Pi'Rates of the Car'Ribean
Common Abilities and Options
Aeldari Raiders:
Each friendly CORSAIR VOIDSCARRED operative can perform a free Dash action during their activation.
Rifles:
Whenever a friendly CORSAIR VOIDSCARRED operative is shooting with a shuriken rifle or ranger long rifle during an activation in which it has not performed the Charge, Fall Back or Reposition action,
that operative has the Accurate 1 weapon rule. Note that operative is not restricted from performing those actions after shooting.
Operatives
1. Dilvena Lennelle
A 2
M 7"
S 4+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Neuro Disruptor (Rng 8", Prc1, Stun) | 4 | 3+ | 4/5 |
| Power Weapon (Lethal 5+) | 4 | 3+ | 4/6 |
Abilities
Aeldari RaidersOne Step AheadRiflesVeteran Raider2. Caergen Caltelar
A 2
M 7"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Shredder (Rnd, Tor 2") | 4 | 3+ | 4/5 |
| Shuriken Pistol (Rng 8", Rnd) | 4 | 3+ | 3/4 |
| Fists | 3 | 3+ | 2/3 |
Abilities
Aeldari Raiders3. Olasae Limae
A 2
M 7"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Wraithcannon (Dev4, Hvy(Dash), Prc2) | 4 | 3+ | 6/3 |
| Shuriken Pistol (Rng 8", Rnd) | 4 | 3+ | 3/4 |
| Fists | 3 | 3+ | 2/3 |
Abilities
Aeldari Raiders4. Farlath Mendavar
A 2
M 7"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Ranger Long Rifle | |||
| Mobile | 4 | 3+ | 3/4 |
| Stationary (Dev3, Hvy, Silent) | 4 | 2+ | 3/3 |
| Shuriken Pistol (Rng 8", Rnd) | 4 | 3+ | 3/4 |
| Fists | 3 | 3+ | 2/3 |
Abilities
Aeldari RaidersCamo CloakRiflesNotes
First kill of the edition
5. Gilrana Elralaeth
A 2
M 7"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Faolchu (Rnd, Sat, Seek Light, Silent) | 4 | 3+ | 1/2 |
| Shuriken Pistol (Rng 8", Rnd) | 4 | 3+ | 3/4 |
| Power Weapon (Lethal 5+) | 4 | 3+ | 4/6 |
Abilities
Aeldari RaidersErudite HunterFaolchu's Bond6. Karandrad Gilfanaer
A 2
M 7"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Shuriken Pistol (Rng 8", Rnd) | 4 | 3+ | 3/4 |
| Power Weapon (Lethal 5+) | 4 | 3+ | 4/6 |
Abilities
Aeldari Raiders1AP: Soul Channel1AP: Soul Heal7. Maudras Boreban
A 2
M 7"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Shuriken Pistol (Rng 8", Rnd) | 4 | 3+ | 3/4 |
| Throwing Blades (Rng 6", Silent) | 4 | 3+ | 2/4 |
| Hekatarii Blades (Ceaseless, Lethal 5+) | 4 | 3+ | 3/5 |
Abilities
Aeldari RaidersBlink PackSlicing Attack8. Oasasis Belbryn
A 2
M 7"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Fusion Pistol (Rng 3", Dev3, Prc2) | 4 | 3+ | 5/3 |
| Shuriken Pistol (Rng 8", Rnd) | 4 | 3+ | 3/4 |
| Fists | 3 | 3+ | 2/3 |
Abilities
Aeldari RaidersQuick On The Trigger1AP: Pistol Barrage9. Gilsanys Aemvela
A 2
M 7"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Freezing Grasp (Psychic, Severe, Silent, Stun) | 4 | 3+ | 1/2 |
| Lightning Strike (Psychic, 2" Dev2) | 4 | 3+ | 4/3 |
| Shuriken Pistol (Rng 8", Rnd) | 4 | 3+ | 3/4 |
| Witch Staff (Psychic, Shock) | 4 | 3+ | 3/5 |
Abilities
Aeldari Raiders1AP: Warp Fold1AP: Warding Shield10. Tenlara Onedaer
A 2
M 7"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Shuriken Pistol (Rng 8", Rnd) | 4 | 3+ | 3/4 |
| Dual Power Weapons (Ceaseless, Lethal 5+) | 4 | 3+ | 4/6 |
Abilities
Aeldari RaidersBlademasterBladed Stance11. Amikia Ylvae
A 2
M 7"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Shuriken Pistol (Rng 8", Rnd) | 4 | 3+ | 3/4 |
| Power Weapon (Lethal 5+) | 4 | 3+ | 4/6 |
Abilities
Aeldari RaidersProwling RaidersRiflesEquipment
Diuturnal Mantles
Whenever an operative is shooting a friendly CORSAIR VOIDSCARRED operative, if the ranged weapon in that sequence has the Blast or Torrent weapon rule, you can re-roll one of your defence dice. In addition, friendly CORSAIR VOIDSCARRED operatives are not affected by the X" Devastating X weapon rule (i.e, Devastating with a distance) unless they are the target during that sequence.
Mistfield
Once per Turning point, when an operative is shooting a friendly CORSAIR VOIDSCARRED 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.
Runes Of Guidance
Once per turning point, whenever a friendly CORSAIR VOIDSCARRED WAY SEEKER or CORSAIR VOIDSCARRED SOUL WEAVER operative is performing a PSYCHIC unique action (excluding Warp Fold), you can use this rule. If you do, until the end of that action, add 3" to its distance requirement. Note this has no effect on PSYCHIC weapons (e.g, the Devastating distance requirement of Lightning Strike).
Star Charts
STRATEGIC GAMBIT
Roll 1D3, if the result is higher than the number of current turning point, you gain 1CP and cannot use this STRATEGIC GAMBIT for the rest of the battle.
Ploys
Mobile Engagement
Strategy PloyWhenever an operative is shooting a friendly CORSAIR VOIDSCARRED operative that performed an action in which it moved during this turning point, you can re-roll one of your dice.
Outcasts
Strategy PloyWhenever a friendly CORSAIR VOIDSCARRED operative is more than 5" from other friendly operative, its weapons have the Punishing weapon rule.
Punishing: If you retain any critical successes, you can retain one of your fails as a normal success instead of discarding it.
Plunderers
Strategy PloyUp to 1D3 friendly CORSAIR VOIDSCARRED operatives can immediately perform a free Dash action in an order of your choice. This turning point, each that does so cannot perform the Dash action during their activation. You cannot use this ploy during the first Turning point.
Piratical Profiteers
Strategy PloyWhenever a friendly CORSAIR VOIDSCARRED operative is shooting, fighting or retaliating, if it or the enemy operative in that sequence contests an objective marker or one of your mission markers, that operative's weapons have the Balanced special rule.
Balanced: Can re-roll one Attack die.
Contemptuous Adventurer
Firefight PloyUse this firefight ploy when you activate your first friendly CORSAIR VOIDSCARRED operative during the turning point, if it is more than 5" from other friendly operatives.
The first time that operative performs either the Shoot or Fight action during that activation, its weapons have the relentless rule.
Note this ploy cannot come into effect more than once per activation (You cannot use it during both the Shoot and Fight action in the same activation).
Relentless: Can re-roll any or all Attack dice.
Capricious Flight
Firefight PloyUse this firefight ploy during a friendly CORSAIR VOIDSCARRED operative's activation, before or after it performs an action. During that activation, that operative can perform the Fall Back action for 1 less AP.
Light Fingers
Firefight PloyUse this firefight ploy during a friendly CORSAIR VOIDSCARRED operative's activation. Until the end of that activation, having an enemy operative within its control range does not prevent that friendly operative from performing the Pick Up marker or mission actions.
Opportunistic Fighters
Firefight PloyUse this Firefight ploy when an enemy operative performs the Fall Back action. Before it moves, inflict 2D3 damage on that operative for each friendly CORSAIR VOIDSCARRED operative within its control range.
Tac Ops
Track Enemy
InfiltrationReveal: 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.
Plant Devices
InfiltrationReveal: 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.
Steal Intelligence
InfiltrationReveal: 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.
Flank
ReconReveal: As a STRATEGIC GAMBIT.
Additional Rules:
Divide the killzone into two flanks (left and right) by drawing an imaginary line that's just like the centreline, except it runs from the centre of each player's killzone edge. An operative contests a flank while both wholly within it and wholly within their opponent's territory. Friendly operatives control a flank if the total APL stat of those contesting it is greater than that of enemy operatives.
Victory Points:
- After you reveal this op, at the end of each turning point after the first, for each flank friendly operatives control, you score 1VP.
- In the fourth turning point, ff friendly operatives also controlled that flank at the end of the third turning point, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Retrieval
ReconReveal: The first time you score VP from this op.
Mission Action: Retrieve (1 AP)
- If the active operative controls an objective marker that hasn't been searched by friendly operatives, that operative is now carrying one of your Retrieval mission markers and that objective marker has been searched by friendly operatives. Friendly operatives can perform the Pick Up Marker action on your Retrieval mission markers.
- An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if it's already carrying a marker.
Victory Points:
- The first time each objective marker is searched by friendly operatives, you score 1VP.
- At the end of the battle, for each of your Retrieval mission markers friendly operatives are carrying, you score 1VP.
Scout Enemy Movement
ReconReveal: The first time a friendly operative performs the Scout action.
Mission Action: Scout (1 AP)
- Select one ready enemy operative visible to and more than 6" from the active operative. That enemy operative is now monitored until the Ready step of the next Strategy phase.
- An operative cannot perform this action while it has an Engage order, 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, for each monitored enemy operative that's visible to friendly operatives, you score 1VP. Note that it doesn't have to be a friendly operative that performed the Scout action.
You cannot score more than 2VP from this op per turning point.