Corsair Voidscarred

Model NameMTSvWLdOC
Corsair Voidscarred
28.5mm
7"34+ 17+1
Keywords:
, Asuryani, Infantry, Psyker, Corsair Voidscarred, Anhrathe, Grenades, Aeldari
Ranged WeaponsRangeABSSAPD
Blaster
assault
18"138-4D6+1
Executioner
anti-infantry 2+, psychic
18"336-2D3
Fusion pistol
assault, melta 2, pistol
6"138-4D6
Long rifle
heavy, precision
36"134-12
Neuro disruptor
anti-infantry 2+, assault, pistol
12"134-21
Shredder
assault, torrent
18"D6N/A601
Shuriken cannon
lethal hits
24"336-12
Shuriken pistol
assault, pistol
12"134-11
Shuriken rifle
assault, rapid fire 1
24"134-11
Wraithcannon
18"1314-4D6+1
Melee WeaponsRangeABSSAPD
Close combat weapon
Melee33301
Paired Hekatarii blades
twin-linked
Melee423-21
Power sword
Melee334-21
Witch staff
anti-infantry 2+, psychic
Melee2230D3

Abilities

Piratical Raiders:At the start of the battle, select one unit from your opponent’s army. Weapons equipped by models in this unit have the [LETHAL HITS] and [PRECISION] abilities while targeting that unit.

Wargear Options

Any number of Corsair Voidscarred can each have their shuriken pistol and power sword replaced with 1 shuriken rifle.
The Voidscarred Felarch’s shuriken pistol can be replaced with one of the following:
  • 1 neuro disruptor
  • 1 shuriken rifle
The Voidscarred Felarch can be equipped with 1 mistshield.
For every 5 models in this unit, 1 Corsair Voidscarred’s shuriken rifle can be replaced with one of the following:
  • 1 blaster
  • 1 shredder
If this unit contains 10 models, 1 Corsair Voidscarred’s shuriken rifle can be replaced with one of the following:
  • 1 shuriken cannon
  • 1 wraithcannon
If this unit contains 10 models, 1 Corsair Voidscarred’s shuriken rifle can be replaced with 1 long rifle.
If this unit contains 10 models, 1 Corsair Voidscarred’s power sword can be replaced with 1 fusion pistol.
1 Corsair Voidscarred model equipped with a shuriken pistol and power sword can be equipped with 1 Faolchú.

Wargear Abilities

Channeller Stones:Once per turn, the first time a saving throw is failed for the bearer’s unit, change the Damage characteristic of that attack to 0.
Faolchú:Ranged weapons equipped by models in the bearer’s unit have the [IGNORES COVER] ability.
Mistshield:The bearer has a 4+ invulnerable save.

Unit Composition

This unit can contain a maximum of 10 models.
1 Voidscarred Felarch
4-9 Corsair Voidscarred
0-1 Shade Runner
0-1 Soul Weaver
0-1 Way Seeker
Every Corsair Voidscarred and Voidscarred Felarch is equipped with: shuriken pistol; power sword; close combat weapon.

A Shade Runner is equipped with: shuriken pistol; paired Hekatarii blades.

A Soul Weaver is equipped with: shuriken pistol; power sword; channeller stones.

A Way Seeker is equipped with: shuriken pistol; Executioner; witch staff.

Costs

5 models - 80pts
10 models - 160pts

Leader

Stratagems

NameDescription
1CP INSANE BRAVERY
Detachment: Core
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.

TARGET: That unit from your army.

EFFECT: Your unit automatically passes that Battle-shock test.

RESTRICTIONS: You cannot use this Stratagem more than once per battle.
2CP COUNTER-OFFENSIVE
Detachment: Core
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
1CP GRENADE
Detachment: Core
WHEN: Your Shooting phase.

TARGET: One GRENADES unit from your army (excluding units that Advanced, Fell Back or have shot this turn) that is not within Engagement Range of one or more enemy units.

EFFECT: Select one GRENADES model in your unit and one enemy unit that is not within Engagement Range of any units from your army and is within 8" of and visible to your GRENADES model. Roll six D6: for each 4+, that enemy unit suffers 1 mortal wound.
1CP HEROIC INTERVENTION
Detachment: Core
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.

EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.

RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
1CP GO TO GROUND
Detachment: Core
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
1CP RAPID INGRESS
Detachment: Core
WHEN: End of your opponent’s Movement phase.

TARGET: One unit from your army that is in Reserves.

EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).

RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
1CP COMMAND RE-ROLL
Detachment: Core
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
1CP FIRE OVERWATCH
Detachment: Core
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move, or declares a charge.

TARGET: One unit from your army that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.

EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.

RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
1CP SKYBORNE SANCTUARY
Detachment: Aspect Host
WHEN: End of the Fight phase.

TARGET: One Asuryani unit from your army that was eligible to fight this phase and one friendly Transport it is able to embark within.

EFFECT: If your ASURYANI unit is not within Engagement Range of one or more enemy units and is wholly within 6" of that TRANSPORT, it can embark within it.
1CP ISHA’S FURY
Detachment: Seer Council
WHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.

TARGET: One Asuryani Psyker model from your army within 9" of that enemy unit.

EFFECT: Roll six D6: for each 3+, that enemy unit suffers 1 mortal wound.
1CP FOREWARNED
Detachment: Seer Council
WHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One Asuryani Infantry unit from your army (excluding Wraith Construct units) that was selected as the target of one or more of the attacking unit’s attacks and is within 9" of one or more friendly Asuryani Psyker models.

EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll and subtract 1 from the Wound roll.
1CP PRESENTIMENT OF DREAD
Detachment: Seer Council
WHEN: Command phase.

TARGET: One Asuryani Psyker model from your army.

EFFECT: Select one enemy unit within 18" of and visible to your model. That enemy unit must take a Battle-shock test, subtracting 1 from that test.
1CP FATE INESCAPABLE
Detachment: Seer Council
WHEN: Your Shooting phase.

TARGET: One Asuryani Infantry unit from your army (excluding Wraith Construct units) that has not been selected to shoot this phase and is within 9" of one or more friendly Asuryani Psyker models.

EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [IGNORES COVER] ability and each time a model in your unit makes an attack, on a Critical Wound, improve the Armour Penetration characteristic of that attack by 1.
1CP PSYCHIC SHIELD
Detachment: Seer Council
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One Asuryani Infantry unit from your army (excluding Wraith Construct units) that was selected as the target of one or more of the attacking unit’s attacks and is within 9" of one or more friendly Asuryani Psyker models.

EFFECT: Until the end of the phase, your unit can only be selected as the target of a ranged attack if the attacking model is within 18".
1CP UNSHROUDED TRUTH
Detachment: Seer Council
WHEN: Your Movement phase.

TARGET: One Asuryani Infantry unit from your army (excluding Wraith Construct units) that has not been selected to move this phase, was not set up on the battlefield this phase, and is within 9" of one or more friendly Asuryani Psyker models.

EFFECT: Remove your unit from the battlefield and set it up again anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

RESTRICTIONS: Until the end of the phase, your unit is not eligible to be selected to move.
1CP SEER’S EYE
Detachment: Spirit Conclave
WHEN: Your Shooting phase or the Fight phase.

TARGET: One Aeldari Psyker model from your army and one friendly Wraith Construct unit within 12" of it that has not been selected to shoot or fight this phase.

EFFECT: Select one enemy unit visible to your PSYKER model. Until the end of the phase, each time a model in your WRAITH CONSTRUCT unit makes an attack that targets that enemy unit, you can ignore any or all modifiers to the Armour Penetration and/or Damage characteristics of that attack.
1CP SOUL BRIDGE
Detachment: Spirit Conclave
WHEN: Your Command phase.

TARGET: One Wraithblades, Wraithguard or Wraithlord unit from your army and one Asuryani Psyker model from your army.

EFFECT: Until the start of your next Command phase, your WRAITHBLADES, WRAITHGUARD or WRAITHLORD unit is considered to be within 12" of your PSYKER model for the purposes of the Psychic Guidance and Spirit Guides abilities.
1CP FIRE AND FADE
Detachment: Warhost
WHEN: Your Shooting phase, just after an Asuryani Infantry unit from your army (excluding Aircraft, Asurmen and Wraith Construct units) has shot.

TARGET: That ASURYANI unit.

EFFECT: Your unit can make a Normal move of up to D6+1".

RESTRICTIONS: Until the end of the turn, your unit is not eligible to declare a charge or embark within a Transport.
1CP BLITZING FIREPOWER
Detachment: Warhost
WHEN: Your Shooting phase.

TARGET: One Asuryani unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [SUSTAINED HITS 1] ability while targeting an enemy unit within 12". If such a weapon already has that ability, until the end of the phase, each time an attack is made with that weapon, an unmodified Hit roll of 5+ scores a Critical Hit.
1CP FEIGNED RETREAT
Detachment: Warhost
WHEN: Your Movement phase, just after an Asuryani unit from your army Falls Back.

TARGET: That ASURYANI unit.

EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back.
1CP LIGHTNING-FAST REACTIONS
Detachment: Warhost
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One Asuryani unit from your army (excluding Wraith Construct units) that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll.
1CP WEBWAY TUNNEL
Detachment: Warhost
WHEN: End of your opponent’s Fight phase.

TARGET: One Asuryani Infantry unit from your army that is wholly within 9" of one or more battlefield edges.

EFFECT: If your unit is not within Engagement Range of one or more enemy units, remove it from the battlefield and place it into Strategic Reserves.
1CP SKYBORNE SANCTUARY
Detachment: Warhost
WHEN: End of the Fight phase.

TARGET: One Asuryani unit from your army that was eligible to fight this phase and one friendly Transport it is able to embark within.

EFFECT: If your ASURYANI unit is not within Engagement Range of one or more enemy units and is wholly within 6" of that TRANSPORT, it can embark within it.