Corsair Voidscarred

InfiltrationRecon
KILL GRADE [9]
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24579

What to Know

Corsair Voidscarred: 9 elite Aeldari pirates with 7" movement and 4+ saves. They're a fast, versatile shooting team with every operative getting a free Dash. Unique faction rules like 'Rifles' give Accurate 1 when stationary, and ploys like 'Outcasts' boost damage when isolated. Operatives like the Kurnathi excel in melee, while Gunners and Heavy Gunners provide heavy firepower. Their mobility and tactical ploys make them masters of hit-and-run warfare, perfect for players who love outmaneuvering opponents.

Core Abilities

Unusual Shooting
Kurnite Hunter: Faolchú [Seek Light]Starstorm Duellist: Quick on the Trigger: can shoot while within control range
Unusual Melee
Kurnite Hunter: Faolchú's Bond: defender strikes first when retaliatingFelarch: One Step Ahead: interrupt for free Fight action
Super Conceal
Out of Order Movement
Operative: Erudite Hunter: interrupt to free Reposition or Charge after enemy movesStrategic Ploy: Plunderers: immediate free Dash for D3 operatives
Activation Manipulation
Strategic Ploy: Plunderers: activate up to D3 operatives in sequenceOperative: Felarch: One Step Ahead: interrupt enemy activation for free actionOperative: Kurnite Hunter: Erudite Hunter: interrupt after enemy move for free action
APL Modifiers
Felarch: Neuro disruptor [Stun]Way Seeker: Freezing grasp [Stun]Soul Weaver: +1 APL to friendly operativeFelarch: -1 APL to self after interrupt
Bitter Demise
Operative: Soul Heal: heal up to 2D3 wounds on friendly operative.
Block Rerolls
Damage Reduction
Way Seeker: Warding Shield: ignore first Normal Damage from attack dice.Diuturnal Mantles: ignore Devastating with distance unless target.

Faction Rules

  • Rifles: Shuriken rifles and ranger long rifles gain Accurate 1 when not performing certain actions.
  • 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 2D3 damage per friendly on falling back enemy
  • Capricious Flight: fall back for 1 less AP
  • Capricious Flight: fall back for 1 less AP
  • Contemptuous Adventurer: first shoot or fight action has Relentless

Equipment

  • Mistfield: Worsens Piercing weapon rule by 1 when shot at from over 3" once per turning point
  • Diuturnal Mantles: Reroll one defence die against Blast/Torrent and ignore Devastating distance unless target
  • Runes of Guidance: Adds 3" to psychic action distance once per turning point for Way Seeker or Soul Weaver
  • Star Charts: Strategic Gambit: gain 1CP if D3 roll exceeds current turning point number

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.