ELDAR CORSAIR SCOUTING PARTY
v0.2
Michael Wymare
Elle a.
‘The Eldar of the void live lives free from the degradations and rigid structures of their brethren. But freedom comes at a
cost, and She Who Thirsts hunts them tirelessly. The Corsairs make use of violent hit and run attacks in battle, striking
where their enemy is weakest before retreating to safety to plan the next assault.
‘Their scouting parties find weak targets for raiding, retrieve artifacts unreachable by a larger force, and escort Barons
‘on important missions away ftom their ship.
Eldar Corsair Special Rules
‘The following special rules apply to all of the members of a Corsair Scouting Party:
-Reckless Abandon: A fighter with this rule may move half thei
contact with an enemy model.
r speed after shooting. This move cannot end in base
-Dancing on the Blade's Edge: +1 to corsair models’ leadership when making bottle tests.
Using a Eldar Corsair Kill Team
An Eldar Corsair kill team follows all of the normal rules, with the following exceptions:
Each time 2 Reaver earns their third Mission Completed mark, that Reaver becomes a‘Trooper and may be given skills
the future, but its characteristics and equipment do not change.Corsair Baron
Kill Team Leader - Cost: 240 points
Reaver
New Recruit - Cost: 80 points
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Corsair Barons are the masters of their ships, and often
Iead raids personally in their thirst for glory.
Wargear: A Corsair Baron has a monoknife and
voidplate armor. In addition, a Corsair Baron can be
armed
items chosen from the Corsair
Hand-to-Hand Weapons, Pistols, Basic Weapons,
Grenades, and Miscellaneous Equipment lists.
Ghostwalker
‘Trooper - Cost: 90 points
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Ghostwalkers, the legendary Eldar Rangers, hunt their
prey with stealth and cunning, attacking when least
expected,
Wargear: A Ghostwalker has a monoknife, a holocloak,
and mesh armor. In addition, a Ghostwalker can be
armed with items chosen from the Corsair
Hand-to-Hand Weapons, Pistols, Basic Weapons, and
Miscellaneous Equipment lists.
Reavers make up the bulk of a corsair crew. While not
specialized in combat, their superior agility, natural
skill, and learned ruthlessness make them very effective
raiders.
‘Wargear: A Reaver has a monoknife and mesh armor. In
addition, a Reaver can be armed with items chosen
from the Corsair Hand-to-Hand Weapons, Pistols, Basie
Weapons, Grenades, and Miscellaneous Equipment
lists
Balestrike
Specialist - Cost: 90 points
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Bands of Balestrike warriors provide corsair raiders
with the firepower needed to take down hard targets.
‘Wargear: A Balestrike has a monoknife and mesh
armor. In addition, a Balestrike can be armed with,
items chosen from the Corsair Pistols, Grenades, Heavy
‘Weapons, and Miscellaneous Equipment lists.Corsair Weapon and Equipment Lists
Grenades
Shadow Wave Grenades - 15
Miscellaneous
Photo-visor - 15 pts
Shimmershield* -30 pts
‘Weapon Reload - Half cost of weapon in points
Multiphase Key Generator" - 40 pts
Voidplate Armour -15 pts
Hand-to-Hand Weapons
Monoknife (knife) -5 pts
Voidsaber" -50 pts
Starlight Cutlass -15 pts
Venom Saber" - 30
*This item may only be selected by a Corsair Baron
Weapons and Equipment
Hand-to-Hand Weapons
Voidsaber
Range Strength | Damage | Save Mod.
Close combat | As User +2 1 3
Parry: Fighters with swords are able to parry
Pistols
Shuriken Pistol -35 pts
Splinter Pistol -20 pts
Brace of Pistols - 45 pts
Basic Weapons
Lasblaster- 40
Shuriken catapult -40 pts
Splinter Rifle -35 pts,
Ranger Long Rifle" - 40
Heavy Weapons
Shuriken Cannon - 120 pts
Eldar Missile Launcher with Plasma and Starshot
missiles -140 pts
Dark Lance -200 pts
Dissonance Cannon -160 pts
**This item may only be selected by a Ghostwalker
Starlight Cutlass
Range Strength | Damage | Save Mod.
Closecombat | As User 1 -
Parry: Fighters with swords are able to parryVenomsaber
Range
Strength
Damage
Save Mod.
Close combat
As User
Parry: Fighters with swords are able to parry
Poisoned: This weapon will always wound enemy fighters on a 3+, regardless of their Toughness.
Pistol Weapons
Shuriken Pistol
Short Range | Long Range | To Hit Short | To Hit Long | Strength | Damage | Save Mod. | Ammo Roll
oe" 2" ” - 4 1 a 4
Sustained Fire:1 die
Splinter Pistol
Short Range | Long Range | To Hit Short | To Hit Long | Strength | Damage | Save Mod. | Ammo Roll
os on" - - 2 1 2 st
Poisoned: This weapon will always wound enemy fighters on a 4+, regardless of their Toughness.
Brace of Pistols
Short Long ToHit | ToHitLong | strength | Damag | save Mod. | Ammo Roll | Special
Range Range Short e Rules
os" 612" 2 - 4 1 4 Sustained
Fire: 1 die
os" 612" - - 2 1 2 4+ | Poisoned:
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Flurry of pistols: When a model fires a brace of pistols, it may choose which weapon profile to use. Ifit may fire multiple
shots, it may choose for each shot. In close combat, model counts as being armed with two pistols, one of each profile. If
a brace of pistols jams, it instead triggers an ammo check. Ifyou fail an ammo check with this weapon, neither profile
may be used for the remained of the battle.Fusion Pistol
Short Range | Long Range | To Hit Short | To Hit Long | Strength | Damage | Save Mod. | Ammo Roll
og" +8" ” - 8 De 5 st
Basic Weapons
Lasblaster
Short Range | Long Range | To Hit Shore | To Hit Long | Strength | Damage | Save Mod. | Ammo Roll
on" 12-24" 4 3 1 4
Sustained Fire: 1 die
Shardcarbine
Short Range | Long Range To Hit Long | Strength | Damage | Save Mod. | Ammo Roll
os" ous" - 2 1 st
Sustained Fire:1 die
Poisoned: This weapon will always wound enemy fighters on a 4+, regardless of their Toughness.
Shuriken Catapult
Short Range | Long Range | To Hit Short | To Hit Long | Strength | Damage | Save Mod. | Ammo Roll
os" 846" 4a - 4 1 a “
Sustained Fire: 1 die
Ranger Long Rifle
Short Range | Long Range | To Hit Short | To Hit Long | Strength | Damage | Save Mod. | Ammo Roll
ons" 16-32" - 4 1 4 ot
Sniper Weapon: A ranger long rifle takes time to set up and use. Because of this, a fighter cannot fire a ranger long rifle
if they moved that turn.Heavy Weapons
Shuriken Cannon
Short Range | Long Range | To Hit Short | To Hit Long | Strength | Damage | Save Mod. | Ammo Roll
on" 12-24" a - 6 1 2 “
Sustained Fire:2 dice
Eldar Missile Launcher
Missile Ammunition: An Eldar missile launcher is supplied with multiple ammunition types. The missile launcher can
only use the types of missile that have been purchased for it. [fan Ammo rollis failed then the missile launcher and any
ammunition it has cannot be used for the rest of the mission.
Plasma Missile
Short Range | Long Range | To Hit Short | To Hit Long | Strength | Damage | Save Mod. | Ammo Roll
o-24' 24-48" - - 4 1 2 s+
Blast: Small Template
Starshot Missile
Short Range | Long Range | To Hit Short | To Hit Long | Strength | Damage | Save Mod. | Ammo Roll
o-24' 24-48" - - 8 1 “4 st
Dark Lance
Short Range | Long Range | To Hit Short | To Hit Long | Strength | Damage | Save Mod. | Ammo Roll
ous” 18-36" - - 8 Ds “4 oe
Dissonance Cannon
Short Range | Long Range | To Hit Short | To Hit Long | Strength | Damage | Save Mod. | Ammo Roll
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Dissonance: When a model makes a save against this weapon, ‘invert its save. That i, if it would normally have passed
the save it instead fails, and if it normally would have failed the save it passes. Models with no save are struck as normal.Grenades
‘Shadow Wave Grenades
Fighters under the template are moved to the edge of the template. Any models in base contact must be in base contact
after this move.
Blast: Small Blast Template
Armour
‘Mesh Armour Force Shield
Armor Save: s+ Invalnerable Save: 4+
Voidplate Armour Shimmer Shield
Armor Save: 4+ Invulnerable Save: 5+
Specialised Equipment
Corsair Jump Pack
Jet propulsion motors and anti-grav lifters hidden within these wings allow the wearer to fly.
A fighter may use its Corsair Jump Pack in the movement phase instead of moving normally. The fighter may move up to
12" in any direction, ignoring the normal restrictions for terrain, however you may not end this move in impassable
ground. The fighter may use this move to charge an enemy fighter, but does not double its movement distance when
doing so.
‘Multiphase Key Generator
‘When deploying your team, if you have one or more Multiphase Key Generators you may choose up to three model not to
deploy. These model are on standby in the webway.
During the course of the battle the bearer of the Multiphase Key Generator may open webway portals. In the move phase,
pick a point within 6” of the bearer of the Multiphase Key Generator. You may move any of your fighters in the webway
‘onto the board by measuring their move from the portal
Holocloak
Enemy models must subtract 4” from the range of any shooting attacks they make that are directed against a fighter who
is equipped with a holocloak. Template weapons are unaffected,Eldar Corsair Special Operatives
Corsair Prince
Void Dreamer
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Only the most charismatic, skilled, and luckiest corsairs
can keep themselves safe from the Prince of Excess for
long. Those who do are able to amass great fleets and
fortunes to themselves.
Wargear: A Corsair Prince has a voidsaber, fusion pistol,
corsair jump pack, multiphase key generator, and
voidplate armor.
Gunfighter: The Prince may use two pistols at once from
their brace of pistols, allowing them to shoot twice
following the normal rules.
Bounty: Ifa Corsair Prince is down or out of action at
the end ofa mission, the enemy kill team secures 2
additional promethium caches.
Few Eldar are able to tread the path of the exile and
survive, Fewer still are able to do so while actively
drawing upon the Warp.
‘Wargear: A Void Dreamer has a brace of pistols,
starlight saber, anda forceshield.
Gateway: Afterall charges have been finished in your
charge phase, you may select one model (not in combat)
within 6" and within line of sight of the Void Dreamer
Reposition that model anywhere on the board within 18”
ofthe Void Dreamer. Model cannot be placed in base
contact with any other model
Hunted: Ifa Void Dreamer is downed or out of action
during a battle, it must make 2 leadership test
subtracting the number of times it used its Gateway
ability. IFit fails this test, itbecomes a Daemon of
Slaanesh, Remove the Void Dreamer model from the
table (they are dead) and replace it with an appropriate
daemon model (The author suggests a daemonette). The
daemonette is under the control of the opposing player,
but is not counted as a member of their Kill Team for
any other purpose.
Daemon of Slaanesh
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Demonic Mutations: Treat the Daemon of Slaanesh as
armed with two swords. The daemon has a 4+
invulnerable save.Skills
‘The skill tables are used to determine what skills your fighters gain as they advance. Your fighters are restricted to
specific skill tables depending upon their faction and whether they are a trooper, specialist or kill team leader.
‘The different characters ofthe factions mean that they each have contrasting areas of strength and weakness. For
example, the craftworld Eldar are agile warriors possessed of superlative skill, while Orks are ferocious and physically
imposing.
Similarly, a fighter’s role counts for a great deal in terms of what skills they are able to learn. Kill team leaders and
specialists have access to different skills that reflect their different roles to those of troopers in a kill eam. New recruits,
meanwhile, are still too green to pick up anything but the basics they need to fight alongside the other members of their
Kill eam. New recruits cannot gain skills.
When a fighter gains a skill, pick a skill type that is available to them, roll wo dice and consult the relevant table. You can
choose one of the skills that correspon¢ to the numbers rolled ~ your fighter gains that skill. Ifyou roll the same number,
re-roll one dice until you get another number. A fighter cannot gain the same skill twice — ifthe only skills you roll are
skills they already have, re-roll the dice
Sub-Faction | ROLE | Combat | Ferocity | Guerilla | Agility | Muscle | Shooting | Stealth
Corsairs ‘Trooper x x x
(Ghostwalker)
‘Trooper x x x
(Reaver)
Specialist x x x x
Leader x x x x x x