Red Corsairs Raiders

Homebrew by Omnissiah

The Red Corsairs, led by Lugft Huron, are an infamous Warband of Chaos Space Marine Pirates with a reputation for swift strikes and bloodfilled slaughter. Raiding and stealing as much as they can along the way, they are cutting a bloody path through galaxy.

This Kill Team is meant to be built from the Red Corsairs Raiders and the Huron Blackheart and Masters of the Maelstrom Boxes, but feel free to kitbash and convert to your liking.

The MARAUDER operative specifically has to be converted with a second Chainaxe or it look as intended, but of course you can just not do that or use something else and still play it as such.

83% positive
Composition

A RED CORSAIRS Kill Team is composed of:

1 RED CORSAIRS operative selected from the following list:

REAVE-CAPTAIN with one of the following options:

-Plasma pistol; Tainted Bolt Pistol

-Powermaul; Powerweapon

RAIDER Operatives selected from the following list:

BONECRUSHER

VETERAN REAVER

BOMBARD

DESPERADO

MARAUDER

WARRIOR with one of the following options:

-Boltgun; fists

-Bolt pistol; chainsword

GUNNER

SORCERER(1)

CORPSE APOTHECARY(1)

HELMSMAN(1),(2)

EXECUTIONER(1)

MERCENARY(1),(2)

BARGHESI DOG(1),(2)

TYRANT OF BADAB(1),(3)

(1)Your kill team can only include one TYRANT's AGENT operative.

(2)These operatives count as half a selection each.

(3)This operative counts as two selections and has to be taken instead of the Reave-Captain as a leader.

Other than WARRIOR operatives, your kill team can only include each operative on this list once.

Your kill team cannot include more than one weapon with the Piercing 2 weapon rule, and cannot include more than two weapons with the Piercing X (excluding Piercing Crits X) weapon rule combined.

Common Abilities and Options

Expert Pirates:
Whenever a RED CORSAIRS operative incapacitates an enemy operative (or wounds one if they have 12 wounds or more), or one of your RED CORSAIRS operatives is incapacitated instead, you gain a Corsair dice. When you gain a Corsair dice, you roll a single dice; keep your Corsair dice to one side – this is your Corsair dice pool. Before making a dice roll with one of your friendly operatives, if you have one or more dice in your Miracle dice pool, that unit can use one or more of your Corsairs dice. If it does, select one or more of the dice from your Corsair dice pool to substitute that dice roll. You cannot have more than 6 Corsair dice at a time. You are allowed to discard 3 Corsair Dice per Turning Point.

Renegade Astartes:
During each friendly RED CORSAIRS RAIDERS operative’s activation, it can perform either two Shoot actions or two Fight actions. If it’s two Shoot actions, a bolt weapon must be selected for at least one of them.

Each friendly RED CORSAIRS RAIDERS operative can counteract regardless of its order.

Xeno Bioform:
You can ignore any changes to this operative’s stats (including its weapons’ stats, but excluding its Save stat).

Reave-Captain
A 3
M 6"
S 3+
W 15
Weapons
ATK
HIT
DMG
Tainted Bolt Pistol (Rng 8", Rnd)
4
3+
3/5
Plasma Pistol
Standard (Rng 8", Prc1)
4
3+
3/5
Supercharge (Rng 8", Hot, Lethal 5+, Prc1)
4
3+
4/5
Powerweapon (Lethal 5+)
5
3+
4/6
Relic Powermaul (Shock, Lethal 5+)
4
3+
4/7
Abilities
Boons of the TyrantExpert PiratesPath of the TyrantRenegade Astartes

Boons of the Tyrant: Boons of the Tyrant are as follows (resolved with a D6 roll, see Paths to Tyrant):

-When this operative starts a dash or reposition action, you gain an additional 1" movement to either of these actions.

-When an attack dice inflicts damage of 3 or more on this operative, you can ignore an amount of damage equal to this operative’s Damnation points.

Path of the Tyrant: This operative starts the battle with 1 Tyrant point. Once per action, you can attempt to use one Boon of Tyrant when it specifies (see right). If you do, roll one D6 and compare the result to the number of Tyrant points this operative has; if the result is:

Higher: Resolve the rule, then this operative gains 1 Tyrant point.
Equal: Do not resolve the rule.
Less: Inflict damage on this operative equal to its number of Tyrant points and do not resolve the rule.

If this operative has 6 Tyrant points, resolve the rule without rolling. Note that you cannot make an attempt more than once per action, regardless of the D6 result.

RED CORSAIRS RAIDERS; LEADER; CHAOS SPACE MARINES; CHAOS; ASTARTES
Veteran Reaver
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Tainted Hand Flamer
Standard (Rng 6", Sat, Torrent 1", Rending)
4
2+
3/4
Deluge (Rng 4", Sat, Seek Light, *Torrent 0", Rending)
4
2+
3/4
Tainted Bolt Pistol (Rng 8", Rending)
4
3+
3/5
Reaver's Blade (Severe)
5
3+
4/6
Abilities
*Torrent 0"Expert PiratesRenegade AstartesUnder the Tyrant's Gaze

*Torrent 0": Note that Torrent 0" means you cannot select secondary targets, but this weapon still has the Torrent weapon rule for all other rules purposes, e.g. the Condensed Stronghold rule (see Killzone: Volkus, Kill Team Core Book).

Under the Tyrant's Gaze: Once during each of this operative's activations, if it incapacitates an enemy operative, add 1 to its APL stat until the end of that activation.

RED CORSAIRS RAIDERS; CHAOS SPACE MARINES; CHAOS; ASTARTES
Bonecrusher
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng 8")
4
3+
3/4
Powerfist (Brutal; Shock)
4
3+
5/7
Abilities
Crushing BlowExpert PiratesRenegade Astartes

Crushing Blow: Whenever you strike, you and your opponent roll-off, adding 1 to your result if the operative this weapon is being used against has a Wounds stat of 9 or less. If you win, inflict additional damage on that operative equal to the difference between the dice results (to a maximum of 3 additional damage).

RED CORSAIRS RAIDERS; CHAOS SPACE MARINES; CHAOS; ASTARTES
Bombardier
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Boltgun
4
3+
3/4
Fists
5
3+
3/4
Voidgheist Grenade (Rng 6", Blast 2", Dev1, Lim1, Lethal 4+, Stun)
5
3+
3/3
Krak Grenade (Rng 6", Prc1, Sat)
4
3+
4/5
Frag Grenade (Rng 6", Blast 2", Sat)
4
3+
2/4
Abilities
Expert PiratesGrenadierRenegade Astartes

Grenadier: This operative can use Frag, Krak, Smoke, and Stun Grenades (see universal equipment). Doing so does not count towards any limited uses you have (i.e. if you also select those grenades from equipment for other operatives). Whenever this operative is using a Frag or Krak Grenade, improve the HIT stat of that weapon by 1.

RED CORSAIRS RAIDERS; CHAOS SPACE MARINES; CHAOS; ASTARTES; GRENADIER
Desperado
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Dual Modified Bolt Pistols
Long Range (Rending, PrcCrits1)
4
4+
3/4
Short Range (Range 8", Prc1, Rending, Ceaseless)
5
3+
3/4
Salvo (Range 8", PrcCrit1, Rending, *Salvo)
4
3+
3/4
Chainsword
5
3+
4/5
Abilities
*SalvoExpert PiratesQuickdrawRenegade Astartes

*Salvo: Select up to two different valid targets that aren't within control ranges of friendly operatives. Shoot with this weapon against both of them in an order of your choice (roll each sequence separately).

Quickdraw: Once per turning point, when an enemy operative is performing the Shoot action and this operative is selected as the valid target (or if it will be a secondary target from the Blast weapon rule), if this operative is ready, you can interrupt that action to use this rule. If you do, this operative can immediately perform a free Shoot action with its Dual Enhanced Bolt Pistols (focused) against that enemy operative (you can change its order to Engage to do so), but that enemy operative must be a valid target.

RED CORSAIRS RAIDERS; CHAOS SPACE MARINES; CHAOS; ASTARTES
Marauder
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng 8")
4
3+
3/4
Dual Chainaxes (Balanced, Rending, Brutal)
5
3+
4/5
Abilities
Expert PiratesKhornate RageRenegade Astartes

Khornate Rage: Whenever this operative is fighting or retaliating, enemy operatives cannot assist. At the end of each enemy operative’s activation or counteraction, you can select an enemy operative within 2" of this operative. This operative can perform a free Charge action (you can change its order to Engage to do so), but it cannot move more than 2" and must end that move within control range of that selected operative.

RED CORSAIRS RAIDERS; CHAOS SPACE MARINES; CHAOS; ASTARTES
Warrior
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng 8")
4
3+
3/4
Boltgun
4
3+
3/4
Fists
4
3+
3/4
Chainsword
5
3+
4/5
Abilities
Blood TaxExpert PiratesRenegade Astartes

Blood Tax: Whenever a friendly WARRIOR operative is activated, you gain one a Corsair dice for free.

RED CORSAIRS RAIDERS; CHAOS SPACE MARINES; CHAOS; ASTARTES
Gunner
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng 8")
4
3+
3/4
Meltagun (Rng 6", Dev4, Prc2)
4
3+
6/3
Fists
4
3+
3/4
Abilities
Expert PiratesRenegade Astartes
RED CORSAIRS RAIDERS; CHAOS SPACE MARINES; CHAOS; ASTARTES
Sorcerer
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng 8")
4
3+
3/4
Mind Wrench
Standard (Psychic, Lethal 5+, PrcCrit1, Saturate)
4
3+
3/6
Psychic Overload (Psychic, Lethal 5+, Prc1, Saturate, Hot)
4
3+
4/6
Force Stave (Psychic, Shock)
4
3+
4/6
Abilities
1AP: 1 AP: Hateful Ward1AP: Cruel MaelstromExpert PiratesRenegade Astartes

1 AP: Hateful Ward (1AP): Psychic: Select one friendly operative within 6" of this operative. For the remainder of the turning point, this friendly operative can re-roll one of their defence dice.

Cruel Maelstrom (1AP): Psychic: Select one enemy operative visible and within 9" of this operative. You and your opponent both roll off, adding 1 to your result when the enemy operative has 2 APL or less. When you opponent rolls higher, nothing happens. When you roll higher, they lose D3 wounds and 1 AP from their max APL for this turning point.

RED CORSAIRS RAIDERS; CHAOS SPACE MARINES; CHAOS; PSYCHIC; ASTARTES; TYRANT's AGENTS
Executioner
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng 8")
4
3+
3/4
Great Poweraxe (Lethal 5+, Brutal)
5
3+
5/6
Abilities
1AP: Easy TargetExpert PiratesRenegade AstartesUnwavering Loyalty

Easy Target (1AP): Until the end of this operative’s activation, the Great Poweraxe gains the Lethal 4+ keyword.

Unwavering Loyalty: Whenever this operative is fighting or retaliating, roll a D6: on a roll of 4+, Normal damage of 3 or more inflicts 1 less damage on it.

RED CORSAIRS RAIDERS; CHAOS SPACE MARINES; CHAOS; ASTARTES; TYRANT's AGENTS
Helmsman
A 2
M 6"
S 4+
W 8
Weapons
ATK
HIT
DMG
Relic Las Pistol (Rng 8", Lethal 5+)
4
3+
2/4
Power Sabre (Lethal 5+, Rending, Balanced)
4
3+
4/6
Abilities
Expert PiratesMasterful FencerMasters of the MaelstromTactical Genius

Masterful Fencer: Whenever this operative is fighting or retaliating, you can resolve one of your successes before the normal order. If you do, that success must be used to block.

Masters of the Maelstrom: Whenever this operative contests an objective marker or one of your mission markers, it always controls that marker. This takes precedence over all other rules.

Tactical Genius: Each subsequent time your opponent uses each ploy during the battle (excluding Command Re-roll), you gain 1CP (to a maximum of 2CP per turning point).

RED CORSAIRS RAIDERS; TYRANT's AGENT; CHAOS; TYRANT's AGENTS
Mercenary
A 2
M 6"
S 4+
W 10
Weapons
ATK
HIT
DMG
Londaxi Maimer
Close Range (Rng 6", PrcCrit1, Torrent1")
5
3+
4/4
Long Range (PrcCrit1)
4
4+
3/3
Bionic Gauntlet (Brutal)
4
4+
4/5
Abilities
Expert PiratesMercenary's InstinctsXeno Bioform

Mercenary's Instincts: At the end of this operative’s activation, you can change its order.

RED CORSAIRS RAIDERS; TYRANT's AGENT; CHAOS; XENOS; TYRANT's AGENTS
Barghesi Dog
A 2
M 7"
S 5+
W 7
Weapons
ATK
HIT
DMG
Ripping Teeth (Rending)
4
4+
4/5
Abilities
BeastExpert PiratesLocking JawXeno Bioform

Beast: This operative cannot perform any actions other than Apprehend, Charge, Dash, Fall Back, Fight, Guard, Reposition, Pick Up Marker and Place Marker. It cannot use any weapons that aren’t on its datacard.

Locking Jaw: Select one enemy operative within this operative’s control range. Until that enemy operative is no longer within this operative’s control range, or until this operative performs this action again (whichever comes first), worsen the Hit stat of that enemy operative’s weapons by 1 (this isn’t cumulative with being injured); in addition, that enemy operative cannot perform the Fall Back action.

This operative cannot perform this action unless an enemy operative is within its control range.

RED CORSAIRS RAIDERS; TYRANT's AGENT; CHAOS; XENOS; TYRANT's AGENTS
Corpse Apothecary
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Absolver Bolt Pistol (Rng 9", PrcCrit1)
4
3+
4/5
Reductor Array (Lethal 5+, Brutal)
4
3+
4/6
Abilities
1AP: Corpse ChirurgeonExpert PiratesRenegade AstartesStolen Geneseed

Corpse Chirurgeon (1AP): Select one friendly RED CORSAIRS RAIDERS operative within this operative’s control range to regain up to D3+3 lost wounds.

This operative cannot perform this action while within control range of an enemy operative.

Stolen Geneseed: Whenever an enemy operatives was incapacitated visible and within 6" of this operative, roll a D6; on a 4+ you gain 1 command point.

RED CORSAIRS RAIDERS; CHAOS SPACE MARINES; CHAOS; PSYCHIC; ASTARTES; TYRANT's AGENTS
Tyrant of Badab
A 3
M 6"
S 3+
W 16
Weapons
ATK
HIT
DMG
Tyrant's Claw (Rng 8", Sat, Torrent 2", PrcCrit1)
5
2+
4/4
Tyrant's Claw and Exalted Powerweapon (Lethal 5+, Brutal, Rending, Balanced)
5
3+
5/7
Abilities
Expert PiratesHamadrya's Knowledge1AP: Lord of BadabMachine BodyRenegade Astartes

Hamadrya's Knowledge: Psychic: Once per Turning Point, when an enemy operative moves within 6" of this operative, you are allowed to perform a free 3" Charge or Dash action.

Lord of Badab (1AP): When this operative sees another friendly RED CORSAIRS RAIDERS operative visible to and within 6", they can make them perform a free Guard or Fight action immedietly.

Machine Body: Whenever this operative is taking damage, Normal and Critical damage of 3 or more inflicts 1 less damage on it.

RED CORSAIRS RAIDERS; LEADER; CHAOS SPACE MARINES; CHAOS; ASTARTES; TYRANT's AGENTS; PSYCHIC
Equipment

Maelstrom Boltrounds:
Friendly RED CORSAIRS operatives' Boltguns and Boltpistols have the SATURATE rule.


Stolen Medicae Supplies:
Once per turning point, a single RED CORSAIRS OPERATIVE can heal D3 wounds.


Plundered Trophies:
Once per turning point, when an operative is shooting a friendly RED CORSAIRS RAIDERS operative, at the start of the Roll Defence Dice step, you can use this rule. If you do, worsen the x of the Piercing weapon rule by 1 (if any) until the end of that sequence. Note that Piercing 1 would therefore be ignored.


Corrupted Iron Halo:
Once per battle, when an attack die inflicts Normal Damage on a friendly RED CORSAIRS RAIDERS operative, you can ignore that inflicted damage.


Ploys

Firefight - Withholding the Tithe:
Use this firefight ploy when it’s your turn to activate with a friendly operative, if only one friendly RED CORSAIRS RAIDERS operative is ready. Until the end of the turning point, whenever any ready enemy operatives are in the killzone, you can skip your activations (in other words, you can delay that friendly RED CORSAIRS RAIDERS operative’s activation). Note that you cannot counteract until that friendly RED CORSAIRS RAIDERS operative is expended.


Firefight - Underhanded Strike:
Use this firefight ploy when a friendly RED CORSAIRS RAIDERS operative is retaliating, at the start of the Resolve Attack Dice step. You can resolve one of your successes before the normal order. If you do you cannot resolve any other successes during that sequence.


Firefight - Rulers of the Maelstrom:
Use this firefight ploy after rolling your attack dice for a friendly RED CORSAIRS RAIDERS operative, if it’s shooting against, fighting against or retaliating against an enemy operative that has the IMPERIUM or AELDARI keyword. That friendly operative's weapons have the Ceaseless weapon rule until the end of the sequence; if that enemy operative also has the Adeptus Astartes or Corsair Voidscarred keyword, that friendly operative's weapons have the Relentless weapon rule until the end of that sequence instead. Ceaseless: Can re-roll any or all results of one value (e.g. all results of 2) Relentless: Can re-roll any or all Attack dice.


Firefight - Ruthless Cunning:
You can use this ploy once per turning point: discard three dice with a result of 2 or lower and replace them with a single dice that has the result of the previously discarded dice combined together (to a maximum of 5, even if you discarded three 2s).


Strategic - Boarding Tactics:
Whenever a friendly RED CORSAIRS RAIDERS operative is shooting an enemy operative within 6" of it, or whenever a friendly MERCENARY operative is shooting, that friendly operative’s ranged weapons have the Balanced weapon rule. Balanced: Can re-roll one Attack die.


Strategic - Disemboweling Strike:
Whenever a friendly RED CORSAIRS RAIDERS operative is activated, if the first action it performs during that activation is the Charge action, when it ends its move during that action, you can inflict D3 damage on one enemy operative within its control range.


Strategic - Boarding Party:
Up to three friendly RED CORSAIRS RAIDERS operatives can immediately perform a free Dash or Charge action in an order of your choice (choose separately for each, and for the latter, it cannot move more than 3"). If a RED CORSAIRS TYRANT's AGENT operative is selected for this ploy, it counts as two operatives, and it can perform a free Fall Back action instead (it cannot move more than 3"); if it does, subtract 1 from its APL stat until the end of its next activation.


Strategic - Veterans of the Badab War:
Whenever an operative is shooting a friendly RED CORSAIRS RAIDERS operative, if you roll two or more fails, you can discard one of them to retain another as a normal success instead.


TacOps
Seek And Destroy: Sweep & Clear

Reveal: The first time an enemy operative is incapacitated while contesting an objective marker, or the first time a friendly operative performs the Clear action (whichever comes first).

Additional Rules:

When an enemy operative that contests an objective marker is incapacitated, that objective marker gains one of your Swept tokens (if it doesn't already have one) until the Ready step of the next Strategy phase.

Mission Action: Clear (1 AP)

  • An objective marker the active operative controls is cleared for the turning point.
  • An operative cannot perform this action during the first turning point, or while within control range of an enemy operative.

Victory Points:

  • At the end of each turning point after the first, if friendly operatives control any objective markers that have one of your Swept tokens, you score 1VP.
  • If this is true and any of those objective markers are also cleared, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.


Seek And Destroy: Dominate

Reveal: The first time an enemy operative is incapacitated by a friendly operative.

Additional Rules:

Each time a friendly operative incapacitates an enemy operative, that friendly operative gains one of your Dominate tokens.

Victory Points:

At the end of the third and fourth turning point, you can remove Dominate tokens from friendly operatives that aren't incapacitated. For each you remove, you score 1VP.

You cannot score more than 3VP from this op per turning point.


Seek And Destroy: Rout

Reveal: The first time you score VP from this op.

Victory Points:

Whenever a friendly operative incapacitates an enemy operative, if that friendly operative is within 6" of your opponent's drop zone, you score 1VP; if this is true and that enemy operative had a Wounds stat of 12 or more, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.


Infiltration: Track Enemy

Reveal: The first time you score VP from this op.

Additional Rules:

An enemy operative is being tracked if it's a valid target for a friendly operative within 6" of it. That friendly operative must have a Conceal order, cannot be a valid target for the enemy operative it's attempting to track, and cannot be within control range of enemy operatives.

Victory Points:

At the end of each turning point after the first:

  • If one enemy operative is being tracked, you score 1VP, or 2VP instead if it's the fourth turning point.
  • If two or more enemy operatives are being tracked, you score 2VP.

You cannot score more than 2VP from this op per turning point.


Infiltration: Plant Devices

Reveal: The first time a friendly operative performs the Plant Device action.

Mission Action: Plant Device (1 AP)

  • One objective marker the active operative controls gains one of your Device tokens.
  • An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if that objective marker already has one of your Device tokens.

Victory Points:

At the end of each turning point after the first:

  • If your opponent's objective marker has one of your Device tokens, you score 1VP.
  • For each other objective marker enemy operatives contest that has one of your Device tokens, you score 1VP.

You cannot score more than 2VP from this op per turning point.


Infiltration: Steal Intelligence

Reveal: The first time an enemy operative is incapacitated.

Additional Rules:

Whenever an enemy operative is incapacitated, before it's removed from the killzone, place one of your Intelligence mission markers within its control range.

Friendly operatives can perform the Pick Up Marker action on your Intelligence mission markers, and for the purposes of that action's conditions, ignore the first Intelligence mission marker the active operative is carrying. In other words, each friendly operative can carry up to two Intelligence mission markers, or one and one other marker.

Victory Points:

At the end of each turning point after the first, if any friendly operatives are carrying any of your Intelligence mission markers, you score 1VP.

At the end of the battle, for each of your Intelligence mission markers friendly operatives are carrying, you score 1VP.