Red Corsairs Raiders
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 AstartesVeteran 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 GazeBonecrusher
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 AstartesBombardier
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 AstartesDesperado
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 AstartesMarauder
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 AstartesWarrior
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 AstartesGunner
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 AstartesSorcerer
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 AstartesExecutioner
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 LoyaltyHelmsman
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 GeniusMercenary
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 BioformBarghesi Dog
A 2
M 7"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Ripping Teeth (Rending) | 4 | 4+ | 4/5 |
Abilities
BeastExpert PiratesLocking JawXeno BioformCorpse 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 GeneseedTyrant 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 AstartesMaelstrom 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.
Universal Equipment
Ammo Cache (x1)
(Universal)Before the battle, you can set up one of your Ammo Cache markers wholly within your territory. Friendly operatives can perform the following mission action during the battle: AMMO RESUPPLY (0 AP): One of your Ammo Cache markers the active operative controls is used during this turning point.
Until the start of the next turning point, whenever this operative is shooting with a weapon from its datacard, you can re-roll one of your attack dice.
An operative cannot perform this action while within control range of an enemy operative, if that marker is not yours, or if that marker has been used this turning point.
Razor Wire (x1)
(Universal)Razor wire is Exposed and Obstructing terrain. Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Obstructing: Whenever an operative would cross over this terrain feature within 1" of it, treat the distance as an additional 1".
Comms Device (x1)
(Universal)Before the battle, you can set up one of your Comms Device markers wholly within your territory. While a friendly operative controls this marker, add 3" to the distance requirements of its SUPPORT rules that refer to friendly operatives (e.g. ‘select one friendly operative within 6"’ would be 9" instead). Note that you cannot benefit from your opponent's Comms Device markers.
Mines (x1)
(Universal)Before the battle, you can set up one of your Mines markers wholly within your territory and more than 2" from other markers, access points, and Accessible terrain. The first time that marker is within an operative's control range, remove that marker and inflict D3+3 damage on that operative.
Light Barricades (x2)
(Universal)Light barricades are Light terrain, except the feet, which are Insignificant and Exposed. Before the battle, you can set up any of them wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Heavy Barricade (x1)
(Universal)A heavy barricade is Heavy terrain. Before the battle, you can set it up wholly within 4" of your drop zone, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Ladders (x2)
(Universal)Ladders are Insignificant and Exposed terrain. Before the battle, you can set up any of them as follows:
- Wholly within your territory.
- Upright against terrain that’s at least 2" tall.
- More than 2" from other equipment terrain features.
- More than 1" from doors and access points.
Once per action, whenever an operative is climbing the terrain feature a ladder is placed against, treat the vertical distance as 1" if the ladder is within that operative’s control range during that entire climb.
Portable Barricade (x1)
(Universal)A portable barricade is Light, Protective and Portable terrain, except the feet which are Insignificant and Exposed. Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Protective: While an operative is in cover from this terrain feature, improve its Save stat by 1 (to a maximum of 2+).
Portable: This terrain feature only provides cover while an operative is connected to it and if the shield is intervening (ignore its feet). Operatives connected to the inside of it can perform the following unique action during the battle:
Move With Barricade (1 AP): The same as the Reposition action, except the active operative can move no more than its Move stat minus 2" and cannot climb, drop, jump, or use any killteam's rules that remove it and set it back up again (e.gh. HEARTHKYN SALVAGER Fly, MANDRAKE Shadow Passage).
Before this operative moves, remove the portable barricade it is connected to. After it moves, set up the portable barricade so it is connected again, but the portable barricade cannot be set up within 2" of other equipment terrain features, access points or Accessible terrain. If this is not possible, the portable barricade is not set up again.
This action is treated as a Reposition action. An operative cannot perform this action while within control range of an enemy operative, or in the same activation in which it performed the Fall Back or Charge action.
Utility Grenade - Smoke (x1/2)
(Universal)When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun). Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.
SMOKE GRENADE (1 AP):
- Place one of your Smoke Grenade markers within 6" of this operative. It must be visible to this operative, or on Vantage terrain of a terrain feature that is visible to this operative. The marker creates an area of smoke 1" horizontally and unlimited height vertically from (but not below) it.
- While an operative is wholly within an area of smoke, it is obscured to operatives more than 2" from it, and vice versa. In addition, whenever an operative is shooting an enemy operative wholly within an area of smoke, weapons with the Piercing 2 or Piercing Crits 2 weapon rule have the Piercing 1 or Piercing Crits 1 weapon rule (respectively) instead, unless they’re within 2" of each other.
- In the Ready step of the next Strategy phase, roll one D3. Remove that Smoke Grenade marker after a number of activations equal to that D3 have been completed or at the end of the turning point (whichever comes first).
- An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.
Utility Grenade - Stun (x1/2)
(Universal)When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun). Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.
STUN GRENADE (1 AP):
- Select one enemy operative visible to and within 6" of this operative. That operative and each other operative within 1" of it takes a stun test. For an operative to take a stun test, roll one D6: on a 3+, subtract 1 from its APL stat until the end of its next activation.
- An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.
Explosive Grenade - Frag (x1/2)
(Universal)When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Frag Grenade | 4 | 4+ | 2/4 |
| Weapon Rules | |||
| Rng 6", Blast 2", Saturate |
Explosive Grenade - Krak (x1/2)
(Universal)When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Krak Grenade | 4 | 4+ | 4/5 |
| Weapon Rules | |||
| Rng 6", Piercing 1, Saturate |
Breaching Charge
(Universal)Once per battle, when a friendly operative performs the Breach action, you can use this rule. If you do, that operative can perform that action for 1 less AP (to a minimum of 1AP) as though it had the word "breach marker" on its datacard.
Firefight 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).
Strategy Ploys
Strategy: 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.
Strategy: 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.
Strategy: 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.
Strategy: 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.
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.
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.