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"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 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.
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.
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.
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.
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!
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.
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.
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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.
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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.
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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.
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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.
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”.
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.
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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.
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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.
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..
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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.
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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
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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.)
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.
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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.
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)
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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.
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.
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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
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.
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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.
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
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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.
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.
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.
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.
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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.
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.
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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
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.
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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
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.
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
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.
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+
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
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.
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+
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
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.
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
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.
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+
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
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
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+
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
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
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
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
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.
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
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
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.
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
Ride the Wind: When a model with this rule advances, add 6” to its movement instead of rolling a d6.
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
Ride the Wind: When a model with this rule advances, add 6” to its movement instead of rolling a d6.
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.
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
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
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
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+
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
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
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+
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.
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+
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.
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+
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
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
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
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.
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.
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.
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.
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:
*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+
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”
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
FLYERS
Nightwing Interceptor (pg. 56)
Unit Size 1 Model
Unit Cost 220 pts
LORDS OF WAR
Vampire Hunter (pg. 59)
Unit Size 1 Model
Unit Cost 600 pts
65