Elucidian Starstriders
Common Abilities and Options
Privateer Support Assets:
Once per firefight phase, when a friendly ELUCIDIAN STARSTRIDER NAVIS or ELUCIDIAN STARSTRIDER ELUCIA VHANE operative performs the Shoot action, you can select one of the following PRIVATEER SUPPORT ASSET ranged weapons for it to use. You cannot use each PRIVATEER SUPPORT ASSET more than once per battle.
Whenever a friendly ELUCIDIAN STARSTRIDER operative is using a PRIVATEER SUPPORT ASSET, determine cover saves differently. Instead, the target has a cover save if any part of its base is underneath Vantage terrain. Note that while this can affect the target’s cover save, you must still select a valid target as normal. In other words, the shot is guided by an operative in the killzone, but it comes from above.
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Archeotech Beam | 4 | 3+ | 6/7 |
| Hvy (Repos), Prc2, Silent | |||
| Plasma Battery | 5 | 4+ | 5/6 |
| Hvy (Repos), Lethal 5+, Prc1, Silent | |||
| Macrocannon | 5 | 4 | 4/5 |
| Hvy (Repos), PrcCrit1, Saturate, Silent, Tor 2" | |||
| Guided Shell | 5 | 4+ | 3/4 |
| Hvy (Repos), Blast 2", Silent | |||
| Cluster Bomb | 5 | 4+ | 2/3 |
| Hvy (Repos), Blast 3", Silent |
Crewmen:
Once per turning point, if you have not used a PRIVATEER SUPPORT ASSET during this turning point, you can counteract with one friendly VOIDSMAN operative that has a Conceal order,
but you cannot perform any actions other than Shoot, and you must use a PRIVATEER SUPPORT ASSET to do so.
Operatives
1. Elucia Vhane
A 3
M 6"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Heirloom Relic Pistol (Rng 8", PrcCrit1, Seek Light) | 4 | 3+ | 4/5 |
| Monomolecular Cane-Rapier (Lethal 5+) | 4 | 3+ | 3/6 |
Abilities
Disruption FieldDigital LasersMercilessPrivateer Support AssetsReputation To MaintainWarrant Of Trade2. Canid
A 2
M 8"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Vicious Bite (Rnd) | 4 | 3+ | 3/4 |
Abilities
BeastLoyal CompanionPrivateer Support Assets1AP: Gather3. Death Cult Executioner
A 3
M 6"
S 5+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Dartmask (Rng 6", Lethal 5+, Silent, Stun) | 4 | 3+ | 1/1 |
| Power Weapon (Lethal 5+) | 5 | 3+ | 4/6 |
Abilities
Bladed StanceRapid ReflexesZealot1AP: Trained Assassin4. Lectro-Maester
A 2
M 6"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Voltaic Pistol (Rng 8", 1" Dev1, Rnd) | 4 | 3+ | 4/4 |
| Gun Butt | 3 | 4+ | 2/3 |
Abilities
Missionary Of The Martian CreedVoltagheist Array0AP: Calibrate Voltagheist5. Rejuvenat Adept
A 2
M 6"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Laspistol (Rng 8") | 4 | 4+ | 2/3 |
| Scalpel Claw (Rnd) | 3 | 4+ | 3/4 |
Abilities
Medic!Normaliser Helm1AP: Healing Serum6. Voidmaster
A 2
M 6"
S 5+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Artificer Shotgun | |||
| Close Range (Rng 6") | 4 | 3+ | 4/4 |
| Long Range | 4 | 5+ | 2/2 |
| Relic Laspistol (Rng 8", Lethal 5+) | 4 | 3+ | 2/4 |
| Gun Butt | 3 | 4+ | 2/3 |
Abilities
DisciplinarianHardyPrivateer Support Assets1AP: Uncompromising Fire7. Voidsman
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Rotor Cannon | |||
| Focused (Hvy(Dash), Rnd) | 5 | 4+ | 4/5 |
| Sweeping (Hvy(Dash), Rnd, Tor1") | 4 | 4+ | 4/5 |
| Gun Butt | 3 | 4+ | 2/3 |
Abilities
CrewmenPrivateer Support Assets8. Voidsman
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Lasgun | 4 | 4+ | 2/3 |
| Gun Butt | 3 | 4+ | 2/3 |
Abilities
CrewmenPrivateer Support Assets9. Voidsman
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Lasgun | 4 | 4+ | 2/3 |
| Gun Butt | 3 | 4+ | 2/3 |
Abilities
CrewmenPrivateer Support Assets10. Voidsman
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Lasgun | 4 | 4+ | 2/3 |
| Gun Butt | 3 | 4+ | 2/3 |
Abilities
CrewmenPrivateer Support AssetsEquipment
Armoured Undersuit
Whenever an operative is shooting a friendly ELUCIDIAN STARSTRIDER operative that has a 5+ Save stat (excluding CANID), you can retain one of your defence dice results of 4 as a normal success.
Hot Shot Capacitor Pack
Up to twice per turning point, whenever a friendly ELUCIDIAN STARSTRIDER operative is performing the Shoot action and you select a laspistol, lasgun, or relic laspistol, you can use this rule. If you do, until the end of the turning point, add 1 to both Dmg stats of that weapon and it has the Hot and Piercing Crits 1 weapon rules.
Improved Coordinates Uplink
Whenever a friendly ELUCIDIAN STARSTRIDER operative is using a PRIVATEER SUPPORT ASSET, if the target is within 6" of a friendly ELUCIDIAN STARSTRIDER NAVIS operative, the target cannot be obscured and that weapon has the Saturate weapon rule.
Rapid Gunnery
Once per battle, when selecting a PRIVATEER SUPPORT ASSET, you can select one that has already been used during the battle. This takes precedence over the normal PRIVATEER SUPPORT ASSET rules.
Ploys
Lethal Proximity
Strategy PloyWhenever a friendly ELUCIDIAN STARSTRIDER operative is shooting an operative within 6" of it, that friendly operative's ranged weapons (excluding PRIVATEER SUPPORT ASSET weapons) have the Balanced weapon rule.
Balanced: Can re-roll one Attack die.
Quick March
Strategy PloyWhenever a friendly ELUCIDIAN STARSTRIDER operative performs the Reposition action during its activation, you can use this rule. If you do, add 1" to its Move stat until the end of that activation, but it must end that move closer to your opponent’s drop zone and cannot use a PRIVATEER SUPPORT ASSET during that activation.
Stake Claim
Strategy PloyPlace your Claim marker in the killzone. Whenever a friendly ELUCIDIAN STARSTRIDER operative is shooting against, fighting against or retaliating against an enemy operative that’s within 3" of that marker, in the Roll Attack Dice step, you can retain one of your fails as a normal success instead of discarding it, or retain one of your normal successes as a critical success instead. In the Ready step of the next Strategy phase, remove that marker.
Accurate 1: You can retain 1 Attack Die as a normal success without rolling it.
Undaunted Explorers
Strategy PloyThe first time an attack dice inflicts damage on each friendly ELUCIDIAN STARSTRIDER operative during the turning point in the Resolve Attack Dice step, you can halve that inflicted damage (rounding up, to a minimum of 2).
Combined Arms
Firefight PloyUse this firefight ploy after rolling your attack dice for a friendly ELUCIDIAN STARSTRIDER operative, if it’s shooting an enemy operative that’s been shot by another friendly ELUCIDIAN STARSTRIDER operative during this turning point. You can re-roll any of your attack dice. You cannot use this ploy while shooting with a PRIVATEER SUPPORT ASSET.
Great Endurance
Firefight PloyUse this firefight ploy during a friendly ELUCIDIAN STARSTRIDER NAVIS operative’s activation. Until the end of the activation, add 1 to its APL stat.
Survivalist
Firefight PloyUse this firefight ploy when a friendly ELUCIDIAN STARSTRIDER operative is activated. That friendly operative regains up to D3+2 lost wounds and during that activation you can ignore any changes to its APL stat.
Well-Drilled
Firefight PloyUse this firefight ploy when a friendly ELUCIDIAN STARSTRIDER NAVIS operative is activated. Select one other ready friendly ELUCIDIAN STARSTRIDER NAVIS operative visible to and within 3" of that operative. When that first friendly operative is expended, you can activate that other friendly operative before your opponent activates. When that other operative is expended, your opponent then activates as normal.
Tac Ops
Plant Banner
SecurityReveal: When you perform the Plant Banner action.
Mission Action: Plant Banner (1 AP)
- Place your Banner mission marker within the active operative's control range, wholly within your opponent's territory and more than 5" from a neutral killzone edge. Operatives can perform the Pick Up Marker action on your Banner mission marker.
- An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if a friendly operative has already performed this action during the battle.
Victory Points:
At the end of each turning point after the first, if your Banner mission marker is wholly within your opponent's territory and friendly operatives control it, you score 1VP; if that's true and no enemy operatives contest it, you score 2VP instead. Note your Banner mission marker must be in the killzone (not being carried) to score.
Martyrs
SecurityReveal: The first time a friendly operative is incapacitated while contesting an objective marker.
Additional Rules:
Whenever a friendly operative is incapacitated while contesting an objective marker, that marker gains one of your Martyr tokens.
Note that this is only the first time each operative is incapacitated, so if an operative is incapacitated, set back up (e.g. HIEROTEK CIRCLE Reanimation Protocols) and then subsequently incapacitated again, a second Martyr token cannot be gained as a result.
Victory Points:
At the end of each turning point after the first, if friendly operatives contest an objective marker that has one or more of your Martyr tokens, you can remove any of those tokens. For each token you remove, you score 1VP; if friendly operatives also control that marker, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Envoy
SecurityReveal: The first time you select an envoy.
Additional Rules:
As a STRATEGIC GAMBIT in each turning point after the first, select one friendly operative to be your envoy until the Ready step of the next Strategy phase. You cannot select an operative you selected during a previous turning point or an operative that's ignored for the kill op.
Victory Points:
At the end of each turning point after the first, if your envoy is wholly within enemy territory and not within control range of enemy operatives, you score 1VP; if this is true and your envoy has not lost any wounds during that turning point, you score 2VP instead.
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.