Red Corsairs Raiders

Red Corsairs Raiders

Common Abilities and Options

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.

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.

Operatives

1. Huron Blackheart
Tyrant of Badab
A 3
M 6"
S 3+
W 16/16
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
Machine BodyHamadrya's KnowledgeRenegade AstartesExpert Pirates1AP: Lord of Badab

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

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.

RED CORSAIRS RAIDERS; LEADER; CHAOS SPACE MARINES; CHAOS; ASTARTES; TYRANT's AGENTS; PSYCHIC
2. Garreon
Corpse Apothecary
A 3
M 6"
S 3+
W 14/14
Weapons
ATK
HIT
DMG
Absolver Bolt Pistol (Rng 9", PrcCrit1)
4
3+
4/5
Reductor Array (Lethal 5+, Brutal)
4
3+
4/6
Abilities
Expert Pirates1AP: Corpse ChirurgeonStolen GeneseedRenegade Astartes

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
3. Captain Sargotta
Helmsman
A 2
M 6"
S 4+
W 8/8
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
Masters of the MaelstromMasterful FencerTactical GeniusExpert Pirates

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.

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.

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
4. Katar Garrex
Executioner
A 3
M 6"
S 3+
W 14/14
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng 8")
4
3+
3/4
Great Poweraxe (Lethal 5+, Brutal)
5
3+
5/6
Abilities
Unwavering LoyaltyExpert PiratesRenegade Astartes1AP: Easy Target

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.

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

RED CORSAIRS RAIDERS; CHAOS SPACE MARINES; CHAOS; ASTARTES; TYRANT's AGENTS
5. Garlon Soul eater
Sorcerer
A 3
M 6"
S 3+
W 14/14
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng 8")
4
3+
3/4
Force Stave (Psychic, Shock)
4
3+
4/6
Mind Wrench
Standard (Psychic, Lethal 5+, PrcCrit1, Saturate)
4
3+
3/6
Psychic Overload (Psychic, Lethal 5+, Prc1, Saturate, Hot)
4
3+
4/6
Abilities
1AP: 1 AP: Hateful Ward1AP: Cruel MaelstromRenegade AstartesExpert Pirates

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
6. Rampage
Bonecrusher
A 3
M 6"
S 3+
W 14/14
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng 8")
4
3+
3/4
Powerfist (Brutal; Shock)
4
3+
5/7
Abilities
Renegade AstartesExpert PiratesCrushing Blow

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
7. Gillian Ofnir
Bombardier
A 3
M 6"
S 3+
W 14/14
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
GrenadierExpert PiratesRenegade 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
8. Mo'Sheh
Warrior
A 3
M 6"
S 3+
W 14/14
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng 8")
4
3+
3/4
Chainsword
5
3+
4/5
Abilities
Blood TaxRenegade AstartesExpert Pirates

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

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

Withholding the Tithe
Firefight Ploy

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.

Underhanded Strike
Firefight Ploy

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.

Rulers of the Maelstrom
Firefight Ploy

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.

Ruthless Cunning
Firefight Ploy

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).

Boarding Tactics
Strategy Ploy

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.

Disemboweling Strike
Strategy Ploy

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.

Boarding Party
Strategy Ploy

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.

Veterans of the Badab War
Strategy Ploy

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.

Tac Ops

Sweep & Clear
Seek And Destroy

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.

Dominate
Seek And Destroy

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.

Rout
Seek And Destroy

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.

Track Enemy
Infiltration

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.

Plant Devices
Infiltration

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.

Steal Intelligence
Infiltration

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.