Corsairs of the Starfall Requiem

The Starfall Requiem has evolved far beyond a typical Corsair warband. What began as a loose brotherhood of void born raiders has grown into a rare and precarious coalition of Eldar paths—Corsairs, Aspect Warriors, and Skyreavers united under a single banner. This alliance is unusual, even controversial among the Aeldari, but it has granted the warband strength and versatility unmatched by most roaming fleets.

Corsairs of the Starfall Requiem

Common Abilities and Options

Aeldari Raiders:
Each friendly CORSAIR VOIDSCARRED operative can perform a free Dash action during their activation.

One Step Ahead:
Once per battle, after an enemy operative performs an action, if this operative is ready, you can use this rule. If you do so, roll 1D6, if the result is higher than that enemy operative's APL stat, you can interrupt and immediately perform either a free Shoot or a free Fight action with this operative, but other enemy operatives cannot be selected as a valid target or to fight against during that action (Note that secondary targets from the blast weapon rule can still be targeted). After you perform that action, subtract 1 from this operative's APL stat until the end of its next 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.

Veteran Raider:
This operative can perform a 1AP action for free during their activation as a result of the Aeldari Raiders rule (instead of the Dash action).

Prowling Raiders:
You can use the Capricious Flight and Light Fingers firefight ploys for 0cp each if a friendly WARRIOR is the specified CORSAIR VOIDSCARRED operative.

Operatives

1. Captain Vaelthyr Kor’thalan
Felarch
A 2
M 7"
S 4+
W 9/9
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 Raider
Notes

Vaelthyr Kor’thalan stepped into command after Vaelor Sythrax fell, not out of ambition but because the crew instinctively rallied to him in the chaos that followed. His leadership is quiet, steady, and precise—more anchor than banner—and his shuriken rifle speaks with the same measured certainty he brings to every decision.

CORSAIR VOIDSCARRED, AELDARI, ANHRATHE, FELARCH, LEADER
2. Vaelorin Shae’drith
Felarch
A 2
M 7"
S 4+
W 9/9
Weapons
ATK
HIT
DMG
Shuriken Pistol (Rng 8", Rnd)
4
3+
3/4
Shuriken Rifle (Rnd)
4
3+
3/4
Power Weapon (Lethal 5+)
4
3+
4/6
Abilities
Aeldari RaidersOne Step AheadRiflesVeteran Raider
Notes

Vaelorin leads with the poise of a duelist and the precision of a marksman, his shuriken rifle an extension of his will rather than a mere weapon. Once a noble wanderer from a distant craftworld, he abandoned the rigid Paths after a vision showed him a future entwined with the Void‑Scarred Corsairs. In battle, his calm authority sharpens the warband’s chaos into purpose, and many claim that when he takes aim, fate itself seems to pause and listen.

CORSAIR VOIDSCARRED, AELDARI, ANHRATHE, FELARCH, LEADER
3. Kurnis Vael
Way Seeker
A 2
M 7"
S 4+
W 8/8
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 Shield
Notes

Kurnis Vael is a wandering mystic who hears the skeins of fate as faint whispers drifting through the void. He travels with the Corsairs not out of loyalty, but because he believes a hidden thread of destiny coils tightly around their path. His serene, unreadable demeanor unsettles even his closest kin, who suspect he perceives far more than he ever chooses to reveal.

Warp Fold (1AP): PSYCHIC
Select 2 Friendly CORSAIR VOIDSCARRED operatives visible to and within 5" of this operative. Remove them both from the killzone and set them back up in each other's locations (in other words, swap their positions). If one of them performed a Charge, Fall Back, or Reposition option during this turning point and the other is ready, the other cannot perform any of those actions in its activation during this turning point.
This operative cannot perform this action while within control range of an enemy operative.

Warding Shield (1AP): PSYCHIC

Select one Friendly CORSAIR VOIDSCARRED operative visible to and within 6" of this operative. Until the start of this operative's next activation, until it is incapacitated, or until it performs this action again (Whichever comes first), the first time an attack dice inflicts normal damage on that friendly operative, ignore that inflicted damage.

This operative cannot perform this action while within control range of an enemy operative.

CORSAIR VOIDSCARRED, AELDARI, ANHRATHE, PSYKER, WAY SEEKER
4. Nyssira Kheldrin
Soul Weaver
A 2
M 7"
S 4+
W 8/8
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 Heal
Notes

Nyssira binds the spirits of fallen Corsairs into crystalline totems, ensuring their essence never drifts into oblivion. She speaks to these spirits as though they were lifelong companions, and many aboard the Requiem swear they whisper back to her in the quiet hours. Her grim serenity conceals a fierce, almost maternal protectiveness over her warband, for she carries every soul she preserves as a personal vow.

Soul Channel (1AP): PSYCHIC

Select one other friendly CORSAIR VOIDSCARRED operative visible to and within 6" of this operative. Until the end of that operative's next activation, add 1 to its APL stat.

This operative cannot perform this action while within control range of an enemy operative.

Soul Heal (1AP): PSYCHIC

Select one friendly CORSAIR VOIDSCARRED operative visible to and within 6" of this operative. That operative regains 2D3 lost wounds.

This operative cannot perform this action while within control range of an enemy operative.

CORSAIR VOIDSCARRED, AELDARI, ANHRATHE, SOUL WEAVER, PSYKER
5. Shaiel Vorn
Starstorm Duellist
A 2
M 7"
S 4+
W 8/8
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 Barrage
Notes

Shaiel lives for the perfection of the gun, seeking worthy opponents like a hunter seeks prey. He keeps a journal of every duel he has fought, annotated with poetic reflections. His elegance in combat borders on artistry.

Quick On The Trigger: This operative can perform the Shoot action while within control range of an enemy operative. If it does, when selecting a valid target, you can only select an enemy operative within this operative's control range, and can do so even if other friendly operatives are within that enemy operative's control range.

Pistol Barrage (1AP): Perform 2 free shoot actions with this operative (this takes precedence over action restrictions). You must select its fusion pistol for one action and its shuriken pistol for the other (in any order).

This operative cannot perform this action while it has a Conceal order, or during an activation in which it performed the Shoot action (or vice versa).

CORSAIR VOIDSCARRED, AELDARI, ANHRATHE, STARSTORM DUELLIST
6. Vaelkir Thorn‑Prowl
Kurnite Hunter
A 2
M 7"
S 4+
W 8/8
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 Bond
Notes

Vaelkir moves with the quiet certainty of a predator who has studied every shadow and scent of the battlefield. Once a solitary tracker on the Path of the Hunter, he joined the Starfall Requiem after crossing blades with its Corsairs and realizing their goals aligned with his own pursuit of worthy prey.

Erudite Hunter: STRATEGIC GAMBIT

Select one enemy operative within 9" of this operative. Once during this turning point, after that enemy operative performs an action in which it moves, you can interrupt to use this rule. If you do, this operative can immediately perform either a free Reposition action (it cannot end that move further away from that enemy operative), or a free Charge action (you can change its order to do so, and it must end that move within control range of that enemy operative). In a killzone that uses the close quarters rules (e.g. Killzone: Tomb World), ignore Wall terrain when determining further away.

Faolchu's Bond: The first time during each turning point that this operative is retaliating, if it is ready, in the Resolve Attack Dice step of that sequence, you resolve the first attack dice (i.e, defender instead of attacker).

CORSAIR VOIDSCARRED, AELDARI, ANHRATHE, KURNITE HUNTER
7. Draeven Korallis
Kurnathi
A 2
M 7"
S 4+
W 8/8
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 Stance
Notes

Draeven is a stoic warrior who channels centuries of disciplined martial tradition. His blade work is a dance of lethal precision, honed through countless duels across the stars. Though quiet, he radiates a calm authority that steadies the entire warband.

Blademaster: This operative can perform the Dash action during an activation in which it has performed the Charge action, but can only use any remaining move distance it had from that Charge action (to a maximum of 3").

Bladed Stance: 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.

CORSAIR VOIDSCARRED, AELDARI, ANHRATHE, KURNATHI
8. Syraeth “Star‑Cut” Dhael
Shade Runner
A 2
M 7"
S 4+
W 8/8
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 Attack
Notes

Syraeth moves with impossible speed, slipping between shadows as though they were doorways only she can see. She delights in striking from angles no enemy anticipates, leaving behind nothing but a shimmer of starlight where her blade passed. Her rare, breathless laughter during battle unsettles even her allies, for it often comes just before an enemy falls.

Blink Pack: Whenever this operative performs the Charge, Fall Back or Reposition action, it can Warp Jump. If it does, do not move it, instead remove it from the Killzone and set it back up wholly within 7" of its original location, measuring the Horizontal distance only (in Killzone Gallowdark, this distance can be measured through walls). It must be set up in a location it can be placed, and unless it is the Charge action, it cannot be set up within control range of an enemy operative.

Slicing Attack: Whenever this operative performs the Reposition action with a Warp Jump (See Blink Pack), you can use this rule. If you do, after it moves, draw an imaginary line 1mm in diameter and up to 7" long between it and its previous location. Note this does not have to be a straight line. Inflict 1D3+2 damage on one enemy operative that line crosses. You cannot inflict damage on an enemy operative that was not visible to this operative at the start of that action. A 28mm round marker can be temporarily placed underneath this operative before it moves to help determine this.

CORSAIR VOIDSCARRED, AELDARI, ANHRATHE, SHADE RUNNER
9. Lyrik “Ghost Mask” Thalen
Fate Dealer
A 2
M 7"
S 4+
W 8/8
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 CloakRifles
Notes

Lyrik wears a shifting holo mask that displays ever changing expressions, none of which match his true emotions. He manipulates probability with uncanny instinct, turning misfortune into opportunity. His crewmates trust him, but never fully understand him.

Camo Cloak: Whenever an operative is shooting this operative:

  • Ignore the Saturate weapon rule.
  • If you can retain any cover saves, you can retain one additional cover save, or you can retain one cover save as a critical success instead.

This is not cumulative with improved cover saves from vantage terrain.

CORSAIR VOIDSCARRED, AELDARI, ANHRATHE, FATE DEALER
10. Korveth Ral
Gunner
A 2
M 7"
S 4+
W 8/8
Weapons
ATK
HIT
DMG
Blaster (Prc2)
4
3+
4/5
Shuriken Pistol (Rng 8", Rnd)
4
3+
3/4
Fists
3
3+
2/3
Abilities
Aeldari Raiders
Notes

Korveth is a thrill seeker who lives for the blinding flash of a perfect shot. His blaster is a relic he claims to have stolen from a Craftworld noble—though the story changes every time he tells it. He measures his worth by the size of the explosions he leaves behind.

CORSAIR VOIDSCARRED, AELDARI, ANHRATHE, GUNNER
11. Khaeryn Vynnor
Gunner
A 2
M 7"
S 4+
W 8/8
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 Raiders
Notes

Piercing Crits 1 (Shredder)

Khaeryn’s shredder growls like a starving beast, and he tends to it with the unsettling affection others reserve for cherished companions. He thrives in the chaos of close‑quarters firefights, where his weapon can dissolve armor and flesh in a single ravenous burst. Despite the brutality of his craft, he is fiercely loyal to his crew, guarding them with the same ferocity his shredder shows its prey.

CORSAIR VOIDSCARRED, AELDARI, ANHRATHE, GUNNER
12. Thyriel Sun Reef
Heavy Gunner
A 2
M 7"
S 4+
W 8/8
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 Raiders
Notes

Thandryl bears a wraithcannon far too heavy for most Corsairs, claiming it sings to him in tones only he can hear. He fires it with serene, almost meditative precision, watching reality buckle and unravel around his targets with quiet fascination. His crewmates give him a wide berth when he communes with the weapon, for the air around him seems to ripple with echoes of whatever lies beyond the veil.

CORSAIR VOIDSCARRED, AELDARI, ANHRATHE, HEAVY GUNNER
13. Kaelith Vorrenn
Heavy Gunner
A 2
M 7"
S 4+
W 8/8
Weapons
ATK
HIT
DMG
Shuriken Cannon
Focused (Hvy(Dash), Rnd)
5
3+
4/5
Sweeping (Hvy(Dash), Rnd, Tor 1")
4
3+
4/5
Shuriken Pistol (Rng 8", Rnd)
4
3+
3/4
Fists
3
3+
2/3
Abilities
Aeldari Raiders
Notes

Kaelith hefts his shuriken cannon with effortless confidence, treating the heavy weapon as though it were a natural extension of his own body. He prefers to anchor the battlefield from mid range, unleashing sweeping storms of monomolecular discs that carve precise lanes of death through enemy ranks. Calm, methodical, and unshakably focused, Kaelith is the eye of the storm amid the Corsairs’ chaos—steadying their advance with disciplined firepower.

CORSAIR VOIDSCARRED, AELDARI, ANHRATHE, HEAVY GUNNER
14. Vaedros Kynn
Warrior
A 2
M 7"
S 4+
W 8/8
Weapons
ATK
HIT
DMG
Shuriken Pistol (Rng 8", Rnd)
4
3+
3/4
Power Weapon (Lethal 5+)
4
3+
4/6
Abilities
Aeldari RaidersProwling RaidersRifles
Notes

Vaedros fights with the restless energy of someone who has spent too long staring into the void and found it staring back. His blade work is sharp and efficient, but it’s his uncanny ability to read the flow of battle that makes him invaluable to the Requiem. Though he rarely speaks, his presence on the field feels like a silent promise that no Corsair will fall unnoticed.

CORSAIR VOIDSCARRED, AELDARI, ANHRATHE, WARRIOR
15. Shaelyth Vorrenn
Warrior
A 2
M 7"
S 4+
W 8/8
Weapons
ATK
HIT
DMG
Shuriken Pistol (Rng 8", Rnd)
4
3+
3/4
Power Weapon (Lethal 5+)
4
3+
4/6
Abilities
Aeldari RaidersProwling RaidersRifles
Notes

Shaelyth moves with a dancer’s grace, weaving between gunfire as though the battlefield itself bends to her rhythm. She collects small trophies from every raid—shards of metal, fragments of armor, even broken runes—claiming they help her remember the paths she’s walked. Beneath her calm exterior lies a fierce determination to carve her own legend among the stars.

CORSAIR VOIDSCARRED, AELDARI, ANHRATHE, WARRIOR

Equipment

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 Ploy

Whenever 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 Ploy

Whenever 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 Ploy

Up 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 Ploy

Whenever 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 Ploy

Use 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 Ploy

Use 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 Ploy

Use 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 Ploy

Use 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
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.

Flank
Recon

Reveal: 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
Recon

Reveal: 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
Recon

Reveal: 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.