Index - Corsairs

From 1d4chan

Being some 8E/9E rules for playing Eldar Corsairs, adapted from the rules in 7E Doom of Mymerea.

Common Rules[edit]

Reckless Abandon: If a unit with this ability inflicts one or more casualties on an enemy unit while firing Overwatch, it may make a 3" move in any direction that does not end within 3" of an enemy model once the Overwatch attack has been fully resolved and before the enemy unit has made its charge move.

Dancing on the Blade’s Edge: When making Morale tests, a unit with this ability may roll an additional dice and discard the highest result, but if any models flee the unit due to the result of the test, the number of fleeing models is increased by 1.

Weapons Fluff[edit]

Biklaive: Not as refined and deadly as a true Incubus's klaive, a biklaive is nonetheless a potent weapon requiring great skill to use; few master it without the assistance of a Ductus, an experienced Incubus who fled the rigidity of the shrines for the wild life of the Anhrathe. It resembles an elongated klaive with a small spur stretching downward and backward from the grip, used for parrying and ripostes.

Kalklaive: A bastardized klaive adapted by the jetbike-riding Skyprinces, it appears as a single demiklaive with a rifled barrel similar to a mandiblaster forming the spine of the blade. It is disdained by Ducti and Incubi as a perversion of their art, but is useful nonetheless.

Units Fluff[edit]

Corsair Felarch Band: Also called Voidstorm bands, these bands are made of the cream of the crop of Corsair Reavers who have demonstrated their prowess in combat. They frequently band together to claim the right to lead boarding actions and other prime raids, getting first crack at the enemy and first pick of the loot. A Bladesworn, one of the Prince's close family trusted with superior gear and discretion, determines when they are claiming loot which should belong to the Prince himself.

Ghostwalkers: While most Corsairs prefer the revel of melee and the rush of adrenaline, Ghostwalkers have a different breed of bravado. Their is the bravado of the spy and the sniper, destroying enemies who will never see them arrive or depart. They typically advance beyond the raid's lines, locating impressive targets for war or plunder.

Adapting Existing Units[edit]

Craftworld flyers: Any ASURYANI <CRAFTWORLD> WARHOST AIRCRAFT may be taken as ANHRATHE. Replace ASURYANI, <CRAFTWORLD>, and WARHOST with ANRATHE and <COTERIE>. This cannot apply to named characters or units whose datasheet specifies a specific Craftworld keyword.

Affected units: Nightwing, Phoenix, Lynx, Vampire Hunter, Vampire Raider

New Units[edit]

Corsair Prince [HQ][edit]

NAME M WS BS S T W A Ld Sv
Corsair Prince 8" 2+ 2+ 3 3 5 4 8 3+


A Corsair Prince is a single model equipped with a corsair biklaive, a brace of pistols, sunburst grenades, and a forceshield. You may only include one PRINCE model in each Detachment.

WEAPON RANGE TYPE S AP D ABILITIES
Aeldari blade Melee Melee +0 0 1 You can re-roll failed hit rolls for this weapon.
Brace of pistols 8" Pistol D6 * 0 1 When firing this weapon, roll once to determine how many shots all models in the unit will fire in a given phase; this weapon always wounds on a 4+, unless targeting a model with the VEHICLE keyword, in which case it wounds on a 6+. Each time you make a wound roll of a 6+ for that weapon, that hit is resolved with an AP of -1 instead of 0.
Corsair biklaive If the bearer fights with this weapon, it must use the main blade profile for all its close combat attacks that phase.
- Main blade Melee Melee +2 -1 1 -
- Spur blade Melee Melee +0 -3 1 After the bearer makes its normal close combat attacks with the main blade, it can make one additional attack using this profile.
Dissonance pistol 12" Pistol 1 5 -2 1 Each time you make a hit roll of 6+ for this weapon, that hit is resolved at Strength 6 with an AP of -3 instead of Strength 5 and AP -2.
Fusion pistol 6" Pistol 1 8 -4 D6 When resolving an attack made with this weapon against a unit that is within half range, roll one additional D6 when inflicting damage with it and discard one of the dice.
Shard repeater 18" Assault 6 * 0 1 This weapon always wounds on a 4+, unless targeting a VEHICLE model, in which case it wounds on a 6+.
Spinneret rifle 18" Rapid Fire 1 6 -4 1 -
Void sabre Melee Melee +0 -3 1 -
Artful dagger Melee Melee * 0 1 You can re-roll failed hit rolls for this weapon. This weapon wounds on a 3+ unless targeting a VEHICLE or TITANIC model, in which case it wounds on a 6+.
Sunburst grenades 6" Grenade D6 4 -1 1 -


This model can replace its corsair biklaive with any of the following:

- a void sabre or an artful dagger and a dissonance pistol or a fusion pistol

- an Aeldari blade and a spinneret rifle or shard repeater

This model may take a jetpack (+1 Power). If it does, its Movement increases to 16" and it gains FLY, JET PACK, and JUMP PACK.

Reckless Abandon

Force of Will: Friendly <COTERIE> units within 12"" of a model with this rule which can draw line of sight to it, other than the unit with this rule itself, get +1 to their Leadership characteristic.

Forceshield: This model has a 4+ invulnerable save."

Prince of Battle: Friendly <COTERIE> INFANTRY units within 6" reroll hit rolls of 1.

Faction Keywords:

AELDARI, ANHRATHE, PRINCE, <COTERIE>

Keywords:

CHARACTER, INFANTRY, CORSAIR PRINCE

Corsair Skyprince [HQ][edit]

NAME M WS BS S T W A Ld Sv
Corsair Skyprince 18" 2+ 2+ 3 4 6 4 8 3+


A Corsair Skyprince is a single model equipped with a brace of pistols, a kalklaive, and a forceshield. Its jetbike is equipped with a twin shuriken catapult. You may only include one PRINCE model in each Detachment.

WEAPON RANGE TYPE S AP D ABILITIES
Artful dagger Melee Melee * 0 1 You can re-roll failed hit rolls for this weapon. This weapon wounds on a 3+ unless targeting a VEHICLE or TITANIC model, in which case it wounds on a 6+.
Brace of pistols 8" Pistol D6 * 0 1 When firing this weapon, roll once to determine how many shots all models in the unit will fire in a given phase; this weapon always wounds on a 4+, unless targeting a model with the VEHICLE keyword, in which case it wounds on a 6+. Each time you make a wound roll of a 6+ for that weapon, that hit is resolved with an AP of -1 instead of 0.
Corsair kalklaive
- Melee Melee Melee +0 -2 1 -
- Shooting 9" Assault 1 6 -4 2 -
Dissonance pistol 12" Pistol 1 5 -2 1 Each time you make a hit roll of 6+ for this weapon, that hit is resolved at Strength 6 with an AP of -3 instead of Strength 5 and AP -2.
Fusion pistol 6" Pistol 1 8 -4 D6 When resolving an attack made with this weapon against a unit that is within half range, roll one additional D6 when inflicting damage with it and discard one of the dice.
Splinter pod array 18" Assault 6 * 0 1 This weapon wounds on a 4+ unless targeting a VEHICLE or TITANIC model, in which case it wounds on a 6+.
Twin shuriken catapult 12" Assault 4 4 0 1 Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3 instead of 0.
Void sabre Melee Melee +0 -3 1 -


This model can replace its corsair kalklaive with a dissonance or fusion pistol and either a void sabre or an artful dagger.

This model's jetbike can replace its twin shuriken catapult with a splinter pod array.

Reckless Abandon

Force of Will: Friendly <COTERIE> units within 12"" of a model with this rule which can draw line of sight to it, other than the unit with this rule itself, get +1 to their Leadership characteristic.

Forceshield: This model has a 4+ invulnerable save."

Prince of the Sky: Friendly <COTERIE> BIKER units within 6" reroll hit rolls of 1.

Faction Keywords:

AELDARI, ANHRATHE, PRINCE, <COTERIE>

Keywords:

CHARACTER, BIKER, CORSAIR SKYPRINCE

Corsair Baron [HQ][edit]

NAME M WS BS S T W A Ld Sv
Corsair Baron 8" 3+ 2+ 3 3 5 4 8 3+


A Corsair Baron is a single model equipped with a void sabre, a lasblaster, a brace of pistols, sunburst grenades, and a flickershield.

WEAPON RANGE TYPE S AP D ABILITIES
Brace of pistols 8" Pistol D6 * 0 1 When firing this weapon, roll once to determine how many shots all models in the unit will fire in a given phase; this weapon always wounds on a 4+, unless targeting a model with the VEHICLE keyword, in which case it wounds on a 6+. Each time you make a wound roll of a 6+ for that weapon, that hit is resolved with an AP of -1 instead of 0.
Death spinner 12" Assault 2 6 0 1 Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -4 instead of 0.
Shardcarbine 18" Assault 3 * 0 1 This weapon always wounds on a 4+, unless targeting a VEHICLE model, in which case it wounds on a 6+.
Aeldari blade Melee Melee +0 0 1 You can re-roll failed hit rolls for this weapon.
Lasblaster 24" Assault 4 3 0 1 -
Void sabre Melee Melee +0 -3 1 -
Sunburst grenades 6" Grenade D6 4 -1 1 -
Shredder 12" Assault D6 6 -1 1 When resolving an attack made with this weapon against an INFANTRY unit, you can re-roll the wound roll.
Sunrifle 24" Assault 4 3 -2 1 When resolving an attack made with this weapon, if the saving throw is failed, the target is blinded until the end of the turn. When resolving an attack made by a model in a blinded unit, subtract 1 from the hit roll.


This model can replace its lasblaster with a shardcarbine or death spinner.

This model can replace its void sabre and lasblaster with an aeldari blade and either a shredder or a sunrifle.

This model may take a jetpack (+1 Power). If it does, its Movement increases to 16" and it gains FLY, JET PACK, and JUMP PACK.

If it does not take a jetpack, it may take a jetbike (+2 Power). If it does, its Movement increases to 18", its Toughness and Wounds characteristics each increase by 1, and it loses INFANTRY and gains BIKER.

Reckless Abandon

Flickershield: This model has a 5+ invulnerable save.

Vicious Ambition: Friendly <COTERIE> units within 6" reroll to-wound rolls of 1.

Faction Keywords:

AELDARI, ANHRATHE, BARON, <COTERIE>

Keywords:

CHARACTER, INFANTRY, CORSAIR BARON

Corsair Ductus [Elite][edit]

It is principally the children of the Craftworlds who chafe at the rigid structure of their lives and flee to join the Corsairs. But they are not the only ones; the Incubi of Commorragh, too, may feel stifled by the structure of their shrines. Those who escape the webway find ready homes among the Corsairs, who welcome the skilled blades with open arms and instant authority positions.

NAME M WS BS S T W A Ld Sv
Ductus 7" 2+ 4+ 3 3 4 4 8 3+


A Corsair Ductus is a single model armed with a brace of pistols and a corsair biklaive.

WEAPON RANGE TYPE S AP D ABILITIES
Brace of pistols 8" Pistol D6 * 0 1 When firing this weapon, roll once to determine how many shots all models in the unit will fire in a given phase; this weapon always wounds on a 4+, unless targeting a model with the VEHICLE keyword, in which case it wounds on a 6+. Each time you make a wound roll of a 6+ for that weapon, that hit is resolved with an AP of -1 instead of 0.
Corsair biklaive If the bearer fights with this weapon, it must use the main blade profile for all its close combat attacks that phase.
- Main blade Melee Melee +2 -1 1 -
- Spur blade Melee Melee +0 -3 1 After the bearer makes its normal close combat attacks with the main blade, it can make one additional attack using this profile.
Demiklaives When the bearer fights, select one of the profiles below.
- Single blade Melee Melee +1 -3 1 -
- Dual blades Melee Melee +0 -2 1 When the bearer fights with dual blades, it can make 2 additional attacks with this weapon.


This model can replace its corsair biklaive with a pair of demiklaives.

Reckless Abandon

Force of Will: Friendly <COTERIE> units within 12"" of a model with this rule which can draw line of sight to it, other than the unit with this rule itself, get +1 to their Leadership characteristic.

Lethal Precision: When resolving an attack made with a melee weapon by this model, on an unmodified wound roll of 6 add 2 to the Damage characteristic of that weapon for that attack.

Faction Keywords:

AELDARI, ANHRATHE, INCUBI, <COTERIE>

Keywords:

CHARACTER, INFANTRY, DUCTUS

Corsair Felarch Band [Elite, Pow 9][edit]

NAME M WS BS S T W A Ld Sv
Corsair Felarch 8" 3+ 3+ 3 3 1 2 7 5+
Corsair Bladesworn 8" 3+ 3+ 3 3 1 3 7 5+


This unit contains four Corsair Felarchs and a Corsair Bladesworn. It may contain up to five additional Felarchs (+8 Pow).

WEAPON RANGE TYPE S AP D ABILITIES
Aeldari missile launcher When attacking with this weapon, choose one of the profiles below.
- Sunburst missile 48" Heavy D6 4 -1 1 -
- Starshot missile 48" Heavy 1 8 -2 D6 -
Blaster 18" Assault 1 8 -4 D3 -
Brace of pistols 8" Pistol D6 * 0 1 When firing this weapon, roll once to determine how many shots all models in the unit will fire in a given phase; this weapon always wounds on a 4+, unless targeting a model with the VEHICLE keyword, in which case it wounds on a 6+. Each time you make a wound roll of a 6+ for that weapon, that hit is resolved with an AP of -1 instead of 0.
Dissonance pistol 12" Pistol 1 5 -2 1 Each time you make a hit roll of 6+ for this weapon, that hit is resolved at Strength 6 with an AP of -3 instead of Strength 5 and AP -2.
Dark lance 36" Heavy 1 8 -4 D6 ’s Type from Heavy to Assault if it is equipped on a VEHICLE.

Flamer | 8" || Assault D6 || 4 || 0 || 1 || This weapon automatically hits its target.

Fusion gun 12" Assault 1 8 -4 D6 If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
Fusion pistol 6" Pistol 1 8 -4 D6 When resolving an attack made with this weapon against a unit that is within half range, roll one additional D6 when inflicting damage with it and discard one of the dice.
Lasblaster 24" Assault 4 3 0 1 -
Plasma grenade 6" Grenade D6 4 -1 1 -
Shardcarbine 18" Assault 3 * 0 1 This weapon always wounds on a 4+, unless targeting a model with the VEHICLE keyword, in which case it wounds on a 6+.
Shuriken cannon 24" Assault 3 6 0 1 Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3 instead of 0.
Shuriken catapult 12" Assault 2 4 0 1 Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3 instead of 0.
Shredder 12" Assault D3 6 0 1 When attacking a unit of INFANTRY, you can re-roll failed wound rolls for this weapon.
Spar-glaive Melee Melee +0 0 1 A model attacking with this weapon in the Fight phase gains a single bonus attack that must be resolved with this profile.
Splinter cannon 36" Rapid Fire 3 * 0 1 This weapon always wounds on a 4+, unless targeting a model with the VEHICLE keyword, in which case it wounds on a 6+.
Void sabre Melee Melee +0 -3 1 -


Any model in the unit may replace its lasblaster with a shuriken catapult, shardcarbine or spar-glaive.

Any model in the unit may replace its void sabre with a dissonance pistol or fusion pistol.

For every five models in the unit, one model may replace both its lasblaster and void sabre with any one of an Aeldari missile launcher, a blaster, a dark lance, a flamer, a fusion gun, a shredder, a shuriken cannon, or a splinter cannon.

The entire unit may take jetpacks (+1 Pow, or +2 if it contains more than 5 models). If they do, their Movement characterstic increases to 16", and they gain the FLY, JET PACK, and JUMP PACK keywords.

Dancing on the Blade's Edge, Reckless Abandon

Flickershield: The Bladesworn model has a 5+ invulnerable save.

Faction Keywords:

AELDARI, ANHRATHE, <COTERIE>

Keywords:

INFANTRY, FELARCH, CORSAIR FELARCH BAND

Additional Keywords(Bladesworn):

BLADESWORN

Corsair Ghostwalkers [Elite][edit]

NAME M WS BS S T W A Ld Sv
Ghostwalker 7" 3+ 3+ 3 3 1 1 6 5+
Spectre 7" 3+ 3+ 3 3 1 2 7 5+


This unit contains 4 Ghostwalkers and a Spectre. It can include up to 5 additional Ghostwalkers (Power Rating +3). Each model is armed with a ranger long rifle. The Spectre additionally has a void sabre.

WEAPON RANGE TYPE S AP D ABILITIES
Artful dagger Melee Melee * 0 1 You can re-roll failed hit rolls for this weapon. This weapon wounds on a 3+ unless targeting a VEHICLE or TITANIC model, in which case it wounds on a 6+.
Brace of pistols 8" Pistol D6 * 0 1 When firing this weapon, roll once to determine how many shots all models in the unit will fire in a given phase; this weapon always wounds on a 4+, unless targeting a model with the VEHICLE keyword, in which case it wounds on a 6+. Each time you make a wound roll of a 6+ for that weapon, that hit is resolved with an AP of -1 instead of 0.
Dissonance pistol 12" Pistol 1 5 -2 1 Each time you make a hit roll of 6+ for this weapon, that hit is resolved at Strength 6 with an AP of -3 instead of Strength 5 and AP -2.
Flare rifle 30" Heavy 1 3 0 1 When resolving an attack made with this weapon and the wound roll fails, the target still makes a saving throw, but with a +2 bonus. If a saving throw is failed, the target is blinded until the end of the turn. When resolving an attack made by a model in a blinded unit, subtract 1 from the hit roll. (This does not stack.)
Fusion pistol 6" Pistol 1 8 -4 D6 When resolving an attack made with this weapon against a unit that is within half range, roll one additional D6 when inflicting damage with it and discard one of the dice.
Haywire rifle 48" Heavy 1 3 0 1 If the target is a VEHICLE and you roll a wound roll of 4+ for this weapon, the target suffers 1 mortal wound in addition to any other damage. If the wound roll is 6+, the target suffers D3 mortal wounds instead.
Ranger long rifle 36" Heavy 1 4 0 1 This weapon may target a CHARACTER even if it is not the closest enemy unit. Each time you roll a wound roll of 6+ for this weapon, it inflicts a mortal wound in addition to any other damage.


Any model may replace its ranger long rifle with a flare rifle or a haywire rifle.

Any model may replace its cameleoline cloak with a brace of pistols.

The spectre may replace its void sabre with an artful dagger, a dissonance pistol, or a fusion pistol.

Dancing on the Blade’s Edge, Reckless Abandon

Appear Unbidden: During deployment, you can set up this unit walking the winding paths of the webway instead of placing it on the battlefield. At the end of one of your Movement phases, this unit can emerge from the webway – set this unit up anywhere on the battlefield that is more than 9" away from any enemy models.

Carefully Reckless: This unit may move 6" with Reckless Abandon rather than 3". Additionally, it may make a Reckless Abandon move if it inflicts any wounds on a charging non-VEHICLE, non-TITANIC unit, even if those wounds inflict no casualties.

Cameleoline Cloaks: If every model in this unit has a cameleoline cloak, then your opponent must subtract 1 from hit rolls for ranged weapons that target this unit and you add 2 instead of 1 to saving throws made for models from this unit that are in cover.

War Wasps [Heavy Support, Power 5][edit]

NAME M WS BS S T W A Ld Sv
War Wasp 16" 3+ 3+ 5 6 6 2 7 4+


This unit contains 1 War Wasp. It can include up to 5 additional War Wasps (Power Rating +5 each). Each model is armed with two shuriken cannons and a shock lance.

WEAPON RANGE TYPE S AP D ABILITIES
Aeldari missile launcher When attacking with this weapon, choose one of the profiles below.
- Starshot missile 48" Heavy 1 8 -2 D6 -
- Sunburst missile 48" Heavy D6 4 -1 1 -
Bright lance 36" Heavy 1 8 -4 D6 -
Dark lance 36" Heavy 1 8 -4 D6 -
Scatter laser 36" Heavy 4 6 0 1 -
Shock lance Melee Melee +0 -1 1 If the bearer charged this turn, this weapon has a Damage characteristic of D3 instead of 1.
Shuriken cannon 24" Assault 3 6 0 1 Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3 instead of 0.
Splinter cannon 36" Rapid Fire 3 * 0 1 Poisoned Weapon
Starcannon 36" Heavy 2 6 -3 D3 -


Any model may replace one shuriken cannon with an aeldari missile launcher, bright lance, dark lance, scatter laser, splinter cannon, or starcannon.

Any model may replace its second shuriken cannon and its shock lance with a second weapon from that list. (This can match the first if desired.)

Dancing on the Blade’s Edge, Reckless Abandon

Advance Raiders: During deployment, set up this unit descending from the sky instead of placing it on the battlefield. After deployment is finished but before the first turn begins, you may place this unit on the battlefield so that all models in the unit are more than 9"" away from any enemy models. If you do not set it up at this time, you can and must do so at the end of your first Movement phase.

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 1 mortal wound.

Kinetic Shroud: A Wasp Walker has a 5+ invulnerable save against shooting attacks if every model in the unit moved at least 1" in your last Movement phase. If they each moved at least 8" in your last Movement phase, this improves to a 4+ invulnerable save against shooting attacks and a 6+ invulnerable save against close combat attacks.

Mobile Artillery: War Wasps may treat Heavy weapons as Assault weapons. (I.E. a Heavy D6 weapon is treated as an Assault D6 weapon, Heavy 2 as Assault 2, etc.) Additionally, when they declare a charge, they roll an additional die and drop the lowest.

Faction Keywords:

AELDARI, ANHRATHE, <COTERIE>

Keywords:

VEHICLE, WAR WALKERS, FLY, WAR WASPS