You are on page 1of 65

FOR RICHES AND GLORY

"I have walked the Paths of the Craftworlds, but I threw off their chains before they broke me. I have walked the streets of the Dark City, but I fled before
its temptations ensnared me. I have dueled with Daemons in the Eye of Terror and I have fought the living vessels of the Great Devourer. I have done all
this and so much more, and I did it all for one simple reason; because I could."
-Lady Elthanarias, Admiral of the Crimson Tear Corsairs

The Path of the Corsair Corsair Fleets


Life upon an Eldar Craftworld is one of rigidity. From the moment they are Inevitably, given the fractious nature and varied heritage of the Eldar
born, Craftworld Eldar are set upon the Paths; ritualised ways of life that Corsairs, there are a plethora of different fleets that stalk the inky void of
focus on perfecting a single pursuit to its utmost. There are Paths for the galaxy, each with unique traditions and views. These ‘fleets’ vary in
artists, scholars and sculptors. There are Paths for warriors, for psychic size as much as in character; in truth many Corsair bands possess only a
mastery and for the manipulation of Wraithbone. There is a Path for every single vessel, either because they are too new of a venture to have
aspect of Eldar life, and thus there is another path, a path for those who acquired a full-fledged flotilla or because the Corsair Prince who
can no longer stand to be bound to a single pursuit or calling: the Path of commands it is too headstrong or arrogant for many other Eldar to
the Outcast. tolerate their company for more than a brief adventure.

The Outcasts are often young Eldar, disillusioned by Craftworld life and Haunts and Hideouts
longing to experience the full gamut of sensation that they are otherwise All Corsairs need a base of operations, whether they possess a single
denied. The life they choose is a dangerous one, for as an Outcast they vessel, a small flotilla, or a mighty armada whose very name makes
will be subjected to the same temptations that damned the Eldar race as Imperial Navy officers shudder. These bases are always hidden away
a whole. The Path of the Outcast can take many forms, with Eldar from inquisitive eyes by some means, for loss of their stockpiles, repair
Rangers being one of the most common. However, some Outcasts facilities and other amenities would be disastrous. Some Corsairs prefer
choose instead to take up a life of piracy, becoming an Eldar Corsair. bases hidden in plain sight, perhaps hidden by holofields on the surface
of a barren, uninteresting moon, while others prefer locations only a
The Corsairs are a truly eclectic mix of Eldar. Their numbers include souls madman or fool would bother exploring; fortresses held in stasis in the
drawn from Craftworlds, Exodite colonies, 'pure' Corsairs born aboard accretion disc of a black hole, or at the heart of a dense, treacherous
ship or one of the myriad pirate havens, and perhaps even lost souls of nebula or asteroid field. Other fleets use the Webway to their advantage,
Commorragh, exiled by their kin or by choice. With such a wide scope of some even claiming the convenience and pleasure of an unsettled
personalities and origins, it is impossible to define Corsairs universally; Maiden World far from the lesser races of the stars but only an eye-blink
some are pure and noble warriors who serve closely with their Craftworld away from shipping lines and vulnerable worlds thanks to its portal to the
kin. Others are ruthless despots, operating out of Commoragh or one of Twilight Realm. Another way the Webway may provide for Corsairs is
its sister-ports. The majority lie somewhere in between, with multiple when they work in concert with a Craftworld or Exodite colony, taking
alliances and feuds, treaties and debts, but owing allegiance to no one advantage of their infrastructure and trade in exchange for serving their
but themselves. hosts’ interests and providing protection at times of need.

As with any other Eldar Path, most Eldar do not exclusively follow the
lifestyle of a Corsair, or even the way of the Outcast as a whole. Many
Craftworlders who become Corsairs will eventually return to the “It was aboard a war-weary cruiser of the Great Enemy where I earned
Craftworld and take up another Path, perhaps as a member of the fleet or my place among the favoured of the Prince – we had stalked the ship
as an Aspect Warrior. Some,however, find themselves unable to ever for days, limping as it did after a skirmish with clumsy Orks too slow to
return to a 'normal' life. Instead, they rise through the ranks of the Corsair finish what they had begun.
fleet, seeking ever more extreme sensations and performing increasingly We struck from our boarding craft, killing dozens in the first seconds
reckless feats of bravado. and slicking the decks with their gore. All of us were battle-eager,
prying weapons and trinkets from the dead till the Felarch’s whip drove
This life will inevitably destroy some who pursue it - they will become a us back into the fray.
part of the Dark City, or disappear beyond the borders of known space to Half of our number died before they saw the brute that slew them –a
seek the most unspeakable acts of debauchery. Others still will lose their Space Marine smouldering with power infernal, laying about himself
very souls and be consumed by She Who Thirsts in their pursuit of with shells the size of my fist. I seized a flame-weapon from fallen
excess. Those who remain are truly formidable warriors. Masters of Eiseil and unleashed it’s fury upon him, firing thrice more before his
ship-to-ship combat and self-appointed sovereigns of the stars, these accursed laughter finally stopped, his lungs charred and boiling.
Corsairs ensure that the fleets continue to operate, and their legends are I held my ground till more Corsairs filled the breach, then, grimly, I
inevitably what draws the young, the eager, and the naive tendered the Spirit Stones of the slain to my master Arthouros. In
to a captain’s banner. return, he named me Dragon, and I have wielded that flamer, the
dragon’s breath, ever since.”
This, then, is the life of the Corsair; loyal only to each other, masters of -Uthén of Ulthwe, Corsair of the Crimson Tears
nought save what they can claim by force, and cursed by a lust for wealth
and power that can never be satiated.

2
Corsairs at War
A typical Corsair attack will be a rapid-moving low orbital raid, deploying Corsair Princes are not above hiring themselves out as mercenaries to
fast from Vampire Raiders, striking with aggression and speed, and then the highest bidder. During lean times, a band might find temporary
quickly withdrawing. Corsairs are not well-equipped for extended battles employment with a rebel planetary governor, mutinous Imperial Guard
of campaigns, and would find a pitched battle against a well-armed foe commander, or other renegades from the Imperium’s justice. For their
difficult. Although a corsair Prince will often have the heavier support of employer, this is a desperate measure, because those Imperial servants
Nightwings or Phoenix bombers to call upon, a Corsair band will generally who seek their aid can expect no mercy from the Emperor’s Inquisition.
avoid siege warfare if they can.
On occasion, Eldar Craftworlds and Corsair bands will go to war with
Corsairs also commonly use boarding actions against poorly defended each other. Oftentimes it is because the Corsair bands have strayed too
freighters and transports. At close quarters, their lack of heavy weapons far down a dark path, and the Craftworld Eldar have been forced to move
is not a hindrance, and their use of specialized grav-tanks makes them against them rather than allow them to fall enmasse into the clutches of
well suited to such battlefields. the Archons of Commorragh. There are also long-standing rivalries and
old scores to be settled between different Eldar factions. These
differences rarely lead to open war, but can be some of the bloodiest
conflicts when they do.

3
THE BATTLE FOR THE BETALIS SYSTEM
The early warning systems on the Watchful Saviour, Betalis III’s primary orbiting defence platform, burst into life as the Corsair armada crossed into
the system’s outer reaches. As one, the dour robed figures of its choir rose up from their ornately carved wooden stalls and began to chant the
Canticle of the Observant Son - the low droning call to arms a sombre contrast to the shrieking sirens that had also been triggered by the approach of
the enemy ships.
Two hours after its sensors had detected the approaching Corsair ships, the gun crews of the Watchful Saviour opened fire at maximum range, their
blinding beams of light slicing deep into the flight path of the oncoming fleet. Their efforts went unrewarded, though, as the beams harmlessly
dissipated beyond the swarming ships. Again and again the crews fired but to little effect, the defence lasers glowing red hot as their crews laboured
to track and hit the elusive targets whose holo-fields redirected and dispersed the shots with ease.
Then, from behind the second moon of the ice world, the system’s Imperial Naval fleet joined the battle - dozens of Fury interceptors, defence
monitors and system ships, their numbers pitifully few in comparison to the massed Eldar craft. The Fury interceptors accelerated once they were
clear of the moon, the fastest in the small fleet, their orders were to lure the Eldar off their current course and onto the guns of the slower but better
armed and armoured system ships. In response, the first wave of Corsairs immediately engaged them.
Twisting and spiralling through space, the Eldar craft flew directly at the oncoming formation, paying scant regard to the barrage of lascannon shots
and missiles the Imperium’s interceptors fired as they closed the range. Then, each turning their sleek vessels through near impossible angles, they
arced back around upon the flanks of their prey; the xenos pilots obliterating most of the Imperial Navy squadrons in a synchronous attack that was
as perfect in its coordinated execution as it was deadly. With the first wave devoted to destroying the remnants of the Fury squadrons, the second
Corsair wave of arkstars and squadrons of Aconite and Hellebore frigates advanced to engage the Imperium’s system ships and defence monitors;
the long elegant xenos escore ships studded with pulsar lances and torpedo launchers.
The Holy Retribution, one of the few system ships assigned to the Betalis fleet, was the first to suffer their attentions. Weapons battery after weapons
battery was fired by the Holy Retribution’s gun crews; the ratings and indentured workers inside the ship preparing the next volley the instant their
weapons were discharged. Then, as the ship’s trajectory curved past the moon, the long range lance fire of the Watchful Saviour joined its salvos.
Caught within the firestorm, dozens of Corsair craft were laid to waste; their blasted remains soon drifting amongst those of the Fury interceptors that
had been destroyed minutes before.
For almost an hour, the battle ranged. First, the Corsairs edged ever closer towards the ship and in return would be caught up in its intense gunfire or
trapped within the lancing beams of the Watchful SAviour. But as time wore on, the Eldar’s weapons fire took its toll upon the Holy Retribution. With
insufficient Fury squadrons to protect it, the agile and powerful Eldar Darkstar fighters inflicted enough damage to overload its shield generator, the
dove in to strafe its gun decks and command spire the moment their failed.
With external bulkheads compromised and the fractured metres-thick panels of armour-glas surrounding the command deck threatening to breach at
any moment, the Holy Retribution’s commander gave the order for his dying vessel to be turned towards the one area of the system’s outer reaches
that all Imperial vessels had so far given a wide berth. Entering the region with the Corsairs still strafing his vessel, an Eldar Darkstar fighter, its alien
identity not recognised by the remnants of the minefield seeded in the Betalis system centuries before by the Divine Unification, triggered one of the
abandoned mines. As the power generation crystals on the Eldar craft shattered and its hull fragmented, its debris field set off further mines, critically
damaging the Holy Retribution and scores of other Corsair vessels that had swarmed around the dying ship.
The explosions tore through the Holy Retribution, causing its shields to fail and its bulkheads to be ripped apart, sending thousands of Imperial NAvy
crewmen into the cold vacuum of space. In the few areas of the vast ship where the crew were not immediately ejected into the void, the men fought
amongst themselves for places in the few undamaged salvation pods. Those fortunate to escape were either immediately targeted and destroyed by
Eldar Corsair vessels or slowly drifted through the system where ethier death or salvation found them.
Whilst the destruction of the Holy Retribution played out across the edge of the Betalis system, the rest of the Corsair fleet maintained its course
towards the watchful Saviour and the last few remaining Fury squadrons and system ships that now stood guard over it.
Virtually unopposed, the first wave of Darkstars scored multiple direct hits, their shots punching through its shields and critically damaging the
platform’s gravitic-stabilisers. With a sickening motion, the massive platform began to list, and anything not securely fixed down began to roll and slide
across the decks, crushing all in its way as the Watchful Saviour tilted and began to drift out of its geo-stationary orbit.
The effects were devastating. Gun crews and ratings were drowned as the huge vats of chemicals that hung over the defence lasers, their toxic
contents used to prevent the weapons from overheating, broke free from their mountings, engulfing the frantically fleeting men in an acidic tidal wave.
In its apothecarium, the Watchful Saviour’s surgeon-master was near-fatally maimed when shelves storing surgical implements tipped over him
mid-operation, their razor-sharp blades slicing him from head to toe with scores of incisions. A worse fate through was to befall the crews who worked
in the bays permanently exposed to the outer void. As soon as the Watchful Saviour had begun to list, the bulkhead doors leading to the open
sections of the platform automatically sealed shut. With their escape routes cut off, hundreds died when the protective energy field between the crew
and space fluctuated for a few seconds, exposing them to the intense radiation of the Betalis System’s star.
Volleys from a third Corsair wave finished off the stricken platform, its return fire slackening as pyres raged within it and its compartments flooded with
toxic smoke. With defeat imminent and his guns falling silent one by one, the commander of the Watchful Saviour ordered the platform’s evacuation.
Salvation pods were frantically loaded with the wounded and the lucky few unscathed survivors and then ejected towards the planet below.
The few Imperial Navy ships that had survived the first assaults then retreated into the outer regions of the Betalis star, its radiation shielding them
from the sensors of the Corsair fleet that now dominated the Betalis System
Having won the battle for the skies above Betalis III, the Eldar immediately turned their attention to the planet below.

4
THE RAIDING COMPANIES
VOID DRAGONS
One of the most infamous and dangerous bands of Aeldari Corsairs in existence, the Void Dragons operate across the galaxy. The
Imperial Navy estimates that they command a fleet in excess of 3,500 warships, and have been encountered in places as far apart
as the Cadian Gate, the distant Tau Empire and the Halo Stars. Currently commanded by the haughty Princess Saaraina, the Void
Dragons' attacks hold no predictable pattern, and range from ambushes against Chaos raiders near the Eye of Terror, to the mass
enslavement of the Imperial penal colony of Vorenz VI, to fighting against the Orks of the empire of Charadon.

SKY RAIDERS
The Sky Raiders was an Aeldari Corsair band that was allied with the two main Aeldari factions from Craftworlds Alaitoc and
Mymeara during the full-scale Asuryani retreat from the world of Betalis III in 894.M41 at the end of the Betalis III Campaign. During
the massive naval engagement near the Karina Nebula, the Sky Raiders became notorious for the viciousness of their attacks, and
later analysis of the remains of their victims was commonly mistaken by less experienced Adepts for attacks more akin to those
made by Drukhari hunting cadres.

SUNBLITZ BROTHERHOOD
The Aeldari Corsair band known as the Sunblitz Brotherhood is believed to be aligned with Craftworld Alaitoc. During the battle for
the Betalis System, the pilots of the Sunblitz Brotherhood's fleet were ultimately responsible for the destruction of the Watchful
Saviour, Betalis III's orbiting defence platform.
Comparisons have been drawn between the Craftworld of Lugganath’s colours and the fiery orange of the Corsairs of the Sunblitz
Brotherhood. Whether this similarity is a coincidence or an indication of some deeper connection between the two factions is open
to speculation.

SKY SERPENTS
Known as "The Serpent," Duke Traevelliath Sliscus is the infamous Drukhari pirate lord of the Sky Serpents Corsairs. Over
thousands of Terran years, Duke Sliscus and his Corsair band's reputation has spread from Alpha Prime to the Omegon Belt. The
Duke's trio of flagships, stolen from the Kabals of three humiliated Drukhari Archons, are surrounded by a flotilla of Cruisers and
other warships that have flocked to his banner. The Sky Serpents' low-orbit raids continue to plague the worlds of the rich and
privileged across the Imperium, their legend growing with every fresh slaughter.

ELDRITCH RAIDERS
The Eldritch Raiders Corsair fleet is commanded by the High Admiral, Prince Yriel. Yriel is an Asuryani Autarch of the Iyanden
Craftworld and High Admiral of the Iyanden fleet. Yriel is widely considered to be the greatest Aeldari naval genius to have ever
lived. Though Yriel and his Corsairs have officially left their Craftworld of Iyanden to raid Imperial shipping, the Eldritch Raiders still
respond to the defense of their Craftworld in times of need.

BALESTORM AVENGERS
The Balestorm Avengers are one of the Aeldari Corsair groups operating within the Jericho Reach, though the region is far from the
only one they have haunted over the millennia. Since the Reach's Age of Shadow, however, the Avengers have concentrated their
efforts in the Outer Reach and even established a number of havens on the outer verges of the Slinnar Drift. Far from using the
lambent clouds of the Drift as a place to hide from vengeful enemies, the Avengers appear to be using them as places from which
to watch surrounding space. Exactly what these outcast, piratical Aeldari are watching for remains unknown though some of the
masters of the Dead Cabal hold that it must surely relate to the accursed Dark Pattern.

TWILIGHT SWORDS
The Twilight Swords are a band of Eldar Corsairs who are particularly active in the Koronus Expanse. Unlike most Eldar Corsairs
who usually tread the Path of the Outcast, they maintain close ties to Craftworlds such as Kaelor.
The Twilight Swords seem to relish in their piratical and wild lifestyle however. They prefer wild melees and lightning-fast raiding to
traditional combat. The Warband seems to also be bound by a complex code of honor, though they nonetheless are known to
violate these edicts if it puts them at a disadvantage. Their Corsair lord harbours an abiding hatred for the Corsair lord of the rival
Balestorm Avengers, and the two groups have fought a series of bitter wars for no reason that can be ascertained by outsiders to
the dispute.

5
CORSAIR PRINCES
The title of 'Corsair Prince' is a generic term which refers to the most
powerful individuals within the Corsair fleets. Corsair leaders tend to be
arrogant and egotistical in the extreme, and as such they choose for
themselves suitably grandiose titles. Some choose ones such as
'Supreme Admiral', while others style themselves as kings or emperors.
Certainly, titles of nobility are common; there are Countless Corsair
commanders holding the (self-appointed) title of Duke, Baron or some
similar mantle.The widespread use of the term 'Corsair Prince' is likely
down to a few individuals; young, influential and incorrigibly headstrong
heirs to Eldar dynasties who have forsaken their old lives and taken to
the Corsair ranks. Even experienced and steadfast Eldar, such as the
Autarch Yriel of Iyanden, can succumb to the lure of the Corsair life and
thus become a 'true' Corsair Prince.

Naturally, much of the use of these titles come from outside Eldar society
itself; the Imperium is often ignorant of Eldar politics, and thus fails to
recognise the difference between a Prince turned Corsair, and a Corsair
who simply declares himself royalty. The Eldar, in turn, are not interested
enough in Imperial matters to bother correcting this error.

Without exception, Princes are the best-armed and most ostentatiously


attired of all the Corsairs in their band. Such a leader might sport a cloak
of furs from some rare beast, a crown of glowing crystal, or ride upon a
Jetbike plated in solid, gleaming gold. No two are alike, and indeed each
will strive to present the most striking and unique display of opulence.
The personality of a Corsair Prince is every bit as unique as his attire.
This is reflected in the fleets they lead, for their word is law and the
extremities of wilfulness and emotion a Corsair is prone to become even
more accentuated in those who sit in the heady position of leadership.
Corsair Princes are intoxicated by the wealth, risk, and glory of their
positions, and by the knowledge that their very name is feared across the
stars. It is dangerous for the adversaries of the Corsairs to typecast even
the best-known raiding band, however; even the most Stubborn Corsair
Prince, thought of as set in his ways, is more erratic and fickle than a
human can rationalize or appreciate. Moreover, though Eldar are very
long-lived and it is rare for such a powerful individual to fall in battle,
should a Corsair with a greatly different persona or modus operandi rise
to lead the band, planetary governors and Imperial Navy commanders
who felt secure in their understanding of the pirates’ tendencies may find
themselves caught off-guard by unexpected magnanimity or wanton
cruelty.

Many Princes of the Corsairs are adept psykers, calling upon an arsenal
of eldritch power. Though they put themselves in a great deal of risk by
using these energies without the discipline of the Path, they gird
themselves against peril with a plethora of arcane wards and protective
artefacts which they have stolen from places unknown and unnamed.
Despite this, a Corsair Prince who practices these arts is still regarded
with a mixture of awe and suspicion by other Eldar.

"The Eldar are capricious, cold, arrogant creatures.Their ships have preyed upon shipping lines through this sector a dozen times in my memory
alone. Why they chose without warning to draw the greenskins away from Sarshikal, rather than let them ransack our fair world and steal its finest
prizes in the bargain I cannot say, but I will bet the entire treasury on one thing –they did so out of no kindness or compassion, but for greed.
Somewhere out in the void, the Orks will have unwittingly given the Eldar keys to even greater plunder.”
-from the Memoirs of First Magister Breitorus of Sarshikal

6
CORSAIR BARONS
Each Corsair band is a fractious association, as prone to warring upon
itself as it is to raiding the fleets of other races, for in their heart each
Corsair holds the desire to take the mantle of Corsair Prince. Some few
rise above their brethren by force of arms or dark cunning. These
Corsairs will lead a division of the crew in fleets of single vessels, captain
entire ships in larger fleets, or even serve as advisors to their fickle
Prince. These individual ship captains or other leaders amongst a given
Corsair fleet are known to the Imperium as ‘Barons’, though such a plain
title does little justice to the convoluted sobriquets such creatures bestow
upon themselves.

While many Barons are gifted psykers, having mastered their powers
during their climb through the ranks of their fleet, it is not uncommon for a
Pirate Prince to ban them from calling upon this psychic might. That the
Corsairs practice such arts at all courts danger, and all too often has an
overambitious Baron led his crew to their doom at the hands of She Who
Thirsts, or torn his ship apart under the influence of some horror from the
Warp. As such, most lords of the Corsairs demand that their Barons
suppress such abilities.

While all Eldar who reach this rank take their responsibilities seriously,
they remain wild and unpredictable. As such, they strive not just to lead
their crews to glory but also to gather as much fame for themselves as
they can. They are always found fighting in the forefront of a conflict,
performing the most daring feats of arms and executing cunning
stratagems in hopes of seizing not just the day, but the immortalization of
their name

CORSAIR ARMOURIES
Unlike the quiet perfectionism of Eldar Bonesingers or the brutal
claustrophobia of Commograth`s slave factories, the shops in which
the Corsairs build and maintain their vehicles and weapons are as
diverse and varied as their fleets themselves.
Commonly, the bulk of the Corsairs equipment is gleaned from
Craftworlds which they visit, and maybe traded in exchange for
anything from information to protection, or ‘appropriated’ by raiders
covertly.
Corsair vessels and hideouts have machine shops and halls for
Bonesingers, mostly crewed by Eldar with backgrounds as craftsmen,
but many cruel or pragmatic Pirate Princes have slaves and prisoners
perform much of their labour.
Other Corsairs source their arms and wargear from much stranger
sources. Rumours abound that the Sons of Vaul, zealous raiders who
see themselves as chosen of the dead smith god, gain most of their
equipment from an automated alien foundry of unknown origin, which
produces everything from shurikens to jetbikes in exchange for a
steady ‘tribute’ of blood. Whether such rumours are true, and the role
that Vaul has in this smithy, are hotly contested.

7
VOID DREAMERS
Away from the protective strictures of the Craftworlds, many Eldar Similar to the Farseers of the Craftworlds, Void Dreamers take a Witch
develop wild and unpredictable psychic abilities. These creatures are both Path that focuses on the arts of divination and prophecy. Unlike their
a bane and a boon for the Corsair fleets, as for each emergent psyker Craftworld kin, however, they do not have a particular devotion to the
who learns to control and focus their talent, there are many more who skeins of distant fate and far future, but that which is near at hand. This
cannot. Few amongst those so gifted can achieve the clarity of mind and focus enables them to navigate the daemon-seas of the warp and shield
purpose needed to wear the mantle of the Void Dreamer. They become their vessel from its myriad dangers.
the helmsman and navigators of Corsair fleets, using their prophetic
powers to safely guide the Corsair fleets through the endless wastes of In battle, Void Dreamers manipulate the Aetherwinds of the Warp and
the Warp or the twisted passageways of the Webway and protect their Webway to spend their warriors into battle, or to rend holes between key
crew from the daemons that lie therein. Such prodigies are highly valued points on the battlefield. They can even banish foes into the twisting
by the Corsair princes, and such is the fractious nature of Corsair society labyrinth of the webway, or cause a cascade of pure warp energy upon
though that many bloody, internecine wars have been fought between their enemies.
fleets over the services of a particularly gifted void dreamer.

8
CORSAIR REAVERS
Reaver bands are the beating heart of every Corsair fleet, and make up the bulk of their fighting forces. In addition to their role in combat, all Reavers
have duties to maintain the ships of their fleet or their hidden base of operations, for without these menial tasks their quests for glory could not even
begin. They also carry the expectations of all to carry the brunt of the fighting in every boarding action and planet-side raid, and so they will often carry
an assortment of weaponry to face a variety of targets, from flamers to flush enemies from cover and immolate whole squads in tight corridors, to fusion
guns which which the sear a path through blast doors and heavily-armoured enemies, to chattering shuriken cannons that scythe down rank upon rank
of defenders and deck-hands in mere seconds.

Skyreaver Bands
In particularly large planetside battles, bands of reavers will take to the
skies in the iconic Corsair jetpacks. These warriors leap through the air in
great bounds, darting and hovering while their jetpacks hiss and hum,
twisting gravity as trivially as a lock of hair. It would be fool’s error to
mistake the free-willed behaviour of these jump troops for simplicity or
small-mindedness, however. As razor-witted as any Corsair and as prone
to turn capricious and cruel when challenged, the Skyreavers have a
reputation for being frustratingly hard to engage directly. They will swoop
down on the foe, cutting and laying about themselves with shuriken and
sword, before dancing and bounding away with their jets, only to engage
again from another direction or make a low pass, striking off heads with
their axes and stealing valuables with slender fingers, leaving only
confusion and mocking laughter behind.

Cloud Dancer Bands


A common point between Eldar factions is some form of jetbike-riding
elite, warriors with preternatural reflexes and incredible skill. Among the
Craftworlders, this is the Singing Spears, charging like knights of old with
their powerful laser lances. The Dark Eldar have the Reavers, cruel in the
extreme, who delight in using their bladed craft themselves as precise,
deadly weapons. The Cloud Dancers are the Corsair jetbike-riding aces
of the Corsairs. The swift corsair jetbikes are perfectly suited to fast
paced Corsair raids, and are greatly favoured by many Corsair bands.
Elegant and deadly Cloud Dancer bands pounce upon the foe and
unleash a devastating hail of weapons fire before withdrawing, leaving
behind only the corpses of their foe.

Balestrike Bands
Balestrike bands are made up of those Corsairs who are afforded the
finest weaponry available to the fleet. Balestrike bands often serve as
mobile heavy weapon teams. Unlike the traditional heavy weapons of
most races, or the Dark Reapers of the Craftworlds, the Balestrikes’
weapons of choice are often portable enough to be fired on the move or
set up with a moments notice. This allows the Balestrike bands to move
from vantage point to vantage point, eradicating key enemy targets with
contemptuous ease. These elite warriors are often made up of the close
kin and trusted lieutenants of the Corsair Prince, for few would trust such
firepower to the hands of those who might turn it against them.

9
Felarchs and Voidstorm Bands
Reavers of all types are often watched over by Felarchs, elite warriors
who have survived both the dangers of raids and the violent politics of the
Corsair fleets. These veterans lend their experience and expertise to
those under their care. They are adept at curbing mutinous spirits, and
keeping the more undisciplined Reavers in line.

Felarchs also gather together in battle to form Voidstorm bands, elite


squads of hardened Corsairs. These Voidstorm bands are often at the
forefront of battle, usually among the first wave of boarding assaults on
crippled ships or enemy fortresses. Those who survive such actions gain
much acclaim amongst their fellows, and often ascend to positions of
leadership within their fleets, or act as honor guard for the Corsair Princes
or Barons.

Ghostwalkers Malevolents
Where most Corsairs hide their fear of She Who Thirsts behind a facade The trackless expanse of realspace is a cruel refuge, with few havens
of wild abandon, others seek solace in shadow and darkness, trusting from the ever-hungry gaze of She Who Thirsts and a myriad of other
stealth over bravado. Preferring to engage their enemies at range, where terrors. The raucous and violent abandon of the Corsairs is a fragile cover
most Corsairs favour the thrill of close engagement, these doleful warriors for the fear that eats away at them, and when this fails, they are gripped
often carry the feared Eldar longrifle into battle. Flitting from perch to by a dark and terrible malaise. Despised by their fellows, these
perch, these elusive warriors hamper the advance of the formations of unfortunates are sealed away until battle looms - where their suicidal fury
their foes. is unleashed upon their foe.

Warmachines of the Corsairs


For larger scale conflicts, Corsairs make heavy use of the warmachines of their Craftworld and dark kin. It is not uncommon to see Fire Prisms and
Night Spinners accompanying Corsair raiding bands to battle. Corsairs also are much more likely to make use of the rare and somewhat dangerous
Warp Hunter grav tanks.
To deliver their fleets planetside, and provide air support, the Corsairs use the massive Vampire fliers. Raiders for delivering troops exactly where
needed, and Hunters to destroy any heavy resistance to the raids.
Once planetside, Corsairs prefer falcons and the smaller, faster Venom to carry their troops.

10
FLYING THE COLORS

11
12
13
VOID PIRATES OF THE ANHRATHE
Welcome to the rules section of Codex: Eldar Corsairs. On the following pages you will find all the rules content you need to bring every aspect of the
Eldar Corsairs to life on your tabletop battlefields. Maybe you’re inspired to five straight into some open play games; maybe you want to forge your own
tales of glory in infamy with narrative play; perhaps you can’t wait to pit yourself against your opponents in nail-biting matched play contests. Whichever
appears to you - even if it's a bit of all three - this section of your Codex provides a modular toolbox that allows you to get the most out of your collection.

Of course, there’s no need to take it all in at once! Some of the content on the following pages, things like your army’s datasheets and the rules for its
weapons, will be useful no matter what kind of game you’re playing. Others - such as your army’s Stratagems, Warlord Traits and Relics - will become
relevant when you start playing games with Battle-forged armies. Then there’s content such as the Aethermancy discipline, which you will unlock by
including particular models in your tabletop army. In each case, you can include these new elements at your own pace; whether you’re a brand new
hobbyist playing your first few games or a veteran general ready to cause carnage, there’s plenty here to provide countless hours of fresh and exciting
gameplay.

On top of this, the Eldar Corsairs are the only faction in Warhammer 40,000 with access to Dark Obsessions, a means to personalize your fleet’s specific
way of staving off the dark whispers of Slaanesh. You will find everything you need on the following pages to include these in your games of Warhammer
40,000, not to mention bespoke content for your Eldar Corsair Crusade force. Included in the latter are exciting Requisitions that can enable you to loot
precious gear from your defeated foes or have your units succumb to the dark chill of the void, and a system of Princely Titles - a brand new Battle
Honor only available to Corsairs Princes - by which the full scope of your Prince’s ego can be realized!

BATTLE-FORGED RULES CRUSADE RULES

DETACHMENT ABILITIES (PG 15) CRUSADE RULES (PG 25-28)


Units in Eldar Corsair Detachments gain additional abilities to better Eldar Corsairs have access to a host of additional rules that further
reflect how Eldar Corsair armies operate together and wage war on the personalize your Crusade force. These include bespoke Requisitions,
battlefield, including Coterie Specializations to describe individual fighting Agendas, Crusade Relics and Battle Traits that reflect the rich
styles of the different Eldar Corsair Fleets. You can find out more about background of the Eldar Corsairs. Amongst the rules presented in this
Detachment abilities in the Battle-forged Armies section of the section are Princely Titles, a new type of Battle Honor that Corsair
Warhammer 40,000 Core Book. Princes can gain to better reflect their self-obsessed and egotistical
nature.
STRATAGEMS (PG 16-18)
Eldar Corsair armies have access to unique battlefield strategies and
tactics that they can utilise to best their foes in any theatre of war; these DATASHEETS
are represented by the Stratagems in this section, which you can spend
Command Points to use in your games. You can find out more about DATASHEETS (PG 30-59)
Stratagems and Command points in the Warhammer 40,000 Core Book. This section is essential to all Eldar Corsair Players, regardless of
preferred play style, containing as it does the datasheets for Eldar Corsair
units. Each datasheet describes, among other things, the profiles of its
ARMY RULES models, the wargear they can be equipped with, and the abilities they
have. You can find out more about datasheets in the Warhammer 40,000
WARLORD TRAITS (PG 20-21) Core Book
The Warlord of an Eldar Corsairs army can have one of the traits
presented in this section. These help to personalize the leader of your
force and better reflect their individual combat prowess and command WARGEAR
style on the battlefield.
WEAPON PROFILES (PG 61-63)
RELICS (PG 22) This section provides wargear lists referenced in the wargear options of
Eldar Corsair heroes can take powerful artifacts and venerated weapons certain Eldar Corsair datasheets, as well as profiles for all of the weapons
called Relics of the Void into battle; these Relics and the rules they that Eldar Corsair units can be equipped with.
bestow are described in this section.

AETHERMANCY DISCIPLINE (PG 23) POINTS


If your army includes any Void Dreamers, they can be given additional
psychic powers from the Aethermancy discipline. This represents the POINT VALUES (PG 64-65)
different arcane lord and particular talents of each individual Void If you are playing a game that uses points values, you can use the
Dreamer. You can find out more about psychic powers in the Warhammer alphabetized lists in this section to determine the cost of each unit in your
40,000 Core Book. army. These will be reviewed annually.

MATCHED PLAY RULES

CHAPTER APPROVED RULES (PG 23)


If you are playing a battle that instructs you to select secondary
objectives, then you will be able to choose from the additional Eldar
Corsair ones printed here. These represent the tactical and strategic
goals unique to Eldar Corsair armies. You can find out more about
selecting secondary objectives in many matched play mission packs,
including the Eternal War mission pack found in the Warhammer 40,000
Core Book.

14
DETACHMENT ABILITIES
An ANHRATHE Detachment is one that only includes models with the ANHRATHE keyword (excluding models with the YNNARI or UNALIGNED keyword).
If an ANHRATHE Detachment contains any YNNARI units, you may choose to have that detachment become an YNNARI detachment. If you do, all units in
the detachment gain the YNNARI keyword, and it is no longer considered to be an ANHRATHE detachment, and so follows none of the rules presented
here. In addition, Corsair stratagems and psychic powers may not affect YNNARI ANHRATE units, and all YNNARI ANHRATHE units replace every instance
of <COTERIE> on their datasheet with REBORN ANHRATHE.
● ANHRATHE Supreme Command Detachments gain the Command Crew ability.
● ANHRATHE units in ANHRATHE Detachments gain the Coterie Specializations ability.
● Troops units in ANHRATHE Detachments gain the Objective Secured ability (this ability is described in the Warhammer 40,000 Core Book).
● YNNARI detachments instead gain the abilities as detailed in Psychic Awakening: Rise of the Phoenix.

COMMAND CREW
Often, Corsair Princes lead a small crew of their most trusted commanders and advisors into battle. This command crew will serve as the nexus of the
corsair’s battle plans, often working alongside various specialized Coteries from the same fleet.
Change the command benefits of this detachment to the following:
● This detachment does not count against your detachment limit for this battle.
● +2CP for each Coterie represented in your army, if you have at least 1 Detachment in your army composed entirely of units from that Coterie.
● Choose up to 2 CORSAIR BARON, 1 VOID DREAMER, and 1 VOIDSTORM units in your army from the same Fleet as this Detachment’s Corsair Prince.
The chosen units gain the Political Supremacy and Sworn Blades abilities (pg. 30) and do not take up slots in their detachment.

COTERIE SPECIALIZATION
Within each Corsair band, each coterie often develops its own particular set of skills and jealously guarded combat techniques.
All ANHRATE units with this ability, and all the models in them, gain a Coterie Specialization so long as every unit in their Detachment is from the same
Coterie. The specialization gained depends upon which Coterie they are from, as shown below.
Example: a SKY BURNERS unit with the Coterie Specialization ability gains the Sky Burners specialization.
Write down all of your Detachments’ Coterie Specializations on your army roster.
POLITICAL SUPREMACY
A CORSAIR PRINCE gains the Coterie Specialization of all units that have a Specialization and are from the same Fleet.
Write down which Coterie Specializations each CORSAIR PRINCE has on your army roster.

SKY BURNERS: VAULT BREACHERS: HATE BRINGERS:


Sky Burner Coteries specialize in lightning Vault Breacher Coteries are adept at Hate Bringer Coteries have accrued a long
fast strikes from the sky. They are the breaking into all manner of places forbidden list of grudges and as such have
most capable of striking wherever and or inaccessible, and so have some of the developed strategies adept at fighting
whenever they want. most prized and artificer gear. specific types of enemies.
Units with this specialization are eligible to shoot or Add 3” to the Range characteristic of weapons carried At the start of the first Battle Round, choose one
declare a charge in a turn in which they advanced (but by models in units with this specialization if the Datasheet for each HATE BRINGERS detachment in
not both), and if they do, models in that unit may make weapon’s Range characteristic is 12” or less, your army. When a model in a unit with this
attacks with weapons they are equipped with as if they otherwise add 6” to its Range characteristic. Specialization makes an attack targeting a unit from
had not advanced. the chosen Datasheet, add 1 to the hit roll.

TITAN BREAKERS: HEAD TAKERS: NIGHT HUNTERS:


Titan Breaker Coteries specialize in Head Takers delight in seeking out and Night Hunter coteries specialize in using
eliminating enemy high-powered threats. eliminating enemy officials, heroes, and the cover of darkness to defeat their foes.
They will flit around legs of Imperial titans leaders. They are adept at cutting off the They have performed some of the most
and eliminate battle tanks with ease command lines of opposing armies daring night rides in history.
Each time a unit with this specialization is selected to Each time a model in a unit with this specialization Each time a ranged attack is made against a unit with
shoot or fight, you can re-roll one wound roll and one makes an attack against an enemy unit that is within this specialization, if the attacker is more than 12”
damage roll when resolving that unit's attacks. 3” of an enemy CHARACTER, re-roll a hit roll of 1. away, then the unit treats all terrain as having the
Dense Cover trait for that attack.

Designer’s Note: Unlike most armies in Warhammer 40,000, Eldar Corsairs have two replaceable faction keywords, <FLEET> and <COTERIE>. More
information on these is given in the Datasheets section.

The notable impact of this is that, unlike other Codexes’ <FACTION> abilities, Coterie Specializations are not tied to a specific narrative entity. A Single
Corsair Fleet (e.g. the Void Dragons) might have multiple Coteries, each with their own Specialization. When picking units, you may freely decide
which Coterie they are from, in effect deciding which ability you want for each Coterie Detachment.

15
STRATAGEMS
If your army includes any ANHRATHE Detachments (excluding Auxiliary Support, Super-heavy Auxiliary or Fortification Network Detachments), you have
access to these Stratagems, and can spend CPs to use them, When one of these Stratagems instructs you to select a unit from your army, replace all
instances of <COTERIE> or <FLEET> on that Stratagem (if any) with the name of the Coterie or Fleet that your selected unit is drawn from.

SKIES OF FURY 1CP WILD PSYKER 1CP


Eldar Corsairs - Battle Tactic Stratagem Eldar Corsairs - Epic Deed Stratagem
Eldar Corsairs have a notorious mastery of the skies, often deploying masses of Without any formal training from the Craftworld Path system, Corsair psykers
troops on winged jetpacks for lightning raids. display unpredictable psychic talents.
Use this Stratagem during deployment. Use this stratagem at the beginning of your turn. Select an ANHRATHE PSYKER from
● Do not include the increased Power Level cost of Corsair Jetpacks when your army. That model can replace any of its psychic powers with Smite or a power
calculating the total cost of units being placed into Strategic Reserves. from the Aethermancy discipline.
● when any ANHRATE CORE units from your army that can FLY arrive from Strategic
Reserves, instead of arriving normally, they may be set up anywhere on the
battlefield more than 9” from enemy models.
EYE OF THE TYRANT 1CP
Eldar Corsairs - Epic Deed Stratagem
THE GREAT ENEMY 1CP Corsair Barons are merciless and ruthless captains, and will do whatever it takes to
motivate those under their command
Eldar Corsairs - Battle Tactic Stratagem
Use this stratagem in your Shooting or Fight phase. Choose a <COTERIE> CORE unit
The chaos God Slaanesh is reviled by the Aeldari, who hate and despise his from your army that is within 3” of a friendly <COTERIE> CORSAIR BARON. Until the
followers with a ferocious loathing. end of the phase, when a model from that unit makes an attack, add 1 to the hit roll.
Use this stratagem in the Fight phase when an ANHRATHE unit from your army is
selected to fight. Until the end of the phase, each time a model in that unit makes a
melee attack against a SLAANESH unit, you can re-roll the wound roll. GLORYSEEKER 1CP
Eldar Corsairs - Epic Deed Stratagem
ELUSIVE FOES 1CP Most Corsair leadership attained their position by claiming personal glory on the
Eldar Corsairs - Battle Tactic Stratagem battlefield.
The Aeldari of the Corsair Fleets never present their enemies fair targets. They Use this stratagem in the Charge phase when an ANHRATHE CHARACTER from your
advance seemingly into arms reach only to slip away again. army performs a Heroic Intervention. That unit may fight first during the ensuing
fight phase.
Use this stratagem in the Shooting phase when an ANHRATH INFANTRY or BIKER
unit from your army finishes a shooting attack against an enemy unit within 12”.
● If it did not inflict any casualties on its target it may still make a Reckless COLLECTOR OF HEIRLOOMS 1CP
Abandon Move.
Eldar Corsairs - Requisition Stratagem
● If it did inflict casualties, it may end its Reckless Abandon Move closer to enemy
Corsair Heroes love to show off their fine collection of treasures and relics.
models, or it may instead make a Normal Move, Advance, or Fall Back, but no
model may be moved closer to any enemy models. Use this Stratagem before the battle, when you are mustering your army, if your
WARLORD has the ANHRATHE keyword. Select one ANHRATHE CHARACTER model
from your army and give them one Relic of the Void. All normal rules for selecting a
MEASURED ABANDON 1CP relic apply (see page. 18) and each CHARACTER can only be given one Relic. You
Eldar Corsairs - Battle Tactic Stratagem may use this Stratagem once if you are playing a Combat Patrol battle, twice in a
Strike Force battle, and three times in an Onslaught battle.
The Corsairs react to closing enemies by charging forward themselves so as to
bring weapons to bear, only to suddenly retreat when their enemy is in disarray.
Use this stratagem in your opponent’s Charge phase when an ANHRATHE INFANTRY GREAT CAPTAIN 1CP
or BIKER unit from your army is declared as the target of a charge.
Eldar Corsairs - Requisition Stratagem
● The unit may fire overwatch.
In especially large fleets, the Corsair Princes appoint Barons as captains of larger
● The unit may make a Normal Move of up to 3”. Each model in the unit must end vessels or sometimes as admirals of multiple vessels.
this move closer to the charging unit.
Use this Stratagem before the battle, when you are mustering your army, if your
● The unit makes a Reckless Abandon move if it successfully wounds the target, WARLORD has the <FLEET> LORD OF THE FLEETS keyword. Select one <FLEET>
instead of if it inflicts casualties. CORSAIR BARON that is not BLADESWORN from your army, and determine one
Warlord Trait for it. The usual restrictions for warlord traits apply, and that model is
UNFETTERED BY CHAINS 1CP only regarded as your WARLORD for the purposes of that Warlord Trait. Each
Warlord Trait in your army must be unique. Each time you use this Stratagem, you
Eldar Corsairs - Battle Tactic Stratagem must pick a CORSAIR BARON from a different <COTERIE>.
The forces of the Corsairs face no limits on their actions - not by the strictures of
the Path, or the need to harvest suffering.
Use this Stratagem in your Shooting phase when an ANHRATHE INFANTRY or BIKER BLADESWORN 1CP
unit from your army shoots. Choose one of the following to apply until the end of the Eldar Corsairs - Requisition Stratagem
phase: Corsair Leaders command absolute respect or absolute fear - in either case, their
● Add 12” to the Range characteristic of any Shuriken Catapults in the unit. followers do not hesitate to throw their lives away to protect their masters.
● Improve the AP characteristic of any Splinter Rifles in the unit by 1. Use this stratagem before the battle, when you are mustering your army. Select an
● Add 1 to the Type characteristic of any Brace of Pistols in the unit. ANHRATHE VOIDSTORM unit from your army. The chosen unit gains the Sworn
Blades ability (pg. 30)
● When a model from the unit makes an attack with a Las-autorifle, add 1 to the
wound roll.
WALKER OF MANY PATHS 1CP
VOIDBORN BRUTALITY 2CP Eldar Corsairs - Requisition Stratagem
Eldar Corsairs - Battle Tactic Stratagem The Most dangerous and unstable Corsair fleets show traits of multiple dark
The warriors of the Corsairs can oftentimes display unmatched cruelty, delighting in obsessions.
utterly destroying their foes. Use this Stratagem before the battle, when you are mustering your army. Select an
Use this stratagem either: ANHRATHE unit from your army with a Dark Obsession ability. It gains a second
● At the end of the Shooting phase to select an ANHRATHE INFANTRY or BIKER unit Dark Obsession ability of your choice. A unit may only be affected by this stratagem
from your army. That unit may Shoot again. once.
● At the end of the Fight phase to select an ANHRATHE INFANTRY or BIKER unit
from your army within engagement range of any enemy units. That unit may fight
again.

16
MALLEABLE ALLEGIANCE 1+CP DARKFIRE SKYBURST 3CP
Eldar Corsairs - Strategic Ploy Stratagem Eldar Corsairs - Strategic Ploy Stratagem
A Corsair’s loyalty is a fickle thing Fire Support from orbiting fleets often come in the form of skybursts that coat the
Use this Stratagem at any time. Pick any number of ANHRATHE units from your battlefield in darkness.
army. For every two units, you must spend 1 CP. Change the <COTERIE> keyword of Use this Stratagem at the start of a Battle Round. Until the end of the Battle Round,
the chosen unit(s) to a different Coterie. If you have any Detachments composed when a unit makes an attack with a ranged weapon, subtract 1 from the hit roll. You
entirely of the chosen unit(s) new Coterie(s), they gain the Coterie Specialization of may only use this Stratagem once.
their new Coterie.

CHANGE OF HEART 1+CP TANGLEFIELD GRENADE 1CP


Eldar Corsairs - Wargear Stratagem
Eldar Corsairs - Strategic Ploy Stratagem
Eldar Corsairs use all sorts of esoteric grenades and munitions to disrupt their foes.
The fickle nature of Eldar Corsairs causes them to seek numerous distractions from
the grip of Slaanesh. Use this stratagem during your opponents Movement phase. Select an enemy unit
that cannot FLY within 12” of an ANHRATHE INFANTRY unit in your army. Until the
Use this Stratagem at any time. Pick any number of ANHRATHE units from your
end of the turn the selected unit halves its Movement characteristic, may not
army with a Dark Obsession Ability. For every two units, you must spend 1 CP. You
advance, and subtracts 2 from any Charge rolls.
may change the Dark Obsessions ability of each of the chosen units.

LIGHTNING FAST REACTIONS 2CP SHADDOWWAVE GRENADE 1CP


Eldar Corsairs - Wargear Stratagem
Eldar Corsairs - Strategic Ploy Stratagem
To protect them in the swirling chaos of melee, Corsairs employ sophisticated
The Aeldari can process thoughts and emotions with baffling speed, making their
grenades that project a field of shadows that shroud them from enemy fighters.
physical reactions so fast that it seems that they are able to dodge out of the way of
attacks and blows that would have hit any other target. Use this stratagem at the start of the Charge phase. Select an enemy unit that is
not within Engagement range of any units and within 12” of an ANHRATHE INFANTRY
Use this Stratagem in your opponent’s Shooting phase, when an ANHRATHE unit
unit in your army. Until the end of the turn, when a model from the chosen unit
from your army is selected as the target of an attack. Until the end of the phase,
makes an attack, subtract 1 from the hit roll.
each time an attack is made against that unit, subtract 1 from the hit roll.

FEIGNED RETREAT 2CP HAYWIRE GRENADE 1CP


Eldar Corsairs - Strategic Ploy Stratagem Eldar Corsairs - Wargear Stratagem
The Aeldari are forever elusive and their actions are unpredictable and deceptive. Haywire grenades send out a powerful electromagnetic pulse that can cripple
What appears to be a full retreat one moment is revealed as the prelude to a enemy vehicles
devastating attack the next. Use this stratagem in the Shooting phase when an ANHRATHE INFANTRY unit from
Use this Stratagem in your Movement phase when an ANHRATHE unit from your your army targets a VEHICLE with a Starburst Grenade. You can only make 1 attack
army Falls Back. Until the end of the turn, that unit is still eligible to shoot and with that weapon this phase, but if a hit is scored, the target suffers 2D3 mortal
charge even though it Fell Back. wounds and the attack sequence ends.

STRIKE AND FADE 2CP STARHAWK MISSILE 1CP


Eldar Corsairs - Strategic Ploy Stratagem Eldar Corsairs - Wargear Stratagem
The jetpack and jetbike troops of the Corsair Fleets excel at lightning strikes on Some Aeldari missile launchers are equipped with starhawk missiles, which are
unprotected flanks before slipping away out of reach of retaliation. specifically designed to target enemy flyers
Use this Stratagem in your Fight phase, after an AHNRATHE JETPACK or BIKER unit Use this stratagem in your Shooting phase, when an ANHRATHE unit from your army
that Charged this turn attacks. It may make its Pile In move in any direction. targets an AIRCRAFT unit with an Aeldari Missile Launcher. You can only make one
attack with that weapon this phase, but add 1 to that attack’s hit roll. If a hit is
scored, the target suffers 2D3 mortal wounds and the attack sequence ends.
SOUL-SCARRED TERROR 1CP
Eldar Corsairs - Strategic Ploy Stratagem
KINETIC WEB 1CP
The degraded soul of Corsair Malevolents are truly a terror for any psyker.
Eldar Corsairs - Wargear Stratagem
Use this Stratagem at the start of the Psychic phase. Select a MALEVOLENTS unit
from your army. Until the end of the phase, enemy PSYKERS within 12” of that unit The protection offered by the kinetic shroud grows exponentially when paired with
must subtract 1 from Psychic tests and Deny the Witch tests. other shrouds
Use this Stratagem at the start of your Movement phase. Select two <COTERIE>
models with Corsair Kinetic Shrouds. Until the start of your next movement phase,
LINKED FIRE 1CP while the chosen models are within 6” of each other, they have a 5+ Invulnerable
Eldar Corsairs - Strategic Ploy Stratagem save. If a chosen model moves a distance equal to more than half its Movement
Fire Prisms can combine their destructive power to unleash all-powerful beams of characteristic during the movement phase, it gains a 4+ Invulnerable save instead.
laser energy.
Use this stratagem in the Shooting phase when you select a target for a <COTERIE> PRIZED POSSESSIONS 1CP
Fire Prism’s Prism Cannon. Do not resolve that weapon’s attacks until the end of
the phase. Until then, any <COTERIE> Fire Prisms from your army can link fire with Eldar Corsairs - Wargear Stratagem
that Fire Prism if it is visible to and within 60” of them. If they do so, when firing their The Felarchs that form Voidstorm bands are equipped with the finest gear available
Prism Cannons they must target the unit that the first Fire Prism targeted with its to any Corsair troop.
Prism Cannon, ignoring range and visibility, and re-rolling failed hit and wound rolls. Use this Stratagem either:
At the end of the phase, resolve the Prism Cannon shots from the first Fire Prism,
re-rolling failed hit and wound rolls if at least one other Fire Prism linked fire with it. ● During the Shooting or Fight phase when a VOIDSTORM unit from your army is
selected as the target of an attack. Until the end of the phase you may re-roll
saving throws of 1 for that unit.
VOID STRIKE 3CP ● During the shooting or Fight phase when a VOIDSTORM unit from your army
Eldar Corsairs - Strategic Ploy Stratagem selects a target. Choose hit rolls or wound rolls. Until the end of that phase, each
time a model in that unit makes an attack, you may re-roll rolls of 1 for the
Corsair Commanders have the orbital support of their fleets. chosen type.
Use this Stratagem in your Command phase, if an AHRATHE WARLORD from your
army is on the battlefield. Select one point on the battlefield and place a marker on
that point. At the start of your next Command phase, roll one D6 for each unit within
6” of the center of that marker, adding 1 if the unit being rolled for is within 3” of the
center of the marker, and subtracting 1 if the unit being rolled for is a CHARACTER.
On a 2-5, that unit suffers D3 mortal wounds, and ona 6+ that unit suffers D6 mortal
wounds. The marker is then removed. You can only use this Stratagem once.

17
COTERIE STRATAGEMS DARK OBSESSION STRATAGEMS
If your army includes any Detachments with Coterie Specializations If your army includes any Detachments that contain units with Dark
(excluding Auxiliary Support or Superheavy Auxiliary Detachments), then Obsession abilities (pg. 31). (excluding Auxiliary Support or Superheavy
you will gain access to that Coterie’s Stratagem, shown below, in addition Auxiliary Detachments), then you will gain access to that Obsession’s
to the ones on pages 13-14. Stratagem, shown below, in addition to the ones on pages 13-14.

MASTER THE SKIES 2CP HARNESS THE RAGE 1CP


Sky Burners - Battle Tactic Stratagem Reaper of the Outer Dark - Battle Tactic Stratagem
Some Coteries are known for their daring close orbital drops. Those Corsairs consumed with bloodlust will often leap into battle at a moment’s
Use this stratagem in your Movement phase when a SKY BURNERS INFANTRY or notice.
BIKER unit that can FLY is set up as Reinforcements. Make a normal move of D6” Use this stratagem in your opponent's Charge phase. Select a unit from your army
with that unit. with the Reaper of the Outer Dark Dark Obsession ability. Until the end of the
phase:
COVER OF DARKNESS 1CP ● If the unit is a CHARACTER, it is eligible to perform a Heroic Intervention if it is
within 6” horizontally of an enemy unit, and when performing a Heroic
Night Hunters - Battle Tactic Stratagem Intervention with that unit, you can move each model in that unit up to 6”.
Using night fighting tactics, some Coteries hide their troops until it is too late. ● If the unit is not a CHARACTER, it is eligible to perform a Heroic Intervention as if
Use this Stratagem at the start of your opponent's turn. Select one NIGHT HUNTERS it were a CHARACTER.
CORE unit from your army. That unit cannot be targeted in the shooting phase
unless it is the closest visible unit MASTER OF THE PROFANE 1CP
Wielder of Profane Powers - Epic Deed Stratagem
ENDLESS HATRED 2CP Corsairs seeking out dark powers often master the art of opening rifts for daemonic
Hate Bringers - Battle Tactic Stratagem forces.
Some Coteries list of hated enemies never ends. Use this stratagem when a CHARACTER in your army with the Wielder of Profane
Use this Stratagem when the last unit in your opponents army from a Datasheet Powers Dark Obsessions ability attempts to summon a unit of DAEMONS to the
chosen by the hate Bringers Coterie Specialization is destroyed. Choose a new battlefield using a Daemonic Ritual. You can re-roll any dice used in the summoning
Datasheet to be the target of the specialization. roll, and your character will not suffer any mortal wounds for rolling doubles or
triples.

CHAIN REACTION 2/3CP


Titan Slayers - Strategic Ploy Stratagem A UNIQUE COLLECTION 1CP
Some Coteries excel at destroying enemy vehicles with spectacular explosions. Collector of Ancient Treasure - Requisition Stratagem
Use this Stratagem when a TITAN SLAYERS unit from your army destroys an enemy Certain Corsairs are obsessed with growing the largest collection of relics.
unit that has the Explodes ability (or equivalent) For 2 command points, or a Use this Stratagem before the battle, when you are mustering your army, if your
TITANIC unit for 3 command points. Your opponent does not roll a dice, the model WARLORD has the ANHRATHE keyword and the Collector of Ancient Treasure Dark
automatically explodes. Obsession ability. Select up to two ANHRATHE CHARACTER models from your army
with the Collector of Ancient Treasure Dark Obsession ability and give them each
INVIGORATED BY DEATH 1CP one Relic of the Void. All normal rules for selecting a relic apply (see page. 22),
except for any <COTERIE> restrictions. You may only use this Stratagem once.
Head Takers - Strategic Ploy Stratagem
Some Coteries revel in the pain and suffering caused upon their enemy's
champions
OVERDOSE 2CP
Use this stratagem when an enemy CHARACTER is removed as a casualty. Before Seeker of Forbidden Pleasure - Strategic Ploy Stratagem
removing the model as a casualty, choose one HEAD TAKERS INFANTRY or BIKER Corsairs obsessed with drugs to dull the ache will often overdose themselves on
unit from your army that is within 6” of the CHARACTER. One model in the selected combat drugs in battle.
unit restores d3 lost wounds. If there are no wounded models in the unit, you can Use this Stratagem at the start of the Battle Round. Choose a unit from your army
instead restore one model slain earlier in the battle to the unit, with 1 wound with the Seeker of Forbidden Pleasures Dark Obsessions ability. Until the end of
remaining. the battle round, the bonus that unit receives from its obsession is doubled. At the
end of the battle round, roll a dice for each model in that unit. For each roll of 1, that
unit suffers a mortal wound. If the chosen unit has the Spoils of Commorragh Relic
DISSONANCE BREACHING CHARGES 1CP of the Void or the Drug Addled Mind warlord trait, its bonuses are doubled as well,
Vault Breachers - Wargear Stratagem but the unit automatically suffers 2 mortal wounds at the end of the battle round
instead.
These generators are used by specialist Corsair raiding parties to breach the
heaviest vaults and the armoured hulls of spacecraft.
Use this stratagem in the Fight phase, when an VAULT BREACHERS CORE INFANTRY REGENERATIVE OVERDRIVE 2CP
unit from your army is selected to fight. Select one model in that unit; that model Survivor of Endless Darkness - Strategic Ploy Stratagem
can only make one attack this phase, and must target an enemy VEHICLE that
Corsairs obsessed with endless life are extremely difficult to put down.
remained stationary during its turn or an enemy BUILDING unit with that attack, but if
a hit is scored, that unit suffers D3+3 mortal wounds and the attack sequence ends. Use this Stratagem at the start of your turn. Select one unit from your army with the
Survivor of Endless Darkness Dark Obsessions ability. Until the start of your next
turn, add 1 to rolls made to see if that unit ignores wounds.

WEBWAY JUMP 1CP


Traveller of Forgotten Paths - Strategic Ploy Stratagem
“There’s treasure in sight, Corsair Warbands obsessed with exploring the stars are adept and appearing
We are robbing you blind, where they are least expected
I hope you don’t mind, Use this Stratagem when a unit from your army with the Traveller of Forgotten
We are taking it all tonight!” Paths Dark Obsessions ability is removed from the battlefield and placed in the
-From Wolves of the Sea by Alestorm webway. You may immediately set it up on the battlefield, wholly within 3” of a
webway portal, and more than 9” from any enemy units.

18
19
WARLORD TRAITS
If an ANRHATHE CHARACTER model is your WARLORD, you can use the Eldar Corsairs Warlord Traits table below to determine what Warlord Trait they
have. You can either roll one D6 to randomly generate one, or you can select one. If you wish, instead of selecting a Warlord Trait from the table below,
you can Select a Coterie Warlord Trait for your WARLORD from the table opposite, but only if they are from the relevant Coterie. Finally, if your WARLORD
has the LORD OF THE FLEETS keyword, you may instead select a Dark Obsessions Warlord Trait for your WARLORD from the table opposite, but only if
they have the relevant Dark Obsession ability (pg. 31).
When you have determined a Warlord Trait for an ANHRATHE CHARACTER model, replace all instances of the <COTERIE> keyword on their Warlord Trait
(if any) with the name of the Coterie your CHARACTER is from.

ELDAR CORSAIRS WARLORD TRAITS


1. VICIOUS DUELIST
This warlord is prideful of their dueling prowess, seeking out enemy
champions wherever possible to test their skill.
● This WARLORD is eligible to perform a Heroic Intervention while it is
within 6” horizontally of an enemy CHARACTER, and when performing a
Heroic Intervention with this WARLORD, you may move it up to 6”
towards an enemy CHARACTER.
● While this WARLORD is within engagement range of an enemy
CHARACTER, it fights first in the Fight phase.

2. HUNGER FOR VIOLENCE (AURA)


This warlord is ever driven by its thirst for blood, stopping at nothing to get
to grips with their foes.
While a friendly <COTERIE> CORE unit is within 6” of this WARLORD, you
can re-roll charge rolls made for that unit..

3. IRON LEADERSHIP
This warlord controls those under its command with an iron first, keeping
order and running a tight ship.
Add 3” to the range of this WARLORD’s aura abilities. In addition, when this
WARLORD uses its Lord of the Fleets ability, you can select one friendly
<COTERIE> CORE unit within 9” of this WARLORD, instead of 6”.

4. HERO OF THE RAIDS (AURA)


A famed leader across the stars, This warlord leads from the front,
spurring their forces to ever-greater acts.
While a friendly <COTERIE> CORE unit is within 6” of this WARLORD, they
may use this WARLORD’s Leadership characteristic in place of their own.

5. ELUSIVE COMMANDER
It is never easy to anticipate the direction from which this warlord will
commit its forces
At the start of the first Battle Round, but before the first turn. Select this
WARLORD And up to D3 other <COTERIE> units from your army and
redeploy them. If the mission uses the Strategic Reserves rules, any of
those units can be placed into Strategic Reserves without having to spend
any additional CPs, regardless of how many units are already in Strategic
Reserves.

6. VOIDBORN TERROR (AURA)


A combination of a twisted soul and terrifying visage, this warlord inspires
dread in the hearts of its foes.
While an enemy unit is within 3” of this WARLORD:
● Subtract 1 from the Leadership characteristic of models in that unit.
● Each time a Combat Attrition test is taken for that unit, subtract 1 from
that Combat Attrition test.

20
COTERIE WARLORD TRAITS DARK OBSESSION WARLORD TRAITS
VAULT BREACHERS: TARGET PRIORITY (AURA) SURVIVOR OF ENDLESS DARKNESS:
Long training has allowed this warlord to direct the fire of its forces TWISTED REGENERATION
in the most critical time. This warlord has unlocked dark secrets of regeneration, and is nearly
While a friendly VAULT BREACHERS CORE unit is within 6” of this impossible to kill.
WARLORD, it is eligible to shoot in the Shooting phase if it is within ● During each of your Command phases, this WARLORD regains 1 wound
Engagement Range of enemy models, but when making attacks lost earlier in the battle.
with weapons that do not have the Pistol type, only a VEHICLE or ● Each time you roll to ignore a wound because of this WARLORD’s Dark
BUILDING unit within engagement range may be targeted. Obsession ability, add 1 to the roll.

HEAD TAKERS: MERCILESS ASSASSIN TRAVELLER OF FORGOTTEN PATHS:


This warlord takes great pleasure in personally killing the WALKER BETWEEN THE WORLDS
champions and generals of its enemies. This warlord slips in and out of the webway as easily as breathing.
● Each time this WARLORD fights, if it is within Engagement Range During the Movement phase, instead of making a Normal Move with this
of any enemy CHARACTER units, then, until that fight is resolved, WARLORD, you may instead remove it from the battlefield, and set it up as if it
add 1 to this WARLORD’s Attacks characteristic were the start of the movement phase, as described in the Traveller of
● Each time this WARLORD makes a melee attack against a Forgotten Paths Dark Obsession ability.
CHARACTER, you may re-roll the wound roll

REAPER OF THE OUTER DARK:


NIGHT HUNTERS: SLIP FROM THE SHADOWS (AURA) BEAST FROM THE VOID
This warlord’s forces are elusive foes, never saying put for This warlord has become a twisted shadow of its former self, living only for
enemies to retaliate. violence and death.
If a friendly SKY SERPENTS CORE unit is within 6” of this WARLORD ● Add 1 to the Attacks characteristic of this WARLORD
when it Falls Back, they will still be eligible to shoot or charge (but ● Each time you make a melee attack with this WARLORD, on an unmodified
not both), but if they do, then until the end of the turn, each time a hit roll of 6, the target suffers 1 mortal wound.
model in that unit makes an attack, subtract 1 from the hit roll.
COLLECTOR OF ANCIENT TREASURES:
TITAN BREAKERS: SLAYER OF GIANTS THE FINEST COLLECTION
This warlord has hunted beasts all its long life, and has a knack for This warlord has perfected its collection of arms and armour.
finding their weak points.
Each phase, you may re-roll one hit roll, one wound roll, and one save roll for
● Each time this WARLORD fights, if it is within Engagement Range this WARLORD.
of any enemy VEHICLE or MONSTER units, then, until that fight is
resolved, add 1 to this WARLORD’s Attacks characteristic
● Each time this WARLORD makes a melee attack against a SEEKER OF FORBIDDEN PLEASURES:
VEHICLE or MONSTER, add 1 to the wound roll, and increase the DRUG ADDLED MIND
Damage by 1 This warlord has lost nearly all sense to the drugs.
This WARLORD may pick 1 additional choice from the Seeker of Forbidden
Pleasures obsession ability.
SKY BURNERS: SWIFT LIKE THE WIND (AURA)
This warlord is famed for the speed and tenacity of its raids.
While a friendly SKY BURNERS CORE unit is within 6” of this WIELDER OF PROFANE POWERS:
WARLORD: DARK PACT
● Add 1 to that unit’s Movement characteristic In exchange for power, this warlord has promised its soul to a daemon -
● Add 1 to charge rolls made for that unit. hoping to eventually break their half of the bargain.
If this WARLORD is a PSYKER, it may cast and deny one additional power
HATE BRINGERS: ARCHITECT OF HATRED each Psychic phase. Otherwise, it gains the PSYKER keyword, it may cast and
Filled with a burning hatred, this warlord’s thirst for violence never deny 1 power each Psychic phase, and knows the Smite power. In either
ends. case, the WARLORD knows one additional psychic power from the
Aethermancy discipline.
Whenever a unit from a Datasheet chosen by the Hate Bringers
Coterie Specialization is destroyed, if this WARLORD is on the
battlefield, gain 1 Command Point.

21
RELICS
If your army is led by an ANHRATHE WARLORD, you can, when mustering your army, give one of the following Relics of the Void to an ANHRATHE
CHARACTER model form your army. Named characters cannot be given any of the following Relics.

When a model from your army is given a Relic of the Void, replace all instances of the <COTERIE> keyword in that Relic’s rules (if any) with the name of
the Coterie that your model is from.
Note that some Relics replace one of the model’s existing items of wargear. Where this is the case, you must, if you are using points values, still pay the
cost of the wargear that is being replaced. Write down any Relics of the Void your models have on your army roster.

DUELIST’S PLATE THE EYE OF JER’RATH


An ornate and ancient set of Voidplate, this suit of armor is adorned with A remnant from before the fall, this advanced targeting system makes
digital weapons triggered to fire on any opening provided by an opponent. use of all nearby targeting data to identify the most vulnerable targets.
Model with Voidplate Harness only. At the start of the Shooting phase, the bearer may select a visible
● Increase the Save characteristic of the bearer by 1. enemy VEHICLE or MONSTER within 18”. Each time a Friendly <COTERIE>
● Each time an enemy model makes a melee attack targeting the bearer, CORE unit makes a ranged attack against the chosen unit, re-roll a hit
on an unmodified save roll of 6, the attacker’s unit suffers a mortal wound roll of 1.

HEARTFANG WITCHSTAFF OF XIR’LOTH


A void Sabre formed from stolen wraithbone from the infinity circuit of Bearing a part of the core of the world spirit of a Maiden world
Craftworld El’dorryn, and forged in hatred. This weapon glows with dark consumed by a warp storm, this staff allows Void Dreamers to greatly
power. augment their powers, but at the price of bearing their soul to the warp.
Model with a Void Sabre only. Heartfang replaces the model’s Void Sabre VOID DREAMER only. Add 1 to any Psychic tests made for the bearer.
and has the following profile:
WEAPON RANGE TYPE S AP D WINGS OF FAOLCHU
Heartfang melee melee +2 -4 2 The Corsair Prince Al’rhyen Novae commissioned this marvel to emit a
pulse of blinding light for when she charged into battle.
Abilities: Each time an attack is made with this weapon, on an unmodified wound roll of 6, the
target suffers 2 mortal wounds and the attack sequence ends. JETPACK model only.
● Each time an attack is made by a model in an enemy model in a unit
within engagement range of the bearer, subtract 1 from the hit roll.
MANTLE OF THE VOID
A unique and curious artifact, this talisman warps the bearer's presence in ● The bearer is eligible to declare a charge in a turn in which it
space and time, allowing it to act where and when it desires in the timeline Advanced.
of the battle.
At the start of the turn, the bearer and any friendly units within 3” may
LOST BLADE OF KEL’UOND
An ancient blade created for the Corsair Prince Malakai, said to be the
resolve the phases of the turn in any order. They may resolve the actions
greatest weapon ever forged.
that a model normally takes during any given phase during any other phase.
A model may only resolve the actions of one phase at a time, and may only Model with a power sword only. This weapon replaces the model’s
resolve the actions of a given phase once per turn. Power sword and has the following profile.
WEAPON RANGE TYPE S AP D
SPOILS OF COMMORRAGH Kel’uond’s Blade melee melee +1 -3 d3
A cache of drugs and stimulants from the depths of Commorragh. Whether
Abilities: When resolving an attack made with this weapon, on an unmodified hit roll of 6, the
a gift from some Wych cult leader or taken by force, no one knows. bearer may make an additional attack with this weapon. These extra attacks cannot
Choose one of the following: themselves generate extra attacks.

● Increase the Movement or Leadership characteristic of the bearer by 2.


● Increase the Weapon Skill, Strength, Toughness, or Attacks characteristic THE DREAMER’S MEDALLION
of the bearer by 1. Made from ancient Eldar warding runes, this medallion allows psykers
to more carefully harness the powers of the warp.
DUELING BLADE OF EXCELITHON PSYKER only. The bearer knows 1 additional power from the
This blade has tasted the blood of thousands of foes, each a more talented Aethermancy discipline. Additionally, the model loses the Eye of She
duelist than the last. Who Thirsts ability.
Model with a Spar-glaive only. This weapon replaces the model’s
Spar-glaive and has the following profile. HAUNTING HOLOPROJECTORS
WEAPON RANGE TYPE S AP D A psychoactive device that projects fear and dread into all that attempt
Dueling Blade melee melee user 0 1
to fire upon its bearer.

Abilities: Whenever the bearer fights, it may make an additional attack with this weapon. Each
Each time an attack is made against a friendly <COTERIE> unit within 3”
time an attack is made with this weapon against a CHARACTER, on a successful wound roll the of the bearer, if the attack misses, roll a D6. On a 5+, the attacking unit
target suffers 1 mortal wound and the attack sequence ends is considered to have lost an additional model in this turn’s Morale
phase.
VAUL’S LIGHT
An ancient Balelight, crafted by the finest smiths of the Cairas Mythar VENGEANCE'S EYE
craftworld. Its original owner and makers long gone, this powerful weapon is The practiced hunters of the Void Dragons have slain manny a noble
all that remains of their work. leader with this weapon
Model with Balelight only. Vaul’s Light replaces the model’s Balelight and This weapon has the following profile.
has the following profile WEAPON RANGE TYPE S AP D
WEAPON RANGE TYPE S AP D Vengeance's Eye 24” Assault 4 4 -3 2
Vaul’s Light 12” Pistol 2d3 4 -3 1 Abilities: Each time you select a target for this weapon, you can ignore the Look Out, Sir rule.
Abilities: Each time an attack is made with this weapon, on an unmodified wound roll of 6, the
target suffers 1 mortal wound..

22
SKY HARNESS NEURO GRENADES
Sky Burners make heavy use of elaborate systems of harnesses on their Head Taker coteries specialize in disabling key enemy command
transports to ferry more troops into battle. networks
SKY BURNERS model only. HEAD TAKERS model only. While an enemy unit is within Engagement
● The bearer may embark on ANHRATHE TRANSPORTS even if it does not range of the bearer it may not benefit from any Aura abilities.
have the correct keywords, does not take up space in that
TRANSPORT’S transport capacity, MARK OF PREY
● The bearer may still disembark from a TRANSPORT even if that When deployed to battle, Head Taker coteries often have a specific
TRANSPORT made a Normal Move this phase. target.
HEAD TAKERS model only. At the start of the battle, pick an enemy unit.
MASTERWORK JETPACK HARNESS The bearer gains the following ability:
The finely crafted Jetpack harnesses of Sky Burner coteries enable swiffer
paths to victory. Mark of Prey (aura): While a friendly HEAD TAKERS CORE unit is within
6” of this model, when a model in that unit makes an attack against the
SKY BURNERS JETPACK model only. chosen unit, add 1 to the hit roll.
● When making charge moves, the bearer may move over terrain as if it
was not there.
● The bearer gains the Cloubreaker ability (pg. 31)

PSYCHOSONIC AMPLIFIER
Hate Bringer Coteries take great delight in faltering and humiliating their
foes
NIGHTMARE SHROUD
HATE BRINGERS model only. Enemy units within engagement range of
Night Hunter coteries cloak themselves in darkness and make heavy use
of psychological warfare. the bearer do not gain any bonuses from abilities that grant bonuses
when a unit charges, is charged, or heroically intervenes.
NIGHT HUNTERS model only.
● The bearer may not be targeted by ranged attacks unless it is the
BARBED ARMOUR
closest enemy model. This cruelly designed armour prevents enemies from gaining any
● While an enemy unit is within 6” of the bearer, reduce its Leadership initiative against its wearer.
characteristic by 1.
HATE BRINGERS model only. Enemy units within engagement range of
the bearer are not eligible to fight until after all eligible units from your
DISSONANCE WAVE GENERATOR
Fear and disruption are the tools of Night Hunters. They employ devices to army have done so.
confuse and disorient their foes.
NIGHT HUNTERS model only. Enemy units may not Fire Overwatch or Set
to Defend against the bearer.

ARTIFACT WEAPON
The Vault Breacher coteries are collectors of all manner of fine and rare
weapons found in the dark places of the galaxy.
VAULT BREACHERS model only. Select one of the bearer’s weapons.
TITAN SLAYER
Titan Breaker coteries amass a collection of weapons specialized in ● The selected weapon is considered to be a Relic of the Void.
slaying large beasts. ● Add 1 to the Damage characteristic of the chosen weapon,
● Each time an attack is made with that weapon, an unmodified hit roll of
TITAN BREAKERS model only. Select one of the bearer’s weapons. 6 scores 1 additional hit.
● The selected weapon is considered to be a Relic of the Void.
● Increase the Damage characteristic of the weapon by 1,
HYPER-DISSONANCE CHARGES
● Each time an attack is made with the selected weapon, an unmodified Experts at cracking into the toughest of targets, the Vault Breachers have
wound roll of 2+ is successful, unless the target is a VEHICLE developed more advanced breaching weaponry
VAULT BREACHERS model only. The bearer gains the following ability:
HAYWIRE FIELD GENERATOR
The advanced haywire technology employed by Titan Breaker coteries Hyper-Dissonance Field (aura): When an enemy TRANSPORT unit is
reduce the effectiveness of enemy vehicles. destroyed while within 9” of this unit, subtract 1 from rolls to determine if
TITAN BREAKERS model only.
models are destroyed.
● While an enemy VEHICLE unit is within 12” of the bearer, if it is a unit
whose characteristics change as it loses wounds, then it halves the
number of wounds it has remaining when determining what
characteristics to use.
● At the start of your Command phase, roll a D6 for each enemy VEHICLE
unit within 12” of the bearer. On a 6 that unit suffers 1 mortal wound.

23
AETHERMANCY DISCIPLINE
This is a derivation of the ritualistic skills used by the Void Dreamer to navigate paths through the trackless wastes of both the infinite reaches of the
Webway and those of the Warp - a feat considered near-suicidal by most eldar.
Before the battle, generate the psychic powers for PSYKERS that know powers from the Aethermancy discipline using the table below. You can either roll
a D6 to generate their powers randomly (re-roll any duplicate results), or you can select the psychic powers you wish the psyker to have.

D6 RESULT

1 PATH WARD 4 WEBWAY MAZE


Channeling their arcane powers, the Void Dreamer guides their allies along The Void Dreamer tears open a path into the twisting labyrinth of the Webway,
the fastest paths, past obstacles and enemy fire with uncanny precision. banishing an enemy to wander aimlessly until it can locate a nearby exit.
Blessing: Path Ward has a warp charge value of 6. Pick a visible friendly Malediction: Webway Maze has a warp charge value of 9. Select a visible
ANHRATHE INFANTRY or BIKER unit within 24”. Until the start of your next enemy unit within 6”. Immediately remove the target unit from the battlefield
psychic phase, add 2” to any move it makes. (ex: Charge moves, Reckless and place it into Strategic Reserves. When that unit arrives from Strategic
Abandon moves, the Warp Blink psychic power, etc.), and that unit is not Reserves, it must be set up wholly within its owner’s deployment zone.
slowed by terrain.
5 WARP TUNNEL
2 WARP BLINK With a wave of their graceful hand, the Void Dreamer bisects reality, carving
Sundering the wall between realities, the Void Dreamer re-stiches the fabric an ephemeral passage between two distance points, a bridge for those who
of space-time to place allies in optimal positions, and enemies in the direst of dare make the passage.
perils. Blessing: Warp Tunnel has a warp charge value of 6. Pick a visible Friendly
Blessing: Warp Blink has a warp charge value of 6. Pick a Visible friendly ANHRATHE INFANTRY or BIKER unit within 6” and remove it from the battlefield.
ANRATHE unit within 6”. The target unit immediately moves 2d6”, ignoring Immediately place it back on the battlefield more than 9” away from enemy
terrain and models, in a direction chosen by the psyker’s controller. If the models If the PSYKER is chosen, another unit entirely within 3” may also be
power was cast on a 8+, you may pick a visible enemy unit within 6” instead. removed and set up in the same way, as long as it is set up entirely within 3”
If you do, this power is a Malediction. of the psyker.

3 WEBWAY RIFT 6 DISPERSION FIELD


The Void Dreamer rips apart the fragile veil that separates realspace from a The Void Dreamer works to divert incoming kinetic kields, sending the harmful
portion of the Webway long lost to malefic powers and deadly concentrations energies of attacks into the empty spaces of the Webway and protecting their
of impossible poisons, letting them spill forth onto the enemy. charges.
Witchfire: Webway rift has a warp charge value of 7. If manifested, select Blessing: Dispersion Field has a warp charge value of 6. Select a visible
one enemy unit within 18” of and visible to the PSYKER. Roll one D6 for each friendly ANHRATHE unit within 24” of the psyker. The chosen unit adds +1 to its
model in that unit, adding 1 to the result of the Psychic test was 9 or more. saving throws until the start of your next Psychic phase.
For each roll of a 6+, that unit suffers 1 mortal wound.

24
CHAPTER APPROVED RULES
If every model in your army (excluding YNNARI and UNALIGNED models) has the ANHRATHE keyword and your WARLORD has the ANHRATHE keyword,
you can, if you are playing a matched play battle that instructs you to select secondary objectives (e.g. a mission from the Eternal War mission pack in
the Warhammer 40,000 Core Book), select one of them to be from the ANHRATE secondary objectives listed below.
Like all other secondary objectives, each of the secondary objectives listed below has a category, and they follow all the normal rules for secondary
objectives (for example, when you select secondary objectives, you cannot choose more than one from each category, you can score no more than 15
victory points from each secondary objective you select during the mission, etc.)

PURGE THE ENEMY


DISRUPT THEIR LEADERSHIP
Progressive Objective
Enemy leaders pose the biggest threat to the raids. Enemy organization will often fall apart without their leaders.
Score 3 points each time you destroy an opponent’s unit, if that unit is one of the units that has the highest leadership of any surviving units in your
opponent’s army. While any enemy CHARACTERS have the highest leadership of any unit in their army, no other unit will award points for this mission.

NO MERCY, NO RESPITE
WEAKEN THE FOE
Progressive Objective
Often outright destruction is not necessary: Simply inflict enough casualties and the foe will run scared.
Score 1 point at the end of your turn for each enemy unit that has suffered any casualties this turn (to a maximum of 5)

BATTLEFIELD SUPREMACY
Take What is Theirs
Progressive Objective
Corsairs strike and seize an enemy's most valuable resources before they can react.
Score 5 points at the end of your turn if you control one or more objectives that your opponent controlled at the start of your turn

Lightning Raid
Progressive Objective
Most raids have one important goal: get to the target as fast as possible.
Score 1 point at the end of the turn for each unit you have in your opponent’s deployment zone more than you have in your own deployment zone (to a
maximum of 5).
Example: if you had 3 units in your opponent’s deployment zone, and 1 unit in your own deployment zone, you would score 2 points.

SHADOW OPERATIONS
PLUNDER AND RAID
Progressive Objective
Corsairs care only for one thing: riches and glory. They make war upon the lesser races to steal goods and supplies.
Score 4 points each time a unit from your army completes the following action:
Plunder Loot (Action): One ANHRATHE INFANTRY unit from your army can start to perform this action at the end of your Movement phase if it is within
your opponent’s deployment zone and within range of an objective you control. The action is complete at the end of your turn if you still control that
objective. Only one unit can perform this action per objective.

25
CRUSADE RULES
In this section you’ll find additional rules for playing Crusade battles with Eldar Corsairs, such as Agendas, Battle Traits, and
Crusade Relics that are bespoke to Eldar Corsair units. You can find out more about Crusade armies in the Warhammer
40,000 Core Book.

CRUSADE AND OTHER RULES


Certain rules in other sections of this Codex are modified for Crusade forces. You will find a list of all changes here.

Lord of the Fleets


When adding a CORSAIR PRINCE to your Crusade force, you may not purchase the LORD OF THE FLEETS keyword. A CORSAIR PRINCE can only gain
the LORD OF THE FLEETS keyword from the Requisition presented later in this section.

AGENDAS
If your Crusade army includes any ANHRATHE units, you can select one Agenda from the Eldar Corsairs Agendas listed below. This is a new category of
Agendas, and follows all the normal rules for Agendas (for example, when you select Agendas, you cannot choose more than one from each category)

FOR GLORY AND HONOR AT THE PRECIPICE


Corsairs care only for one thing: riches and glory. A Corsair’s life is dangerous and wild. Each moment might be the last
one that breaks their spirit. Coming close to the edge spurs them towards
Keep a Glory tally for each ANHRATHE unit in your army. Each time a unit
greater and more daring feats.
destroys an enemy unit, add 1 to its Glory tally for each Battle Honor on
the destroyed unit’s Crusade Card. At the end of the battle, each unit Keep a Precipice tally for each ANHRATHE unit in your army with the
gains experience equal to its Glory tally. Dancing on the Blade’s Edge ability. Each time a unit from your army that
is not affected by the Force of Will or Supreme Force of Will abilities
passes a Morale test, if the discarded dice was a result that would have
SEEKING ADVANCEMENT caused the unit to fail the morale test, add 1 to the unit’s Precipice tally. If
Each Corsair is always on the lookout for opportunities to gain power at a unit fails a Morale test, reset its tally back to 0. At the end of the battle,
the expense of their rivals each unit gains 2 experience points for every mark on its Precipice tally.
Each time an ANHRATHE unit from your army is destroyed, keep track of
which friendly ANHRATHE units were within 6”. At the end of the battle, if PLUNDER LOOT
a destroyed unit fails an Out of Action test, one unit that was within 6” Each Corsair jealously seeks to gain as much loot as possible
when it was destroyed gains 5 experience points.
Each ANHRATHE INFANTRY or BIKER unit in your army can perform the
following action:
FIRST BLOOD
Plunder Loot (Action): One ANHRATHE INFANTRY or BIKER unit from
Eldar Corsairs are always itching to strike the first blow against their your army can start to perform this action at the end of your Movement
enemies phase if it is within your opponent’s deployment zone and within range of
Keep a First Blood tally for each ANHRATHE unit in your army. If a unit an objective you control. The action is complete at the end of your turn if
destroys any enemy units in the first Battle Round, add 1 to its First you still control that objective. This action may only be performed once
Blood tally. At the end of the battle, one unit with any marks on its First for each objective. If a unit successfully performs this action and is not
Blood tally gains 3 experience. destroyed at the end of the battle, it gains 3 experience points.
Additionally, you may give one unit that gained experience from this
Agenda a Weapon Enhancement Battle Honor

26
PRINCELY TITLES
Corsair Princes number the most conceited and opulent creatures in the galaxy. Each more self-centered and grandiose than the last. As Corsair
Princes grow their power, and as the size of the fleets increase, so too does their desire to prove their superiority. They will fashion for themselves
long-winded and gaudy titles befitting their vision of their self-importance.

If your army includes a CORSAIR PRINCE, then after a battle in which you include a ANHRATHE detachment from the same Fleet (other than a Patrol or
Auxiliary Support detachment) with a new Coterie Specialization in your army for the first time, that CORSAIR PRINCE may gain a new Princely Title,
selected from the choices below. Each Princely Title chosen by the same CORSAIR PRINCE must be different, gives the CORSAIR PRINCE a new ability,
and increases its Crusade Points by 1.
When a unit is removed from your Crusade Force, if removing that unit would cause you to be unable to form a Detachment that gains a Coterie
Specialization that caused a CORSAIR PRINCE to gain a Princely Title, that CORSAIR PRINCE loses a Princely Title of your choice, and its associated
ability. Update its Crusade Card accordingly, and reduce its Crusade Points by 1.

EXTRAORDINARY TASKMASTER OF THE OUTER VOID LEGENDARY TACTICIAN OF UNCOUNTABLE BATTLES


This corsair prince is renowned for taking slaves and mercilessly driving A victor of countless battles, this Corsair Prince is truly a master tactician.
their crew. Their source of “willing” bodies is near endless. Any battle they oversee is certain to be a victory.
If this CORSAIR PRINCE is part of your Crusade Force, then the Fresh If this CORSAIR PRINCE is part of your Crusade Army, you start the battle
Recruits Requisition (see the Warhammer 40,000 Core Book) costs 0 with 2 additional command points. If this CORSAIR PRINCE is slain, you
Requisition points if the unit being increased is from the same fleet as this immediately lose 2 Command points.
CORSAIR PRINCE.

DEVIOUS MASTER OF THE SUDDEN RAIDS


SUPREME KING OF THE GREATEST FLEET This Corsair Prince leads a fleet of raiders and pillagers that strike from
This Corsair Prince has amassed a mighty arsonal and never hesitates to nowhere at unexpected angles of attack
use it upon their unsuspecting and hapless foes.
If this CORSAIR PRINCE is part of your Crusade army and you are using the
If this CORSAIR PRINCE is part of your Crusade Force, then the Rearm and Strategic Reserves rule, you can halve the Command point cost required
Resupply Requisition (see the Warhammer 40,000 Core Rules) costs 0 to place units into Strategic Reserve (rounding fractions down). You can
Requisition points if the unit is from the same Fleet as this CORSAIR find out more about the Strategic Reserves rule in the Warhammer 40,000
PRINCE. Core Book.

DIVINE HERALD OF THE MIGHTY ORDER FINEST CHAMPION OF THE FIGHTING RINGS
This Corsair Prince is the leader of a coterie of mighty heroes - each with This Corsair Prince has duelled countless opponents and emerged
their own long list of titles. victorious. The self-told tales of their deeds are legendary.
If this CORSAIR PRINCE is part of your Crusade Force, then the Warlord Once per battle, if this CORSAIR PRINCE is on the battlefield, you may use
Trait Requisition (see the Warhammer 40,000 Core Rules) costs 0 one Epic Deed stratagem for 0 Command points.
Requisition points if the CHARACTER being given a Warlord Trait is from
the same Fleet as this CORSAIR PRINCE.
MAJESTIC SLAYER OF INSURMOUNTABLE FOES
This corsair prince has sought out greater and greater challenges,
EXCELLENT CURATOR OF THE FINEST VAULTS defeating greater and greater foes in their quest for glory.
This Corsair Prince seeks to amass a mighty collection of relics and
Each time this CORSAIR PRINCE destroys a unit that has more Battle
curiosities.
Honors than it, it gains 1 bonus experience point.
If this CORSAIR PRINCE is part of your Crusade Force, then the Relic
Requisition (see the Warhammer 40,000 Core Rules) costs 0 Requisition
SOVEREIGN EMPEROR OF THE INNUMERABLE STARS
points if the CHARACTER gaining a relic is from the same Fleet as this
This Corsair Prince styles themselves as master of all they see. They
CORSAIR PRINCE.
ruthlessly take what they want, sparing no mercy.
If, at the end of the battle, if this CORSAIR PRINCE is on the battlefield and
UNKNOWABLE STRATEGIST OF IMMACULATE SKILL
you are the victor, roll a dice for each enemy unit this CORSAIR PRINCE
This Corsair Prince is adept at executing their inscrutable ploys.
destroyed. If any are a 6, you gain 1 Requisition Point.
If this CORSAIR PRINCE is part of your Crusade Army, you may select 2
Agendas from Page 25 instead of just 1.

27
REQUISITIONS
If your Crusade army includes any ANHRATHE units, you can spend Requisition Points (RPs) on any of the following Requisions in addition to those
presented in the Warhammer 40,000 Core Book

LORD OF THE FLEETS 1RP CURSE OF THE VOID 1RP


Corsair Princes are always expanding their sphere of influence, gaining There is always a risk that a Corsair loses itself and becomes an
larger and larger fleets. unhinged member of the Malevolents
Purchase this Requisition when a CORSAIR PRINCE from your Crusade Purchase this Requisition at any time not during a battle. Pick a
force gains the Heroic or Legendary rank. That model gains the LORD ANHRATHE INFANTRY unit (except a CHARACTER unit) from your Crusade
OF THE FLEETS keyword. Increase its Power Rating accordingly, and Force with at least one Battle Scar. Replace that unit with a Corsair
make a note on its Crusade Card. You cannot purchase this Requisition Malevolent unit. You cannot purchase this Requisition if doing so would
if doing so would cause your total Power Level to exceed your Crusade cause your total Power Level to exceed your Crusade force’s Supply
Force’s Supply Limit. Limit. The new Malevolents unit has the same number of experience
points and the same Battle Honors as the unit it replaced (note that it
CLIMBING THE LADDER 1RP does not have the same Battle Scars).
The life of a Corsair is one of constant struggle to advance through the
ranks. One either rises to the top, or perishes. SPOILS OF BATTLE 1RP
The ultimate goal of raids: gaining spoils of battle
Purchase this Requisition at any time. Pick a CORSAIR INFANTRY or
BIKER unit (except a CHARACTER unit) from your Crusade Force with at Purchase this Requisition when one of your opponent’s units gains a
least one Battle Honor. That unit gains the VOIDSTORM keyword if it battle scar. They gain the following battle scar instead:
does not already have it, and you may give the chosen unit the Sworn
Plundered: Your opponent selects one weapon or item of wargear
Blades ability (pg. 30). If you do increase the unit’s Crusade Points by 1.
equipped by one model in the unit. The model is no longer equipped with
that weapon or item of wargear.
CAPRICIOUSNESS 0RP
Pick an ANHRATHE unit that participated in the battle that survived and
The wild and capricious nature of Corsairs can be a curse or a boon.
that shares one of the following keywords with the opponent’s unit:
Purchase this Requisition when you chose a unit with the Change of INFANTRY, BIKER, VEHICLE. You may pick one model in that unit to be
Heart, Malleable Allegiance, or Wild Psyker stratagems. Mark the effects equipped with the weapon or item of wargear you chose for the Battle
of the stratagem on the Crusade Card of the chosen unit. They carry on Scar above.
to further battles.

BATTLE TRAITS
When an ANHRATHE unit gains a Battle Trait, you can use one of the tables below instead of one of the tables in the Warhammer 40,000 Core Book to
determine what Battle Trait the unit has gained. To do so, roll one D6 and consult the appropriate table, or choose a Battle Trait from the appropriate
table that tells the best narrative for your unit. All the normal rules for Battle Traits apply (e.g. a unit cannot have the same Battle Trait more than once).
As with any Battle Honor, make a note on the unit’s Crusade card when it gains a Battle Trait and increase its Crusade points accordingly, as described
in the Warhammer 40,000 Core Book.

ANHRATE INFANTRY OR BIKER UNITS ANHRATE UNITS


(EXCLUDING CHARACTER AND VOIDSTORM UNITS)
D6 TRAIT
1-2 Grip of Obsession
D6 TRAIT
These Corsairs are spiraling deep into their obsession - becoming 1-2 Battle Tested
greater warriors, but at what cost to their soul? Repeated combat experience has embolden them
This unit gains a second Dark Obsession ability. Improve the Leadership characteristic of each model in this unit
by 1.
3-4 Iron Discipline
Repeated battlefield experiences have inured them to the horrors 3-4 First to the Fray
of war. They are always seeking ways to gain glory
Each time this unit makes a combat attrition test, add 1 to the roll. Improve the Attacks characteristic of each model in this unit by 1.
A CHARACTER instead gains the following ability: 5-6 Gathered Spoils
Iron Discipline (aura): Friendly <COTERIE> CORE units within 6” A history of combat leaves them with greater gear.
of this model add 1 to their Leadership characteristic.
Change the Save characteristic of each model in this unit to 4+.
5-6 Greater Abandon
These warriors are adept at escaping from enemies after ANHRATE PSYKER UNITS
unleashing their deadly assaults
Each time this unit makes a shooting attack against an enemy D6 TRAIT
within 12”: 1-3 Modicum of Control
● Unless firing Overwatch, it may make a Reckless Abandon
This psyker has learned some discipline. Some
Move regardless of if it inflicts a casualty.
● If it inflicts a casualty, its Reckless Abandon move is increased This unit loses the Eye of She Who Thirsts ability.
to 6”. 4-6 Learned Secrets
The psyker has studied the arts of the warp
This unit may manifest Psychic Powers without preventing
Actions or Psychic Actions from failing.

28
CRUSADE RELICS
When an ANHRATHE CHARACTER gains a Crusade Relic, you can instead select one of the Relics listed below. All the usual rules for selecting Crusade
Relics, as described in the Warhammer 40,000 Core Book, apply.

ARTIFICER RELICS ANTIQUITY RELICS


Any ANHRATHE CHARACTER model can be given one of the following Any ANHRATHE CHARACTER model of Heroic Rank or higher can be
Artificer Relics instead of one of the ones presented in the Warhammer given one of the following Antiquity Relics instead of one of the ones
40,000 Core Book. presented in the Warhammer 40,000 Core Book. Add 1 to a unit’s total
Crusade points for each Antiquity Relic it has - this is in addition to the +1
Voidtooth Cloak from gaining a Battle Honor, for a total of +2
A prestigious cloak made from a rare and mysterious crystal
Add 1 to the bearer’s Wounds and Movement characteristics. Malevolent Blade
This voidsabre has gained some semblance of a dark sentience
Jeweled Steed Model with a Voidsabre only. Each time the bearer rolls a hit roll of 6, it
A custom jetbike studded with jewels and fitted to carry heavier weapons. inflicts a mortal wound on its target. If the bearer destroys an enemy unit,
it gains 1 experience point
BIKER model only. The model is equipped with a weapon from the Heavy
Weapons list.
Bonded Familiar
A mysterious companion creature has been attracted to this forceful
Glitterwing Harness personality
A shimmering field surrounds this jetpack, causing disruption in enemy
lines. This relic may be taken multiple times in your Crusade force, but not
more than once by the same CHARACTER. Pick two of the following
JETPACK model only. Each time the bearer’s Falls Back, pick one enemy
abilities when a CHARACTER gains this relic:
unit within Engagement Range. That unit suffers 1 mortal wound. The
● Add 1 to Psychic tests taken for the bearer
bearer is still eligible to shoot and charge this turn.
● Each time the bearer makes an attack, you may re-roll the hit roll.
● Each time the bearer makes an attack, you may re-roll the wound roll.
● Each time the bearer loses a wound, roll a D6. On a 5+ the wound is
not lost.

LEGENDARY RELICS
Any ANHRATHE CHARACTER model of Legendary Rank can be given one of the following Legendary Relics instead of one of the ones presented in the
Warhammer 40,000 Core Book. In addition, in order to give a model a Legendary Relic, you must also pay 1 Requisition point (if you do not have
enough Requisition points, you cannot give that model a Legendary Relic). Add 1 to a unit’s total Crusade points for each Antiquity Relic it has - this is
in addition to the +1 from gaining a Battle Honor, for a total of +3

Mark of Glory Command Uplink


This Corsair Prince has become renowned across the galaxy. Their glory A direct uplink to the orbiting fleets let them rain destruction upon the
and prestige is legendary. battlefield
CORSAIR PRINCE only. The bearer’s Aura abilities and Lord of the Fleets The bearer can use the following action (It may not use any abilities that
ability affect all friendly <FLEET> units, not just CORE units. Add 3” to the allow it to shoot, etc. without the action failing):
range of the bearer’s Aura abilities and Lord of the Fleets ability. Coordinate Fleet: The bearer may start to perform this action in your
Command phase. While the bearer is performing this action, you may use
the Void Strike stratagem for 0cp, even if you have already used it in this
battle. This action is complete at the start of your next Command Phase.
If the action is not complete, do not resolve the effects of the Void Strike
stratagem.

29
DATASHEETS
This section contains the datasheets that you will need to fight battles with your Eldar Corsair miniatures, as well as an
explanation of the selectable keywords found on those datasheets and details of army-specific abilities. You can find out how
to use datasheets in the Warhammer 40,000 Core Book.

THE <FLEET> KEYWORD


Every datasheet in this section has the <FLEET> keyword. This is a keyword that you can select for yourself, as described in the Warhammer 40,000
Core Book, with the guidance detailed below.
All ANHRATHE units are part of a Fleet. When you include such a unit in your army, you must nominate which Fleet it is from and then replace the
<FLEET> keyword in every instance on its datasheet with the name of your chosen Fleet. This could be one of the Fleets detailed in a Warhammer
40,000 publication, or one of your own design.
Example: If you include a Corsair Prince in your army, and you decide they are from the Void Dragons Fleet, their <FLEET> keyword becomes VOID
DRAGONS and their First Prince ability reads ‘while a friendly VOID DRAGONS CORE unit is within 6” of this model, each time a model in that unit makes
an attack, re-roll a hit roll of 1.’
If your army is Battle-forged, you cannot include units from two different Fleets in the same Detachment. You can find out more about Battle-forged
armies in the Warhammer 40,000 Core Book.

The <COTERIE> Keyword


Similar to the <FLEET> keyword, each datasheet also has a <COTERIE> keyword. This functions in exactly the same way (i.e. you must nominate which
Coterie a unit is from and replace the <COTERIE> keyword in every instance on its datasheet with the name of its Coterie).

Designer’s note: While Corsair Fleets are the equivalent to other faction’s <FACTION> keywords narratively (i.e. There are multiple Chapters of
Space Marines, and there are multiple Fleets of Corsairs), Corsair Coteries are the equivalent for rules purposes (i.e. Where a Space Marine Captain
might affect <CHAPTER> units, a Corsair Baron will affect <COTERIE> units).
This represents the many squabbling factions within a single Corsair Fleet, and allows players to field several distinct groups of fighting forces within
one army. You are also not required to have multiple Coteries in your army, to represent Corsair Fleets that have honed their fighting and coordination
beyond the usual petty conflicts seen in most fleets.
Notably, Corsair Princes do not have a Coterie, and affect any units from their Fleet, as they have transcended the petty politics.

WARGEAR & WEAPON LISTS


The weapon profiles found on a unit’s datasheet describe the primary weapons that models in that unit can be equipped with. Some weapons are only
referenced on a datasheet; profiles for these, and all other weapons, can be found on pages 62-63. In addition, some datasheets reference one or more
weapon lists (e.g. Melee Weapons list); these can be found on page 61.

ABILITIES
A unit’s datasheet will list all the abilities it has. Certain abilities that are common to many units are only referenced on the datasheets rather than
described in full. These are described below.

Dancing on a Blade’s Edge


The wild bands of the Corsairs are famed for their daring assaults and reckless behaviour on the field of battle. Every Corsair revels in the freedom of
their existence, reckless bravery covering the gnawing fear of the price they might pay for their uninhibited ways.
When making Morale tests, a unit with this ability may roll an additional dice and discard the highest result. Additionally, a unit with this ability does not
automatically pass a morale test on an unmodified roll of 1, and subtract 1 from Combat Attrition tests made by a unit with this rule.

Reckless Abandon
Corsair warbands prosecute wars with wild abandon, closing with the enemy to unleash a fusillade of devastating weapons fire and scathing insults,
before flitting away once again.
If a unit with this ability inflicts one or more casualties on an enemy unit while making a shooting attack (including Overwatch) against a unit within 12”, it
may make a Reckless Abandon Move once the shooting attack has been fully resolved (and before the enemy unit has made its charge move).
When a unit makes a Reckless Abandon Move, each model in that unit can move 3”, but models cannot be moved closer to any enemy units targeted by
the shooting attack, and cannot be moved within Engagement Range of enemy models.

Political Supremacy
A Corsair Prince and their retinue are above the political squabbles of the various Coteries that make up the fleet. While each Coterie competes with
each other to vie for power, the none dare oppose the Prince, at least until success is guaranteed.
This unit gains the <COTERIE> keyword of all units in your army that are from the same Fleet.
Example: If a unit with this ability has the VOID DRAGONS Fleet, and your army includes a VOID DRAGONS SKY BURNERS CORSAIR BARON and a VOID
DRAGONS NIGHT HUNTERS REAVER unit, a unit with this ability will have both the SKY BURNERS and NIGHT HUNTERS keywords, but if you had a
SUNBLITZ BROTHERHOOD HEAD TAKERS unit in your army, it would not gain the HEAD TAKERS keyword, as its Fleet does not match.

Sworn Blades
Corsair Princes and Barons are accompanied to battle by their most trusted advisors, often serving as bodyguards for their lords.
While a friendly <COTERIE> CHARACTER is within 3” of this unit, enemy units cannot target that unit with ranged weapons.

30
Cloudbreaker
Lying in wait upon orbital transports - Often Vampire Raiders circling the battlefield - this unit descends to strike at the opportune moment.
During deployment you can set up this unit in an orbital transport instead of setting it up on the battlefield. If you do, then in the Reinforcements step of
one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models.

Dark Obsessions
Each Corsair Prince has their own obsession, their own escape from the dread that eats away at the Eldar psyche. Some travel the stars seeking the
lost and hidden places of the galaxy, some find solace in red-handed slaughter. While others dare to indulge in the pleasures that doomed their
ancestors. No matter what form this obsession takes, those Corsairs who are drawn to the Prince’s service are moulded by their will and either learn to
serve their desires or are cast bloodily aside.
If every unit in your army has the ANHRATHE keyword (excluding YNNARI and UNALIGNED units), then pick one of the following abilities for each <FLEET>
in your army. Each unit with this rule gains the ability chosen for its <FLEET> if each of the units in its detachment has the same <FLEET> or no fleet. Write
down each <FLEET>’s Dark Obsession ability on your army roster.

Traveller of Forgotten Paths Wielder of Profane Powers Seeker of Forbidden Pleasure


The dark folds of the webway conceal many hidden Freed from the constraints and strictures of the Eldar Heedless of the fate of their ancestors, the Corsair
and lost realms, and the Corsair Prince seeks to path, many Corsair Princes seek to recapture the Prince has embarked on the path that led to their
experience them all. They walk forgotten roads and ancient powers that legends attribute to their downfall. All the pleasures of the galaxy are theirs to
make their lair at the farthest reaches of existence, ancestors. Some few come into possession of tainted sample, and war and carnage are but more delights -
able to appear at the most unlikely of places to artefacts and lore from before the fall of the Eldar of for what dread can death hold to one who dangles
confound their foes. old, things that perhaps would have been better left their very soul before the hungry powers of the warp?
During deployment any CHARACTER with this unfound. Though such discoveries are powerful, those Any unit with this obsession may roll a dice and
who exploit such power rarely meet a good end. consult the following chart to determine which bonus it
obsession may be set up in the webway instead of
being placed on the battlefield. During your A unit with this obsession may deny one additional gains for the battle. Alternatively you may pick the
Reinforcements step, you may place a webway portal power in each of your opponent’s Psychic phases, and bonus the unit receives, but you cannot choose a
(represented by a 40mm base) anywhere on the if it is a PSYKER, it knows one additional power from bonus that has already been chosen by another unit
battlefield more than 9” away from an enemy unit, and the Aethermancy Discipline. until all six bonuses have been taken once each.
one such character deployed in the webway wholly Any CHARACTER with this obsession may summon
within 3” of it and 9” away from any enemy models. daemons using the Daemonic Ritual ability as if it had A CORSAIR PRINCE with this obsession increases the
the CHAOS keyword. bonus it receives by 1.
Friendly units with this obsession that end their move
within 3” of a webway portal can be removed from the A PSYKER CORSAIR PRINCE with this obsession may D6 BONUS D6 BONUS
battlefield and placed in Strategic Reserves. attempt to manifest one additional power in each of 1 +1 Attack 4 +1 Toughness
At the start of your Move Units step, any unit in your Psychic phases. 2 +1 Strength 5 +1 Weapon Skill
Strategic Reserves can be set up wholly within 3” of a 3 +2 Move 6 +2 Leadership
webway portal and not within Engagement Range of Reaper of the Outer Dark
enemy models. For some among the Corsairs, there is no greater goal Collector of Ancient Treasures
A CORSAIR PRINCE with this obsession may be set up than to unleash a tide of death upon the galaxy. A true pirate of the empty void, this Corsair Prince
in the first Battle Round regardless of restrictions. Whether to prove their martial prowess, slake some seeks out the most valuable treasures of the galaxy
dark thirst, or simply because nne can stop them. This and takes them for their own. For in these final years,
Corsair Prince is such a creature, and their legacy is they know full well that only force of arms grants the
Survivor of Endless Darkness writ in blood on a hundred worlds.
Dedicated to preserving their only ghoul-like existence right to possess such artefacts.
throughout the long ages of the galaxy’s slow death, A unit with this obsession adds 1 to its Attack Each time a unit with this obsession is selected to
this Corsair Prince scours the stars for exotic elixirs characteristic in the fight phase if it successfully shoot or fight, you can re-roll one hit roll when
and ancient technology. Such creatures are often charged, was charged, or performed a heroic resolving that unit's attacks.
many millennia old and have long since abandoned intervention this turn.
A CORSAIR PRINCE with this obsession may pick one
any hint of sanity. A CORSAIR PRINCE with this obsession adds d3 to its of its weapons (which cannot be a Relic of the Void).
Whenever a model with this obsession loses a wound, Attacks characteristic in the fight phase if it targets the The chosen weapon adds 1 to its Strength and
roll a dice. On a 6+, the wound is not lost. same unit with all of its attacks, and there are more Damage characteristics.
models in that unit than there are models in friendly
A CORSAIR PRINCE with this obsession adds 1 to this units in engagement range of it.
roll.

WEAPON ABILITIES
Certain abilities common to many weapons carried by several different units are only referenced on the datasheets or wargear lists rather than described
in full. These are described below

Poisoned Weapon
Corsair fleets are not above using Drukhari poisons to slay their prey in excruciating ways.
When resolving an attack with this weapon, a wound roll of 4+ is always successful, irrespective of the target’s Toughness characteristic, unless the
attack is targeting a VEHICLE or TITANIC unit, in which case only a wound roll of 6+ is successful.

Melta Weapon
Melta Weapons unleash huge gouts of superheated gas that are especially dangerous at close ranges.
Each time an attack made with this weapon targets a unit within half range, improve its Damage characteristic by 2 (i.e. D6 becomes D6+2)

Dissonance Weapon
These weapons focus and amplify aberrant sound pulses to the point where they trigger convulsions and internal bleeding in their targets.
When making an attack with this weapon, an unmodified hit roll of 6 automatically wounds the target.

Bladestorm (x)
Eldar Shuriken weapons unleash a hail of mono-molecular discs that can shred through nearly any armour
When resolving an attack made with this weapon, on an unmodified wound roll of 6 this weapon has an Armour Penetration characteristic of the value in
the parenthesis for that attack.
Example: A weapon with the Bladestorm (-1) ability would have an Armour Penetration characteristic of -1 on a wound roll of a 6.

31
CORSAIR PRINCE 6 POWER
NO. NAME M WS BS S T W A Ld SV
1 Corsair Prince 8” 2+ 2+ 3 3 6 5 9 4+

This model is equipped with: Spar-glaive; Brace of Pistols; Sunburst Grenades. Only one <FLEET> CORSAIR PRINCE may be included in your army.
WEAPON RANGE TYPE S AP D ABILITIES
Brace of Pistols 8” Pistol 2 1 0 1 Poisoned Weapon, Bladestorm (-1) (pg. 31).
Balelight 8” Pistol D6 3 0 1 Each time an attack is made with this weapon, on an unmodified wound
roll of 6, the target suffers 1 mortal wound.
Spar-glaive melee melee user 0 1 When the bearer fights, it makes 1 additional attack with this weapon..
Voidsabre melee melee +2 -3 2 -

WARGEAR OPTIONS

● This model may replace its Spar-Glaive with a Void Sabre or an item from the Melee Weapons list
● This model may take a Balelight and/or items from the Pistol Weapons, Armor, and Force Fields lists.
● This model may gain the LORD OF THE FLEETS keyword. (Power Rating +1)
● This Model may gain the PSYKER keyword.(Power Rating +1)

ABILITIES

Reckless Abandon, Political Supremacy, Dark Obsessions (pg. 30-31)

Supreme Force of Will (Aura): Combat Attrition tests made by friendly <FLEET> CORE units within 6” this model only fail on an unmodified 1.

First Prince (Aura): Friendly <FLEET> CORE units within 6” of this model may re-roll to-hit rolls of 1.

Lord of the Fleets: If this model has the LORD OF THE FLEETS keyword, in your command phase, you may pick one friendly <FLEET> CORE unit or
<FLEET> CHARACTER within 6” of this model. Until the start of your next Command phase, each time a model from that unit makes an attack, you may
reroll the hit roll.

Eye of She Who Thirsts: If this model is a PSYKER, the first time it is slain due to Perils of the Warp, nearby models do not suffer mortal wounds.
Instead place a copy of this model with full wounds under your opponents control where it was slain. This new model gains the DAEMON and
SLAANESH keywords.

PSYKER

If this model is a PSYKER, it may attempt to manifest 1 power in your Psychic phase. It knows the Smite Psychic power.

FACTION KEYWORDS: AELDARI, ANHRATHE, <FLEET>


KEYWORDS: INFANTRY, CHARACTER, SUPREME COMMANDER, CORSAIR PRINCE

32
CORSAIR PRINCE WITH CORSAIR JETPACK 7 POWER
NO. NAME M WS BS S T W A Ld SV
1 Corsair Prince 16” 2+ 2+ 3 3 6 5 9 4+

This model is equipped with: Spar-glaive; Brace of Pistols; Sunburst Grenades. Only one <FLEET> CORSAIR PRINCE may be included in your army.
WEAPON RANGE TYPE S AP D ABILITIES
Brace of Pistols 8” Pistol 2 1 0 1 Poisoned Weapon, Bladestorm (-1) (pg. 31).
Balelight 8” Pistol D6 3 0 1 Each time an attack is made with this weapon, on an unmodified wound
roll of 6, the target suffers 1 mortal wound.
Spar-glaive melee melee user 0 1 When the bearer fights, it makes 1 additional attack with this weapon..
Voidsabre melee melee +2 -3 2 -

WARGEAR OPTIONS

● This model may replace its Spar-Glaive with a Void Sabre or an item from the Melee Weapons list
● This model may take a Balelight and/or items from the Pistol Weapons, Armor, and Force Fields lists.
● This model may gain the LORD OF THE FLEETS keyword. (Power Rating +1)
● This Model may gain the PSYKER keyword.(Power Rating +1)

ABILITIES

Reckless Abandon, Political Supremacy, Dark Obsessions (pg. 30-31)

Supreme Force of Will (Aura): Combat Attrition tests made by friendly <FLEET> CORE units within 6” this model only fail on an unmodified 1.

First Prince (Aura): Friendly <FLEET> CORE units within 6” of this model may re-roll to-hit rolls of 1.

Lord of the Fleets: If this model has the LORD OF THE FLEETS keyword, in your command phase, you may pick one friendly <FLEET> CORE unit or
<FLEET> CHARACTER within 6” of this model. Until the start of your next Command phase, each time a model from that unit makes an attack, you may
reroll the hit roll.

Eye of She Who Thirsts: If this model is a PSYKER, the first time it is slain due to Perils of the Warp, nearby models do not suffer mortal wounds.
Instead place a copy of this model with full wounds under your opponents control where it was slain. This new model gains the DAEMON and
SLAANESH keywords.

PSYKER

If this model is a PSYKER, it may attempt to manifest 1 power in your Psychic phase. It knows the Smite Psychic power.

FACTION KEYWORDS: AELDARI, ANHRATHE, <FLEET>


KEYWORDS: INFANTRY, JUMP PACK, FLY, CHARACTER, SUPREME COMMANDER, CORSAIR PRINCE

33
CORSAIR PRINCE WITH JETBIKE 8 POWER
NO. NAME M WS BS S T W A Ld SV
1 Corsair Prince 18” 2+ 2+ 3 4 7 5 9 4+

This model is equipped with: Spar-glaive; Brace of Pistols; Twin Shuriken Catapults. Only one <FLEET> CORSAIR PRINCE may be included in your army.
WEAPON RANGE TYPE S AP D ABILITIES
Twin Las-autorifle 24” Assault 4 3 0 1 When targeting a unit that is within half range of this weapon, change its
Type to Assault 6.
Twin Shuriken Catapults 12” Assault 4 4 0 1 Bladestorm (-3) (pg. 31)
Twin Splinter Rifle 24” Rapid Fire 2 1 0 1 Poisoned Weapon (pg. 31)
Brace of Pistols 8” Pistol 2 1 0 1 Poisoned Weapon, Bladestorm (-1) (pg. 31).
Balelight 8” Pistol D6 3 0 1 Each time an attack is made with this weapon, on an unmodified wound
roll of 6, the target suffers 1 mortal wound.
Spar-glaive melee melee user 0 1 When the bearer fights, it makes 1 additional attack with this weapon..
Voidsabre melee melee +2 -3 2 -

WARGEAR OPTIONS

● This model may replace its Spar-glaive with a Void Sabre or an item from the Melee Weapons list
● This model may take a Balelight and/or items from the Pistol Weapons, Armor, and Force Fields lists.
● This model may replace its Twin Shuriken Catapults for Twin Splinter Rifles or Twin Las Autorifles.
● This model may gain the LORD OF THE FLEETS keyword. (Power Rating +1)
● This Model may be a PSYKER (Power Rating +1)

ABILITIES

Reckless Abandon, Political Supremacy, Dark Obsessions (pg. 30-31)

Supreme Force of Will (Aura): Combat Attrition tests made by friendly <FLEET> CORE units within 6” this model only fail on an unmodified 1.

First Prince (Aura): Friendly <FLEET> CORE units within 6” of this model may re-roll to-hit rolls of 1.

Lord of the Fleets: If this model has the LORD OF THE FLEETS keyword, in your command phase, you may pick one friendly <FLEET> CORE unit or
<FLEET> CHARACTER within 6” of this model. Until the start of your next Command phase, each time a model from that unit makes an attack, you may
reroll the hit roll.

Eye of She Who Thirsts: If this model is a PSYKER, the first time it is slain due to Perils of the Warp, nearby models do not suffer mortal wounds.
Instead place a copy of this model with full wounds under your opponents control where it was slain. This new model gains the DAEMON and
SLAANESH keywords.

Ride the Wind: This model adds 6” to its movement when advancing, instead of rolling a d6.

PSYKER

If this model is a PSYKER, it may attempt to manifest 1 power in your Psychic phase. It knows the Smite Psychic power.

FACTION KEYWORDS: AELDARI, ANHRATHE, <FLEET>


KEYWORDS: BIKER, FLY, CHARACTER, SUPREME COMMANDER, CORSAIR PRINCE

34
CORSAIR BARON 4 POWER
NO. NAME M WS BS S T W A Ld SV
1 Corsair Baron 8” 2+ 2+ 3 3 5 4 9 4+

This model is equipped with: Spar-glaive; Brace of Pistols; Sunburst Grenades.


WEAPON RANGE TYPE S AP D ABILITIES
Brace of Pistols 8” Pistol 2 1 0 1 Poisoned Weapon, Bladestorm (-1) (pg. 31).
Balelight 8” Pistol D6 3 0 1 Each time an attack is made with this weapon, on an unmodified wound
roll of 6, the target suffers 1 mortal wound.
Spar-glaive melee melee user 0 1 When the bearer fights, it makes 1 additional attack with this weapon..
Voidsabre melee melee +2 -3 2 -

WARGEAR OPTIONS

● This model may replace its Spar-Glaive with a Void Sabre or an item from the Melee Weapons list
● This model may take a Balelight and/or items from the Pistol Weapons, Armor, and Force Fields lists.
● This Model may gain the PSYKER keyword.(Power Rating +1)

ABILITIES

Reckless Abandon, Dark Obsessions (pg. 30-31)

Force of Will (Aura): Add 1 to Combat Attrition tests made by friendly <COTERIE> CORE units within 3” of any models with this ability.

Tyrant (Aura): Re-roll wound rolls of 1 for friendly <COTERIE> CORE units within 3” of this model.

Eye of She Who Thirsts: If this model is a PSYKER, the first time it is slain due to Perils of the Warp, nearby models do not suffer mortal wounds.
Instead place a copy of this model with full wounds under your opponents control where it was slain. This new model gains the DAEMON and
SLAANESH keywords.

PSYKER

If this model is a PSYKER, it may attempt to manifest 1 power in your Psychic phase. It knows the Smite Psychic power.

FACTION KEYWORDS: AELDARI, ANHRATHE, <FLEET>, <COTERIE>


KEYWORDS: INFANTRY, CHARACTER, CORSAIR BARON

35
CORSAIR BARON WITH CORSAIR JETPACK 5 POWER
NO. NAME M WS BS S T W A Ld SV
1 Corsair Baron 16” 2+ 2+ 3 3 5 4 9 4+

This model is equipped with: Spar-glaive; Brace of Pistols; Sunburst Grenades.


WEAPON RANGE TYPE S AP D ABILITIES
Brace of Pistols 8” Pistol 2 1 0 1 Poisoned Weapon, Bladestorm (-1) (pg. 31).
Balelight 8” Pistol D6 3 0 1 Each time an attack is made with this weapon, on an unmodified wound
roll of 6, the target suffers 1 mortal wound.
Spar-glaive melee melee user 0 1 When the bearer fights, it makes 1 additional attack with this weapon..
Voidsabre melee melee +2 -3 2 -

WARGEAR OPTIONS

● This model may replace its Spar-Glaive with a Void Sabre or an item from the Melee Weapons list
● This model may take a Balelight and/or items from the Pistol Weapons, Armor, and Force Fields lists.
● This Model may gain the PSYKER keyword.(Power Rating +1)

ABILITIES

Reckless Abandon, Dark Obsessions (pg. 30-31)

Force of Will (Aura): Add 1 to Combat Attrition tests made by friendly <COTERIE> CORE units within 3” of any models with this ability.

Tyrant (Aura): Re-roll wound rolls of 1 for friendly <COTERIE> CORE units within 3” of this model.

Eye of She Who Thirsts: If this model is a PSYKER, the first time it is slain due to Perils of the Warp, nearby models do not suffer mortal wounds.
Instead place a copy of this model with full wounds under your opponents control where it was slain. This new model gains the DAEMON and
SLAANESH keywords.

PSYKER

If this model is a PSYKER, it may attempt to manifest 1 power in your Psychic phase. It knows the Smite Psychic power.

FACTION KEYWORDS: AELDARI, ANHRATHE, <FLEET>, <COTERIE>


KEYWORDS: INFANTRY, JUMP PACK, FLY, CHARACTER, CORSAIR BARON

36
CORSAIR BARON WITH JETBIKE 6 POWER
NO. NAME M WS BS S T W A Ld SV
1 Corsair Baron 18” 2+ 2+ 3 4 6 4 9 4+

This model is equipped with: Spar-glaive; Brace of Pistols; Twin Shuriken Catapults.
WEAPON RANGE TYPE S AP D ABILITIES
Twin Las-autorifle 24” Assault 4 3 0 1 When targeting a unit that is within half range of this weapon, change its
Type to Assault 6.
Twin Shuriken Catapults 12” Assault 4 4 0 1 Bladestorm (-3) (pg. 31)
Twin Splinter Rifle 24” Rapid Fire 2 1 0 1 Poisoned Weapon (pg. 31)
Brace of Pistols 8” Pistol 2 1 0 1 Poisoned Weapon, Bladestorm (-1) (pg. 31).
Balelight 8” Pistol D6 3 0 1 Each time an attack is made with this weapon, on an unmodified wound
roll of 6, the target suffers 1 mortal wound.
Spar-glaive melee melee user 0 1 When the bearer fights, it makes 1 additional attack with this weapon..
Voidsabre melee melee +2 -3 2 -

WARGEAR OPTIONS

● This model may replace its Spar-glaive with a Void Sabre or an item from the Melee Weapons list
● This model may take a Balelight and/or items from the Pistol Weapons, Armor, and Force Fields lists.
● This model may replace its Twin Shuriken Catapults for Twin Splinter Rifles or Twin Las Autorifles.
● This Model may be a PSYKER (Power Rating +1)

ABILITIES

Reckless Abandon, Dark Obsessions (pg. 30-31)

Force of Will (Aura): Add 1 to Combat Attrition tests made by friendly <COTERIE> CORE units within 3” of any models with this ability.

Tyrant (Aura): Re-roll wound rolls of 1 for friendly <COTERIE> CORE units within 3” of this model.

Eye of She Who Thirsts: If this model is a PSYKER, the first time it is slain due to Perils of the Warp, nearby models do not suffer mortal wounds.
Instead place a copy of this model with full wounds under your opponents control where it was slain. This new model gains the DAEMON and
SLAANESH keywords.

Ride the Wind: This model adds 6” to its movement when advancing, instead of rolling a d6.

PSYKER

If this model is a PSYKER, it may attempt to manifest 1 power in your Psychic phase. It knows the Smite Psychic power.

FACTION KEYWORDS: AELDARI, ANHRATHE, <FLEET>, <COTERIE>


KEYWORDS: BIKER, FLY, CHARACTER, CORSAIR BARON

37
VOID DREAMER 5 POWER
NO. NAME M WS BS S T W A Ld SV
1 Corsair Void Dreamer 8” 2+ 2+ 3 3 4 3 9 5+

This model is equipped with: Witchstaff; Brace of Pistols; Sunburst Grenades.


WEAPON RANGE TYPE S AP D ABILITIES
Brace of Pistols 8” Pistol 2 1 0 1 Poisoned Weapon, Bladestorm (-1) (pg. 31).
Balelight 8” Pistol D6 3 0 1 Each time an attack is made with this weapon, on an unmodified wound
roll of 6, the target suffers 1 mortal wound.
Witchstaff melee melee user 0 2 This weapon always wounds on a 2+
Voidsabre melee melee +2 -3 2 -

WARGEAR OPTIONS

● This model may replace its Sunburst Grenades with an item from the Grenades list.
● This model may take a Void Sabre, Balelight, and/or items from the Melee Weapons, Pistol Weapons, Armor, and Force Fields lists.

ABILITIES

Reckless Abandon, Dark Obsessions (pg. 30-31)

Eye of She Who Thirsts: The first time this model is slain due to Perils of the Warp, nearby models do not suffer mortal wounds. Instead place a
copy of this model with full wounds under your opponents control where it was slain. This new model gains the DAEMON and SLAANESH keywords.

PSYKER

This model can attempt to manifest two powers in each of your psychic phases, and attempt to deny one power in each of your opponent’s Psychic
phases. It knows Smite and two psychic powers from the Athermancy Discipline

FACTION KEYWORDS: AELDARI, ANHRATHE, <FLEET>, <COTERIE>


KEYWORDS: INFANTRY, CHARACTER, VOID DREAMER

38
VOID DREAMER WITH CORSAIR JETPACK 6 POWER
NO. NAME M WS BS S T W A Ld SV
1 Corsair Void Dreamer 16” 2+ 2+ 3 3 4 3 9 5+

This model is equipped with: Witchstaff; Brace of Pistols; Sunburst Grenades.


WEAPON RANGE TYPE S AP D ABILITIES
Brace of Pistols 8” Pistol 2 1 0 1 Poisoned Weapon, Bladestorm (-1) (pg. 31).
Balelight 8” Pistol D6 3 0 1 Each time an attack is made with this weapon, on an unmodified wound
roll of 6, the target suffers 1 mortal wound.
Witchstaff melee melee user 0 2 This weapon always wounds on a 2+
Voidsabre melee melee +2 -3 2 -

WARGEAR OPTIONS

● This model may replace its Sunburst Grenades with an item from the Grenades list.
● This model may take a Void Sabre, Balelight, and/or items from the Melee Weapons, Pistol Weapons, Armor, and Force Fields lists.

ABILITIES

Reckless Abandon, Dark Obsessions (pg. 30-31)

Eye of She Who Thirsts: The first time this model is slain due to Perils of the Warp, nearby models do not suffer mortal wounds. Instead place a
copy of this model with full wounds under your opponents control where it was slain. This new model gains the DAEMON and SLAANESH keywords.

PSYKER

This model can attempt to manifest two powers in each of your psychic phases, and attempt to deny one power in each of your opponent’s Psychic
phases. It knows Smite and two psychic powers from the Athermancy Discipline

FACTION KEYWORDS: AELDARI, ANHRATHE, <FLEET>, <COTERIE>


KEYWORDS: INFANTRY, JUMP PACK, FLY, CHARACTER, VOID DREAMER

39
REAVER BAND 2 POWER
NO. NAME M WS BS S T W A Ld SV
4-19 Corsair Reaver 8” 3+ 3+ 3 3 1 1 6 5+
1 Reaver Felarch 8” 3+ 3+ 3 3 1 2 7 5+

If this unit contains between 6 and 10 models, it has Power Rating 4. If this unit contains between 11 and 15 models, it has Power Rating 6. If this unit
contains 16 or more models, it has Power Rating 8. Every model is equipped with: Spar-glaive; Brace of Pistols; Sunburst Grenades.
WEAPON RANGE TYPE S AP D ABILITIES
Brace of Pistols 8” Pistol 2 1 0 1 Poisoned Weapon, Bladestorm (-1) (pg. 31).
Spar-glaive melee melee user 0 1 When the bearer fights, it makes 1 additional attack with this weapon..
OTHER WARGEAR ABILITIES
Heavy Mesh Armour A model with Heavy Mesh Armor changes its Save characteristic to 4+
Corsair Jetpack A model with a Corsair Jetpack changes its move characteristic to 16” and gains the JUMP PACK and FLY keywords

WARGEAR OPTIONS

● Any model may replace its Spar-Glaive with an item from the Ranged Weapons list.
● For every five models in the unit, one Reaver may replace its Spar-Glaive with an item from the Special Weapons list.
● Every model in the unit may take Heavy Mesh Armor (Power Rating +1 For every 5 models in the unit, rounding up)
● Every Model in the unit may take a Corsair Jetpack (Power Rating +1. If this unit contains 11 or more models, then Power Rating +2 instead)
● The Felarch may replace its Spar-Glaive with an item from the Melee Weapons list.
● The Felarch may take an item from the Pistol Weapons list

ABILITIES

Dancing on a Blade’s Edge, Reckless Abandon, Dark Obsessions (pg. 30-31)

FACTION KEYWORDS: AELDARI, ANHRATHE, <FLEET>, <COTERIE>


KEYWORDS: CORE, INFANTRY, REAVER

40
GHOSTWALKER BAND 3 POWER
NO. NAME M WS BS S T W A Ld SV
5-10 Corsair Ghostwalker 8” 3+ 3+ 3 3 1 1 6 5+

If this unit contains 6 or more models, it has Power Rating 6. Every model is equipped with: Las Auto-rifle; Brace of Pistols; Sunburst Grenades.
WEAPON RANGE TYPE S AP D ABILITIES
Brace of Pistols 8” Pistol 2 1 0 1 Poisoned Weapon, Bladestorm (-1) (pg. 31).
Las Auto-rifle 24” Assault 2 3 0 1 When a model with this weapon shoots, change this weapon’s Type to
Assault 3 if the target is within half this weapon’s range.
Ranger Long Rifle 36” Heavy 1 4 0 1 Each time you select a target for this weapon, you can ignore the Look
Out, Sir rule. Each time an attack is made with this weapon, on an
unmodified wound roll of 6, the target suffers 1 mortal wound.
OTHER WARGEAR ABILITIES
Corsair Jetpack A model with a Corsair Jetpack changes its move characteristic to 16” and gains the JUMP PACK and FLY keywords

WARGEAR OPTIONS

● Any model may replace its Las Autorifle with a Ranger Long Rifle or an item from the Ranged Weapons list.
● For every five models in the unit, one may replace its Las Autorifle with an item from the Special Weapon list.
● Every Model in the unit may take a Corsair Jetpack (Power Rating +1. If the unit contains 6 or more models, Power Rating +2 instead).

ABILITIES

Dancing on a Blade’s Edge, Reckless Abandon, Dark Obsessions (pg. 30-31)

Invisible Stalkers: During deployment, you can set up a unit of Ghostwalkers in concealed deployment instead of placing it on the battlefield. At the
beginning of the first battle round but before the first turn begins, the unit of Ghostwalkers is revealed. Set them up anywhere on the battlefield that is
more than 9” away from any enemy models.

Glimmervoid Cloaks: Each time an enemy model makes a ranged attack is made against this unit, you may make your opponent reroll the hit roll.

FACTION KEYWORDS: AELDARI, ANHRATHE, <FLEET>, <COTERIE>


KEYWORDS: CORE, INFANTRY, GHOSTWALKER

41
VOIDSTORM BAND 3 POWER
NO. NAME M WS BS S T W A Ld SV
3-10 Corsair Felarch 8” 3+ 3+ 3 3 1 2 7 4+

If this unit contains between 4 and 5 models, it has Power Rating 5. If this unit contains 6 or more models, it has Power Rating 10. Every model is
equipped with: Brace of Pistols; Spar-glaive; Sunburst Grenades.
WEAPON RANGE TYPE S AP D ABILITIES
Brace of Pistols 8” Pistol 2 1 0 1 Poisoned Weapon, Bladestorm (-1) (pg. 31).
Spar-glaive melee melee user 0 1 When the bearer fights, it makes 1 additional attack with this weapon..
OTHER WARGEAR ABILITIES
Corsair Jetpack A model with a Corsair Jetpack changes its move characteristic to 16” and gains the JUMP PACK and FLY keywords

WARGEAR OPTIONS

● Any model may replace its Spar-Glaive with an item from the Melee Weapons list.
● Any model may take an item from the Pistol Weapons list.
● Any model may take an item from the Ranged Weapons list.
○ For every five models in the unit, two may instead take an item from the Special Weapons list.
● Every model in the unit may take an item from the Armor list.
● Every Model in the unit may take a Corsair Jetpack (Power Rating +1. If the unit contains 6 or more models, Power Rating +2 instead)

ABILITIES

Dancing on a Blade’s Edge, Reckless Abandon, Dark Obsessions (pg. 30-31)

FACTION KEYWORDS: AELDARI, ANHRATHE, <FLEET>, <COTERIE>


KEYWORDS: CORE, INFANTRY, VOIDSTORM

42
MALEVOLENT BAND 5 POWER
NO. NAME M WS BS S T W A Ld SV
5-10 Corsair Malevolent 8” 3+ 3+ 4 3 2 3 7 5+

If this unit contains 6 or more models, it has Power Rating 10. Every model is equipped with: Brace of Pistols; Razorclaw; Sunburst Grenades.
WEAPON RANGE TYPE S AP D ABILITIES
Brace of Pistols 8” Pistol 2 1 0 1 Poisoned Weapon, Bladestorm (-1) (pg. 31).
Impaling Hooks melee melee user -1 2 -
Greatcleaver melee melee +1 -1 1 -
Razorclaw melee melee user -1 1 When the bearer fights, it makes 1 additional attack with this weapon.
OTHER WARGEAR ABILITIES
Heavy Mesh Armour A model with Heavy Mesh Armor changes its Save characteristic to 4+
Corsair Jetpack A model with a Corsair Jetpack changes its move characteristic to 16” and gains the JUMP PACK and FLY keywords

WARGEAR OPTIONS

● Any model in the unit may replace its Razorclaw with Impaling Hooks, or a Greatcleaver
● For every five models in the unit, two may replace their Razorclaw with an item from the Melee Weapons list.
● Every model in the unit may take Heavy Mesh Armor (Power Rating +1)
● Every Model in the unit may take a Corsair Jetpack (power rating +1. If the unit contains 6 or more models, Power Rating +2 instead).

ABILITIES

Reckless Abandon, Dark Obsessions (pg. 30-31)

Insensate Rage: This unit automatically passes morale tests. Additionally, when this unit charges or is charged, add 1 to its Attacks characteristic

Inured to Pain: Whenever a model with this ability loses a wound, roll a dice. On a 5+, it does not lose that wound.

Unhinged: Models from this unit do not count when determining whether you control an objective.

Curse of the Void: Any AELDARI unit within 6” of any units with this ability in the morale phase have a -1 to its leadership characteristic.

FACTION KEYWORDS: AELDARI, ANHRATHE, <FLEET>, <COTERIE>


KEYWORDS: INFANTRY, MALEVOLENT

43
CLOUD DANCER BAND 5 POWER
NO. NAME M WS BS S T W A Ld SV
2-8 Corsair Cloud Dancer 18” 3+ 3+ 3 4 2 1 6 4+
1 Cloud Dancer Felarch 18” 3+ 3+ 3 4 2 2 7 4+

If this unit contains between 4 and 6 models, it has Power Rating 10. If this unit contains 7 or more models, it has Power Rating 14. Every model is
equipped with: Brace of Pistols; Twin Shuriken Catapults.
WEAPON RANGE TYPE S AP D ABILITIES
Brace of Pistols 8” Pistol 2 1 0 1 Poisoned Weapon, Bladestorm (-1) (pg. 31).
Twin Las-autorifle 24” Assault 4 3 0 1 When targeting a unit that is within half range of this weapon, change its
Type to Assault 6.
Twin Shuriken Catapults 12” Assault 4 4 0 1 Bladestorm (-3) (pg. 31)
Twin Splinter Rifle 24” Rapid Fire 2 1 0 1 Poisoned Weapon (pg. 31)

WARGEAR OPTIONS

● Any model may replace their twin shuriken catapults with twin splinter rifles, twin las autorifles, or an item from the Heavy Weapons list
● The Felarch may take an item from the Melee Weapons list.
● The Felarch may take an item from the Pistol Weapons list

ABILITIES

Dancing on a Blade’s Edge, Reckless Abandon, Dark Obsessions (pg. 30-31)

Ride the Wind: When a model with this rule advances, add 6” to its movement instead of rolling a d6.

FACTION KEYWORDS: AELDARI, ANHRATHE, <FLEET>, <COTERIE>


KEYWORDS: CORE, BIKER, FLY, CLOUD DANCER, REAVER

44
CLOUD DANCER VOIDSTORM BAND 5 POWER
NO. NAME M WS BS S T W A Ld SV
3-9 Cloud Dancer Felarch 18” 3+ 3+ 3 4 2 2 7 4+

If this unit contains between 4 and 6 models, it has Power Rating 10. If this unit contains 7 or more models, it has Power Rating 14. Every model is
equipped with: Brace of Pistols; Twin Shuriken Catapults; Spar-glaive.
WEAPON RANGE TYPE S AP D ABILITIES
Brace of Pistols 8” Pistol 2 1 0 1 Poisoned Weapon, Bladestorm (-1) (pg. 31).
Twin Las-autorifle 24” Assault 4 3 0 1 When targeting a unit that is within half range of this weapon, change its
Type to Assault 6.
Twin Shuriken Catapults 12” Assault 4 4 0 1 Bladestorm (-3) (pg. 31)
Twin Splinter Rifle 24” Rapid Fire 2 1 0 1 Poisoned Weapon (pg. 31)
Spar-glaive melee melee user 0 1 When the bearer fights, it makes 1 additional attack with this weapon.

WARGEAR OPTIONS

● Any model may replace its twin shuriken catapults with twin splinter rifles, or twin las autorifles
● Any model may replace its Spar-Glaive with an item from the Melee Weapons lists.
● Any model may take an item from the Pistol Weapons list.
● Every model in the unit may take an item from the Armor list.

ABILITIES

Dancing on a Blade’s Edge, Reckless Abandon, Dark Obsessions (pg. 30-31)

Ride the Wind: When a model with this rule advances, add 6” to its movement instead of rolling a d6.

FACTION KEYWORDS: AELDARI, ANHRATHE, <FLEET>, <COTERIE>


KEYWORDS: CORE, BIKER, FLY, CLOUD DANCER, VOIDSTORM

45
VYPER JETBIKES 3 POWER
NO. NAME M WS BS S T W A Ld SV
1-3 Vyper Jetbikes 16” 3+ 3+ 4 5 6 1 8 3+

If this unit contains 2 models, it has Power Rating 6. If this unit contains 3 models, it has Power Rating 9. Every model is equipped with: Shuriken
Cannon; Twin Shuriken Catapult.
WEAPON RANGE TYPE S AP D ABILITIES
Shuriken Cannon 24” Assault 3 6 0 1 Bladestorm (-3) (pg. 31)
Splinter Cannon 36” Rapid Fire 3 1 0 1 Poisoned Weapon (pg. 31)
Twin Las-autorifle 24” Assault 4 3 0 1 When targeting a unit that is within half range of this weapon, change its
Type to Assault 6.
Twin Shuriken Catapults 12” Assault 4 4 0 1 Bladestorm (-3) (pg. 31)
Twin Splinter Rifle 24” Rapid Fire 2 1 0 1 Poisoned Weapon (pg. 31)

WARGEAR OPTIONS

● Any model may replace its Twin Shuriken Catapult with a Twin Splinter Rifle, Twin Las Autorifle, Shuriken Cannon, or Splinter Cannon.
● Any model may replace its Shuriken Cannon with an item from the Heavy Weapons list.

ABILITIES

Blade Wind: This unit has a Move characteristic of 20” instead of 16” when it contains 3 models.

Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield; on a 6 it explodes, and each unit within 3” suffers a
mortal wound.

FACTION KEYWORDS: AELDARI, ANHRATHE, <FLEET>, <COTERIE>


KEYWORDS: CORE, BIKER, VEHICLE, FLY, VYPERS

WASP ASSAULT WALKER 3 POWER


NO. NAME M WS BS S T W A Ld SV
1-3 Wasp Assault Walker 10” 3+ 3+ 5 6 6 2 8 4+

If this unit contains 2 models, it has Power Rating 6. If this unit contains 3 models, it has Power Rating 9. Every model is equipped with: 2 Shuriken
Cannons, Corsair Kinetic Shroud.
WEAPON RANGE TYPE S AP D ABILITIES
Shuriken Cannon 24” Assault 3 6 0 1 Bladestorm (-3) (pg. 31)
OTHER WARGEAR ABILITIES
Corsair Kinetic Shroud A model with a Corsair Kinetic Shroud has a 5+ invulnerable save. If it Moves a distance greater than its Movement
characteristic in your Movement phase or arrives as Reinforcements, its Invulnerable save is increased to 4+ until your
next Command phase. If it does not move a distance greater than half its Movement characteristic in your Movement
phase, it loses this invulnerable save until your next Command phase.

WARGEAR OPTIONS

● Any model may replace either or both of its shuriken cannons with an item from the Heavy Weapons list.

ABILITIES

Dancing on a Blade’s Edge, Reckless Abandon, Dark Obsessions, Cloudbreaker (pg. 30-31)

Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 each unit within 3” suffers 1 mortal wounds

FACTION KEYWORDS: AELDARI, ANHRATHE, <FLEET>, <COTERIE>


KEYWORDS: CORE, VEHICLE, FLY, WASP ASSAULT WALKER

46
HORNET 5 POWER
NO. NAME M WS BS S T W A Ld SV
1-3 Hornet 16” 6+ 3+ 5 6 8 2 8 3+

If this unit contains 2 models, it has Power Rating 10. If this unit contains 3 models, it has Power Rating 15. Every model is equipped with: 2 Shuriken
Cannons.
WEAPON RANGE TYPE S AP D ABILITIES
Shuriken Cannon 24” Assault 3 6 0 1 Bladestorm (-3) (pg. 31)
Hornet Pulse Laser 36” Heavy 2 7 -2 2 -

WARGEAR OPTIONS

● Any model may replace either or both of its shuriken cannons with a Hornet Pulse Laser or an item from the Heavy Weapons list.
● All models may take items from the Vehicle Equipment list.

ABILITIES

Lightning Assault: Each time a ranged attack is made against this unit, subtract 1 from that attack’s hit roll.

Hover Tank: Distance and ranges are always measured to and from this model’s hull, even though it has a base.

Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 each unit within 3” suffers 1 mortal wounds

FACTION KEYWORDS: AELDARI, ANHRATHE, <FLEET>, <COTERIE>


KEYWORDS: VEHICLE, FLY, HORNET

47
BALESTRIKE BAND 4 POWER
NO. NAME M WS BS S T W A Ld SV
4-9 Corsair Balestrike Reaver 8” 3+ 3+ 3 3 1 1 6 5+
1 Balestrike Felarch 8” 3+ 3+ 3 3 1 2 7 5+

If this unit contains 6+ models, it has Power Rating 8. Every model is equipped with: Las Auto-rifle; Brace of Pistols; Sunburst Grenades.
WEAPON RANGE TYPE S AP D ABILITIES
Brace of Pistols 8” Pistol 2 1 0 1 Poisoned Weapon, Bladestorm (-1) (pg. 31).
Las Auto-rifle 24” Assault 2 3 0 1 When a model with this weapon shoots, change this weapon’s Type to
Assault 3 if the target is within half this weapon’s range.
OTHER WARGEAR ABILITIES
Heavy Mesh Armour A model with Heavy Mesh Armor changes its Save characteristic to 4+
Corsair Jetpack A model with a Corsair Jetpack changes its move characteristic to 16” and gains the JUMP PACK and FLY keywords

WARGEAR OPTIONS

● Any model may replace its Las Autorifle with one item from the Ranged Weapons or Heavy Weapons list
● Every model in the unit may take Heavy Mesh Armor (Power Rating +1)
● Every Model in the unit may take a Corsair Jetpack (Power Rating +1. If the unit contains 6 or more models, Power Rating +2 instead).
● The Felarch may take an item from the Melee Weapons list.
● The Felarch may take an item from the Pistol Weapons list

ABILITIES

Dancing on a Blade’s Edge, Reckless Abandon, Dark Obsessions (pg. 30-31)

FACTION KEYWORDS: AELDARI, ANHRATHE, <FLEET>, <COTERIE>


KEYWORDS: CORE, INFANTRY, BALESTRIKE, REAVER

48
NIGHT SPINNER 8 POWER
NO. NAME M WS BS S T W A Ld SV
1 Night Spinner (7+ wounds remaining) 16” 6+ 3+ 6 7 12 3 8 3+
(4-6 wounds remaining) 12” 6+ 4+ 6 7 - d3 8 3+
(1-3 wounds remaining) 8” 6+ 5+ 6 7 - 1 8 3+

This model is equipped with: Twin Shuriken Catapult; Doomweaver.


WEAPON RANGE TYPE S AP D ABILITIES
Doomweaver 48” Heavy 2D6 7 0 2 Blast. This weapon can target units that are not visible to the bearer. When
resolving an attack made with this weapon, on an unmodified wound roll of
6 this weapon has an Armour Penetration characteristic of -4 for that
attack.
Shuriken Cannon 24” Assault 3 6 0 1 Bladestorm (-3) (pg. 31)
Splinter Cannon 36” Rapid Fire 3 1 0 1 Poisoned Weapon (pg. 31)
Twin Las-autorifle 24” Assault 4 3 0 1 When targeting a unit that is within half range of this weapon, change its
Type to Assault 6.
Twin Shuriken Catapults 12” Assault 4 4 0 1 Bladestorm (-3) (pg. 31)
Twin Splinter Rifle 24” Rapid Fire 2 1 0 1 Poisoned Weapon (pg. 31)

WARGEAR OPTIONS

● This model may replace its Twin Shuriken Catapults with Twin Splinter Rifles, Twin Las Autorifles, a Shuriken Cannon, or Splinter Cannon.
● This model may take items from the Vehicle Equipment list

ABILITIES

Hover Tank: Distance and ranges are always measured to and from this model’s hull, even though it has a base.

Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 each unit within 6” suffers D3 mortal wounds

FACTION KEYWORDS: AELDARI, ANHRATHE, <FLEET>, <COTERIE>


KEYWORDS: VEHICLE, FLY, NIGHT SPINNER

49
FIRESTORM 8 POWER
NO. NAME M WS BS S T W A Ld SV
1 Firestorm (7+ wounds remaining) 16” 6+ 3+ 6 7 12 3 8 3+
(4-6 wounds remaining) 12” 6+ 4+ 6 7 - d3 8 3+
(1-3 wounds remaining) 8” 6+ 5+ 6 7 - 1 8 3+

This model is equipped with: Twin Shuriken Catapult; Firestorm Laser Array.
WEAPON RANGE TYPE S AP D ABILITIES
Firestorm Laser Array 60” Heavy 12 6 0 1 Each time an attack is made with this weapon against an AIRCRAFT unit,
add 2 to the hit roll.
Shuriken Cannon 24” Assault 3 6 0 1 Bladestorm (-3) (pg. 31)
Splinter Cannon 36” Rapid Fire 3 1 0 1 Poisoned Weapon (pg. 31)
Twin Las-autorifle 24” Assault 4 3 0 1 When targeting a unit that is within half range of this weapon, change its
Type to Assault 6.
Twin Shuriken Catapults 12” Assault 4 4 0 1 Bladestorm (-3) (pg. 31)
Twin Splinter Rifle 24” Rapid Fire 2 1 0 1 Poisoned Weapon (pg. 31)

WARGEAR OPTIONS

● This model may replace its Twin Shuriken Catapults with Twin Splinter Rifles, Twin Las Autorifles, a Shuriken Cannon, or Splinter Cannon.
● This model may take items from the Vehicle Equipment list

ABILITIES

Hover Tank: Distance and ranges are always measured to and from this model’s hull, even though it has a base.

Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 each unit within 6” suffers D3 mortal wounds

TRANSPORT

This model has a transport capacity of 6 <COTERIE> INFANTRY models. It cannot transport JUMP PACK models

FACTION KEYWORDS: AELDARI, ANHRATHE, <FLEET>, <COTERIE>


KEYWORDS: VEHICLE, FLY, TRANSPORT, FIRESTORM

50
FIRE PRISM 9 POWER
NO. NAME M WS BS S T W A Ld SV
1 Fire Prism (7+ wounds remaining) 16” 6+ 3+ 6 7 12 3 8 3+
(4-6 wounds remaining) 12” 6+ 4+ 6 7 - d3 8 3+
(1-3 wounds remaining) 8” 6+ 5+ 6 7 - 1 8 3+

This model is equipped with: Twin Shuriken Catapult; Prism Cannon.


WEAPON RANGE TYPE S AP D ABILITIES
Prism Cannon Before selecting targets, select one of the profiles below to make attacks with:
- Dispersed 60” Heavy D6 6 -3 1 Blast
- Focused 60” Heavy D3 9 -4 D3 Blast
- Lance 60” Heavy 1 12 -5 D6 -
Shuriken Cannon 24” Assault 3 6 0 1 Bladestorm (-3) (pg. 31)
Splinter Cannon 36” Rapid Fire 3 1 0 1 Poisoned Weapon (pg. 31)
Twin Las-autorifle 24” Assault 4 3 0 1 When targeting a unit that is within half range of this weapon, change its
Type to Assault 6.
Twin Shuriken Catapults 12” Assault 4 4 0 1 Bladestorm (-3) (pg. 31)
Twin Splinter Rifle 24” Rapid Fire 2 1 0 1 Poisoned Weapon (pg. 31)

WARGEAR OPTIONS

● This model may replace its Twin Shuriken Catapults with Twin Splinter Rifles, Twin Las Autorifles, a Shuriken Cannon, or Splinter Cannon.
● This model may take items from the Vehicle Equipment list

ABILITIES

Pulsed Laser Discharge: If this model moves under half speed in its Movement phase (i.e. it moves a distance in inches less than half of its current
Move characteristic) it can shoot its prism cannon twice in its next Shooting phase (the prism cannon must use the same profile and target the same
unit both times it is fired)

Hover Tank: Distance and ranges are always measured to and from this model’s hull, even though it has a base.

Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 each unit within 6” suffers D3 mortal wounds.

FACTION KEYWORDS: AELDARI, ANHRATHE, <FLEET>, <COTERIE>


KEYWORDS: VEHICLE, FLY, FIRE PRISM

51
WARP HUNTER 10 POWER
NO. NAME M WS BS S T W A Ld SV
1 Warp Hunter (7+ wounds remaining) 16” 6+ 3+ 6 7 12 3 8 3+
(4-6 wounds remaining) 12” 6+ 4+ 6 7 - d3 8 3+
(1-3 wounds remaining) 8” 6+ 5+ 6 7 - 1 8 3+

This model is equipped with: Twin Shuriken Catapult; D-Flail.


WEAPON RANGE TYPE S AP D ABILITIES
D-Flail Before selecting targets, select one of the profiles below to make attacks with:
- Blast 36” Heavy D3 12 -4 D3+3 Blast. This weapon may target units that are not visible to the bearer.
- Rift 12” Heavy 3 12 -4 D6 Each time an attack is made with this weapon, that attack automatically
hits the target.
Shuriken Cannon 24” Assault 3 6 0 1 Bladestorm (-3) (pg. 31)
Splinter Cannon 36” Rapid Fire 3 1 0 1 Poisoned Weapon (pg. 31)
Twin Las-autorifle 24” Assault 4 3 0 1 When targeting a unit that is within half range of this weapon, change its
Type to Assault 6.
Twin Shuriken Catapults 12” Assault 4 4 0 1 Bladestorm (-3) (pg. 31)
Twin Splinter Rifle 24” Rapid Fire 2 1 0 1 Poisoned Weapon (pg. 31)

WARGEAR OPTIONS

● This model may replace its Twin Shuriken Catapults with Twin Splinter Rifles, Twin Las Autorifles, a Shuriken Cannon, or Splinter Cannon.
● This model may take items from the Vehicle Equipment list

ABILITIES

Hover Tank: Distance and ranges are always measured to and from this model’s hull, even though it has a base.

Containment Breach: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield; on a 4+ it explodes, and each unit within
3” suffers d6 mortal wounds.

FACTION KEYWORDS: AELDARI, ANHRATHE, <FLEET>, <COTERIE>


KEYWORDS: VEHICLE, FLY, WARP HUNTER

52
LYNX 12 POWER
NO. NAME M WS BS S T W A Ld SV
1 Lynx (9+ wounds remaining) 18” 6+ 3+ 6 7 16 3 8 3+
(5-8 wounds remaining) 14” 6+ 4+ 6 7 - D3 8 3+
(1-4 wounds remaining) 10” 6+ 5+ 6 7 - 1 8 3+

This model is equipped with: Lynx Pulsar; Shuriken Cannon


WEAPON RANGE TYPE S AP D ABILITIES
Lynx Pulsar 48” Heavy 6 9 -3 3 -
Lynx Sonic Lance 18” Heavy 2D6 1 -2 1 Each time an attack is made with this weapon, that attack automatically
hits the target, and a wound roll of 2+ is always successful, unless the
target is a VEHICLE or MONSTER, then a wound roll of 4+ is always
successful.
Shuriken Cannon 24” Assault 3 6 0 1 Bladestorm (-3) (pg. 31)

WARGEAR OPTIONS

● This model may replace its Lynx Pulsar with a Lynx Sonic Lance.
● This model may replace its Shuriken Cannon with an item from the Heavy Weapons list.
● This model may take items from the Vehicle Equipment list.

ABILITIES

Distortion Field: This model has a 5+ invulnerable save against ranged attacks.

Speed of Vaul: Each time this model Advances, do not make an Advance roll. Instead, until the end of the phase, add 12” to the Move characteristic
of this model.

Hover Tank: Distance and ranges are always measured to and from this model’s hull, even though it has a base.

Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 each unit within 6” suffers D3 mortal wounds

FACTION KEYWORDS: AELDARI, ANHRATHE, <FLEET>, <COTERIE>


KEYWORDS: VEHICLE, FLY, LYNX

53
VENOM 4 POWER
NO. NAME M WS BS S T W A Ld SV
1 Venom 16” 4+ 3+ 6 5 6 2 7 4+

This model is equipped with: Twin Splinter Rifle; Splinter Cannon, Bladevanes, Corsair Kinetic Shroud
WEAPON RANGE TYPE S AP D ABILITIES
Shuriken Cannon 24” Assault 3 6 0 1 Bladestorm (-3) (pg. 31)
Splinter Cannon 36” Rapid Fire 3 1 0 1 Poisoned Weapon (pg. 31)
Twin Las-autorifle 24” Assault 4 3 0 1 When targeting a unit that is within half range of this weapon, change its
Type to Assault 6.
Twin Shuriken Catapults 12” Assault 4 4 0 1 Bladestorm (-3) (pg. 31)
Twin Splinter Rifle 24” Rapid Fire 2 1 0 1 Poisoned Weapon (pg. 31)
Bladevanes melee melee 4 -1 1 -
OTHER WARGEAR ABILITIES
Corsair Kinetic Shroud A model with a Corsair Kinetic Shroud has a 5+ invulnerable save. If it Moves a distance greater than its Movement
characteristic in your Movement phase or arrives as Reinforcements, its Invulnerable save is increased to 4+ until your
next Command phase. If it does not move a distance greater than half its Movement characteristic in your Movement
phase, it loses this invulnerable save until your next Command phase.

WARGEAR OPTIONS

● This model may replace its Twin Shuriken Catapults with Twin Splinter Rifles, Twin Las Autorifles, a Shuriken Cannon, or Splinter Cannon.
● This model may take items from the Vehicle Equipment list

ABILITIES

Flickerfield: Your opponent must subtract 1 from all hit rolls that target this model in the Shooting phase.

Open-topped: In your Shooting phase, units embarked within this transport can be selected to shoot with; measure distances and draw line of sight
from any point on this transport when doing so. If this transport made aNoraml Move, Advanced, or Fell Back, this turn, embarked units are
considered to have done the same. While this transport is within Engagement Range of any enemy units, embarked units cannot shoot, except with
Pistols.

Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 each unit within 6” suffers D3 mortal wounds

TRANSPORT

This model has a transport capacity of 5 <COTERIE> INFANTRY models. It cannot transport JUMP PACK models

FACTION KEYWORDS: AELDARI, ANHRATHE, <FLEET>, <COTERIE>


KEYWORDS: VEHICLE, TRANSPORT, FLY, VENOM

54
FALCON GRAV TANK 7 POWER
NO. NAME M WS BS S T W A Ld SV
1 Falcon Grav Tank (7+ wounds remaining) 16” 6+ 3+ 6 7 12 3 8 3+
(4-6 wounds remaining) 12” 6+ 4+ 6 7 - d3 8 3+
(1-3 wounds remaining) 8” 6+ 5+ 6 7 - 1 8 3+

This model is equipped with: Twin Shuriken Catapult; Shuriken Cannon; Pulse Laser.
WEAPON RANGE TYPE S AP D ABILITIES
Pulse Laser 48” Heavy 2 8 -3 3 -
Shuriken Cannon 24” Assault 3 6 0 1 Bladestorm (-3) (pg. 31)
Splinter Cannon 36” Rapid Fire 3 1 0 1 Poisoned Weapon (pg. 31)
Twin Las-autorifle 24” Assault 4 3 0 1 When targeting a unit that is within half range of this weapon, change its
Type to Assault 6.
Twin Shuriken Catapults 12” Assault 4 4 0 1 Bladestorm (-3) (pg. 31)
Twin Splinter Rifle 24” Rapid Fire 2 1 0 1 Poisoned Weapon (pg. 31)

WARGEAR OPTIONS

● This model may replace its Twin Shuriken Catapults with Twin Splinter Rifles, Twin Las Autorifles, a Shuriken Cannon, or Splinter Cannon.
● This model may replace its Shuriken Cannon with an item from the Heavy Weapons list.
● This model may take items from the Vehicle Equipment list.

ABILITIES

Hover Tank: Distance and ranges are always measured to and from this model’s hull, even though it has a base.

Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 each unit within 6” suffers D3 mortal wounds

TRANSPORT

This model has a transport capacity of 6 <COTERIE> INFANTRY models. It cannot transport JUMP PACK models

FACTION KEYWORDS: AELDARI, ANHRATHE, <FLEET>, <COTERIE>


KEYWORDS: VEHICLE, TRANSPORT, FLY, FALCON

55
NIGHTWING INTERCEPTOR 11 POWER
NO. NAME M WS BS S T W A Ld SV
1 Nightwing Interceptor (7+ wounds remaining) 20”-60”” 6+ 3+ 6 6 14 3 8 3+
(4-6 wounds remaining) 20”-40”” 6+ 4+ 6 6 - D3 8 3+
(1-3 wounds remaining) 20”-25”” 6+ 5+ 6 6 - 1 8 3+

This model is equipped with: Twin Shuriken Cannon; Twin Bright Lance; Crystal Targeting Matrix
WEAPON RANGE TYPE S AP D ABILITIES
Twin Shuriken Cannon 24” Assault 6 6 0 1 Bladestorm (-3) (pg. 31)
Twin Brightlance 36” Heavy 2 8 -4 D6 -
OTHER WARGEAR ABILITIES
Crystal Targeting Matrix If the bearer Advances, until the end of the turn, the type of any Heavy weapons it is equipped with are changed to
Assault.

ABILITIES

Wings of Khaine: Each time this model makes a Normal Move, Advances or Falls Back, first pivot it on the spot up to 90* (this does not contribute to
how far the model moves), then move the model straight forwards. Once its move has finished, you can pivot it a further 90*. Each time this model
Advances, do not make an Advance roll. Instead, until the end of the phase, add 20” to the Move characteristic of this model.
Hard to Hit: Each time a ranged attack is made against this model, subtract 1 from the hit roll.
Airborne: You cannot declare a charge with this model, and it can only be chosen as a target of a charge if the unit making the charge can FLY. you
can only fight with this model if it is within Engagement Range of any enemy units that can FLY, and this model can only make melee attacks against
units that can FLY. Enemy units can only make melee attacks against this model if they can FLY.
Crash and Burn: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield; on a 6 it crashes in a fiery explosion, and
each unit within 6” suffers D3 mortal wounds.

Agile Interceptor: this model has a 5+ invulnerable save. Each time this model makes an attack against an AIRCRAFT unit, add 1 to that attack’s hit
roll.
Extended Wings: During your Command phase, this model can extend its wings. If it does, then until the start of your next Command phase, its
Move characteristic becomes 20” and it loses the Wings of Khaine, Airborne, Hard to Hit, and Agile Interceptor abilities.

FACTION KEYWORDS: AELDARI, ANHRATHE, <FLEET>, <COTERIE>


KEYWORDS: VEHICLE, AIRCRAFT, FLY, NIGHTWING INTERCEPTOR

56
PHOENIX BOMBER 11 POWER
NO. NAME M WS BS S T W A Ld SV
1 Phoenix Bomber (9+ wounds remaining) 20”-50”” 6+ 3+ 6 6 16 3 8 3+
(5-8 wounds remaining) 20”-30”” 6+ 4+ 6 6 - 3 8 3+
(1-4 wounds remaining) 20”-25”” 6+ 5+ 6 6 - 3 8 3+

This model is equipped with: Twin Shuriken Cannon; Phoenix Missile Array; Twin Starcannon; Crystal Targeting Matrix
WEAPON RANGE TYPE S AP D ABILITIES
Twin Shuriken Cannon 24” Assault 6 6 0 1 Bladestorm (-3) (pg. 31)
Phoenix Pulse Laser 48” Heavy 2 9 -3 3 -
Twin Brightlance 36” Heavy 2 8 -4 D6 -
Twin Starcannon 36” Heavy 4 6 -3 D3 -
Phoenix Missile Array 48” Heavy D6 6 -3 2 Blast.
Nightfire Missile Array 48” Heavy 2D6 4 -1 1 Blast. Each time you select a target for this weapon, until the start of your
next turn, each time a model in that unit makes an attack, subtract 1 from
the hit roll.
OTHER WARGEAR ABILITIES
Crystal Targeting Matrix If the bearer Advances, until the end of the turn, the type of any Heavy weapons it is equipped with are changed to
Assault.

WARGEAR OPTIONS

● This model may replace its Twin Starcannon with a Twin Bright Lance or Phoenix Pulse Laser
● This Model may replace its Phoenix Missile Array with a Nightfire Missile Array

ABILITIES

Wings of Khaine: Each time this model makes a Normal Move, Advances or Falls Back, first pivot it on the spot up to 90* (this does not contribute to
how far the model moves), then move the model straight forwards. Once its move has finished, you can pivot it a further 90*. Each time this model
Advances, do not make an Advance roll. Instead, until the end of the phase, add 20” to the Move characteristic of this model.
Hard to Hit: Each time a ranged attack is made against this model, subtract 1 from the hit roll.
Airborne: You cannot declare a charge with this model, and it can only be chosen as a target of a charge if the unit making the charge can FLY. you
can only fight with this model if it is within Engagement Range of any enemy units that can FLY, and this model can only make melee attacks against
units that can FLY. Enemy units can only make melee attacks against this model if they can FLY.
Crash and Burn: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield; on a 6 it crashes in a fiery explosion, and
each unit within 6” suffers D3 mortal wounds.

FACTION KEYWORDS: AELDARI, ANHRATHE, <FLEET>, <COTERIE>


KEYWORDS: VEHICLE, AIRCRAFT, FLY, PHOENIX BOMBER

57
VAMPIRE RAIDER 20 POWER
NO. NAME M WS BS S T W A Ld SV
1 Vampire Raider (17+ wounds remaining) 20”-50” 6+ 3+ 8 8 32 6 9 3+
(9-16 wounds remaining) 20”-40” 6+ 4+ 8 8 - D6 9 3+
(1-8 wounds remaining) 20”-25” 6+ 5+ 8 8 - D3 9 3+

This model is equipped with: Scatter Laser; 2 Twin Pulse Lasers; Spirit Stones; Crystal Targeting Matrix
WEAPON RANGE TYPE S AP D ABILITIES
Scatter Laser 36” Heavy 4 6 0 1 -
Twin Pulse Laser 48” Heavy 4 8 -3 3 -
OTHER WARGEAR ABILITIES
Crystal Targeting Matrix If the bearer Advances, until the end of the turn, the type of any Heavy weapons it is equipped with are changed to
Assault.
Spirit Stones Roll a d6 each time this model suffers an unsaved wound or mortal wound: on a 6 the wound is not lost.

ABILITIES

Wings of Khaine: Each time this model makes a Normal Move, Advances or Falls Back, first pivot it on the spot up to 90* (this does not contribute to
how far the model moves), then move the model straight forwards. Once its move has finished, you can pivot it a further 90*. Each time this model
Advances, do not make an Advance roll. Instead, until the end of the phase, add 20” to the Move characteristic of this model.

Hard to Hit: Each time a ranged attack is made against this model, subtract 1 from the hit roll.

Airborne: You cannot declare a charge with this model, and it can only be chosen as a target of a charge if the unit making the charge can FLY. you
can only fight with this model if it is within Engagement Range of any enemy units that can FLY, and this model can only make melee attacks against
units that can FLY. Enemy units can only make melee attacks against this model if they can FLY.

Crash and Burn: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield; on a 6+, each unit within 2D6” suffers D6
mortal wounds.

Hover Jets: In the Command phase, this model can hover. If it does, then until the start of your next Command phase, its Move characteristic
becomes 20” and it loses the Airborne, Hard to Hit, and Wings of Khaine abilities.

Distort Field: This model has a 4+ invulnerable save against ranged attacks.

TRANSPORT

This model has a transport capacity of 30 <COTERIE> INFANTRY models. JUMP PACK models count as two models each.

FACTION KEYWORDS: AELDARI, ANHRATHE, <FLEET>, <COTERIE>


KEYWORDS: VEHICLE, TRANSPORT, TITANIC, AIRCRAFT, FLY, VAMPIRE, VAMPIRE RAIDER

58
VAMPIRE HUNTER 30 POWER
NO. NAME M WS BS S T W A Ld SV
1 Vampire Hunter (17+ wounds remaining) 20”-50” 6+ 3+ 8 8 32 6 9 3+
(9-16 wounds remaining) 20”-40” 6+ 4+ 8 8 - D6 9 3+
(1-8 wounds remaining) 20”-25” 6+ 5+ 8 8 - D3 9 3+

This model is equipped with: Scatter Laser; 2 Twin Pulse Lasers; Twin Vampire Pulsar; Spirit Stones; Crystal Targeting Matrix
WEAPON RANGE TYPE S AP D ABILITIES
Scatter Laser 36” Heavy 4 6 0 1 -
Twin Pulse Laser 48” Heavy 4 8 -3 3 -
Twin Vampire Pulsar 60” Heavy 9 12 -4 D3+3 -
OTHER WARGEAR ABILITIES
Crystal Targeting Matrix If the bearer Advances, until the end of the turn, the type of any Heavy weapons it is equipped with are changed to
Assault.
Spirit Stones Roll a d6 each time this model suffers an unsaved wound or mortal wound: on a 6 the wound is not lost.

ABILITIES

Wings of Khaine: Each time this model makes a Normal Move, Advances or Falls Back, first pivot it on the spot up to 90* (this does not contribute to
how far the model moves), then move the model straight forwards. Once its move has finished, you can pivot it a further 90*. Each time this model
Advances, do not make an Advance roll. Instead, until the end of the phase, add 20” to the Move characteristic of this model.

Hard to Hit: Each time a ranged attack is made against this model, subtract 1 from the hit roll.

Airborne: You cannot declare a charge with this model, and it can only be chosen as a target of a charge if the unit making the charge can FLY. you
can only fight with this model if it is within Engagement Range of any enemy units that can FLY, and this model can only make melee attacks against
units that can FLY. Enemy units can only make melee attacks against this model if they can FLY.

Crash and Burn: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield; on a 5+, each unit within 12” suffers D6 mortal
wounds.

Hover Jets: In the Command phase, this model can hover. If it does, then until the start of your next Command phase, its Move characteristic
becomes 20” and it loses the Airborne, Hard to Hit, and Wings of Khaine abilities.

Distort Field: This model has a 4+ invulnerable save against ranged attacks.

FACTION KEYWORDS: AELDARI, ANHRATHE, <FLEET>, <COTERIE>


KEYWORDS: VEHICLE, TITANIC, AIRCRAFT, FLY, VAMPIRE, VAMPIRE HUNTER

59
60
WEAPON PROFILES
On pages 62-63 you will find the profiles for all the weapons that Eldar Corsair models can be equipped with. Note that some weapons have the Blast
ability; this ability is detailed in full in the Warhammer 40,000 Core Book.

WEAPON LISTS
The wargear options section of some datasheets in this Codex refer to one or more weapon lists. These lists can be found below:

HEAVY WEAPONS SPECIAL WEAPONS MELEE WEAPONS PISTOL WEAPONS


● Shuriken Cannon ● Flamer ● Venomblade ● Dissonance Pistol
● Scatter Laser ● Shredder ● Agoniser ● Darklight Pistol
● Splinter Cannon ● Dissonance Rifle ● Power Sword ● Fusion Pistol
● Dissonance Cannon ● Blaster ● Power Spear
● Star Cannon ● Fusion Gun ● Power Glaive
● Dark Lance ● Star Glaive VEHICLE UPGRADES*
● Aeldari Missile Launcher ● Bladevanes
● Chain Snares
RANGED WEAPONS FORCE FIELDS ARMOUR* ● Crystal Targeting Matrix
● Shuriken Catapult ● Forceshield ● Heavy Mesh Armor ● Corsair Kinetic Shroud
● Splinter Rifle ● Shimmershield ● Ghostplate ● Star Engines
● Las Autorifle ● Shadowfield ● Voidplate Harness ● Vectored Engines

*Every model in the unit must make the same selection from these lists.

WEAPON DEFINITIONS
Some rules refer to ‘shuriken weapons’, ‘poison weapons’, ‘flame weapons, ‘melta weapons’, or ‘plasma weapons’. The definitions of these weapons for
the purposes of such rules can be found below:

SHURIKEN WEAPONS
A Shruiken weapon is any weapon with the Bladestorm ability.

POISON WEAPONS
A Poison weapon is any weapon with the Poisoned Weapon ability.

FLAME WEAPONS
A Flame weapon is any weapon whose profile includes the word ‘flame’ (‘flamer’, etc.) and any relic that replaces a flame weapon.

MELTA WEAPONS
A Melta weapon is any weapon with the Melta Weapon ability.

PLASMA WEAPONS
Starcannons are considered plasma weapons.

61
RANGED WEAPONS RANGE TYPE S AP D ABILITIES
Aeldari Missile Launcher Before selecting targets, select one of the profiles below to make attacks with.
- Sunburst Missile 48” Heavy D6 4 -1 1 Blast.
- Starburst Missile 48” Heavy 1 8 -2 D6 -
Balelight 8” Pistol D6 3 - 1 Each time an attack is made with this weapon, on an unmodified wound roll of 6,
the target suffers 1 mortal wound.
Blaster 18” Assault 1 8 -4 d6 -
Brace of Pistols 8” Pistol 2 1 - 1 Poisoned Weapon, Bladestorm (-1) (pg. 31).
Bright Lance 36” Heavy 1 8 -4 D6 -
D-flail Before selecting targets, select one of the profiles below to make attacks with:
- Blast 36” Heavy D3 12 -4 D3+3 Blast. This weapon may target enemy units that are not visible to the bearer.
- Rift 12” Heavy 3 12 -4 D6 Each time an attack is made with this weapon, that attack automatically hits the
target.
Darklight Pistol 9” Pistol 1 8 -4 D6 -
Dissonance Cannon 24” Heavy D3 5 -2 2 Blast. Dissonance Weapon (pg. 31)
Dissonance Pistol 12” Pistol 1 5 -2 1 Dissonance Weapon (pg. 31)
Dissonance Rifle 18” Rapid Fire 1 5 -2 1 Dissonance Weapon (pg. 31)
Doomweaver 48” Heavy 2D6 7 0 2 Blast. When resolving an attack made with this weapon, on an unmodified wound
roll of 6 this weapon has an Armour Penetration characteristic of -4 for that attack.
This weapon can target units that are not visible to the bearer.
Firestorm Laser Array 60” Heavy 12 6 0 1 Each time an attack is made with this weapon against an AIRCRAFT unit, add 2 to
that attack’s hit roll.
Flamer 12” Assault D6 4 - 1 Each time an attack is made with this weapon, that attack automatically hits the
target.
Fusion Gun 12” Assault 1 8 -4 D6 Melta Weapon (pg. 31)
Fusion Pistol 6” Pistol 1 8 -4 D6 Melta Weapon (pg. 31)
Hornet Pulse Laser 36” Heavy 2 7 -2 2 -
Las Autorifle 24” Assault 2 3 - 1 When a model with this weapon shoots, change this weapon’s Type to Assault 3 if
the target is within half this weapon’s range.
Lynx Pulsar 48” Heavy 6 9 -3 3 -
Lynx Sonic Lance 18” Heavy 2D6 * -2 1 Each time an attack is made with this weapon, that attack automatically hits the
target, and a wound roll of 2+ is always successful, unless the target is a VEHICLE
or MONSTER, then a wound roll of 4+ is always successful.
Nightfire Missile Array 48” Heavy 2D6 4 -1 1 Blast. Each time you select a target for this weapon, until the start of your next
turn, each time a model in that unit makes an attack, subtract 1 from the hit roll.
Phoenix Missile Array 48” Heavy D6 6 -3 2 Blast.
Phoenix Pulse Laser 48” Heavy 2 9 -3 3 -
Prism Cannon Before selecting targets, select one of the profiles below to make attacks with:
- Dispersed 60” Heavy D6 6 -3 1 Blast.
- Focused 60” Heavy D3 9 -4 D3 Blast.
- Lance 60” Heavy 1 12 -5 D6 -
Pulse Laser 48” Heavy 2 8 -3 3 -
Ranger Long Rifle 36” Heavy 1 4 - 1 Each time you select a target for this weapon, you can ignore the Look Out, Sir
rule. Each time an attack is made with this weapon, on an unmodified wound roll of
6, the target suffers 1 mortal wound.
Scatter Laser 36” Heavy 4 6 - 1 -
Shredder 12” Assault D6 6 -1 1 Blast. Each time an attack is made with this weapon against an INFANTRY unit, you
may re-roll the wound roll.
Shuriken Cannon 24” Assault 3 6 - 1 Bladestorm (-3) (pg. 31)
Shuriken Catapult 12” Assault 2 6 - 1 Bladestorm (-3) (pg. 31)
Splinter Cannon 36” Rapid Fire 3 1 1 1 Poisoned Weapon (pg. 31)
Splinter Rifle 24” Rapid Fire 1 1 - 1 Poisoned Weapon (pg. 31)
Star Cannon 36” Heavy 2 6 -3 D3 -
Sunburst Grenade 6” Grenade D6 4 -1 1 Blast.
Twin Bright Lance 36” Heavy 2 8 -4 D6 -
Twin Las Autorifle 24” Assault 4 3 - 1 When a model with this weapon shoots, change this weapon’s Type to Assault 6 if
the target is within half this weapon’s range.
Twin Pulse Laser 48” Heavy 4 8 -3 3 -
Twin Shuriken Cannon 24” Assault 6 6 0 1 Bladestorm (-3) (pg. 31)
Twin Shuriken Catapult 12” Assault 4 4 0 1 Bladestorm (-3) (pg. 31)
Twin Splinter Rifle 14” Rapid Fire 2 1 - 1 Poisoned Weapon (pg. 31)
Twin Starcannon 36” Heavy 4 6 -3 D3 -
Twin Vampire Pulsar 60” Heavy 9 12 -4 D3+3 -

62
MELEE WEAPONS RANGE TYPE S AP D ABILITIES
Agoniser melee melee user -2 1 Poisoned Weapon (pg. 31)
Bladevanes melee melee user -1 1 -
Greatcleaver melee melee +1 -1 1 -
Impaling Hooks melee melee User -1 2 -
Power Glaive melee melee +2 -2 1 -
Power Spear melee melee +3 -1 1 -
Power Sword melee melee +1 -3 1 -
Razorclaw melee melee user -1 1 Whenever the bearer fights, it may make an additional attack with this weapon.
Spar-glaive melee melee user - 1 Whenever the bearer fights, it may make an additional attack with this weapon.
Star Glaive melee melee x2 -3 2 Each time an attack is made with this weapon, subtract 1 from the hit roll.
Venomblade melee melee user - 1 Poisoned Weapon (pg. 31). Each time an attack is made with this weapon, add 2
to the wound roll, unless it is targeting a VEHICLE
Void Sabre melee melee +2 -3 2 -
Witchstaff melee melee user - 2 This weapon always wounds on a 2+

OTHER EQUIPMENT ABILITIES


Chainsnares A model with chainsnares has a Weapon Skill characteristic of 4+

Corsair Kinetic Shroud A model with a Corsair Kinetic Shroud has a 5+ invulnerable save. If it Moves a distance greater than its Movement characteristic in your
Movement phase or arrives as Reinforcements, its Invulnerable save is increased to 4+ until your next Command phase. If it does not
move a distance greater than half its Movement characteristic in your Movement phase, it loses this invulnerable save until your next
Command phase.
Crystal Targeting Matrix If the bearer Advances, until the end of the turn, the type of any Heavy weapons it is equipped with are changed to Assault (e.g. a Heavy
D6 weapon becomes an Assault D6 weapon)
Forceshield A model with a Forceshield has a 4+ invulnerable save

Ghostplate A Model with Ghostplate has a Save characteristic of 4+, and has a 6+ invulnerable save

Heavy Mesh Armor A model with Heavy Mesh Armor has a Save characteristic of 4+

Shadowfield A Model with a Shadowfield has a 2+ invulnerable save which cannot be rerolled for any reason. The first time this invulnerable save is
failed, the shadowfield ceases to function for the remainder of the battle
Shimmershield The bearer has a 5+ invulnerable save. At the start of the first Battle Round and at the end of your movement phase, pick one friendly
<COTERIE> unit within 3”. Until your next Command phase, while the chosen unit is within 3” of the bearer, it has a 5+ invulnerable save.

Spirit Stones Roll a d6 each time a model with Spirit Stones suffers an unsaved wound or mortal wound: on a 6 the wound is ignored

Star Engines When a model with star engines Advances, add 2D6” to that model’s Move characteristic for that Movement phase instead of D6”

Vectored Engines If a model with vectored engines Advances, your opponent must subtract 1 from all hit rolls for ranged weapons that target it until your
next Movement phase.
Voidplate Harness A model with a Voidplate Harness has a Save characteristic of 3+, and reduces its Movement characteristic by 1”

Cegniah The Razor


The stoic, bull-headed and solitary weaponsmith Cegniah is known by all Corsairs for the quality of shuriken weapons that he crafts; double-barreled,
foe-seeking catapults are among the least outlandish of his works. Abiding few companions, Cegniah resides at a secluded trading port on the
Eastern Rim, trading services to those who offer him a fair price and often cutting the throats out of those who would presume to cheat him.

63
POINTS VALUES
You can use this section to determine the points (pts) value of each unit in your army. Each entry lists the unit’s size (i.e. How many models the unit can
contain) and how many points the unit costs. If an entry has a unit cost of ‘x pts/model’, then the unit costs x points for every model in that unit. You must
then add points for each weapon or other item of warger that is included in that unit if it is listed in that unit’s entry. If a weapon or item of wargear is not
part of its starting equipment and it is not listed in that unit’s entry, look for it in the Wargear Lists cutout at the end of this section. Weapons and items of
wargear listed in neither the unit’s entry nor the Wargear Lists cost no additional points to include in that unit.

HQ FAST ATTACK
Corsair Baron (pg. 35-37) Cloud Dancer Band (pg. 44)
Unit Size 1 Model Unit Size 3-9 Models
Unit Cost 55 pts Unit Cost 23 pts/model
● With Jetpack +10 pts ● Shuriken Cannon +5 pts
● With Jetbike +25 pts ● Splinter Cannon +5 pts
● PSYKER +15 pts ● Scatter Laser +5 pts
● Voidsabre +10 pts ● Dissonance Cannon +10 pts
● Balelight +5 pts ● Aeldari Missile Launcher +15 pts
● Bright Lance +15 pts
Corsair Prince (pg. 32-34)
Unit Size 1 Model Cloud Dancer Voidstorm Band (pg. 45)
Unit Cost 95 pts Unit Size 3-9 Models
● With Jetpack +10 pts Unit Cost 25 pts/model
● With Jetbike +25 pts
● PSYKER +15 pts Hornet (pg. 47)
● LORD OF THE FLEETS +25 pts Unit Size 1-3 Models
● Voidsabre +10 pts Unit Cost 80 pts/model
● Balelight +5 pts ● Splinter Cannon +5 pts
● Star Cannon +5 pts
Void Dreamer (pg. 38-39) ● Hornet Pulse Laser +5 pts
Unit Size 1 Model ● Aeldari Missile Launcher +10 pts
Unit Cost 75 pts ● Bright Lance +10 pts
● With Jetpack +10 pts
● Voidsabre +10 pts Vyper Jetbikes (pg. 46)
● Balelight +5 pts Unit Size 1-3 Models
Unit Cost 45 pts/model
TROOPS ● Shuriken Cannon +5 pts
● Splinter Cannon +10 pts
Ghostwalker Band (pg. 41)
● Star Cannon +10 pts
Unit Size 5-10 Models
● Aeldari Missile Launcher +15 pts
Unit Cost 12 pts/model
● Bright Lance +15 pts
● With Jetpack +3 pts
● Heavy Mesh Armour +2 pts Wasp Assault Walkers (pg. 46)
● Ranger Long Rifle +2 pts Unit Size 1-3 Models
Unit Cost 50 pts/model
Reaver Band (pg. 40) ● Splinter Cannon +5 pts
Unit Size 5-20 Models ● Star Cannon +5 pts
Unit Cost 8 pts/model ● Aeldari Missile Launcher +10 pts
● With Jetpack +3 pts ● Bright Lance +10 pts
● Heavy Mesh Armour +2 pts
● Shuriken Catapult +1 pt HEAVY SUPPORT
● Splinter Rifle +1 pt
Balestrike Band (pg. 48)
● Las Autorifle +1 pt
Unit Size 5-10 Models
ELITES Unit Cost 9 pts/model
● With Jetpack +3 pts
Malevolent Band (pg. 43) ● Heavy Mesh Armour +2 pts
Unit Size 5-10 Models ● Shuriken Cannon +9 pts
Unit Cost 18 pts/modes ● Splinter Cannon +9 pts
● With Jetpack +3 pts ● Scatter Laser +4 pts
● Heavy Mesh Armour +2 pts ● Dissonance Cannon +9 pts
● Aeldari Missile Launcher +14 pts
Voidstorm Band (pg. 42)
● Bright Lance +14 pts
Unit Size 3-10 Models
Unit Cost 12 pts/model Fire Prism (pg. 51)
● With Jetpack +3 pts Unit Size 1 Model
● Shuriken Catapult +1 pt Unit Cost 170 pts
● Splinter Rifle +1 pt ● Shuriken Cannon +5 pts
● Las Autorifle +1 pt ● Splinter Cannon +10 pts

64
HEAVY SUPPORT (Cont.) WARGEAR LISTS
Special Weapons
Firestorm (pg. 50)
● Dissonance Rifle +5 pts
Unit Size 1 Model
● Flamer +5 pts
Unit Cost 130 pts
● Shredder +10 pts
● Shuriken Cannon +5 pts
● Blaster +10 pts
● Splinter Cannon +10 pts
● Fusion Gun +10 pts

Lynx (pg. 53)


Pistol Weapons
Unit Size 1 Model
● Dissonance Pistol +2 pts
Unit Cost 220 pts
● Darklight Pistol +5 pts
● Splinter Cannon +5 pts
● Fusion Pistol +5 pts
● Star Cannon +5 pts
● Aeldari Missile Launcher +10 pts
Melee Weapons
● Bright Lance +10 pts
● Agoniser +5 pts
● Venom Blade +5 pts
Night Spinner (pg. 49) ● Power Maul +5 pts
Unit Size 1 Model ● Power Spear +5 pts
Unit Cost 145 pts ● Power Glaive +5 pts
● Shuriken Cannon +5 pts ● Star Glaive +10 pts
● Splinter Cannon +10 pts
Armour
Warp Hunter (pg. 52) ● Ghost Plate (CHARACTERS) +2 pts
Unit Size 1 Model ● Ghost Plate (other units) +1 pts
Unit Cost 195 pts ● Voidplate Harness (CHARACTERS) +5 pts
● Shuriken Cannon +5 pts ● Voidplate Harness (other units) +3 pts
● Splinter Cannon +10 pts
Force Fields
DEDICATED TRANSPORT
● Forceshield +5 pts
Falcon Grav Tank (pg. 55) ● Shimmershield +10 pts
Unit Size 1 Model ● Shadowfield +20 pts
Unit Cost 120 pts
● Shuriken Cannon +5 pts Vehicle Upgrades
● Splinter Cannon +10 pts ● Bladevanes +1 pts
● Star Cannon +10 pts ● Chainsnares +4 pts
● Aeldari Missile Launcher +15 pts ● Crystal targeting Matrix +5 pts
● Bright Lance +15 pts ● Corsair Kinetic Shroud +10 pts
● Star Engines +10 pts
Venom (pg. 54) ● Vectored Engines +10 pts
Unit Size 1 Model
Unit Cost 75 pts
● Shuriken Cannon +5 pts
● Splinter Cannon +10 pts

FLYERS
Nightwing Interceptor (pg. 56)
Unit Size 1 Model
Unit Cost 220 pts

Phoenix Bomber (pg. 57)


Unit Size 1 Model
Unit Cost 215 pts
● Twin Bright Lance +10 pts
● Phoenix Pulse Laser +10 pts

LORDS OF WAR
Vampire Hunter (pg. 59)
Unit Size 1 Model
Unit Cost 600 pts

Vampire Raider (pg. 58)


Unit Size 1 Model
Unit Cost 400 pts

65

You might also like