (below), you score 1VP.
  • The third time a friendly LECTRO-MAESTER operative performs the Investigate Motive Force action, you score 1VP.
The friendly LECTRO-MAESTER operative can perform the following mission action:

INVESTIGATE MOTIVE FORCE1AP

An operative can perform this action while it controls an objective marker that is not within your drop zone and has not been investigated for Motive Force during the battle. If it does so, that objective marker has been investigated for Motive Force.

Spec Ops Rules

Below, you will find a selection of rules for Spec Ops campaigns in which you have selected ELUCIDIAN STARSTRIDER as your Faction keyword.

Battle Honours

Each time an ELUCIDIAN STARSTRIDER operative gains a Battle Honour, instead of determining one from its specialism, you can determine one from the Elucidian Starstrider 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).

ELUCIDIAN STARSTRIDER SPECIALIST
D6Battle Honour
1Loyal to House Vhane: Each time this operative fights in combat or makes a shooting attack, if it is within of a friendly ELUCIA VHANE operative, in the Roll Attack Dice step of that combat or shooting attack, before rolling your attack dice, you can retain one as a successful normal hit without rolling it.
2Close-Quarters Composure: Each time this operative makes a shooting attack against an enemy operative within of it, ranged weapons it is equipped with have the No Cover special rule for that shooting attack.
3Voidmaster’s Commendation: Ranged weapons this operative is equipped with gain the Balanced special rule.
4Discretionary: Once per battle, when this operative is activated, you can use the Daring Tactical Ploy without spending any Command points.
5Veteran of the Frontier: Each time a shooting attack is made against this operative, if this operative is within of an enemy operative and more than from all other friendly operatives, in the Roll Defence Dice step of that shooting attack, you can retain one successful normal save as a critical save instead.
6Well Prepared: In the Select Equipment step, when selecting equipment from your stash, you can select one item of equipment. Every operative with this Battle Honour that can be equipped with that item can do so for one less equipment point each (to a minimum of 0EP).

Rare Equipment

Each time you would determine an item of rare equipment to add to your stash, if your faction is ELUCIDIAN STARSTRIDER, 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. ARCHEOTECH GRENADE [4EP]

The operative is equipped with the following ranged weapon for the battle. It cannot make a shooting attack with this weapon by performing an Overwatch action:
 
Name
A
BS/WS
D
Archeotech grenade
4
3+
2/2
Special Rules
!
Rng , Indirect, Lethal 4+, Limited
MW3

2. DECKSWEEPER [3EP]

VOIDSMAN operative only. Select a rotor cannon the operative is equipped with. That weapon gains the Relentless special rule for the battle.

3. MEDICAE SERVO UNIT [2EP]

REJUVENAT ADEPT operative only. The operative gains the following ability for the battle:

Medicae Servo Unit: For the purposes of this operative’s Healing Serum action, you can select one friendly ELUCIDIAN STARSTRIDER operative within of this operative (instead of Visible to and within ).

4. AGGRESSION SERUM [2EP]

CANID operative only. The operative gains the following ability for the battle:

Aggression Serum: You can ignore any or all modifiers to this operative’s Movement characteristic. In addition, the vicious bite this operative is equipped with gains the Relentless special rule for the battle.

5. RELIC VOLTAGHEIST GENERATOR [4EP]

LECTRO-MAESTER operative only. The operative gains the following ability for the battle:

Relic Voltagheist Generator: This operative has a 3+ invulnerable save.

6. SUPPORT UPLINK [1EP]

The operative gains the following ability for the battle:

Support Uplink: Each time you make a shooting attack with a Privateer Support Asset, you can determine Line of Sight from this operative (even if it isn’t a NAVIS or ELUCIA VHANE operative). If you do so, enemy operatives are not Obscured for that shooting attack.


Strategic Assets

Each time you would add a strategic asset to your base of operations, if your faction is ELUCIDIAN STARSTRIDER, 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.

ENVOY STRATEGIC

Elucia Vhane is able to access a complex cogitative comms relay, coordinating advance parties of envoys who coerce, bribe and negotiate with their contacts - all to her agenda.

You can use a Warrant of Trade ability up to four times per game, instead of up to three.

FLEET UPLINK BOOSTER

Amongst Vhane’s ‘consideration’ for aiding the warship Vengeance was this arcane device, which she uses to coordinate her void-borne assets with strategic superiority.

Once per battle, for the purposes of selecting a ranged weapon for the Privateer Support Assets ability, you can select one you selected in the previous Turning Point. In each Turning Point thereafter, follow the normal rules. For example, you could select archeotech beam in Turning Points 1 and 2. If you did so, you could not select it in Turning Point 3, but could in Turning Point 4.

FAMILY CHRONICLE

The Vhane Dynasty dates back to the 32nd Millennium. Elucia is determined that her deeds will outshine even her own family's rich history.

Each time your ELUCIA VHANE operative gains a rank, you can distribute a number of experience points across the other ELUCIDIAN STARSTRIDER operatives on your dataslate equal to the number of ranks that ELUCIA VHANE operative has, multiplied by two. For example, if your ELUCIA VHANE operative gains the Ace rank, you can distribute up to 6XP across the other operatives on your dataslate.


Requisitions

In a Spec Ops campaign, if your faction is ELUCIDIAN STARSTRIDER, you can use the following Requisitions in addition to those presented in other sources.
NEGOTIATE1RP

The Starstriders employ aggressive negotiation techniques to secure the appropriate remuneration.

Purchase this Requisition when you receive a commendation (e.g. for completing all of a Spec Op’s operations). Select one of that commendation’s bullet points, then select a bullet point from a different commendation your kill team could have access to (it cannot be the same reward as another bullet point from your received commendation and it cannot be one in which you gain Requisition points). Gain the rewards of the second selected bullet point instead of the first.
HAND-PICKED RETINUE1RP

When deploying for missions personally, Elucia Vhane demands the most experienced soldiery her seconded Navis retainers can provide.

Purchase this Requisition before or after a game, if your dataslate includes an ELUCIA VHANE operative of Ace rank or higher. Add one NAVIS operative to your dataslate. That NAVIS operative starts with 6XP (select its Battle Honours accordingly).
TRADE1RP

Though Elucia has left her family behind, she is not above using House Vhane's influence to trade, barter and haggle for what she needs as she embarks on her own rise to glory.

Purchase this Requisition before or after a game. Select one of the following:
  • Remove one or more items of equipment (excluding rare equipment) from your stash, then add one or more items of equipment (excluding rare equipment) to your stash. The total points worth of the new equipment cannot exceed the points worth of the removed equipment.
  • Remove one or more strategic assets from your base of operations, then add one or more strategic assets to your base of operations. You cannot add more than you removed, and you cannot exceed your asset capacity.

Spec Ops

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

Eliminate Obstacle

An enemy is stalling Elucia Vhane’s mercantile progress in the region and the predatory Rogue Trader devises a violent resolution to negotiations. The foe must be defeated entirely: politically, economically and militarily.

OPERATION 1: REMOVE SUPPORT

As the Starstriders discredit their enemy off the battlefield, they also take to it to cripple or remove the foe’s key supporters, leaving the enemy’s paymasters open to humiliation as well as elimination.

Complete five games in which you scored victory points from the ‘Claim for House Vhane’, ‘Reputation to Maintain’ and/or ‘Challenge’ Tac Op.

OPERATION 2: FINAL BLOW

With the foe’s reputation languishing and their key supporters outmanoeuvred or assassinated, the Starstriders move to deliver the final blow.

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

COMMENDATION
  • The friendly operative that scored you victory points from the ‘Headhunter’ Tac Op earns up to 5XP. This is not affected by a passed Casualty test.
  • You can distribute up to 5XP across the other operatives on your dataslate. This is not affected by a passed Casualty test.
  • After the battle, all friendly operatives pass Casualty and Recovery tests.

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

Glory and Profit

The Starstriders have narrowed down the Location of an invaluable prize. Pinpointing its Location and retrieving it will not only prove worthwhile to the Imperium and further the Starstriders’ considerable influence, but bring personal glory to Vhane herself — and no small amount of profit.

OPERATION 1: INVESTIGATE SOURCES

The Starstriders move in to conduct their research. They must use all the ruthless means at their disposal to investigate and pinpoint the location of the prize.

Complete five games in which you scored victory points from the ‘Investigate Motive Force’, ‘Upload Viral Code’ and/or ‘Plant Signal Beacon’ Tac Op.

OPERATION 2: RETRIEVE PRIZE

The prize has been located, but others have caught the scent of opportunity too. The Starstriders must move to secure and extract it, staking their claim as ‘rightful owners’ in the process.

Complete a game in which you scored victory points from the ‘Retrieval’ 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.

Equipment

ELUCIDIAN STARSTRIDER operatives in your kill team can be equipped with equipment from this list, as specified in the mission sequence. Each operative can be equipped with no more than one of each item.

FLASH VISOR [1EP]

The operative gains the following ability for the battle:

Flash Visor: You can ignore any or all modifiers to this operative’s APL and it is not affected by the Stun critical hit rule.

CARAPACE ARMOUR [2EP]

VOIDSMAN or VOIDMASTER operative only. Improve the operative’s Save characteristic to 4+ for the battle.

HOT-SHOT CAPACITOR PACK [2EP]

Add 1 to both Damage characteristics of lasguns and laspistols this operative is equipped with for the battle.

CONCUSSION GRENADE [2EP]

The operative can perform the following action during the battle:

CONCUSSION GRENADE1AP

Select one point on the killzone within of this operative. Roll one D6 for each operative within of that point, subtracting 1 from the result if that operative is not Visible to this operative. On a 4+, subtract 1 from that operative’s APL. This operative can only perform this action once, and cannot perform this action while within Engagement Range of an enemy operative.

FRAG GRENADE [2EP]

The operative is equipped with the following ranged weapon for the battle:
 
Name
A
BS/WS
D
Frag grenade
4
3+
2/3
Special Rules
!
Rng , Blast , Indirect, Limited
-

KRAK GRENADE [3EP]

The operative is equipped with the following ranged weapon for the battle. It cannot make a shooting attack with this weapon by performing an Overwatch action:
 
Name
A
BS/WS
D
Krak grenade
4
3+
4/5
Special Rules
!
Rng , AP1, Indirect, Limited
-


Datacards


Elucia Vhane

Once master of the New Dawn, the Rogue Trader Elucia Vhane comes from an ancient dynasty. Her familial training honed her innate leadership and she wields her cane-rapier, Blur, as a master-duellist. Ever does she keep an eye out for foes via a multi-spectral auspicator.

Elucia Vhane

Once master of the New Dawn, the Rogue Trader Elucia Vhane comes from an ancient dynasty. Her familial training honed her innate leadership and she wields her cane-rapier, Blur, as a master-duellist. Ever does she keep an eye out for foes via a multi-spectral auspicator.

M APL GA DF SV W Base
3 2 1 3 4+ 8 25mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Digital laser
Digital laser
4
3+
0/0
Rng , Lethal 3+, Indirect, Limited. !MW2Rng , Lethal 3+, Indirect, LimitedMW2
Heirloom relic pistol
Heirloom relic pistol
4
3+
4/5
Rng , Indirect. !P1Rng , IndirectP1
Monomolecular cane-rapier
Monomolecular cane-rapier
4
3+
3/6
Lethal 5+Lethal 5+-
ABILITIES UNIQUE ACTIONS
Disruption Field: This operative has a 4+ invulnerable save.
Predator: Each time this operative is activated, it can perform a free Fight or Shoot action during that activation.
Merciless: Each time this operative fights in combat or makes a shooting attack, if it’s against an enemy operative that has fewer than its starting number of wounds remaining, in the Roll Attack Dice step of that combat or shooting attack, you can re-roll one of your attack dice.
-
ABILITIES
Disruption Field: This operative has a 4+ invulnerable save.
Predator: Each time this operative is activated, it can perform a free Fight or Shoot action during that activation.
Merciless: Each time this operative fights in combat or makes a shooting attack, if it’s against an enemy operative that has fewer than its starting number of wounds remaining, in the Roll Attack Dice step of that combat or shooting attack, you can re-roll one of your attack dice.
UNIQUE ACTIONS
-
DATACARD-RELATED
SUPPORT UPLINK , FAMILY CHRONICLE , HAND-PICKED RETINUE , NEW FRONTIER
ELUCIDIAN STARSTRIDER, IMPERIUM, ASTRA CARTOGRAPHICA, LEADER, ELUCIA VHANE
ELUCIDIAN STARSTRIDER, IMPERIUM, ASTRA CARTOGRAPHICA, LEADER, ELUCIA VHANE


Canid

Countless strains of Canid are bred or vat-grown to fulfil hunting, attack or intimidation roles, and many Rogue Traders appreciate the combination of loyalty and aggression. Elucia Vhane named her beast Aximillion - her Voidsmen-at-Arms training it as guardian and companion.

Canid

Countless strains of Canid are bred or vat-grown to fulfil hunting, attack or intimidation roles, and many Rogue Traders appreciate the combination of loyalty and aggression. Elucia Vhane named her beast Aximillion - her Voidsmen-at-Arms training it as guardian and companion.

M APL GA DF SV W Base
4 2 1 3 5+ 6 25mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Vicious bite
Vicious bite
4
3+
3/4
!Rending-Rending
ABILITIES UNIQUE ACTIONS
Canid: This operative cannot perform mission actions and cannot be equipped with equipment (unless CANID operative is specified). Each time this operative is activated, it can ignore the first distance of it travels for a climb, drop or traverse during that activation.
Loyal Companion: Each time an enemy operative performs a Fight action, if this operative is a valid target, you can select this operative as the target instead. Each time an enemy operative finishes a Charge action within Engagement Range of another friendly ELUCIDIAN STARSTRIDER operative within of this operative, if this operative is not within Engagement Range of an enemy operative, this operative can perform a free Charge action, but must finish that move within Engagement Range of that enemy operative.
Retrieve (1AP): Perform a free Dash, Fall Back or Normal Move action with this operative. At any point during that move, you can perform the Pick Up action for free with this operative, and any remaining increments of movement can be used after it does so.
ABILITIES
Canid: This operative cannot perform mission actions and cannot be equipped with equipment (unless CANID operative is specified). Each time this operative is activated, it can ignore the first distance of it travels for a climb, drop or traverse during that activation.
Loyal Companion: Each time an enemy operative performs a Fight action, if this operative is a valid target, you can select this operative as the target instead. Each time an enemy operative finishes a Charge action within Engagement Range of another friendly ELUCIDIAN STARSTRIDER operative within of this operative, if this operative is not within Engagement Range of an enemy operative, this operative can perform a free Charge action, but must finish that move within Engagement Range of that enemy operative.
UNIQUE ACTIONS
Retrieve (1AP): Perform a free Dash, Fall Back or Normal Move action with this operative. At any point during that move, you can perform the Pick Up action for free with this operative, and any remaining increments of movement can be used after it does so.
DATACARD-RELATED
AGGRESSION SERUM , SUPPORT UPLINK , DARING , WELL-DRILLED
ELUCIDIAN STARSTRIDER, IMPERIUM, NAVIS, CANID
ELUCIDIAN STARSTRIDER, IMPERIUM, NAVIS, CANID


Death Cult Executioner

For a Death Cult Executioner, the act of living is a blasphemy only balanced by the tally of souls they reap. They deliver death up close and master numerous combat styles. A follower of Vhane, the Death Cult Executioner Knosso Prond has vowed to kill a thousand different xenos.

Death Cult Executioner

For a Death Cult Executioner, the act of living is a blasphemy only balanced by the tally of souls they reap. They deliver death up close and master numerous combat styles. A follower of Vhane, the Death Cult Executioner Knosso Prond has vowed to kill a thousand different xenos.

M APL GA DF SV W Base
3 3 1 3 6+ 8 25mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Dartmask
Dartmask
4
3+
1/1
Rng , Lethal 5+, Silent. !StunRng , Lethal 5+, SilentStun
Power weapon
Power weapon
5
2+
4/6
Lethal 5+Lethal 5+-
ABILITIES UNIQUE ACTIONS
Rapid Reflexes: This operative has a 5+ invulnerable save.
Duellist: 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.
Zealot: Each time this operative would lose a wound, roll one D6. On a 6, that wound is not lost.
Assassin (1AP): Change this operative’s order. This operative cannot perform this action while within Engagement Range of an enemy operative.
ABILITIES
Rapid Reflexes: This operative has a 5+ invulnerable save.
Duellist: 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.
Zealot: Each time this operative would lose a wound, roll one D6. On a 6, that wound is not lost.
UNIQUE ACTIONS
Assassin (1AP): Change this operative’s order. This operative cannot perform this action while within Engagement Range of an enemy operative.
DATACARD-RELATED
SUPPORT UPLINK , NEW FRONTIER
ELUCIDIAN STARSTRIDER, IMPERIUM, DEATH CULT EXECUTIONER
ELUCIDIAN STARSTRIDER, IMPERIUM, DEATH CULT EXECUTIONER


Lectro-Maester

Harbouring a connection to the Motive Force, these Tech-Priests are followers of the Cult Mechanicus, able to generate a protective voltagheist field from the mechanism on their back. Lectro-Maester Larsen van der Grauss joined Vhane’s explorations for the chance of esoteric discoveries.

Lectro-Maester

Harbouring a connection to the Motive Force, these Tech-Priests are followers of the Cult Mechanicus, able to generate a protective voltagheist field from the mechanism on their back. Lectro-Maester Larsen van der Grauss joined Vhane’s explorations for the chance of esoteric discoveries.

M APL GA DF SV W Base
3 2 1 3 4+ 8 25mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Voltaic pistol
Voltaic pistol
4
4+
4/4
Rng . !Rending, Splash 1Rng Rending, Splash 1
Gun butt
Gun butt
3
4+
2/3
--
ABILITIES UNIQUE ACTIONS
Voltagheist Array: Each time a shooting attack is made against a friendly ELUCIDIAN STARSTRIDER operative within 2 of this operative, in the Roll Defence Dice step of that shooting attack, you can re-roll one of your defence dice.
Missionary of the Martian Creed: Once per Turning Point, during this operative’s activation, it can perform a mission action for one less action point (to a minimum of 0AP).
Voltagheist Field (0AP): Until the end of the Turning Point, each time an enemy operative ends a move within of this operative, inflict D6 mortal wounds on that enemy operative. This operative cannot perform this action while within Engagement Range of an enemy operative, or if it has performed the Voltagheist Charge action during this Turning Point.
Voltagheist Charge (0AP): Until the end of the Turning Point, the voltaic pistol this operative is equipped with gains the Lethal 4+ special rule. This operative cannot perform this action while within Engagement Range of an enemy operative, or if it has performed the Voltagheist Field action during this Turning Point.
ABILITIES
Voltagheist Array: Each time a shooting attack is made against a friendly ELUCIDIAN STARSTRIDER operative within 2 of this operative, in the Roll Defence Dice step of that shooting attack, you can re-roll one of your defence dice.
Missionary of the Martian Creed: Once per Turning Point, during this operative’s activation, it can perform a mission action for one less action point (to a minimum of 0AP).
UNIQUE ACTIONS
Voltagheist Field (0AP): Until the end of the Turning Point, each time an enemy operative ends a move within of this operative, inflict D6 mortal wounds on that enemy operative. This operative cannot perform this action while within Engagement Range of an enemy operative, or if it has performed the Voltagheist Charge action during this Turning Point.
Voltagheist Charge (0AP): Until the end of the Turning Point, the voltaic pistol this operative is equipped with gains the Lethal 4+ special rule. This operative cannot perform this action while within Engagement Range of an enemy operative, or if it has performed the Voltagheist Field action during this Turning Point.
DATACARD-RELATED
INVESTIGATE MOTIVE FORCE , RELIC VOLTAGHEIST GENERATOR , SUPPORT UPLINK , NEW FRONTIER
ELUCIDIAN STARSTRIDER, IMPERIUM, ADEPTUS MECHANICUS, LECTRO-MAESTER
ELUCIDIAN STARSTRIDER, IMPERIUM, ADEPTUS MECHANICUS, LECTRO-MAESTER


Rejuvenat Adept

These operatives are masters of healing and longevity. They provide pain numbing agents and emergency surgery, even in the most horrific of environments. Rejuvenat Adept Sanistasia Minst took up with the Starstriders in her obsessive search for a panacea.

Rejuvenat Adept

These operatives are masters of healing and longevity. They provide pain numbing agents and emergency surgery, even in the most horrific of environments. Rejuvenat Adept Sanistasia Minst took up with the Starstriders in her obsessive search for a panacea.

M APL GA DF SV W Base
3 2 1 3 5+ 7 25mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Laspistol
Laspistol
4
4+
2/3
Rng Rng -
Scalpel claw
Scalpel claw
3
4+
3/4
!Rending-Rending
ABILITIES UNIQUE ACTIONS
Normaliser Helm: While a friendly ELUCIDIAN STARSTRIDER operative is within of this operative, it is not treated as being injured (only ignore the modifier to its Movement characteristic as a result of being injured if it is activated within of this operative).
Battlefield Surgery: Once per Turning Point, the first time another friendly ELUCIDIAN STARSTRIDER operative would be incapacitated while Visible to and within of this operative and not within Engagement Range of an enemy operative, if this operative is not within Engagement Range of an enemy operative, this operative can revive it. That friendly operative is not incapacitated, has 3 wounds remaining, and if it was a shooting attack, any remaining attack dice are discarded. That friendly operative can then perform a free Dash action, but must finish that move within of this operative. Subtract 1 from both operatives’ APL.
Healing Serum (1AP): Select one friendly ELUCIDIAN STARSTRIDER operative Visible to and within of this operative. That operative regains D3+3 lost wounds. An operative cannot be selected for this if it was revived using the Battlefield Surgery ability during the same Turning Point. This operative cannot perform this action while within Engagement Range of an enemy operative.
ABILITIES
Normaliser Helm: While a friendly ELUCIDIAN STARSTRIDER operative is within of this operative, it is not treated as being injured (only ignore the modifier to its Movement characteristic as a result of being injured if it is activated within of this operative).
Battlefield Surgery: Once per Turning Point, the first time another friendly ELUCIDIAN STARSTRIDER operative would be incapacitated while Visible to and within of this operative and not within Engagement Range of an enemy operative, if this operative is not within Engagement Range of an enemy operative, this operative can revive it. That friendly operative is not incapacitated, has 3 wounds remaining, and if it was a shooting attack, any remaining attack dice are discarded. That friendly operative can then perform a free Dash action, but must finish that move within of this operative. Subtract 1 from both operatives’ APL.
UNIQUE ACTIONS
Healing Serum (1AP): Select one friendly ELUCIDIAN STARSTRIDER operative Visible to and within of this operative. That operative regains D3+3 lost wounds. An operative cannot be selected for this if it was revived using the Battlefield Surgery ability during the same Turning Point. This operative cannot perform this action while within Engagement Range of an enemy operative.
DATACARD-RELATED
MEDICAE SERVO UNIT , SUPPORT UPLINK , NEW FRONTIER , Hot-shot Capacitor Pack
ELUCIDIAN STARSTRIDER, IMPERIUM, MEDIC, REJUVENAT ADEPT
ELUCIDIAN STARSTRIDER, IMPERIUM, MEDIC, REJUVENAT ADEPT


Voidmaster

Void masters lead squads of naval soldiery. Barking commands to ensure fire discipline, their adherence to Naval codes is unwavering. Voidmaster Nitsch and his squad were seconded to Vhane from the warship Vengeance, and his bravery under fire is legendary.

Voidmaster

Void masters lead squads of naval soldiery. Barking commands to ensure fire discipline, their adherence to Naval codes is unwavering. Voidmaster Nitsch and his squad were seconded to Vhane from the warship Vengeance, and his bravery under fire is legendary.

M APL GA DF SV W Base
3 2 1 3 5+ 8 25mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Artificer shotgun
Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use:
Artificer shotgun
Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use:
 - Close range
 - Close range
4
2+
4/4
Rng Rng -
 - Long range
 - Long range
4
4+
2/3
--
Laspistol
Laspistol
4
3+
2/3
Rng , BalancedRng , Balanced-
Gun butt
Gun butt
3
4+
2/3
--
ABILITIES UNIQUE ACTIONS
Disciplinarian: While a friendly VOIDSMAN operative is within 2 of this operative, weapons that friendly operative is equipped with gain the Balanced special rule.
Hardy: Once per battle, in the Resolve Successful Hits step of a combat or shooting attack, you can ignore the damage inflicted on this operative from one attack dice.
Uncompromising Fire (1AP): Make a shooting attack with the laspistol and make a shooting attack with the close range profile of the artificer shotgun 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 or while within Engagement Range of an enemy operative.
ABILITIES
Disciplinarian: While a friendly VOIDSMAN operative is within 2 of this operative, weapons that friendly operative is equipped with gain the Balanced special rule.
Hardy: Once per battle, in the Resolve Successful Hits step of a combat or shooting attack, you can ignore the damage inflicted on this operative from one attack dice.
UNIQUE ACTIONS
Uncompromising Fire (1AP): Make a shooting attack with the laspistol and make a shooting attack with the close range profile of the artificer shotgun 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 or while within Engagement Range of an enemy operative.
DATACARD-RELATED
SUPPORT UPLINK , NEW FRONTIER , DARING , WELL-DRILLED , Carapace Armour , Hot-shot Capacitor Pack
ELUCIDIAN STARSTRIDER, IMPERIUM, NAVIS, VOIDMASTER
ELUCIDIAN STARSTRIDER, IMPERIUM, NAVIS, VOIDMASTER


Voidsman

Voidsmen commonly serve on warships, slaying any who threaten their vessel or its crew. Girded in baroque armour, they keep enemies at bay with las-fire. Among Voidmaster Nitsch’s squad, the veteran Stromian Grell bears a rotor cannon by right of his consistent fire patterns.

Voidsman

Voidsmen commonly serve on warships, slaying any who threaten their vessel or its crew. Girded in baroque armour, they keep enemies at bay with las-fire. Among Voidmaster Nitsch’s squad, the veteran Stromian Grell bears a rotor cannon by right of his consistent fire patterns.

M APL GA DF SV W Base
3 2 1 3 5+ 7 25mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Lasgun
Lasgun
4
4+
2/3
--
Rotor cannon
Rotor cannon
6
4+
3/4
Fusillade, Heavy, RelentlessFusillade, Heavy, Relentless-
Gun butt
Gun butt
3
4+
2/3
--
ABILITIES UNIQUE ACTIONS
-
-
ABILITIES
-
UNIQUE ACTIONS
-
DATACARD-RELATED
DECKSWEEPER , SUPPORT UPLINK , NEW FRONTIER , DARING , WELL-DRILLED , Carapace Armour , Hot-shot Capacitor Pack
ELUCIDIAN STARSTRIDER, IMPERIUM, NAVIS, VOIDSMAN
ELUCIDIAN STARSTRIDER, IMPERIUM, NAVIS, VOIDSMAN

The NAVIS keyword is used in the following Elucidian Starstrider datacards:

• Canid
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.
Barrage
Each time a friendly operative makes a shooting attack with this weapon, for that shooting attack, the automatic retention of defence dice as a result of cover is determined differently. Instead, if any part of the operative’s base is hidden by a terrain feature from directly above, the defender can retain defence dice as if they were in cover.
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.
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.
Privateer Support Asset

Even the lowest Rogue Trader has their own well-appointed ship, and many operate entire fleets. Such ships are often armed far in excess of their size to see off pirates, xenos, over-inquisitive officials or even to secure deals via literal gunboat diplomacy. Most contain vast hangers that accommodate not only bulk haulers, but also atmospheric strike craft. Their precision firepower can be called upon by a Rogue Trader’s elite operatives to ensure the success of clandestine missions.

Once per Firefight phase, when you would activate a ready friendly operative, you can use a Privateer Support Asset instead. Each time you do so, select one of the ranged weapons below and perform a Shoot action with it. After you have done so, your opponent activates one of their operatives as normal.

You cannot select a ranged weapon you selected in the previous Turning Point, but you can in a Turning Point thereafter. For example, if you selected archeotech beam in the first Turning Point, you couldn’t select it in the second Turning Point, but you could in the third Turning Point. If you did so, you couldn’t subsequently select it in the fourth Turning Point.

When making shooting attacks with the ranged weapons below:
  • For the purposes of Line of Sight, draw Visibility and Cover lines from a friendly NAVIS (excluding CANID) or ELUCIA VHANE operative that is not within Engagement Range of enemy operatives.
  • For the purposes of the weapon’s special rules, it is treated as if a friendly operative were making the shooting attack.
  • Other than Command Re-roll, you cannot use any Strategic or Tactical Ploys for shooting attacks made by Privateer Support Assets.

Archeotech Beam
 
Name
A
BS/WS
D
Archeotech Beam
4
3+
6/7
Special Rules
!
AP2, Barrage
-


Guided Shell
 
Name
A
BS/WS
D
Guided Shell
5
4+
3/5
Special Rules
!
Barrage, Blast
-


Cluster Bomb
 
Name
A
BS/WS
D
Cluster Bomb
5
4+
2/3
Special Rules
!
Barrage, Blast
-

The ELUCIDIAN STARSTRIDER and NAVIS keywords are used in the following Elucidian Starstrider datacards:

• Canid
WELL-DRILLED1CP
Tactical Ploy
Use this Tactical Ploy when a friendly ELUCIDIAN STARSTRIDER NAVIS operative is activated. Select one other ready friendly ELUCIDIAN STARSTRIDER NAVIS operative Visible to and within of that operative that is eligible to be activated. After that first friendly operative has been activated, you can immediately activate that other friendly operative.
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.
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.
COMMAND RE-ROLL1CP
Tactical Ploy
Use this Tactical Ploy after rolling one of your attack dice or defence dice. You can re-roll that dice.
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.
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).
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.
DARING1CP
Tactical Ploy
Use this Tactical Ploy when a friendly ELUCIDIAN STARSTRIDER NAVIS operative is activated. Add 1 to its APL.
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+.
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.
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.
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.
Modifying Characteristics
Some rules will modify the characteristics of an operative and/or their weapons. All modifiers to a characteristic are cumulative.

If a characteristic refers to the result required when rolling a D6 (i.e. Save, Ballistic Skill and Weapon Skill), the modifier will specify to improve or worsen the characteristic. As a lower result is a better characteristic, the modifier should be applied accordingly. For example, if a Ballistic Skill of 4+ is worsened by 1, it would be modified to a 5+.

If an operative’s APL is modified, it lasts until the end of its current or next activation (whichever comes first). Regardless of how many APL modifiers an operative is affected by, the total modification can never be more than -1 or +1 from its normal APL. For example, if an operative has an APL of 2, and two rules say to add 1 to the operative’s APL, until the end of its next activation it would have an APL of 3.
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+.
Obscured
Regardless of whether a target operative has an Engage or Conceal order, if an Obscuring terrain feature is in the way, an active operative may be unable to have LoS to them. For an intended target to be Obscured, the following must be true:
  • The intended target is more than from a point at which a Cover line crosses a terrain feature that is Obscuring (see Terrain Traits). However, if the active operative is within of a point at which a Cover line crosses a terrain feature that is Obscuring, that part of the terrain feature is not treated as Obscuring.
Warrant of Trade

Warrants of Trade grant Rogue Traders a level of Independence and authority that few within the Imperium possess. They offer great power and influence, allowing their hereditary holders to operate on their own terms and at their own discretion. As such, there are few bars to these adventurers’ ambitions.

Up to three times per game, you can use a Warrant of Trade ability (below). Each ability specifies when it can be used, you must inform your opponent when you do so, and you cannot use the same ability more than once per game.

AbilityWhenEffect
CoerceIn the Select Drop Zone step, after rolling off to decide Attacker and Defender.You can re-roll your dice.
CoordinateAt the end of the Select a Kill Team step.Add 1CP to your pool.
Adaptable TermsAt the start of the Select Tac Ops step.You can select Tac Ops from two of your Archetypes (rather than one).
ConsiderationAt the start of the Select Equipment step.You can select 6 additional points worth of equipment for the battle.
ExploreAt the end of the Scouting Step.Select and resolve an additional scouting option. It must be a different option to your original selection, and initiative is still determined by your original selection. If both players have this or a similar ability, the Defender resolves this ability first.
SeizeIn the Initiative phase, after rolling off to determine initiative.You can re-roll your dice.
CLAIM FOR HOUSE VHANE
Elucidian Starstrider – Faction Tac Op 2
Reveal this Tac Op in the Target Reveal step of the first Turning Point. Your opponent selects one objective marker. It cannot be an objective marker that can be permanently removed from the killzone, but it can be an objective marker that can be carried.
  • At the end of any Turning Point, if friendly operatives are controlling that objective marker, you score 1VP.
  • At the end of the battle, if friendly operatives are controlling that objective marker, you score 1VP.
REPUTATION TO MAINTAIN
Elucidian Starstrider – Faction Tac Op 1
Reveal this Tac Op the first time a Fight or Shoot action is declared for a LEADER operative (friendly or enemy). When this Tac Op is revealed, both players start a Reputation tally (if both players reveal this Tac Op simultaneously, only start one Reputation tally each). Add one to your Reputation tally each time a friendly LEADER operative inflicts a point of damage on an enemy operative. Note that, in the rare instance an enemy operative did not lose a wound as a result of a point of damage, you would still add one to the Reputation tally.
  • If your Reputation tally is 12 or more, you score 1VP.
  • At the end of the battle, if your Reputation tally is greater than that of your opponent’s, you score 1VP.
CHALLENGE
Seek & Destroy – Tac Op
Reveal this Tac Op in the Target Reveal step of the first Turning Point. Select one enemy operative and one friendly operative.
  • If that enemy operative is incapacitated by that friendly operative, you score 1VP.
  • If you achieve the first condition while that enemy operative is within of that friendly operative, you score 1VP.
HEADHUNTER
Seek & Destroy – Tac Op
Reveal this Tac Op when an enemy LEADER operative is incapacitated.
  • You score 1VP.
  • If it is the first or second Turning Point, you score 1VP.
INVESTIGATE MOTIVE FORCE
Elucidian Starstrider – Faction Tac Op 3
You can reveal this Tac Op in the Target Reveal step of any Turning Point.
  • The second time a friendly LECTRO-MAESTER operative performs the Investigate Motive Force action (below), you score 1VP.
  • The third time a friendly LECTRO-MAESTER operative performs the Investigate Motive Force action, you score 1VP.
The friendly LECTRO-MAESTER operative can perform the following mission action:

INVESTIGATE MOTIVE FORCE1AP

An operative can perform this action while it controls an objective marker that is not within your drop zone and has not been investigated for Motive Force during the battle. If it does so, that objective marker has been investigated for Motive Force.
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.
UPLOAD VIRAL CODE
Infiltration – Tac Op
You can reveal this Tac Op in the Target Reveal step of any Turning Point.
  • If a friendly operative performs the Upload Viral Code action, you score 1VP.
  • If you achieve the first condition in any subsequent Turning Points, you score 1VP.
Friendly operatives can perform the following mission action:

UPLOAD VIRAL CODE2AP

An operative can perform this action while within of your opponent’s drop zone and not within of enemy operatives.
PLANT SIGNAL BEACON
Recon – Tac Op
You must reveal this Tac Op when a friendly operative performs the Plant Signal Beacon action.
  • At the end of the battle, if your signal beacon token is within of your opponent's drop zone, you score 2VPs.
Once per battle, a friendly operative can perform the following mission action:

PLANT SIGNAL BEACON2AP

Place a signal beacon token within of this operative. An operative cannot perform this action while within of enemy operatives. If any enemy operatives finish a move within of the centre of your signal beacon token and more than from friendly operatives, remove that signal beacon token.
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.
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.
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.
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.
Px
Piercing. 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, the weapon gains the APx special rule for that shooting attack, x is the number after the weapon’s P, e.g. P1.

6. SUPPORT UPLINK [1EP]

The operative gains the following ability for the battle:

Support Uplink: Each time you make a shooting attack with a Privateer Support Asset, you can determine Line of Sight from this operative (even if it isn’t a NAVIS or ELUCIA VHANE operative). If you do so, enemy operatives are not Obscured for that shooting attack.
FAMILY CHRONICLE
Strategic Asset

The Vhane Dynasty dates back to the 32nd Millennium. Elucia is determined that her deeds will outshine even her own family's rich history.

Each time your ELUCIA VHANE operative gains a rank, you can distribute a number of experience points across the other ELUCIDIAN STARSTRIDER operatives on your dataslate equal to the number of ranks that ELUCIA VHANE operative has, multiplied by two. For example, if your ELUCIA VHANE operative gains the Ace rank, you can distribute up to 6XP across the other operatives on your dataslate.
HAND-PICKED RETINUE1RP

When deploying for missions personally, Elucia Vhane demands the most experienced soldiery her seconded Navis retainers can provide.

Purchase this Requisition before or after a game, if your dataslate includes an ELUCIA VHANE operative of Ace rank or higher. Add one NAVIS operative to your dataslate. That NAVIS operative starts with 6XP (select its Battle Honours accordingly).
NEW FRONTIER1CP
Strategic Ploy
Until the end of the Turning Point, each time a friendly ELUCIDIAN STARSTRIDER operative (excluding a CANID operative) performs a Normal Move action, it can move an additional for that move, but must finish that move closer to your opponent’s drop zone.

The ELUCIDIAN STARSTRIDER keyword is used in the following Elucidian Starstrider datacards:

• Canid

The IMPERIUM keyword is used in the following Elucidian Starstrider datacards:

• Canid
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.

4. AGGRESSION SERUM [2EP]

CANID operative only. The operative gains the following ability for the battle:

Aggression Serum: You can ignore any or all modifiers to this operative’s Movement characteristic. In addition, the vicious bite this operative is equipped with gains the Relentless special rule for the battle.
DARING1CP
Tactical Ploy
Use this Tactical Ploy when a friendly ELUCIDIAN STARSTRIDER NAVIS operative is activated. Add 1 to its APL.
WELL-DRILLED1CP
Tactical Ploy
Use this Tactical Ploy when a friendly ELUCIDIAN STARSTRIDER NAVIS operative is activated. Select one other ready friendly ELUCIDIAN STARSTRIDER NAVIS operative Visible to and within of that operative that is eligible to be activated. After that first friendly operative has been activated, you can immediately activate that other friendly operative.

The NAVIS keyword is used in the following Elucidian Starstrider datacards:

• Canid
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).
Splash x
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 and each other operative Visible to and within of it. x is the number after the weapon’s Splash, e.g. Splash 1.
INVESTIGATE MOTIVE FORCE
Elucidian Starstrider – Faction Tac Op 3
You can reveal this Tac Op in the Target Reveal step of any Turning Point.
  • The second time a friendly LECTRO-MAESTER operative performs the Investigate Motive Force action (below), you score 1VP.
  • The third time a friendly LECTRO-MAESTER operative performs the Investigate Motive Force action, you score 1VP.
The friendly LECTRO-MAESTER operative can perform the following mission action:

INVESTIGATE MOTIVE FORCE1AP

An operative can perform this action while it controls an objective marker that is not within your drop zone and has not been investigated for Motive Force during the battle. If it does so, that objective marker has been investigated for Motive Force.

5. RELIC VOLTAGHEIST GENERATOR [4EP]

LECTRO-MAESTER operative only. The operative gains the following ability for the battle:

Relic Voltagheist Generator: This operative has a 3+ invulnerable save.

3. MEDICAE SERVO UNIT [2EP]

REJUVENAT ADEPT operative only. The operative gains the following ability for the battle:

Medicae Servo Unit: For the purposes of this operative’s Healing Serum action, you can select one friendly ELUCIDIAN STARSTRIDER operative within of this operative (instead of Visible to and within ).

HOT-SHOT CAPACITOR PACK [2EP]

Add 1 to both Damage characteristics of lasguns and laspistols this operative is equipped with for the battle.

CARAPACE ARMOUR [2EP]

VOIDSMAN or VOIDMASTER operative only. Improve the operative’s Save characteristic to 4+ 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.
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.

2. DECKSWEEPER [3EP]

VOIDSMAN operative only. Select a rotor cannon the operative is equipped with. That weapon gains the Relentless special rule for the battle.

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