Corsair Skyreavers

Homebrew (Unpublished) by Piney_5
Composition
Skyreaver Felarch
A 3
M 7"
S 3+
W 9
Weapons
ATK
HIT
DMG
Fusion Pistol (Range 3", Devastating 3, Piercing 2)
4
3+
5/3
Neuro Disruptor (Range 8", Piercing 1, Stun)
4
3+
4/5
Shuriken Catapult (Lethal 5+, Rending)
4
3+
3/4
Shuriken Pistol (Range 8", Rending)
4
3+
3/4
Fists
4
3+
2/4
Felarch Glaive (Lethal 5+)
5
3+
4/6
Skyreaver Blade
4
3+
4/5
Abilities
Experienced MauraderFaction Rule: FlyFaction Rule: RiflesFaction Rule: Wings of Death

Experienced Maurader: This operative can do each of the following once per battle during their activation or counteraction: • Perform the Pick Up Marker or mission action for for 1 less AP • Perform two Shoot or two Fight actions during its activation • This operative can regain up to D3+1 wounds

Faction Rule: Fly: Whenever a friendly Corsair Skyreaver operative performs an action in which it moves, it can FLY. IF it does don't move it. Instead, remove it from the killzone and set it back up wholly within a distance equal to it's Move stat (or 3" if it was a Dash) horizontally of its original location (in a killzone that uses the close quarters rules, e.g. Killzone: Tomb World, this distance cannot be over or through Wall terrain, and that operative cannot be set up on the other side of an access point - in other words it cannot FLY through an open hatchway). Note that it gains no additional distance when performing the Charge action. It must be set up in a location it can be placed, and unless it's the charge action, it cannot be set up within control range of an enemy operative.

Faction Rule: Rifles: Whenever a friendly Corsair Skyreaver operative is shooting with shuriken rifle or scoped shuriken rifle during an activation in which it hasn't performed the Charge, Fall Back, or Reposition action, that weapon has the Accurate 1 weapon rule. Note that operative isn't restricted from performing those actions after shooting.

Faction Rule: Wings of Death: When setting up a Corsair Skyreavers kill team before the battle, you can select up to 4 operatives to be set up above: place them to one side of the killzone.

In the firefight phase, when you activate an operative above, you can choose to drop that operative onto the killzone. When you set it back up, • It must be 6" from enemy operatives • It's treated as having repositioned • It cannot be the first turning point

You can have 4 operatives above at a time and any operatives still above by the ready step of the fourth turning point are considered incapacitated.

32CORSAIR SKYREAVERS, AELDARI, ANHRATHE, LEADER, FELARCH
Equipment

Wraithbone Talisman:
Once per turning point, when a friendly Corsair Skyreaver operative is shooting, fighting or retaliating, if you roll two or more fails, you can discard one of them to retain another as a normal success instead.


Mistfield:
Once per turning point, when an operative is shooting a friendly Corsair Skyreaver operative more than 3" from it, 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.


Plunderable Treasures:
Place a treasure marker wholly within your opponent's drop zone. Enemy operatives cannot perform the Pick Up Marker action on that marker. If a friendly Corsair Skyreaver operative performs the Pick Up Action on that marker, you gain 1 CP.


Heavy Blades:
Subtract 1" from the Move stat of friendly Corsair Skyreaver operatives and increase the attack stat of their melee weapons by 1 (to a maximum of 5).


Ploys

Firefight - New Ploy:


Firefight - New Ploy:


Firefight - New Ploy:


Firefight - New Ploy:


Strategic - Take Flight:
Select up to 2 friendly Corsair Skyreaver operatives that are on the killzone and not within control range of enemy operatives. They can be set up above (to a maximum of 4 operatives set up above).


Strategic - Vipers of the Sky:
Whenver a friendly Corsair Skyreaver operative moves or uses FLY during its activation, its weapons have the Balanced weapon rule until the end of that activation.


Strategic - Voidborne Raiders:
Whenver an enemy operative is shooting or fighting, if the friendly Corsair Skyreaver operative in that sequence has used FLY this turning point, that operative can re-roll a defence die (or an attack die if retaliating). If that friendly Corsair Skyreaver operative was set up from above this turning point, that friendly operative can retain a fail as a success.


Strategic - New Ploy:


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 at least one objective marker (excluding your objective marker) is cleared and enemy operatives do not contest that marker, you score 1VP. If that marker also has one of your Swept tokens, you score 2VP instead.
  • If friendly operatives control an objective marker that has one of your Swept tokens, you score 1 VP.

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 or two of your Dominate tokens if that enemy operative had a Wounds stat of 12 or more.

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.


Corsair Skyreavers - KTDash