Aeldari Corsairs v10.0
Aeldari Corsairs v10.0
This Opus is based on Imperial Armour Index: Legends. When using the Nerve morale rule, if a Felarch passes a
However, this Opus greatly differs from its source index, so Nerve test, each friendly model in your Warband that shares
make sure to take note of every difference. Some rules may all of its keywords with that model automatically passes
also refer to Codex: Drukhari, Codex: Craftworlds and Codex: Nerve tests until the end of that phase. For the purpose of
Harlequins, but you only need Imperial Armour: Legends to this ability, and all other rules that refer to Felarchs, a Felarch
begin to play. is a model that includes the word in its name.
Abilities
The following abilities are common to several Corsairs models:
Reckless Abandon
Non-Character models with this ability are eligible to perform a Heroic Intervention as if they were Character models.
Character models with this ability can perform a Heroic Intervention if there are any enemy models within 6” of them instead of
3”, and when doing so can move up to 6” instead of 3”.
WARGEAR LIST
Some of the Corsairs models you will find in this opus reference the following wargear lists. Where this is
the case, the model can take any item from the lists below.
AETHERMANCY DISCIPLINE
D6 Psychic Power
Corsairs v. 10.0
PHILOSOPHIES
Corsairs Warbands have access to exclusive Philosophies, as described below, in addition to the ones found
in the Heralds of Ruin rulebook. You can pick one of these philosophies for your Warband instead of the
ones presented in the main rules (remember that your Warband can only have one Philosophy).
5
PHILOSOPHIES
+2 CP if enemy Leader is destroyed. If the enemy Leader is the first enemy
Head Takers
model to be destroyed during the battle, +4 CP instead.
+1 CP at the end of every Movement phase in which half or more of the models
Sky Burners
in your Warband Advanced.
+3 CP. You cannot attack with a ranged weapon until an enemy model has been
Night Hunters
destroyed.
At the end of each of your turns, roll a die. If the result is higher than the best
Save characteristic amongst enemy models destroyed this turn, gain 1 CP. In
Vault Breachers
addition, gain 1 CP each time an enemy model with the Vehicle keyword is
destroyed.
Hate Bringers Gain 1 CP each time an enemy Special model is destroyed.
STRATAGEMS
Corsairs Warbands have access to exclusive Stratagems, as described below, in addition to the ones found
in the Herald of Ruin rulebook.
6 STRATAGEMS
Use this stratagem during the Morale phase, when you fail the roll to see if
Dancing on the models will flee from your Warband. You can re-roll that roll, but if you fail
0 CP
Blade’s Edge a second time, substract 1 from the roll when rolling to see if models flee
from your Warband this morale phase.
Use this stratagem at the start of your Shooting phase. Pick up to 3
friendly models that are equipped with a Brace of Pistols. Until the end of
Pistol Players 1 CP the phase, those models’ Braces of Pistols gain the Poisoned ability, the
Shuriken ability, or both of those abilities (you can pick differently for each
model).
Use this stratagem at the start of your Shooting phase. Pick a friendly model
Blaster Cartridge 2 CP that is equipped with a Brace of Pistols. Until the end of the phase, replace
that model’s Brace of Pistols with a Blast Pistol.
Use this stratagem when a friendly model makes an Advance move. Roll
Burst of Speed 1 CP
3D3 to determine how far the model can move, instead of 1D6.
Use this stratagem at the beginning of your Shooting phase. Pick a friendly
Biker or Jet Pack model: it can immediately move 2D6” in any direction
Void Drift 1 CP
that does not end within 3” of an enemy model, but it cannot make a
shooting attack or charge this turn.
Use this stratagem when one or more of your models becomes the target
Desperate of a charge. Each charge target that has the Reckless Abandon ability can
1 CP
Abandon move 3” in any direction that does not end within 3” of an enemy model
before the enemy model has made its charge move.
Use this stratagem when a friendly model makes a shooting attack with a
Dissonance
1 CP Plasma Grenade. If all targets of the attack have the Vehicle keyword, triple
Breach Charge
that Grenade’ Strength.
Use this stratagem after an enemy model succesfully denies a psychic
power. The Psyker can immediately attempt to manifest the same psychic
Fateskim 1 CP
power once again. If they fail to manifest that power, they suffer D3 mortal
wounds.
Use this stratagem after your opponent sets up their last model during
deployment. You can redeploy up to D3 already deployed models in your
Preemptive
1 CP Warband using the mission’s deployment rules. You can spend 3 CP instead
Strike
of 1 when using this tactical action; if you do, you can redeploy up to D3+3
models instead.
Use this stratagem during deployment, when it is your turn to deploy a
model. Pick a Felarch and up to 4 other Core models from your Warband.
Deploy those models in the webway instead of placing them on the
battlefield. Durin the Reinforcements step of any of your Movement phases,
From the Void 2 CP
the models can arrive from the Webway: place the Felarch anywhere on the
battlefield that is more than 9” from enemy models, then place each other
model so that it is within 3” of the Felarch and more than 9” from enemy
models. Any models you cannot place are destroyed.
Corsairs v. 10.0
STRATAGEMS
Corsairs Warbands that are from a specific Coterie have access to exclusive Stratagems, as described
below, in addition to the ones found in the Herald of Ruin rulebook.
STRATAGEMS
7
Sky Raiders only. Use this stratagem at the beginning of the Fight phase.
Unstoppable
3 CP Pick a friendly model with the Sky Raiders keywords: that model and all
Furor
friendly models within 3” can fight twice this Fight phase, rather than once.
Void Dragons only. Use this stratagem at the end of the Morale phase, if
any enemy models fled the battlefield in that phase. Pick an enemy model
Horrifying
2 CP that is within 6” of a friendly model with the Void Dragons keyword. Your
Threats
opponent rolls two dice: if the result is higher than that model’s Leadership
characteristic, the model flees the battlefield.
Black Suns only. Use this stratagem at the beginning of any phase. Exchange
the location of two friendly models with the Black Suns keywords with the
Eclipse 1 CP same base size that are not within engagement range of enemy models. At
the end of the phase, if both of those models are still on the battlefield, you
can exchange their location once again.
Sky Serpents only. Use this stratagem when an opponent fails a saving
throw against an attack made by a friendly model with the Sky Serpents
Secret Venom 1 CP
keyword in the Fight phase. The model that was being rolled for suffers 1
mortal wound.
Eldritch Raiders only. Use this stratagem when making a charge move with
a friendly model with the Eldritch Raiders keyword makes a charge move.
For Yriel! 3 CP
Do not roll dice to determine that model’s charge distance; instead, that
model can charge up to 12”.
Sunblitz Brotherhood only. Use this stratagem when a friendly model with
Heat Rain 1 CP the Sunblitz Brotherhood keyword throws a Plasma Grenade. Change
that weapon’s type to Grenade 2D6.
Alai Mercenary Corps only. Use this stratagem at the beginning of your
Shooting phase. Pick a friendly model with the Alai Mercenary Corps
Mercenary
2 CP keyword: until the end of the phase, that model and all friendly models
Discipline
within 6” are treated as having Remained Stationary in the previous
Movement phase for the purpose of shooting with their ranged weapons.
Aeldari Outcasts only. Declare you will use this action when a wound
or mortal wounds is allocated to a friendly model without the Vehicle
Soul Brokers 1 CP keyword (before any saves are made and damage is rolled for). Allocate
that wound or mortal wound instead to another friendly model without the
Vehicle keyword within 12”.
INSPIRING PRESENCE
When you pick the effect of your Inspiring Presence aura, Corsair leaders have access to the following
choices in addition to the ones presented in the Heralds of Ruin rulebook.
INSPIRING PRESENCE
8
Once per turn, after rolling the D6 to determine the Advance distance of an
Live Fast
inspired model, you can change the result of that die to 6.
When an inspired model without the Malevolent keyword is destroyed while
within engagement range of enemy models, roll a die after the enemy model
Die Young has finished making all its attacks. On a 4+, that model can attack as if it were
the Fight phase before being removed from the battlefield. Only one friendly
model can attack each turn in this way.
SECONDARY MISSIONS
Corsair Warbands have access to exclusive Secondary Missions, as described below, in addition to the ones
found in the Heralds of Ruin rulebook. You can pick these secondary missions for your Warband instead of
the ones presented in the main rules.
SECONDARY MISSIONS
At the end of the turn, score 1 VP for each enemy model that fled the battlefield
Spirit Mongers
in that turn.
At the end of each enemy turn, score 5 VP if no friendly model was hit by an
Cloaked in Void
enemy attack in that turn.
Score 2 VP each time a friendly non-beast, non swarm model completes the
Treasure Hunt action: A model can start this action when it is Hidden outside of
Treasure Hunt your deployment zone at the start of your Command phase. That model remains
Hidden and cannot move in the next Movement phase. This action is completed
at the start of your next Command phase if the model is still hidden.
Ynnari Corsair
Corsairs v. 10.0
O BARON 30
NAME M WS BS S T W A Ld Sv
Baron 8” 2+ 3+ 3 3 3 3 9 3+
Equipment Lasblaster
•
9
Brace of Pistols
•
Plasma Grenade
•
Tyrant: Before rolling to see if models from your Warband flee the battlefield in
•
the Morale phase, you may choose the result of D3 of the dice instead of rolling
them.
Force of Will: Add 2” to the Movement characteristic of friendly <Coterie>
•
O BARON 35
Brace of Pistols
•
Plasma Grenade
•
Tyrant: Before rolling to see if models from your Warband flee the battlefield in
•
the Morale phase, you may choose the result of D3 of the dice instead of rolling
them.
Force of Will: Add 2” to the Movement characteristic of friendly <Coterie>
•
Baron
Corsairs v. 10.0
O VOID DREAMER 40
NAME M WS BS S T W A Ld Sv
Void Dreamer 8” 3+ 3+ 3 3 3 2 8 5+
Equipment •
Witch Staff 11
•
Brace of Pistols
•
Plasma Grenade
Abilities •
Reckless Abandon
•
Wild Psyker: At the beginning of your Psychic phase, except your first Psychic
phase, this model must discard its current Aethermancy power and pick a
different power from the Aethermancy discipline.
•
The Eye of She Who Thirsts: If this model is destroyed by mortal wounds caused
by the perils of the warp, roll a die for each model within 6”. On a 1 or 2, the
model being rolled for suffers a mortal wound.
•
Shimmershield: The Void Dreamer and all friendly models within 3” have a 5+
invulnerable save.
Psyker •
A Void Dreamer can attempt to manifest one psychic power in each friendly
Psychic phase, and attempt to deny one power in each enemy Psychic phase. It
knows the Smite power and one power from the Aethermancy discipline.
Wargear Options •
May take one item from the Felarch Weapons list.
•
May take items from the Corsairs Armoury.
Keywords Infantry, Psyker, Void Dreamer
O VOID DREAMER 45
Void Dreamer
Corsairs v. 10.0
REAVER 9
NAME M WS BS S T W A Ld Sv
Reaver 8” 3+ 3+ 3 3 1 1 6 5+
Equipment •
Lasblaster 13
•
Brace of Pistols
•
Plasma Grenade
Abilities •
Reckless Abandon
Wargear Options May replace its Lasblaster with a Shuriken Catapult, Shardcarbine or Spar-Glaive.
•
For every five models with the Reaver keyword in your Warband, one Reaver
•
may replace its Lasblaster with an item from the Special Weapons or Heavy
Weapons list.
May take items from the Corsairs Armoury.
•
GHOSTWALKER 14
NAME M WS BS S T W A Ld Sv
Ghostwalker 8” 3+ 3+ 3 3 1 1 6 5+
Equipment •
Lasblaster
•
Brace of Pistols
•
Plasma Grenade
Abilities •
Reckless Abandon
•
Glimmervoid Cloak: When an enemy model targets this model with a ranged
weapon, ignore all modifiers (positive or negative). A hit roll of 1-4 automatically
misses this model.
•
Invisible Stalkers: During deployment, you can set up this model in the webway
instead of placing it on the battlefield. At the beginning of the first battle round,
but before the first turn begins, the Ghostwalker emerges: place them anywhere
on the battlefield that is more than 9” from enemy models.
Wargear Options •
May replace its Lasblaster with a Ghostrifle or Spar-Glaive.
•
For every five models with the Ghostwalker keyword in your Warband, one
Reaver may take items from the Special Weapons list.
•
May take items from the Corsairs Armoury.
Keywords Infantry, Ghostwalkers
SKYREAVER 12
Maximum of 10 models in any combination of Skyreavers and
Skyreaver Felarchs in your Warband.
NAME M WS BS S T W A Ld Sv
14
Skyreaver 16” 3+ 3+ 3 3 1 1 6 5+
Equipment •
Lasblaster
•
Brace of Pistols
•
Plasma Grenade
Abilities •
Reckless Abandon
Wargear Options May replace its Lasblaster with a Shuriken Catapult, Shardcarbine or Spar-Glaive.
•
For every five models with the Skyreaver keyword in your Warband, one
•
Skyreaver may replace its Lasblaster with an item from the Special Weapons or
Heavy Weapons list.
May take items from the Corsairs Armoury.
•
Corsairs v. 10.0
CLOUD DANCER 22
Maximum of 3 models in any combination of Cloud Dancers and
Cloud Dancer Felarchs in your Warband.
NAME M WS BS S T W A Ld Sv
15
Cloud Dancer 18” 3+ 3+ 3 4 2 1 6 4+
Equipment •
Twin Shuriken Catapult
•
Brace of Pistols
Abilities •
Reckless Abandon
•
Skypiercer: When this model advances, add 6” to its Movement characteristic
instead of rolling a die.
Wargear Options •
May replace its Twin Shuriken Catapult with a Shuriken Cannon, Scatter Laser,
Dark Lance, Splinter Cannon or Dissonance Cannon.
•
May take items from the Corsairs Armoury.
Keywords Biker, Fly, Cloud Dancers
BALESTRIKE 10
Maximum of 5 models in any combination of Balestrikes and
Balestrike Felarchs in your Warband.
NAME M WS BS S T W A Ld Sv
Balestrike 8” 3+ 3+ 3 3 1 1 6 4+
Equipment •
Lasblaster
•
Melta Bomb
•
Plasma Grenade
Abilities •
Reckless Abandon
Wargear Options May replace its Lasblaster with a Shuriken Catapult, Shardcarbine or Spar-Glaive.
•
One Balestrike in your Warband may replace its Lasblaster with an item from
•
the Heavy Weapons list. If your Warband includes at least 5 models with the
Balestrike keyword, up to two more may do so.
May take items from the Corsairs Armoury.
•
REAVER FELARCH 14
NAME M WS BS S T W A Ld Sv
Reaver F. 8” 3+ 3+ 3 3 2 2 7 5+
Equipment •
Lasblaser
•
Brace of Pistols
•
Plasma Grenade
Abilities •
Reckless Abandon
Wargear Options •
May replace its Lasblaster with a Shuriken Catapult, Shardcarbine or Spar-Glaive.
•
May take one item from the Felarch Weapons list.
•
May take items from the Corsairs Armoury.
Keywords Infantry, Reavers
Corsairs v. 10.0
GHOSTWALKER FELARCH 19
NAME M WS BS S T W A Ld Sv
Ghostwalker F. 8” 3+ 3+ 3 3 2 2 7 5+
Equipment •
Lasblaster 17
•
Brace of Pistols
•
Plasma Grenade
Abilities •
Reckless Abandon
•
Glimmervoid Cloak: When an enemy model targets this model with a ranged
weapon, ignore all modifiers (positive or negative). A hit roll of 1-4 automatically
misses this model.
•
Invisible Stalkers: During deployment, you can set up this model in the webway
instead of placing it on the battlefield. At the beginning of the first battle round,
but before the first turn begins, the Ghostwalker Felarch emerges: place them
anywhere on the battlefield that is more than 9” from enemy models.
Wargear Options •
May replace its Lasblaster with a Ghostrifle or Spar-Glaive.
•
May take one item from the Felarch Weapons list.
•
May take items from the Corsairs Armoury.
Keywords Infantry, Ghostwalkers
SKYREAVER FELARCH 17
Maximum of 10 models in any combination of Skyreavers and
Skyreaver Felarchs in your Warband.
NAME M WS BS S T W A Ld Sv
Skyreaver 16” 3+ 3+ 3 3 2 2 7 5+
Equipment •
Lasblaster
•
Brace of Pistols
•
Plasma Grenade
Abilities •
Reckless Abandon
Wargear Options •
May replace its Lasblaster with a Shuriken Catapult, Shardcarbine or Spar-Glaive.
•
May take one item from the Felarch Weapons list.
•
May take items from the Corsairs Armoury.
Keywords Infantry, Jet Pack, Fly, Skyreavers
18
Corsairs v. 10.0
CLOUD DANCER FELARCH 27
Maximum of 3 models in any combination of Cloud Dancers and
Cloud Dancer Felarchs in your Warband.
NAME M WS BS S T W A Ld Sv
19
Cloud Dancer F. 18” 3+ 3+ 3 4 3 2 7 4+
Equipment •
Twin Shuriken Catapult
•
Brace of Pistols
Abilities •
Reckless Abandon
•
Skypiercer: When this model advances, add 6” to its Movement characteristic
instead of rolling a die.
Wargear Options •
May replace its Twin Shuriken Catapult with a Shuriken Cannon, Scatter Laser,
Dark Lance, Splinter Cannon or Dissonance Cannon.
•
May take one item from the Felarch Weapons list.
•
May take items from the Corsairs Armoury.
Keywords Biker, Fly, Cloud Dancers
BALESTRIKE FELARCH 15
Maximum of 5 models in any combination of Balestrikes and
Balestrike Felarchs in your Warband.
NAME M WS BS S T W A Ld Sv
Balestrike F. 8” 3+ 3+ 3 3 2 2 7 4+
Equipment •
Lasblaster
•
Melta Bomb
•
Plasma Grenade
Abilities •
Reckless Abandon
Wargear Options •
May replace its Lasblaster with a Shuriken Catapult, Shardcarbine or Spar-Glaive.
•
May take one item from the Felarch Weapons list.
•
May take items from the Corsairs Armoury.
Keywords Infantry, Balestrikes
VOIDSTORM FELARCH 16
NAME M WS BS S T W A Ld Sv
Voidstorm F. 8” 2+ 3+ 3 3 2 3 8 3+
20 Equipment •
Lasblaser
•
Brace of Pistols
•
Plasma Grenade
Abilities •
Reckless Abandon
Wargear Options •
May replace its Lasblaster with a Shuriken Catapult, Shardcarbine or Spar-Glaive.
•
May take one item from the Felarch Weapons list.
•
One Voidstorm Felarch in your Warband may replace its Lasblaster with an item
from the Special Weapons list.
•
May take items from the Corsairs Armoury.
Keywords Infantry, Voidstorm Felarchs
orbital transport instead of placing it on the battlefield. At the end of any of your
Movement phases, the model can descend using its jump packs – set them up
anywhere on the battlefield that is more than 9” away from any enemy models.
Explodes: If this model is reduced to 0 wounds, roll a die for each model within
•
Corsairs v. 10.0
21
22 COMMON WARGEAR
Item Cost Description
Model with the Baron keyword only. Only one Ascendancy per
model. The model does not suffer a penalty to its hit rolls when
Craftworld
5 pts shooting with Assault weapons on the same turn that it advanced. In
Ascendancy
addition, the model may take an item from the Autarch Weapons list
from Codex: Craftworlds instead of the Felarch Weapons list.
Model with the Baron keyword only. Only one Ascendancy per
model. You can re-roll any die when making advance or charge move
Commorrite
5 pts with the model. In addition, the model may take an item from the
Ascendancy
Weapons of Torture or a Huskblade from Codex: Drukhari instead of
taking an item from the the Felarch Weapons list.
Model with the Baron keyword only. Only one Ascendancy per
model. The model receives +2 to its armour save for being in cover,
rather than +1. In addition, the model may take an additional
Exodite Ascendancy 5 pts Lasblaster, Shuriken Catapult, Shardcarbine or Spar-Glaive instead
of taking an item from the Felarch Weapons list. If the model is
mounted on a Cloud Dancer Jetbike, it can take a Laser Lance (from
Codex: Craftworlds) instead.
Model with the Baron keyword only. Only one Ascendancy per
model. The model can fall back and still shoot and/or charge in the
Harlequin Ascendancy 5 pts same turn. In addition, the model may take a Harlequin’s Caress,
Harlequin’s Embrace or Harlequin’s Kiss from Codex: Harlequins
instead of taking an item from the Felarch Weapons list.
Model with the Baron keyword only. Only one Ascendancy per
Exile Ascendancy 5 pts model. Each time you make a hit roll of 6+ when making a melee or
ranged attack for the model, that attack scores 2 hits instead of 1.
Model with the Baron keyword only. The model gains the Psyker
keyword and can attempt to manifest one psychic power per friendly
Profane Teachings 10 pts Psychic phase and to deny one psychic power per enemy Psychic
phase. It knows the Smite psychic power and gains The Eye of She
Who Thirsts ability (see Void Dreamer profile).
Malevolent only. The model always fights first in the Fight phase,
even if it did not charge in that turn. If the enemy side has models
Unnatural Speed 5 pts that have charged, or that have a similar ability, then alternate
chosing models to fight with, starting with the player whose turn is
taking place.
Malevolent only. Enemy Psykers must substract 1 from the result of
Soul-Scarred 5 pts the dice when attempting to manifest a psychic power while within
6” of the model.
Malevolent only. Add 1 to the model’s Strength and Attacks
Hellbent 5 pts
characteristic if it charged or was charged in the same turn.
Malevolent only. Add 1 to all invulnerable saving throws made for the
Fleeting 5 pts
model.
Corsairs v. 10.0
COMMON WARGEAR
Item Cost Description
Malevolent only. Each time the model suffers a wound or mortal
Surnatural Toughness 5 pts
wound, roll a die. On a 5+, that wound or mortal wound is ignored.
23
Once per battle, the model can make D6 additional attacks in the
Corsair Combat Drugs 5 pts
Fight phase. Then remove it as a casualty.
Felarch only. Roll a D6 each time your Leader loses a wound or mortal
wound while they are within 3” of the model. On a 2+, the model
Blade Sworn 5 pts
intercepts the hit: your Leader suffers no wound but the model
suffers a mortal wound.
Model with the Void Dreamer keyword only. Can only be used once
per battle, when the model suffers perils of the warp. The psychic
Stones of Annulment 5 pts
power that the model was attempting to manifest automatically fails,
but it does not suffer the effects of perils of the warp.
Can only be used once per battle, when the model or a model within
3” is targeted for an attack in the enemy Shooting phase. The model
Shadowwave Grenade 5 pts
and all friendly models within 3” gain a 4+ invulnerable save until the
end of the phase.
Can only be used once per battle, after your opponent makes a
Tanglefield Grenade 5 pts
succesful charge roll. Your opponent must re-roll the charge distance.
Model with the Balestrikes keyword only. Add 1 to hit rolls made for
Ace Shot 5 pts the model when attacking with a ranged weapon, except a Pistol or a
Grenade, if the target is within 6” of the weapon’s maximum range.
Model with the Ghostwalkers keyword only. Add 1 to hit rolls made
Shade Killer 5 pts for the model in the Shooting phase if the target of the attack
receives the benefits of cover.
Model with the Biker or Jet Pack keyword only. Cannot be taken
with the Kinetic Shroud. Your opponent must substract 1 from hit
Kinetic Disruptor 5 pts
rolls made for attacks that target the model in the shooting phase if it
advanced in your previous movement phase.
Model with the Baron or Voidstorm Felarchs keyword only.
The model has a 2+ invulnerable save against the first attack that
Immortal Arrogance 5 pts
succesfully wounds it during the battle. (If the model suffers multiple
Wounds simultaneously, choose which one to take the save against).
LEGENDARY WARGEAR
Only one of the following items may be taken in your warband.
LEGENDARY WARGEAR
24 Item Cost Description
Leader only. Once per battle, at the start of your Movement
Multiphase Key phase, you can remove the model from the battlefield and set it up
10 pts
Generator anywhere on the battlefield that is more than 9” from enemy models.
The model is treated as having made a normal move that turn.
Any model that can take a Void Sabre can take the Glaive of the
Glaive of the Destroyer 15 pts Destroyer instead. This is a legendary weapon the profile of which
can be found below.
Model with the Biker or Jet Pack keyword only. Cannot be taken with
a Kinetic Disruptor. The model has a 5+ invulnerable save which is
Kinetic Shroud 10 pts
improved to a 3+ invulnerable save if the model Advanced in your
previous Movement phase.
Felarch or model with the Baron keyword only. Add 6” to the
range of all ranged weapons carried by the model, except Grenade
Soulphaze Helm 10 pts
weapons. In addition, the model can target models with the Psyker
Character keywords even if they are not the closest enemy model.
Any model with a Lasblaster can replace it with Sunmaker. This is a
Sunmaker 10 pts
legendary weapon the profile of which can be found below.
Any model with a Brace of Pistol can replace it with the Pistols of the
Pisols of the Frozen
10 pts Frozen Prince. This is a legendary weapon the profile of which can be
Prince
found below.
Model with the Malevolent keyword only. Add 1 to the model’s
Brand of
10 pts Strength, Toughness and Wounds characteristics, and increase the
She-Who-Thirsts
range of its Curse of the Void ability to 12”.
Any model that can take a Flamer can take the Void Song instead. This
Void Song 10 pts
is a legendary weapon the profile of which can be found below.
A model with a Witch Staff can replace it with the Dreamstave. This is
Dreamstave 10 pts a legendary weapon with both a melee and a ranged component and
its profile can be found below.
Corsairs v. 10.0
MELEE WEAPONS RANGED WEAPONS
Weapon Cost Weapon Cost
Spar-Glaive 0 Aeldari Missile
20
Venom Blade 5 Launcher
25
Power Axe 5 Balelight Pistol 10
Power Lance 5 Blast Pistol 0
Power Swor 5 Blaster 15
Void Sabre 0 Brace of Pistols 0
Witch Staff 0 Dark Lance
15/20
(Infantry/Other)
Dissonance Cannon 15
Dissonance Pistol 5
Fusion Gun 10
Flamer 5
Ghostrifle 0
Melta Bomb 0
Lasblaster 0
Plasma Grenade 0
Scatter Laser 10
Shredder 10
Shardcarbine 0
Shuriken Cannon 10
Splinter Cannon
10/15
(Infantry/Other)
Starcannon 15
Twin Shuriken
0
Catapult
Weapon Abilities
The following abilities are common to several Exodite weapons :
Poisoned
Poisoned weapons wound on a roll of 4+, unless the target has the Vehicle or Titanic keyword, in which case they
wound on a 6+.
Shuriken
Each time you make a wound roll of 6+ for a Shuriken weapon, that hit is resolved with an AP of -3 instead of 0.
MELEE WEAPONS
WEAPON RANGE TYPE S AP D ABILITIES
Each time the bearer fights, it makes 1
Spar-Glaive Melee Melee User 0 1
additional attack with this weapon.
Poisoned. Add 2 to wound rolls made
26 Venom Blade Melee Melee * 0 1 for this weapon unless the target has the
Vehicle or Titanic keyword.
Power Axe Melee Melee +2 -2 1
Power Lance Melee Melee +3 -1 1
Power Sword Melee Melee +1 -3 1
Void Sabre Melee Melee User -3 1
Witch Staff Melee Melee * 0 D3 This weapon wounds on a roll of 2+.
Corsairs v. 10.0
RANGED WEAPONS
WEAPON RANGE TYPE S AP D ABILITIES
Aeldari Missile
When attacking with this weapon, choose one of the profiles below.
Launcher
· Sunburst 48” Heavy D6 4 -1 1
27
· Starshot 48 Heavy 1 8 -2 D6
Blast. When shooting with this weapon,
each attack made with it gains -1 AP for
Balelight Pistol 8” Pistol 3D3 3 0 1
each wound roll of a 6 made for it, to a
maximum of -4.
Blast Pistol 6” Pistol 1 8 -4 D6
Blaster 18” Assault 1 8 -4 D6
Brace of Pistols 8” Pistol 2 4 0 1
Change this weapon’s type to Assault if the
Dark Lance 36” Heavy 1 8 -4 D6
bearer has the Vehicle keyword.
Each time an attack is made with this
Dissonance
24” Assault 2 5 -2 2 weapon, an unmodified hit roll of 6
Cannon
automatically wounds the target.
Each time an attack is made with this
Dissonance
12” Pistol 1 5 -2 1 weapon, an unmodified hit roll of 6
Pistol
automatically wounds the target.
Add 2 to this weapon’s Damage
Fusion Gun 12” Assault 1 8 -4 D6 characteristic if the target is within half
range.
When attacking with this weapon, the hit
Flamer 8” Assault D6 4 0 1
roll is automatically succesful.
This weapon can target models with the
Character keyword even if they are not the
closest enemy model. Each time you make a
Ghostrifle 18” Assault 1 4 0 1
wound roll of 6+ for this weapon, the target
suffers a mortal wound in addition to any
other damage.
Lasblaster 24” Assault 4 3 0 1
When resolving an attack made with this
Melta Bomb 4” Grenade 1 8 -4 D6 weapon against a Vehicle model, you can
re-roll the wound roll.
Plasma Grenade 6” Grenade D6 4 -1 1 Blast.
Scatter Laser 36” Heavy 4 6 0 1
Shardcarbine 18” Assault 3 * 0 1 Poisoned.
Blast. You can re-roll failed wound rolls
Shredder 12” Assault D6 6 -1 1 made for this weapon if the target has the
Infantry keyword.
Splinter Cannon 36” Rapid Fire 3 * 0 1 Poisoned.
Shuriken
24” Assault 3 6 0 1 Shuriken.
Cannon
Starcannon 36” Heavy 2 6 -3 D3
Twin Shuriken
12” Assault 4 4 0 1 Shuriken.
Catapult
LEGENDARY WEAPONS
WEAPON RANGE TYPE S AP D ABILITIES
Each time you make a succesful wound
Glaive of the roll with this weapon, the target suffers
28 Melee Melee +2 -3 1
Destroyer 1 mortal wound in addition to any other
damage.
Dreamstave This weapon has both a melee and a ranged profile.
· Melee Melee Melee * -1 2 This weapon wounds on a roll of 2+.
This weapon wounds on a roll of 2+. This
weapon can be used to make shooting
attacks even if the bearer is within
· Ranged 18” Assault 3 * -1 1 engagement range of enemy models, but
if this is the case it must target enemy
models that are within engagement range
of the bearer.
Each time you make a wound roll of 6 with
Pistols of the
8” Pistol 4 4 -1 1 this weapon, the target suffers a mortal
Frozen Prince
wound in addition to any other damage.
An enemy model that suffers any succesful
Sunmaker 24” Assault 8 3 0 1 hits from this weapon loses the benefits of
cover until the end of the phase.
When attacking with this weapon, the
hit roll is automatically succesful. Your
opponent must substract 2” from the
Void Song 12” Assault D6 4 0 1
charge distance for models that were hit
by this weapon when the bearer fires
Overwatch.
Corsairs v. 10.0
RECOMMENDED BASE SIZES
The following base sizes are recommended for use with this opus:
29
Team Leaders
• Baron: 25mm round base
Core
• Reaver (and Felarch): 25mm round base
Special
• Malevolent: 25mm round base