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
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
Machine BodyHamadrya's KnowledgeRenegade AstartesExpert Pirates1AP: Lord of Badab2. Garreon
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
Expert Pirates1AP: Corpse ChirurgeonStolen GeneseedRenegade Astartes3. Captain Sargotta
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
Masters of the MaelstromMasterful FencerTactical GeniusExpert Pirates4. Katar Garrex
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
Unwavering LoyaltyExpert PiratesRenegade Astartes1AP: Easy Target5. Garlon Soul eater
A 3
M 6"
S 3+
W 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 Pirates6. Rampage
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
Renegade AstartesExpert PiratesCrushing Blow7. Gillian Ofnir
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
GrenadierExpert PiratesRenegade Astartes8. Mo'Sheh
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt Pistol (Rng 8") | 4 | 3+ | 3/4 |
| Chainsword | 5 | 3+ | 4/5 |
Abilities
Blood TaxRenegade AstartesExpert PiratesEquipment
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 PloyUse 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 PloyUse 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 PloyUse 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 PloyYou 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 PloyWhenever 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 PloyWhenever 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 PloyUp 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 PloyWhenever 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 DestroyReveal: 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 DestroyReveal: 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 DestroyReveal: 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
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.