Corsair Voidscarred

Model NameMTSvWLdOC
Corsair Voidscarred
28.5mm
7"34+ 17+1
Keywords:
Drukhari, Asuryani, Corsair Voidscarred, Psyker, Infantry, Aeldari, Grenades, Anhrathe
Ranged WeaponsRangeABSSAPD
Fusion pistol
assault, melta 2, pistol
6"138-4D6
Long rifle
heavy, precision
36"134-12
Blaster
assault
18"138-4D6+1
Executioner
anti-infantry 2+, psychic
18"336-2D3
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

Led By

Stratagems

NameDescription
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 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 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 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 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 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 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.
1CP CONNOISSEURS OF PAIN
Detachment: Covenite Coterie
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

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

EFFECT: Spend 1 Pain token. Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1. At the end of the phase, if your unit is still on the battlefield and it is a Haemonculus Covens unit, you gain 1 Pain token.
1CP SYMPHONY OF SUFFERING
Detachment: Covenite Coterie
WHEN: Fight phase, just after a Drukhari unit from your army destroys an enemy unit.

TARGET: That DRUKHARI unit.

EFFECT: Each enemy unit within 9" of and visible to your unit must take a Battle-shock test, subtracting 1 from that test if your unit is a Haemonculus Covens unit.
1CP DOUBLE-CROSS
Detachment: Kabalite Cartel
WHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One Kabal or Blades for Hire unit from your army that was selected as the target of one or more of the attacking unit’s attacks, and one friendly Drukhari unit (excluding Vehicles).

EFFECT: Until the end of the phase, each time you would allocate an attack to a model in your KABAL or BLADES FOR HIRE unit, if your DRUKHARI unit is within Engagement Range of the attacking model, no saving throw is made for that attack; instead, your DRUKHARI unit suffers a number of mortal wounds equal to the Damage characteristic of that attack.
1CP TAKEN ALIVE
Detachment: Kabalite Cartel
WHEN: Fight phase.

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

EFFECT: Until the end of the phase, each time a model in your unit makes an attack, add 1 to the Hit roll. If your Contract unit is destroyed as a result of those attacks, every unit in your opponent’s army must take a Battle-shock test. You cannot gain more than 3 Pain tokens as a result of failed Battle-shock tests caused by this Stratagem.
1CP DARK HARVEST
Detachment: Realspace Raiders
WHEN: Start of the Fight phase.

TARGET: Up to two Wracks units from your army, or one other Drukhari unit from your army.

EFFECT: Until the end of the phase, melee weapons equipped by models in each of those units have the [LETHAL HITS] ability.
1CP INSTINCTIVE SPITE
Detachment: Realspace Raiders
WHEN: Start of your Shooting phase or the start of the Fight phase.

TARGET: Up to two Drukhari Battleline units from your army, or one other Drukhari unit from your army.

EFFECT: You can spend 1 Pain token. Until the end of the phase, each time a model in each of those units makes an attack that targets an enemy unit that is Below Half-strength, add 1 to the Hit roll. If you spent 1 Pain token, add 1 to the Wound roll as well.
2CP RAID AND FADE
Detachment: Realspace Raiders
WHEN: End of your Shooting phase.

TARGET: Up to two Kabalite Warriors units from your army, or one other Drukhari unit from your army (excluding ScouRGES and Aircraft).

EFFECT: Each of those units can make a Normal move of up to 6".

RESTRICTIONS: You cannot select units that are within Engagement Range of one or more enemy units. Until the end of the turn, those units are not eligible to declare a charge.
1CP FIGHTING SHADOWS
Detachment: Realspace Raiders
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One Drukhari unit from your army (excluding Haemonculus Covens 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 EAGER FOR THE KILL
Detachment: Realspace Raiders
WHEN: Start of your Movement phase.

TARGET: Up to two Wyches units from your army, or one other Drukhari unit from your army, that have not been selected to move this phase.

EFFECT: Until the end of the phase, each time one of those units Advances, do not make an Advance roll for it. Instead, until the end of the phase, add 6" to the Move characteristic of models in that unit (this is not cumulative with the Reavers’ Matchless Swiftness ability).
1CP SHORTEN THE ODDS
Detachment: Reaper’s Wager
WHEN: Your Movement phase, just after a Drukhari or Harlequins unit from your army has Advanced.

TARGET: That unit.

EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Advanced.
1CP FATEFUL ROLE
Detachment: Reaper’s Wager
WHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One Drukhari or Harlequins 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, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6, adding 1 to the result if that unit is losing the wager: on a 4+, do not remove it from play. That destroyed model can fight after the attacking model’s unit has finished making its attacks, and is then removed from play.
1CP MURDERER’S CIRCUS
Detachment: Reaper’s Wager
WHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One Drukhari or Harlequins 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, each time an attack targets your unit, subtract 1 from the Hit roll.
1CP MALICIOUS FRENZY
Detachment: Reaper’s Wager
WHEN: Your Shooting phase or the Fight phase.

TARGET: One Drukhari or Harlequins unit from your army that has not been selected to shoot or fight this phase.

EFFECT: Select [LETHAL HITS] or [SUSTAINED HITS 1]. Until the end of the phase, weapons equipped by models in your unit have the selected ability.
1CP SCINTILLATING TEMPO
Detachment: Reaper’s Wager
WHEN: Your Movement phase or your Charge phase, just after a Drukhari or Harlequins unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge.

TARGET: That unit.

EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at your unit.
2CP DANCE MACABRE
Detachment: Reaper’s Wager
WHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.

TARGET: One Drukhari Infantry or Harlequins Infantry unit from your army that is within 9" of that enemy unit.

EFFECT: Your unit can make a Normal move of up to D6". If your unit is currently losing the wager, it can make a Normal move of up to 6" instead.
1CP WRAITHLIKE RETREAT
Detachment: Skysplinter Assault
WHEN: End of the Fight phase.

TARGET: One Drukhari Infantry unit from your army that fought this phase.

EFFECT: Your unit can make a Normal or Fall Back move, but unless it is a Wyches unit, it must end that move wholly within 3" horizontally and 5" vertically of a friendly Drukhari Transport and must embark within that TRANSPORT at the end of that move (otherwise, it cannot make that move).
1CP SKYBORNE ANNIHILATION
Detachment: Skysplinter Assault
WHEN: Your Shooting phase.

TARGET: One Drukhari unit from your army that has not been selected to shoot this phase and that disembarked from a Transport this turn.

EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [SUSTAINED HITS 1] ability, or the [SUSTAINED HITS 2] ability if your unit is a Kabalite Warriors or Hand of the Archon unit.
1CP POUNCE ON THE PREY
Detachment: Skysplinter Assault
WHEN: Your Movement phase, just after a Drukhari Infantry unit from your army disembarks from a Transport that made a Normal move this phase.

TARGET: That INFANTRY unit.

EFFECT: Until the end of the turn, your unit is eligible to declare a charge.
1CP FEIGNED WEAKNESS
Detachment: Spectacle of Spite
WHEN: Your Movement phase, just after a Drukhari unit from your army Falls Back.

TARGET: That DRUKHARI unit.

EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge in turn in which it Fell Back.
1CP DEADLY DEBUT
Detachment: Spectacle of Spite
WHEN: Fight phase.

TARGET: One DRUKHARI unit from your army that made a Charge move this turn and has not been selected to fight this phase.

EFFECT: Until the end of the phase, melee weapons equipped by models in your unit have the [LETHAL HITS] ability. If your unit is a Wyches unit, until the end of the phase, improve the Armour Penetration characteristic of melee weapons equipped by models in your unit by 1 as well.