Elucidian Starstriders

ReconSecurity
KILL GRADE [10]
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246810

What to Know

Elucian Starstriders: A 10-op elite team of Imperial privateers! They're a versatile shooting-focused faction with average toughness and speed. Unique rules like 'Coordinate' give you extra CP, 'Coerce' lets you control setup order, and 'Warrant of Trade' offers flexible bonuses. Their 'Privateer Support Assets' provide powerful orbital strikes, while ploys like 'Lethal Proximity' and 'Stake Claim' boost close-range accuracy. With operatives like Elucia Vhane and specialized Voidmasters, they excel at controlling the battlefield through strategic positioning and devastating firepower. Get ready to outmaneuver and outgun your opponents!

Core Abilities

Unusual Shooting
Elucia Vhane: Heirloom Relic Pistol [Seek Light]Improved Coordinates Uplink: target not obscured with Privateer Support Asset near NAVIS operative
Unusual Melee
Super Conceal
Out of Order Movement
Operative: Loyal Companion: free Charge when enemy ends Charge nearbyOperative: Medic!: grants free Dash after preventing incapacitationStrategic Gambit: Explore: free Reposition for D3 operatives in first turn
Activation Manipulation
Firefight Ploy: Well-Drilled: activate another operative before opponent's activation.Faction Rule: Bribe: skip your activation when it's your turn.Operative Ability: Crewmen: use Voidsmate to counteract during enemy activation.
APL Modifiers
Death Cult Executioner: Dartmask [Stun]Firefight Ploy: Great Endurance: +1 APL to NAVIS operative
Bitter Demise
Operative: Zealot: Inflict strike with unresolved success when incapacitated during Fight.Operative: Medic!: Prevent incapacitation of nearby friendly operative, restore wounds.
Block Rerolls
Damage Reduction
Operative: Hardy: ignore normal damage from one attack dice per battleStrategic Ploy: Undaunted Explorers: halve first damage inflicted each turning point

Faction Rules

  • Coordinate: Gain 1 additional CP at end of Select Operatives step.
  • Coerce: Opponent sets up all operatives and optionally equipment first.
  • Explore: Free Reposition action for D3 operatives in first turning point.
  • Warrant of Trade: Use up to four unique Warrant of Trade rules per battle.
  • Consideration: Select one additional unique equipment option after revealing.
  • Bribe: Skip your activation when it's your turn to activate.
  • Seize: Re-roll your dice after rolling off for initiative.
  • Adaptable Terms: Select new tac or primary op at end of second turning point.
  • Privateer Support Assets: Once per Firefight phase, use special ranged weapons with unique cover rules.
  • Lethal Proximity: Ranged weapons gain Balanced when shooting within 6 inches.
  • Stake Claim: Retain fails or successes as better results near your Claim marker.

Strategic Ploys

  • Lethal Proximity: Ranged weapons gain Balanced within 6"
  • Stake Claim: Retain fails or successes near marker
  • Undaunted Explorers: Halve first damage each turning point
  • Quick March: +1" Move towards opponent's drop zone

Firefight Ploys

  • Combined Arms: re-roll attack dice after ally shot same target
  • Survivalist: regain D3+2 wounds and ignore APL changes
  • Great Endurance: add 1 to APL stat for activation
  • Well-Drilled: activate second ready operative after first

Equipment

  • Armoured Undersuit: Retain defence dice result of 4 as success when shot by friendly operatives
  • Hot Shot Capacitor Packs: Twice per turning point, add 1 Dmg and Hot, Piercing Crits 1 to las weapons
  • Improved Coordinates Uplink: Support assets ignore obscurement and gain Saturate near NAVIS operatives
  • Rapid Gunnery: Once per battle, reuse a Privateer Support Asset

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