Elucidian Starstrider

Elucia Vhane is a scion of a noble mercantile dynasty. Leaving behind her family’s operations in the galactic north, Vhane led her Elucidian Starstriders to the Eastern Fringe. Alongside her esoteric crew, the bold Rogue Trader seeks to eclipse the rich history of her ancestors with her own rise to glory – or die trying.

Books

BookKindEditionVersionLast update
  Elucidian Starstriders
  Elucidian StarstridersFaction31.2April 2025
Archetype: Security / Recon

Elucidian Starstrider Kill Team

Below you will find a list of the operatives that make up an ELUCIDIAN STARSTRIDER kill team, including, where relevant, any weapons specified for that operative.

Note that you don’t select your operatives from a list. This kill team’s operatives are specified.

Operatives

Faction Rules

Warrant of Trade

The writ of a Rogue Trader allows them incredible access across the Imperium. With more flexibility than almost any other agents of the Imperium, they bar ter, intimidate and ’borrow’ to gain valuable resources that allow them to enter any engagement with the upper hand.

Up to three times per battle, you can use a WARRANT OF TRADE rule (below). Each one specifies when it can be used, and you cannot use the same WARRANT OF TRADE rule more than once per battle.

Consideration

When: In the Select Operatives step, after revealing your equipment options.

Effect: Select one additional equipment option. It cannot be an option you have previously selected.

Coordinate

When: At the end of the Select Operatives step.

Effect: You gain 1 additional CP.

Coerce

When: At the start of the Set Up Operatives step.

Effect: Select one of the following options:
  • Your opponent must set up all of their equipment before you set up any.
  • You can set up all of your equipment before your opponent sets up any.
  • Your opponent must set up all of their operatives before you set up any.

Explore

When: STRATEGIC GAMBIT in the first turning point.

Effect: Perform a free Reposition action with one friendly ELUCIDIAN STARSTRIDER operative that’s wholly within your drop zone. It must end that move wholly within 3" of your drop zone.

Bribe

When: It’s your turn to activate an operative.

Effect: You can skip that activation.

Seize

When: In the Strategy phase, after rolling off to decide initiative.

Effect: You can re-roll your dice.

Adaptable Terms (Approved Ops only)

When: At the end of the second turning point.

Effect: Select a new tac op or a new primary op. If you select a new tac op, any points scored from the previous tac op are discarded.

Privateer Support Assets

The Starstriders never stray too far from the New Dawn. Overhead, its massive batteries of ship-based artillery rain down on enemies, providing invaluable air support.

Once per firefight phase, when a friendly ELUCIDIAN STARSTRIDER NAVIS or ELUCIDIAN STARSTRIDER ELUCIA VHANE operative performs the Shoot action, you can select one of the following PRIVATEER SUPPORT ASSET ranged weapons for it to use. You cannot use each PRIVATEER SUPPORT ASSET more than once per battle.

Whenever a friendly ELUCIDIAN STARSTRIDER operative is using a PRIVATEER SUPPORT ASSET, determine cover saves differently. Instead, the target has a cover save if any part of its base is underneath Vantage terrain. Note that while this can affect the target’s cover save, you must still select a valid target as normal. In other words, the shot is guided by an operative in the killzone, but it comes from above.

Archeotech beam

 
NAME
ATK
HIT
DMG
Archeotech beam
4
3+
6/7

WR
Heavy (Reposition only), Piercing 2, Silent

Plasma battery

 
NAME
ATK
HIT
DMG
Plasma battery
5
4+
5/6

WR
Heavy (Reposition only), Lethal 5+, Piercing 1, Silent

Macrocannon

 
NAME
ATK
HIT
DMG
Macrocannon
5
4+
4/5

WR
Heavy (Reposition only), Piercing Crits 1, Saturate, Silent, Torrent 2"

Guided shell

 
NAME
ATK
HIT
DMG
Guided shell
5
4+
3/4

WR
Blast 2", Heavy (Reposition only), Silent

Cluster bomb

 
NAME
ATK
HIT
DMG
Cluster bomb
5
4+
2/3

WR
Blast 3", Heavy (Reposition only), Silent

Strategy Ploys

LETHAL PROXIMITY

Well-drilled in boarding actions and combat in cramped conditions, the Starstriders truly excel in closequarters firefights.

Whenever a friendly ELUCIDIAN STARSTRIDER operative is shooting an operative within 6" of it, that friendly operative’s ranged weapons (excluding PRIVATEER SUPPORT ASSET weapons) have the Balanced weapon rule.
STAKE CLAIM

When Elucia Vhane stakes her claim upon a prize, the Starstriders will strive to ensure it is delivered into her hands.

Place your Claim marker in the killzone. Whenever a friendly ELUCIDIAN STARSTRIDER operative is shooting against, fighting against or retaliating against an enemy operative that’s within 3" of that marker, that friendly operative’s weapons have the Accurate 1 weapon rule. In the Ready step of the next Strategy phase, remove that marker.
UNDAUNTED EXPLORERS

The Starstriders have weathered many terrible storms in their journeys through the void, and are capable of shrugging off wounds that would fell lesser soldiers.

The first time an attack dice inflicts damage on each friendly ELUCIDIAN STARSTRIDER operative during the turning point in the Resolve Attack Dice step, you can halve that inflicted damage (rounding up, to a minimum of 2).
QUICK MARCH

As fearless as any elite Astra Militarum regiment, the Elucidian Starstriders advance swiftly to outflank and isolate their enemies.

Whenever a friendly ELUCIDIAN STARSTRIDER operative performs the Reposition action during its activation, you can use this rule. If you do, add 1" to its Move stat until the end of that activation, but it must end that move closer to your opponent’s drop zone and cannot use a PRIVATEER SUPPORT ASSET during that activation.

Firefight Ploys

COMBINED ARMS

The standard training of the Navis Imperialis allows the Starstriders to rain fury down upon the enemy with rapid volleys. In great enough volume, even the humble lasgun can shatter formidable defences.

Use this firefight ploy after rolling your attack dice for a friendly ELUCIDIAN STARSTRIDER operative, if it’s shooting an enemy operative that’s been shot by another friendly ELUCIDIAN STARSTRIDER operative during this turning point. You can re-roll any of your attack dice. You cannot use this ploy while shooting with a PRIVATEER SUPPORT ASSET.
SURVIVALIST

Ducking into cover for a brief moment, the Starstrider bandages their wounds, applies stimms and prepares to rejoin the fight.

Use this firefight ploy when a friendly ELUCIDIAN STARSTRIDER operative is activated that’s not within control range of enemy operatives. That friendly operative regains up to D3+2 lost wounds. You cannot use this ploy for each friendly operative more than once per battle.
GREAT ENDURANCE

Each member of the Navis Imperialis assigned to a Rogue Trader is elite and prepared to endure the most testing of circumstances to perform their duties.

Use this firefight ploy during a friendly ELUCIDIAN STARSTRIDER NAVIS operative’s activation. Until the end of the activation, add 1 to its APL stat.
WELL-DRILLED

Trained regularly and vigorously in the art of boarding actions, members of the Navis Imperialis are expected to precisely coordinate their strikes, working in tandem to complete the goals of the mission at hand.

Use this firefight ploy when a friendly ELUCIDIAN STARSTRIDER NAVIS operative is activated. Select one other ready friendly ELUCIDIAN STARSTRIDER NAVIS operative visible to and within 3" of that operative. When that first friendly operative is expended, you can activate that other friendly operative before your opponent activates. When that other operative is expended, your opponent then activates as normal.

Faction Equipment

ARMOURED UNDERSUIT

Ablative plates and steel reinforcements are woven into naval fatigues, providing an additional layer of protection.

Whenever an operative is shooting a friendly ELUCIDIAN STARSTRIDER operative (excluding CANID) that has a 5+ Save stat, you can retain one of your defence dice results of 4 as a normal success.
HOT SHOT CAPACITOR PACKS

Dangerous but lethal modification of lasguns and laspistols provide the Starstriders with additional killing power, albeit with the risk of injury.

Up to twice per turning point, whenever a friendly ELUCIDIAN STARSTRIDER operative is performing the Shoot action and you select a laspistol or lasgun, you can use this rule. If you do, until the end of the turning point, add 1 to both Dmg stats of that weapon and it has the Hot and Piercing Crits 1 weapon rules. Note that relic laspistols are excluded from this rule.
IMPROVED COORDINATES UPLINK

Coordinated triangulation undertaken by Navis Imperialis operatives allows the New Dawn’s weapon batteries to more accurately target the foe.

Whenever a friendly ELUCIDIAN STARSTRIDER operative is using a PRIVATEER SUPPORT ASSET, if the target is within 6" of a friendly ELUCIDIAN STARSTRIDER NAVIS operative, the target cannot be obscured and that weapon has the Saturate weapon rule.
RAPID GUNNERY

The New Dawn’s colossal batteries are slow to reload and recharge. Only veteran gun crews possess the expertise and coordination to fire a rapid salvo.

Once per battle, when selecting a PRIVATEER SUPPORT ASSET, you can select one that’s already been used during the battle. This takes precedence over the normal PRIVATEER SUPPORT ASSET rules.

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.

APL
3
MOVE
6"
SAVE
4+
WOUNDS
8
 
NAME
ATK
HIT
DMG
WR
Heirloom relic pistol
Heirloom relic pistol
4
3+
4/5
Range 8", Piercing Crits 1, Seek LightRange 8", Piercing Crits 1, Seek Light
Monomolecular cane-rapier
Monomolecular cane-rapier
4
3+
3/6
Lethal 5+Lethal 5+
Digital Lasers: Whenever this operative performs the Fight action, at the start of the Roll Attack Dice step, you can use this rule. If you do, inflict 1 damage on the enemy operative in that sequence.
Merciless: Whenever this operative is shooting against, fighting against or retaliating against an enemy operative that was already wounded when the action started, this operative’s weapons have the Balanced weapon rule; if the weapon already has that weapon rule, it has the Ceaseless weapon rule instead of Balanced.
Disruption Field: Whenever an operative is shooting this operative, ignore the Piercing weapon rule.
Reputation to Maintain: The first time this operative incapacitates an enemy operative during the battle, you can either gain 1 additional CP or use an additional WARRANT OF TRADE rule (up to four uses per battle, instead of three). Note that you still cannot use the same WARRANT OF TRADE rule more than once per battle.
ELUCIDIAN STARSTRIDER, IMPERIUM, LEADER, ELUCIA VHANE
⌀25mm


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, and her Voidsmen-at-Arms train 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, and her Voidsmen-at-Arms train it as guardian and companion.

APL
2
MOVE
8"
SAVE
5+
WOUNDS
7
 
NAME
ATK
HIT
DMG
WR
Vicious bite
Vicious bite
4
3+
3/4
RendingRending
Beast: This operative cannot perform any actions other than Charge, Dash, Fall Back, Fight, Gather, Guard, Reposition, Pick Up Marker and Place Marker. It cannot use any weapons that aren’t on its datacard.
Loyal Companion: Whenever an enemy operative performs the Fight action, if this operative is a valid operative to fight against, you can force them to select this operative to fight against instead. Whenever an enemy operative ends the Charge action within control range of another friendly ELUCIDIAN STARSTRIDER operative within 3" of this operative, if this operative isn’t within control range of enemy operatives, this operative can immediately perform a free Charge action, but must end that move within control range of that enemy operative.

GATHER1AP

Perform a free Dash or Reposition action with this operative. During that move, you can perform a free Pick Up Marker or Place Marker action with this operative (you can determine control during that action to do so), and any remaining move distance it had from the Dash or Reposition action can be used after it does so.
ELUCIDIAN STARSTRIDER, IMPERIUM, CANID
⌀25mm


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.

APL
3
MOVE
6"
SAVE
5+
WOUNDS
8
 
NAME
ATK
HIT
DMG
WR
Dartmask
Dartmask
4
3+
1/1
Range 6", Lethal 5+, Silent, StunRange 6", Lethal 5+, Silent, Stun
Power weapon
Power weapon
5
3+
4/6
Lethal 5+Lethal 5+
Rapid Reflexes: Whenever an operative is shooting this operative, ignore the Piercing weapon rule.
Bladed Stance: Whenever this operative is fighting or retaliating, you can resolve one of your successes before the normal order. If you do, that success must be used to block.
Zealot: If this operative is incapacitated during the Fight action, you can strike the enemy operative in that sequence with one of your unresolved successes before this operative is removed from the killzone.

TRAINED ASSASSIN1AP

Change this operative’s order.

This operative cannot perform this action while within control range of an enemy operative.
ELUCIDIAN STARSTRIDER, IMPERIUM, DEATH CULT EXECUTIONER
⌀25mm


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.

APL
2
MOVE
6"
SAVE
4+
WOUNDS
8
 
NAME
ATK
HIT
DMG
WR
Voltaic pistol
Voltaic pistol
4
3+
4/4
Range 8", 1" Devastating 1, RendingRange 8", 1" Devastating 1, Rending
Gun butt
Gun butt
3
4+
2/3
-
Missionary of the Martian Creed: Once during each of this operative’s activations, it can perform the Pick Up Marker, Place Marker or a mission action for 1 less AP.
Voltaghiest Array: Whenever an operative is shooting a friendly ELUCIDIAN STARSTRIDER operative that’s within 4" of this operative, you can re-roll one of your defence dice.

CALIBRATE VOLTAGHEIST0AP

Select one of the following effects to last until the start of this operative’s next activation, until it’s incapacitated or until it performs this action again (whichever comes first):
  • Charge: This operative’s voltaic pistol has the Lethal 4+ weapon rule.
  • Field: Whenever an enemy operative ends the Charge, Dash, Fall Back or Reposition action visible to and within 4" of this operative, inflict D6 damage on that enemy operative.

This operative cannot perform this action while within control range of an enemy operative.
ELUCIDIAN STARSTRIDER, IMPERIUM, LECTRO-MAESTER
⌀25mm


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.

APL
2
MOVE
6"
SAVE
4+
WOUNDS
8
 
NAME
ATK
HIT
DMG
WR
Laspistol
Laspistol
4
4+
2/3
Range 8"Range 8"
Scalpel claw
Scalpel claw
3
4+
3/4
RendingRending
Medic!: The first time during each turning point that another friendly ELUCIDIAN STARSTRIDER operative would be incapacitated while visible to and within 3" of this operative, you can use this rule, providing neither this nor that operative is within control range of an enemy operative. If you do, that friendly operative isn’t incapacitated, has 3 wounds remaining and cannot be incapacitated for the remainder of the action. After that action, that friendly operative can immediately perform a free Dash action, but must end that move within this operative’s control range. If this rule was used during that friendly operative’s activation, that activation ends. You cannot use this rule if this operative is incapacitated, or if it’s a Shoot action and this operative would be a primary or secondary target.
Normaliser Helm: Whenever a friendly ELUCIDIAN STARSTRIDER operative is within 6" of this operative, you can ignore any changes to that operative’s stats from being injured (including its weapons’ stats).

HEALING SERUM1AP

Select one friendly ELUCIDIAN STARSTRIDER operative within this operative’s control range to regain up to D3+3 lost wounds. It cannot be an operative that the Medic! rule was used on during this turning point.

This operative cannot perform this action while within control range of an enemy operative.
ELUCIDIAN STARSTRIDER, IMPERIUM, MEDIC, REJUVENAT ADEPT
⌀25mm


Voidmaster

Voidmasters 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

Voidmasters 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.

APL
2
MOVE
6"
SAVE
5+
WOUNDS
8
 
NAME
ATK
HIT
DMG
WR
Artificer shotgun (close range)
Artificer shotgun (close range)
4
3+
4/4
Range 6"Range 6"
Artificer shotgun (long range)
Artificer shotgun (long range)
4
5+
2/2
-
Relic laspistol
Relic laspistol
4
3+
2/4
Range 8", Lethal 5+Range 8", Lethal 5+
Gun butt
Gun butt
3
4+
2/3
-
Disciplinarian: SUPPORT. Whenever another friendly NAVIS operative is within 3" of this operative, that friendly operative’s ranged weapons (excluding PRIVATEER SUPPORT ASSET weapons) have the Balanced weapon rule; if the weapon already has that weapon rule, it has the Ceaseless weapon rule instead of Balanced.
Hardy: Once per battle, when an attack dice inflicts Normal Dmg on this operative, you can ignore that inflicted damage.

UNCOMPROMISING FIRE1AP

Perform two free Shoot actions with this operative (this takes precedence over action restrictions). You must select its relic laspistol for one action and its artificer shotgun (close range) for the other (in any order).

This operative cannot perform this action while it has a Conceal order, or during an activation in which it performed the Shoot action (or vice versa).
ELUCIDIAN STARSTRIDER, IMPERIUM, NAVIS, VOIDMASTER
⌀25mm


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.

APL
2
MOVE
6"
SAVE
5+
WOUNDS
7
 
NAME
ATK
HIT
DMG
WR
Lasgun
Lasgun
4
4+
2/3
-
Rotor cannon (focused)
Rotor cannon (focused)
5
4+
4/5
Heavy (Dash only), RendingHeavy (Dash only), Rending
Rotor cannon (sweeping)
Rotor cannon (sweeping)
4
4+
4/5
Heavy (Dash only), Rending, Torrent 1"Heavy (Dash only), Rending, Torrent 1"
Gun butt
Gun butt
3
4+
2/3
-
Crewmen: Once per turning point, if you haven’t used a PRIVATEER SUPPORT ASSET during this turning point, you can counteract with one friendly VOIDSMAN operative that has a Conceal order, but you cannot perform any actions other than Shoot, and you must use a PRIVATEER SUPPORT ASSET to do so.
ELUCIDIAN STARSTRIDER, IMPERIUM, NAVIS, VOIDSMAN
⌀25mm
Equipment
Equipment are additional rules you can select before the battle, as specified in your game sequence. Universal equipment can be selected for any kill team whereas faction equipment is specific. Each player cannot select each equipment option more than once per game.

Reposition1AP

Move the active operative up to its Move stat to a location it can be placed. This must be done in one or more straight-line increments, and increments are always rounded up to the nearest inch.

It cannot move within control range of an enemy operative, unless one or more other friendly operatives are already within control range of that enemy operative, in which case it can move within control range of that enemy operative but cannot finish the move there.

An operative cannot perform this action while within control range of an enemy operative, or during the same activation in which it performed the Fall Back or Charge action.

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

Shoot1AP

Shoot with the active operative by following the sequence below. The active operative’s player is the attacker. The selected enemy operative’s player is the defender.

An operative cannot perform this action while it has a Conceal order, or while within control range of an enemy operative.
Engage: The operative can perform actions as normal and can counteract.

Charge1AP

The same as the Reposition action, except the active operative can move an additional 2".

It can move, and must finish the move, within control range of an enemy operative. If it moves within control range of an enemy operative that no other friendly operatives are within control range of, it cannot leave that operative’s control range.

An operative cannot perform this action while it has a Conceal order, if it’s already within control range of an enemy operative, or during the same activation in which it performed the Reposition, Dash or Fall Back action.
Counteract
When you would activate a ready friendly operative, if all your operatives are expended but your opponent still has ready operatives, you can select an expended friendly operative with an Engage order to perform a 1AP action (excluding Guard) for free. Each operative can only counteract once per turning point. That operative cannot move more than 2", or must be set up wholly within 2" if it’s removed and set up again, while counteracting (this is not a change to its Move stat, and takes precedence over all other rules). Counteracting is optional, so you can choose not to. In either case, activation alternates back to your opponent afterwards.

Counteracting isn’t an activation, it’s instead of activating. This difference is important; for instance, it means action restrictions won't apply.
Conceal: The operative cannot perform Shoot and Charge actions, and it cannot counteract. However, it’s not a valid target while in cover.
Valid Target
Some rules require you to select a valid target for an operative. This is most common when an operative is shooting, but some rare rules require it too.

If the intended target has an Engage order, it’s a valid target if it’s visible to the active operative.
If the intended target has a Conceal order, it’s a valid target if it’s visible to the active operative and not in cover.
Piercing x
The defender collects x less defence dice, e.g. Piercing 1. If the rule is Piercing Crits x, this only comes into effect if you retain any critical successes.
Silent
An operative can perform the Shoot action with this weapon while it has a Conceal order.
Heavy
An operative cannot use this weapon in an activation or counteraction in which it moved, and it cannot move in an activation or counteraction in which it used this weapon. If the rule is Heavy (x only), where x is a move action, only that move is allowed, e.g. Heavy (Dash only). This weapon rule has no effect on preventing the Guard action.
Lethal x+
Your successes equal to or greater than x are critical successes, e.g. Lethal 5+.
Saturate
The defender cannot retain cover saves.
Torrent x
Select a valid target as normal as the primary target, then select any number of other valid targets within x of the first valid target as secondary targets, e.g. Torrent 2". Shoot with this weapon against all of them in an order of your choice (roll each sequence separately).
Blast x
The target you select is the primary target. After shooting the primary target, shoot with this weapon against each secondary target in an order of your choice (roll each sequence separately). Secondary targets are other operatives visible to and within x of the primary target, e.g. Blast 2" (they are all valid targets, regardless of a Conceal order). Secondary targets are in cover and obscured if the primary target was.
Privateer Support Assets

The Starstriders never stray too far from the New Dawn. Overhead, its massive batteries of ship-based artillery rain down on enemies, providing invaluable air support.

Once per firefight phase, when a friendly ELUCIDIAN STARSTRIDER NAVIS or ELUCIDIAN STARSTRIDER ELUCIA VHANE operative performs the Shoot action, you can select one of the following PRIVATEER SUPPORT ASSET ranged weapons for it to use. You cannot use each PRIVATEER SUPPORT ASSET more than once per battle.

Whenever a friendly ELUCIDIAN STARSTRIDER operative is using a PRIVATEER SUPPORT ASSET, determine cover saves differently. Instead, the target has a cover save if any part of its base is underneath Vantage terrain. Note that while this can affect the target’s cover save, you must still select a valid target as normal. In other words, the shot is guided by an operative in the killzone, but it comes from above.

Archeotech beam

 
NAME
ATK
HIT
DMG
Archeotech beam
4
3+
6/7

WR
Heavy (Reposition only), Piercing 2, Silent

Plasma battery

 
NAME
ATK
HIT
DMG
Plasma battery
5
4+
5/6

WR
Heavy (Reposition only), Lethal 5+, Piercing 1, Silent

Macrocannon

 
NAME
ATK
HIT
DMG
Macrocannon
5
4+
4/5

WR
Heavy (Reposition only), Piercing Crits 1, Saturate, Silent, Torrent 2"

Guided shell

 
NAME
ATK
HIT
DMG
Guided shell
5
4+
3/4

WR
Blast 2", Heavy (Reposition only), Silent

Cluster bomb

 
NAME
ATK
HIT
DMG
Cluster bomb
5
4+
2/3

WR
Blast 3", Heavy (Reposition only), Silent
Balanced
You can re-roll one of your attack dice.
Accurate x
You can retain up to x attack dice as normal successes without rolling them. If a weapon has more than one instance of Accurate x, you can treat it as one instance of Accurate 2 instead (this takes precedence over x rules).
Control Range
Many rules relate to control range such as moving, fighting and using cover. Something is within an operative’s control range if it’s visible to and within 1" of that operative.

Control range between operatives is mutual, therefore operatives are within each other’s control range if one of them is visible to and within 1" of the other.

Operatives A and B are within each other’s control range.

The terrain is within both operative B and C’s control range.

Because of the terrain, operative B is not visible to operative C, and vice versa, therefore they are not within each other’s control range.


Imagine control range as an area of interaction the operative has with things close to it.
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.
Expended
  • When you’ve finished with your operative’s activation, that operative is expended. While expended, an operative is not ready.
Hot
After an operative uses this weapon, roll one D6. If the result is less than the weapon’s Hit stat, inflict damage on that operative equal to the result multiplied by two. If it’s used multiple times in one action (e.g. Blast), still only roll one D6.

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

Precedence
Some rare rules will conflict with each other, so it must be established which takes precedence. In order of priority, a rule takes precedence if:

1
It specifically says so.

2
The online designer’s commentary says so.

3
It’s not found in the core book (i.e. other rules take precedence over core book rules).

4
It says ‘cannot’.

5
The player with initiative decides.

If a rule on a datacard says ‘this operative can perform two Shoot actions during its activation’, this takes precedence over the core rules for action restrictions, as per precedence priority 3.
Range x
Only operatives within x of the active operative can be valid targets, e.g. Range 9".
Seek
When selecting a valid target, operatives cannot use terrain for cover. If the rule is Seek Light, operatives cannot use Light terrain for cover. Whilst this can allow such operatives to be targeted (assuming they’re visible), it doesn’t remove their cover save (if any).

Fight1AP

Fight with the active operative by following the sequence below. The active operative’s player is the attacker. The selected enemy operative’s player is the defender.

An operative cannot perform this action unless an enemy operative is within its control range.
Ceaseless
You can re-roll any of your attack dice results of one result (e.g. results of 2).
Damage
When damage is inflicted on an operative, reduce their wounds by that amount. An operative’s starting number of wounds is determined by its Wounds stat (see datacards). If an operative’s wounds are reduced to 0 or less, it’s incapacitated, then removed from the killzone. Some rules allow an incapacitated operative to perform a free action before being removed from the killzone. Such an operative cannot perform more than one free action (excluding Place Marker) in this instance, and that operative’s player decides the order of any of its rules that occur before it’s removed from the killzone (taking precedence over the player with initiative deciding).

While an operative has fewer than its starting wounds remaining, it’s wounded. While it has fewer than half its starting wounds remaining, it’s also injured. Subtract 2" from the Move stat of injured operatives and worsen the Hit stat of their weapons by 1.

Keep track of each operative’s remaining wounds with dice, tokens or by writing it down.

‘Incapacitated’ and ‘removed from the killzone’ are separate. Some rules take effect when an operative is incapacitated, but before it’s removed.

Warrant of Trade

The writ of a Rogue Trader allows them incredible access across the Imperium. With more flexibility than almost any other agents of the Imperium, they bar ter, intimidate and ’borrow’ to gain valuable resources that allow them to enter any engagement with the upper hand.

Up to three times per battle, you can use a WARRANT OF TRADE rule (below). Each one specifies when it can be used, and you cannot use the same WARRANT OF TRADE rule more than once per battle.

ConsiderationAP

When: In the Select Operatives step, after revealing your equipment options.

Effect: Select one additional equipment option. It cannot be an option you have previously selected.

CoordinateAP

When: At the end of the Select Operatives step.

Effect: You gain 1 additional CP.

CoerceAP

When: At the start of the Set Up Operatives step.

Effect: Select one of the following options:
  • Your opponent must set up all of their equipment before you set up any.
  • You can set up all of your equipment before your opponent sets up any.
  • Your opponent must set up all of their operatives before you set up any.

ExploreAP

When: STRATEGIC GAMBIT in the first turning point.

Effect: Perform a free Reposition action with one friendly ELUCIDIAN STARSTRIDER operative that’s wholly within your drop zone. It must end that move wholly within 3" of your drop zone.

BribeAP

When: It’s your turn to activate an operative.

Effect: You can skip that activation.

SeizeAP

When: In the Strategy phase, after rolling off to decide initiative.

Effect: You can re-roll your dice.

Adaptable Terms (Approved Ops only)AP

When: At the end of the second turning point.

Effect: Select a new tac op or a new primary op. If you select a new tac op, any points scored from the previous tac op are discarded.

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
If you retain any critical successes, you can retain one of your normal successes as a Critical success instead.

Dash1AP

The same as the Reposition action, except don’t use the active operative’s Move stat — it can move up to 3" instead. In addition, it cannot climb during this move, but it can drop and jump.

An operative cannot perform this action while within control range of an enemy operative, or during the same activation in which it performed the Charge action.

Fall Back2AP

The same as the Reposition action, except the active operative can move within control range of an enemy operative, but cannot finish the move there.

An operative cannot perform this action unless an enemy operative is within its control range. It cannot perform this action during the same activation in which it performed the Reposition or Charge action.

Guard1AP

The operative goes on guard until any of the following are true:
  • It performs any action, moves or is set up.
  • An enemy operative ends an action within its control range and you don’t interrupt that activation (see On Guard).
  • Its order is changed.
  • It’s the start of the next turning point.

This action is treated as a Shoot action. An operative cannot perform this action while it has a Conceal order, or while it’s within control range of an enemy operative.

Pick Up Marker1AP

Remove a marker the active operative controls that the Pick Up Marker action can be performed upon. That operative is now carrying, contesting and controlling that marker.

An operative cannot perform this action while within control range of an enemy operative, or while it’s already carrying a marker.

Place Marker1AP

Remove a marker the active operative controls that the Pick Up Marker action can be performed upon. That operative is now carrying, contesting and controlling that marker.

An operative cannot perform this action while within control range of an enemy operative, or while it’s already carrying a marker.
Stun
If you retain any critical successes, subtract 1 from the APL stat of the operative this weapon is being used against until the end of its next activation.
Devastating x
Each retained critical success immediately inflicts x damage on the operative this weapon is being used against, e.g. Devastating 3. If the rule starts with a distance (e.g. 1" Devastating x), inflict x damage on that operative and each other operative visible to and within that distance of it. Note that success isn’t discarded after doing so — it can still be resolved later in the sequence.

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

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