Elucidian Starstriders

ReconSecurity
KILL GRADE [10]
12345
246810

What to Know

Elucian Starstriders: 10 operatives of elite Imperial privateers. Flexible playstyle with strong shooting (Privateer Support Assets: 5 unique orbital weapons) and decent melee specialists. Average speed (M6), moderately tough (4+ saves, 7-8 wounds). Unique faction rules: Coordinate (extra CP), Coerce (setup manipulation), Warrant of Trade (4 versatile one-use abilities). Strategic ploys enhance shooting accuracy and survivability. A toolbox team that controls the flow of battle with CP tricks and orbital firepower.

Core Abilities

Unusual Shooting
Elucia Vhane: Heirloom Relic Pistol [Seek Light]Improved Coordinates Uplink: target cannot be obscured near NAVIS operativePrivateer Support Assets: cover save only if target under Vantage terrain
Unusual Melee
Super Conceal
Out of Order Movement
Operative: Loyal Companion: free Charge when enemy ends Charge nearby.Operative: Medic!: free Dash after saving ally from incapacitation.Strategic Gambit: Explore: free Reposition before first turn.
Activation Manipulation
Firefight Ploy: Well-Drilled: activate another NAVIS operative before opponent after first is expended.Faction Rule: Bribe: skip your activation when it's your turn.
APL Modifiers
Death Cult Executioner: Dartmask [Stun]Firefight Ploy: Great Endurance: +1 APL to NAVIS operative
Bitter Demise
Death Cult Executioner: Zealot: strike enemy when incapacitated during Fight.Rejuvenat Adept: Medic!: prevent incapacitation of nearby friendly operative.
Block Rerolls
Damage Reduction
Operative: Hardy: ignore damage on normal hit once per battleStrategic Ploy: Undaunted Explorers: halve first damage on each operative per turn

Faction Rules

  • Coordinate: Gain 1 additional CP at end of Select Operatives step.
  • Coerce: Choose setup order for equipment or operatives at start of Set Up Operatives step.
  • Explore: Free Reposition action for friendly operative in drop zone during first turning point.
  • Warrant Of Trade: Use up to three different Warrant of Trade rules once per battle each.
  • Consideration: Select one additional equipment option in Select Operatives step.
  • Bribe: Skip your activation when it's your turn to activate an operative.
  • Seize: Re-roll your dice after rolling off for initiative in Strategy phase.
  • Adaptable Terms: Select new tac op or primary op at end of second turning point.
  • Privateer Support Assets: Once per Firefight phase, use special ranged weapons with modified cover save rules.

Strategic Ploys

  • Lethal Proximity: Ranged weapons gain BALANCED within 6 inches.
  • Stake Claim: Weapons gain ACCURATE 1 near marker.
  • Undaunted Explorers: Halve first damage each operative per turn.
  • Quick March: Add 1 inch to Move, must advance forward.

Firefight Ploys

  • Combined Arms: re-roll attack dice after ally shot
  • Survivalist: regain D3+2 wounds when isolated
  • Great Endurance: +1 APL for activation
  • Well-Drilled: activate another 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 laspistol/lasgun
  • Improved Coordinates Uplink: Target within 6" of NAVIS operative cannot be obscured and weapon has Saturate
  • Rapid Gunnery: Once per battle, select a PRIVATEER SUPPORT ASSET that's already been used

No rules commentary available for this faction yet.