Corsair Voidscarred

InfiltrationRecon
KILL GRADE [9]
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What to Know

Corsair Voidscarred bring 9 elite Aeldari pirates to the killzone! Fast with 7" move and free Dash, they're mobile skirmishers who excel at shooting with Accurate rifles and punishing weapons when isolated. With psychic support, teleportation tricks, and ploys that reward objective play, they strike hard and fade away - perfect for players who love tactical mobility and precision firepower!

Core Abilities

Unusual Shooting
Kurnite Hunter: Faolchú [Seek Light]Starstorm Duellist: Quick on the Trigger: shoot while within control range
Unusual Melee
Operative: Faolchú's Bond: defender strikes first when retaliatingOperative: One Step Ahead: interrupt for free Fight action
Super Conceal
Out of Order Movement
Strategic Ploy: Plunderers: immediate free DASH for up to D3 operativesOperative: Erudite Hunter: interrupt free Reposition or Charge after enemy moves
Activation Manipulation
Strategic Ploy: Plunderers: activate up to D3 operatives for free Dash in orderOperative: Felarch: One Step Ahead: interrupt enemy activation to shoot or fightOperative: Kurnite Hunter: Erudite Hunter: interrupt after enemy moves for free move or charge
APL Modifiers
Felarch: Neuro Disruptor [Stun]Way Seeker: Freezing Grasp [Stun]Felarch: One Step Ahead reduces own APL by 1Soul Weaver: Soul Channel increases friendly APL by 1
Bitter Demise
Block Rerolls
Damage Reduction
Way Seeker: Warding Shield: ignore first normal damage on friendly operative.

Faction Rules

  • Rifles: Shuriken rifles and ranger long rifles gain Accurate 1 if no Charge, Fall Back, or Reposition was performed before shooting.
  • Aeldari Raiders: Each operative can perform a free Dash action during their activation.

Strategic Ploys

  • Piratical Profiteers: Grants Balanced weapon rule when contesting objectives
  • Plunderers: Up to D3 operatives perform free Dash action
  • Mobile Engagement: Reroll one defence dice when shot after moving
  • Outcasts: Grants Punishing weapon rule when isolated

Firefight Ploys

  • Light Fingers: Ignore enemy control for pickup actions
  • Opportunistic Fighters: Inflict damage on enemy falling back
  • Capricious Flight: Fall back for 1 less AP
  • Contemptuous Adventurer: First shoot or fight has relentless

Equipment

  • Mistfield: Worsen Piercing by 1 when shot from over 3" away
  • Diuturnal Mantles: Reroll one defence die vs Blast/Torrent; ignore Devastating distance unless targeted
  • Runes of Guidance: Add 3" to psychic action distance once per turning point
  • Star Charts: Strategic Gambit: gain 1CP if D3 roll exceeds current turning point

Rules Commentary

Q:
If a **STARSTORM DUELLIST** is on guard and I interrupt an activation to perform a **Shoot** action against an enemy operative within its control range, can I use its Quick on the Trigger rule to perform the **Shoot** action normally, or must it be a point-blank shot?
A:
The former - you can perform the **Shoot** action normally.