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Codex - Eldar Corsairs - Gear
Codex - Eldar Corsairs - Gear
Everyone knows that forgeworld was incredibly lazy when it came to doing the Xenos and Guard indexes, as
they were rife with poor rules, poor proofreading, and general obvious lack of effort. Unfortunately, the Corsair
Army list was a casualty of this design. They went from a fully functional army list to a handful of units with
gutted options. This was compounded by the lack-of-model syndrome.
As a player that had converted a full corsair army, I was particularly upset by this change, and took it upon
myself to rectify it with this Codex. The following document is a fully fleshed out Codex, like other GW Codexes
for major factions like Space Marines, Imperial Guard, Adeptus Mechanicus, etc. Inside you will find
Datasheets, Warlord Traits, Relics, Stratagems, Psychic Powers, Coterie Specializations, and First Prince
Obsessions.
I tried to stay true to the original 7th edition army list where possible, as well as using what little updated rules
that FW gave us for 8th. Reckless Abandon and Dancing on a Blade’s Edge, for example, are unchanged from
the index, but I modified the Reaver Band unit entry to match some of the options they lost from 7th. I brought
back old unit choices such as the Voidstorm Band, Balestrike Band, and Corsair Malevolents, as well as all the
HQs that were dropped in the transition. I have also included the out-of-book units that were included in the
Eldar Corsair List from 7th (Falcon, Venom, Warp Hunter, Hornets, etc.), with changes made to bring them in
line with this corsair army list (Wasp Walkers get corsair kinetic shrouds instead of powerfields, all Eldar tanks
can swap their twin catapults with twin lasguns or twin splinter rifles, etc.)
The Coterie Specializations from the Raiding Company detachment I converted into the corsair’s “chapter
tactics”, and I converted the First Prince obsessions to using the keyword system. Now each corsair has an
<OBSESSION> keyword, and gain benefits if they share the same obsession as a Corsair Prince in your army.
Prince’s have been significantly increased in cost compared to other HQs of a similar level to compensate -
they are more akin to Chapter Masters than captains, which makes sense. I also brought in the Aethermancy
Discipline, which was a relatively easy port from 7th.
The Relics and Stratagems section are obviously all brand new of my own design. These were mostly
unknown territory, so may not be the most properly balanced. I did my best, but things are always different on
paper than in practice.
On a similar note, this is a serious attempt at a serious book, so any feedback into balance would be greatly
appreciated. This document has comments enabled, so feel free leave comments on anything you feel needs
changing, or just leave feedback in general.
Thanks.
VOID PIRATES OF THE ANHRATHE
This section contains all of the datasheets that you will need to fight battles with your Corsair miniatures, and the rules for
all of the weapons they can wield in battle. Each datasheet includes the characteristics profiles of the unit it describes, as
well as any wargear and special abilities it may have. Any abilities that are common to several units are described below
and referenced on the datasheets themselves.
KEYWORDS
Throughout this section you will come across keywords that are within angular brackets, specifically <COTERIE> and
<OBSESSION> These are shorthand for keywords of your own choosing, as described below.
<COTERIE>
Most of the forces of the Corsairs belong to a coterie. Some datasheets specify what coterie the unit is drawn from. If an
ANHRATHE datasheet does not specify which coterie it is from, it will have the < COTERIE> keyword. When you include such
a unit in your army, you must nominate which coterie that unit is from. There are many different coteries to choose from;
you can use any of the coteries described in our books, or make up your own coterie if you prefer. You then simply
replace the < COTERIE> keyword in every instance on that unit’s datasheet with the name of your chosen coterie. For
example, if you were to include a Corsair Prince in your army, and you decided they were from the Void Dragons, then
their < COTERIE> keyword is changed to V OID DRAGONS, and their ‘First Prince’ ability would say ‘You can re-roll hit rolls of 1
OID DRAGONS units within 6".’
for friendly V
<OBSESSION>
NHRATHE datasheet specifies an <OBSESSION> keyword, you may choose any obsession described in this book. You
If an A
then simply replace the < OBSESSION> keyword in every instance on that unit’s datasheet with the chosen obsession. For
example, if you were to include a Corsair Prince in your army and decided you wanted him to succumb to the Seeker of
Forbidden Pleasures obsession, then their < OBSESSION> keyword is changed to S EEKER OF FORBIDDEN PLEASURE.
ABILITIES
The following abilities are common to several Eldar Corsair units.
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.
1
CORSAIRS WARGEAR LISTS
Many of the units you will find on the following pages reference one or more of the wargear lists below. When this is the
case, the unit may take any item from the appropriate list. The profiles for the items in these lists can be found in the
Armoury of the Corsairs section
Vehicle Upgrades*
Crystal Targeting Matrix Star Engines Vectored Engines
Corsair Kinetic Shroud Bladevanes Chain Snares
*Every model in the unit must make the same selection from these lists.
^May only be taken by VEHICLES
2
8
PoweR CORSAIR PRINCE .
Name M WS BS S T W A Ld Sv
Corsair Prince 8” 2+ 2+ 3 3 6 5 9 4+
A Corsair Prince is a single model armed with a Brace of Pistols and Sunburst Grenades. Only one <COTERIE> CORSAIR
PRINCE may be included in your army.
Force of Will: Friendly <COTERIE> units within 6” of this model may roll 2 dice and take the lowest
when taking Morale tests.
First Prince: Friendly <COTERIE> units within 6” of this model may re-roll to-hit rolls of 1.
Eye of She Who Thirsts: If this model is a psyker and is slain due to Perils of the Warp, nearby
models do not suffer mortal wounds. Instead place a copy of this model under your opponents
AEMON and S
control where it was slain. This new model gains the D LAANESH keywords.
PSYKER If this model is a PSYKER, it can attempt to manifest one power in each of your psychic phases. It
knows the Smite power.
FACTION AELDARI, ANHRATHE, <COTERIE>
KEYWORDS
KEYWORDS INFANTRY, CHARACTER, CORSAIR PRINCE, <OBSESSION>
3
9
PoweR CORSAIR PRINCE .
With Jetpack >
Name M WS BS S T W A Ld Sv
Corsair Prince 16” 2+ 2+ 3 3 6 5 9 4+
A Corsair Prince is a single model armed with a Brace of Pistols and Sunburst Grenades. Only one <COTERIE> CORSAIR
PRINCE may be included in your army.
Force of Will: Friendly <COTERIE> units within 6” of this model may roll 2 dice and take the lowest
when taking Morale tests.
First Prince: Friendly <COTERIE> units within 6” of this model may re-roll to-hit rolls of 1.
Eye of She Who Thirsts: If this model is a psyker and is slain due to Perils of the Warp, nearby
models do not suffer mortal wounds. Instead place a copy of this model under your opponents
AEMON and S
control where it was slain. This new model gains the D LAANESH keywords.
PSYKER If this model is a PSYKER, it can attempt to manifest one power in each of your psychic phases. It
knows the Smite power.
FACTION AELDARI, ANHRATHE, <COTERIE>
KEYWORDS
KEYWORDS INFANTRY, JUMP PACK, FLY, CHARACTER, CORSAIR PRINCE, <OBSESSION>
4
10
PoweR
CORSAIR PRINCE .
On Jetbike >
Name M WS BS S T W A Ld Sv
Corsair Prince 18” 2+ 2+ 3 4 7 5 9 4+
A Corsair Prince is a single model armed with a Brace of Pistols and Twin Shuriken Catapults. Only one <COTERIE>
CORSAIR PRINCE may be included in your army.
Force of Will: Friendly <COTERIE> units within 6” of this model may roll 2 dice and take the lowest
when taking Morale tests.
First Prince: Friendly <COTERIE> units within 6” of this model may re-roll to-hit rolls of 1.
Eye of She Who Thirsts: If this model is a psyker and is slain due to Perils of the Warp, nearby
models do not suffer mortal wounds. Instead place a copy of this model under your opponents
AEMON and S
control where it was slain. This new model gains the D LAANESH 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 can attempt to manifest one power in each of your psychic phases. It
knows the Smite power.
FACTION AELDARI, ANHRATHE, <COTERIE>
KEYWORDS
KEYWORDS BIKER, FLY, CHARACTER, CORSAIR PRINCE, <OBSESSION>
5
PoweR
3
CORSAIR BARON .
Name M WS BS S T W A Ld Sv
Corsair Baron 8” 2+ 2+ 3 3 5 4 8 4+
A Corsair Baron is a single model armed with a Brace of Pistols and Sunburst Grenades.
WEAPON RANGE TYPE S AP D ABILITIES
Brace of Pistols 8” Pistol D3+1 1 0 1 This weapon always wounds non-VEHICLES on a 4+. Any
wound rolls of 6+ with this weapon are resolved with an
AP of -1 instead of 0
Balelight 8” Pistol d6 3 0 1 Any wound rolls of 6+ with this weapon cause a mortal
wound in addition to any other damage.
Void Sabre melee Melee +1 -3 2 -
Sunburst Grenades 6” Grenade d6 4 -1 1 -
WARGEAR ● This model may take a Void Sabre, Balelight, and/or items from the Melee Weapons, Pistol
OPTIONS Weapons, Grenades, Armor, and Force Fields lists.
SYKER (Power Rating +1)
● This Model may be a P
ABILITIES Reckless Abandon
Force of Will: Friendly <COTERIE> units within 3” of this model may roll 2 dice and take the lowest
when taking Morale tests.
Eye of She Who Thirsts: If this model is a psyker and is slain due to Perils of the Warp, nearby
models do not suffer mortal wounds. Instead place a copy of this model under your opponents
AEMON and S
control where it was slain. This new model gains the D LAANESH keywords.
PSYKER If this model is a PSYKER, it can attempt to manifest one power in each of your psychic phases. It
knows the Smite power.
FACTION AELDARI, ANHRATHE, <COTERIE>
KEYWORDS
KEYWORDS INFANTRY, CHARACTER, CORSAIR BARON, <OBSESSION>
6
PoweR
4
CORSAIR BARON .
With Jetpack >
Name M WS BS S T W A Ld Sv
Corsair Baron 16” 2+ 2+ 3 3 5 4 8 4+
A Corsair Baron is a single model armed with a Brace of Pistols and Sunburst Grenades.
WEAPON RANGE TYPE S AP D ABILITIES
Brace of Pistols 8” Pistol D3+1 1 0 1 This weapon always wounds non-VEHICLES on a 4+. Any
wound rolls of 6+ with this weapon are resolved with an
AP of -1 instead of 0
Balelight 8” Pistol d6 3 0 1 Any wound rolls of 6+ with this weapon cause a mortal
wound in addition to any other damage.
Void Sabre melee Melee +1 -3 2 -
Sunburst Grenades 6” Grenade d6 4 -1 1 -
WARGEAR ● This model may take a Void Sabre, Balelight, and/or items from the Melee Weapons, Pistol
OPTIONS Weapons, Grenades, Armor, and Force Fields lists.
SYKER (Power Rating +1)
● This Model may be a P
ABILITIES Reckless Abandon
Force of Will: Friendly <COTERIE> units within 3” of this model may roll 2 dice and take the lowest
when taking Morale tests.
Eye of She Who Thirsts: If this model is a psyker and is slain due to Perils of the Warp, nearby
models do not suffer mortal wounds. Instead place a copy of this model under your opponents
AEMON and S
control where it was slain. This new model gains the D LAANESH keywords.
PSYKER If this model is a PSYKER, it can attempt to manifest one power in each of your psychic phases. It
knows the Smite power.
FACTION AELDARI, ANHRATHE, <COTERIE>
KEYWORDS
KEYWORDS INFANTRY, JUMP PACK, FLY, CHARACTER, CORSAIR BARON, <OBSESSION>
7
5
PoweR
CORSAIR BARON .
On Jetbike >
Name M WS BS S T W A Ld Sv
Corsair Baron 18” 2+ 2+ 3 4 6 4 8 4+
A Corsair Baron is a single model armed with a Brace of Pistols and Twin Shuriken Catapults.
WEAPON RANGE TYPE S AP D ABILITIES
Brace of Pistols 8” Pistol D3+1 1 0 1 This weapon always wounds non-VEHICLES on a 4+. Any
wound rolls of 6+ with this weapon are resolved with an
AP of -1 instead of 0
Balelight 8” Pistol d6 3 0 1 Any wound rolls of 6+ with this weapon cause a mortal
wound in addition to any other damage.
Twin Las Autorifle 24” Rapid Fire 4 3 0 1 -
Twin Shuriken 12” Assault 4 4 0 1 Any wound rolls of 6+ with this weapon are resolved with
Catapults an AP of -3 instead of 0
Twin Splinter Rifles 24” Rapidfire 2 1 0 1 This weapon always wounds non-VEHICLES on a 4+.
Voidsabre melee melee +1 -3 2 -
WARGEAR ● This model may take a Void Sabre, Balelight, and/or items from the Melee Weapons, Pistol
OPTIONS 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 P SYKER (Power Rating +1)
ABILITIES Reckless Abandon
Force of Will: Friendly <COTERIE> units within 3” of this model may roll 2 dice and take the lowest
when taking Morale tests.
Eye of She Who Thirsts: If this model is a psyker and is slain due to Perils of the Warp, nearby
models do not suffer mortal wounds. Instead place a copy of this model under your opponents
AEMON and S
control where it was slain. This new model gains the D LAANESH 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 can attempt to manifest one power in each of your psychic phases. It
knows the Smite power.
FACTION AELDARI, ANHRATHE, <COTERIE>
KEYWORDS
KEYWORDS BIKER, FLY, CHARACTER, CORSAIR BARON, <OBSESSION>
8
PoweR
4
CORSAIR VOID DREAMER .
Name M WS BS S T W A Ld Sv
Corsair Void Dreamer 8” 2+ 2+ 3 3 4 3 8 5+
A Corsair Void Dreamer is a single model armed with a Brace of Pistols, Witchstaff, and Sunburst Grenades.
WEAPON RANGE TYPE S AP D ABILITIES
Brace of Pistols 8” Pistol D3+1 1 0 1 This weapon always wounds non-VEHICLES on a 4+. Any
wound rolls of 6+ with this weapon are resolved with an
AP of -1 instead of 0
Balelight 8” Pistol d6 3 0 1 Any wound rolls of 6+ with this weapon cause a mortal
wound in addition to any other damage.
Witchstaff melee Melee user 0 2 This weapon always wounds on a 2+
Void Sabre melee Melee +1 -3 2 -
Sunburst Grenades 6” Grenade d6 4 -1 1 -
WARGEAR ● This model may take a Void Sabre, Balelight, and/or items from the Melee Weapons, Pistol
OPTIONS Weapons, Grenades, Armor, and Force Fields lists.
ABILITIES Reckless Abandon
Eye of She Who Thirsts: If this model is slain due to Perils of the Warp, nearby models do not
suffer mortal wounds. Instead place a copy of this model under your opponents control where it
AEMON and S
was slain. This new model gains the D LAANESH keywords.
PSYKER This model can attempt to manifest two powers in each of your psychic phases, and deny one
power in each of your opponent’s Psychic phases. It knows the Smite power, and two powers
from the Athermancy Discipline
FACTION AELDARI, ANHRATHE, <COTERIE>
KEYWORDS
KEYWORDS INFANTRY, CHARACTER, PSYKER, VOID DREAMER, <OBSESSION>
9
PoweR
5
CORSAIR VOID DREAMER .
With Jetpack >
Name M WS BS S T W A Ld Sv
Corsair Void Dreamer 16” 2+ 2+ 3 3 4 3 8 5+
A Corsair Void Dreamer is a single model armed with a Brace of Pistols, Witchstaff, and Sunburst Grenades.
WEAPON RANGE TYPE S AP D ABILITIES
Brace of Pistols 8” Pistol D3+1 1 0 1 This weapon always wounds non-VEHICLES on a 4+. Any
wound rolls of 6+ with this weapon are resolved with an
AP of -1 instead of 0
Balelight 8” Pistol d6 3 0 1 Any wound rolls of 6+ with this weapon cause a mortal
wound in addition to any other damage.
Witchstaff melee Melee user 0 2 This weapon always wounds on a 2+
Void Sabre melee Melee +1 -3 2 -
Sunburst Grenades 6” Grenade d6 4 -1 1 -
WARGEAR ● This model may take a Void Sabre, Balelight, and/or items from the Melee Weapons, Pistol
OPTIONS Weapons, Grenades, Armor, and Force Fields lists.
ABILITIES Reckless Abandon
Eye of She Who Thirsts: If this model is slain due to Perils of the Warp, nearby models do not
suffer mortal wounds. Instead place a copy of this model under your opponents control where it
AEMON and S
was slain. This new model gains the D LAANESH keywords..
PSYKER This model can attempt to manifest two powers in each of your psychic phases, and deny one
power in each of your opponent’s Psychic phases. It knows the Smite power, and two powers
from the Athermancy Discipline
FACTION AELDARI, ANHRATHE, <COTERIE>
KEYWORDS
KEYWORDS INFANTRY, JUMP PACK, FLY, CHARACTER, PSYKER, VOID DREAMER, <OBSESSION>
10
3
PoweR
CORSAIR REAVER BAND .
Name M WS BS S T W A Ld Sv
Corsair Reaver 8” 3+ 3+ 3 3 1 1 6 5+
Corsair Felarch 8” 3+ 3+ 3 3 1 2 7 5+
This unit contains five Corsair Reavers, and one model may be exchanged for a Corsair Felarch. It can include up to five
additional Corsair Reavers (Power Rating +3), ten additional Corsair Reavers (Power Rating +6), or fifteen additional
Corsair Reavers (Power Rating +9). Each model is equipped with a Brace of Pistols, and Sunburst Grenades
WEAPON RANGE TYPE S AP D ABILITIES
Brace of Pistols 8” Pistol D3+1 1 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 non-VEHICLES on a
4+. Any wound rolls of 6+ with this weapon are resolved
with an AP of -1 instead of 0
Spar-glaive melee melee user 0 1 When the bearer fights, it may make an additional attack
with this weapon.
Sunburst Grenades 6” Grenade d6 4 -1 1 -
WARGEAR ● Any model may take a Spar-glaive.
OPTIONS ● Any model may take an item from the Ranged Weapons list.
○ For every five models in the unit, one Reaver may instead take an item from the Special
Weapons list.
● Every model in the unit may take an item from the Grenades 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 per 5 models). If they
do, their Move characteristic is increased to 16” and they gain the J UMP PACK and F LY
keywords
● The Felarch may take an item from the Melee Weapons list.
● The Felarch may take an item from the Pistol Weapons list
ABILITIES Dancing on a Blade’s Edge, Reckless Abandon
Heavy Mesh Armor: A model with Heavy Mesh Armor changes its save characteristic to 4+
FACTION AELDARI, ANHRATHE, <COTERIE>
KEYWORDS
KEYWORDS INFANTRY, CORSAIR REAVER BAND, <OBSESSION>
11
4
PoweR
CORSAIR GHOSTWALKER BAND .
Name M WS BS S T W A Ld Sv
Corsair Ghostwalker 8” 3+ 3+ 3 3 1 1 6 5+
This unit contains five Corsair Ghostwalkers. It can include up to five additional Corsair Ghostwalkers (Power Rating
+4). Each model is armed with a Las Autorifle, Brace of Pistols, and Sunburst Grenades.
WEAPON RANGE TYPE S AP D ABILITIES
Brace of Pistols 8” Pistol D3+1 1 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 non-VEHICLES on a
4+. Any wound rolls of 6+ with this weapon are resolved
with an AP of -1 instead of 0
Lasblaster 24” Rapidfire 2 3 0 1 -
Ranger Long Rifle 36” Heavy 1 4 0 1 This weapon may target a CHARACTER even if they are
not the closest enemy unit. Each time you make a
wound roll of 6+ for this weapon, it deals a mortal wound
in addition to any other damage.
Sunburst Grenades 6” Grenade d6 4 -1 1 -
WARGEAR ● Any model may replace its Las Autorifle with a Ranger Long Rifle
OPTIONS ● For every five models in the unit, one may replace its Lasblaster with an item from the Special
Weapon list.
● Every model in the unit may take an item from the Grenades list.
● Every Model in the unit may take a Corsair Jetpack (Power Rating +1 per 5 models). If they
do, their Move characteristic is increased to 16” and they gain the J UMP PACK and F LY
keywords
ABILITIES Dancing on a Blade’s Edge, Reckless Abandon
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: Your opponent must subtract 1 from their hit rolls for attacks that target this
unit. In addition, add 2 to saving throws made for models from this unit that are in cover, instead of
1.
FACTION AELDARI, ANHRATHE, <COTERIE>
KEYWORDS
KEYWORDS INFANTRY, CORSAIR GHOSTWALKER BAND, <OBSESSION>
12
3
PoweR
CORSAIR VOIDSTORM BAND .
Name M WS BS S T W A Ld Sv
Corsair Felarch 8” 3+ 3+ 3 3 1 2 7 4+
This unit contains three Corsair Felarchs It can include up to two additional Corsair Felarchs (Power Rating +3) or up to
seven additional Corsair Felarchs (Power Rating +9). Each model is equipped with a Brace of Pistols, and Sunburst
Grenades
WEAPON RANGE TYPE S AP D ABILITIES
Brace of Pistols 8” Pistol D3+1 1 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 non-VEHICLES on a
4+. Any wound rolls of 6+ with this weapon are resolved
with an AP of -1 instead of 0
Sunburst Grenades 6” Grenade d6 4 -1 1 -
WARGEAR ● Any model may take an item from the Melee Weapons list.
OPTIONS ● 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
or Heavy Weapons list.
● Every model in the unit may take an item from the Grenades 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 per 5 models). If they
do, their Move characteristic is increased to 16” and they gain the J UMP PACK and F LY
keywords
ABILITIES Dancing on a Blade’s Edge, Reckless Abandon
FACTION AELDARI, ANHRATHE, <COTERIE>
KEYWORDS
KEYWORDS INFANTRY, CORSAIR VOIDSTORM BAND, <OBSESSION>
13
7
PoweR
CORSAIR CLOUD DANCER VOIDSTORM BAND .
Name M WS BS S T W A Ld Sv
Corsair Cloud 18” 3+ 3+ 3 4 2 2 7 4+
Dancer Felarch
This unit contains three Corsair Felarchs It can include up to three additional Corsair Felarchs (Power Rating +7) or up
to seven additional Corsair Felarchs (Power Rating +17). Each model is equipped with a Brace of Pistols and
twin-shuriken catapults.
WEAPON RANGE TYPE S AP D ABILITIES
Brace of Pistols 8” Pistol D3+1 1 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 non-VEHICLES on a
4+. Any wound rolls of 6+ with this weapon are resolved
with an AP of -1 instead of 0
Twin Shuriken 12” Assault 4 4 0 1 Any wound rolls of 6+ with this weapon are resolved with
Catapults an AP of -3 instead of 0
Twin Las Autorifle 24” Rapidfire 4 3 0 1 -
Twin Splinter Rifles 24” Rapidfire 2 1 0 1 This weapon always wounds INFANTRY on a 4+.
WARGEAR ● Any model may replace their twin shuriken catapults with twin splinter rifles, twin las autorifles,
OPTIONS or an item from the Heavy Weapons list
● Any model may take an item from the Melee Weapons lists.
● Any model may take an item from the Pistol Weapons list.
● Every model in the unit may take an item from the Armor list.
ABILITIES Dancing on a Blade’s Edge, Reckless Abandon
Ride the Wind: When a model with this rule advances, add 6” to its movement instead of rolling a
d6.
FACTION AELDARI, ANHRATHE, <COTERIE>
KEYWORDS
KEYWORDS BIKER, FLY, CORSAIR VOIDSTORM BAND, <OBSESSION>
14
5
PoweR
CORSAIR MALEVOLENTS BAND .
Name M WS BS S T W A Ld Sv
Corsair Malevolent 8” 3+ 3+ 4 3 2 2 7 5+
This unit contains five Corsair Malevolents It can include up to five additional Corsair Malevolents (Power Rating +4).
Each model is equipped with a Brace of Pistols, a Spar-glaive, and Sunburst Grenades
WEAPON RANGE TYPE S AP D ABILITIES
Brace of Pistols 8” Pistol D3+1 1 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 non-VEHICLES on a
4+. Any wound rolls of 6+ with this weapon are resolved
with an AP of -1 instead of 0
Spar-glaive melee melee user 0 1 Whenever the bearer fights, it may make an additional
attack with this weapon.
Sunburst Grenades 6” Grenade d6 4 -1 1 -
Melta Bombs 6” Grenade 1 8 -4 D6 You can reroll failed wound rolls for this weapon when
targeting VEHICLES
WARGEAR ● For every five models in the unit, two may replace their Spar-glaive with Melta Bombs or an
OPTIONS item from the Melee Weapons list.
● Every model in the unit may take an item from the Grenades 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 per 5 models). If they
do, their Move characteristic is increased to 16” and they gain the J UMP PACK and F LY
keywords
ABILITIES Dancing on a Blade’s Edge, Reckless Abandon
Curse of the Void: Whenever a model with this ability loses a wound, roll a dice. On a 5+, it does
not lose that wound. Additionally, models with this ability are ignored when determining if a unit
ELDARI unit within 6” of any units with this
fails a morale test or captures an objective, and any A
ability in the morale phase have a -1 to its leadership characteristic.
Heavy Mesh Armor: A model with Heavy Mesh Armor changes its save characteristic to 4+
FACTION AELDARI, ANHRATHE, <COTERIE>
KEYWORDS
KEYWORDS INFANTRY, CORSAIR MALEVOLENT BAND, <OBSESSION>
15
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CORSAIR CLOUD DANCER BAND .
Name M WS BS S T W A Ld Sv
Corsair Cloud Dancer 18” 3+ 3+ 3 4 2 1 6 4+
Corsair Felarch 18” 3+ 3+ 3 4 2 2 7 4+
This unit contains three Corsair Cloud Dancers, and one model may be exchanged for a Corsair Felarch. It can include
three additional Corsair Cloud Dancers (Power Rating +6) or six additional Corsair Cloud Dancers (Power Rating +12).
Each model is equipped with a Brace of Pistols and twin-shuriken catapults
WEAPON RANGE TYPE S AP D ABILITIES
Brace of Pistols 8” Pistol D3+1 1 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 non-VEHICLES on a
4+. Any wound rolls of 6+ with this weapon are resolved
with an AP of -1 instead of 0
Twin Shuriken 12” Assault 4 4 0 1 Any wound rolls of 6+ with this weapon are resolved with
Catapults an AP of -3 instead of 0
Twin Las Autorifle 24” Rapidfire 4 3 0 1 -
Twin Splinter Rifles 24” Rapidfire 2 1 0 1 This weapon always wounds non-VEHICLES on a 4+.
WARGEAR ● Any model may replace their twin shuriken catapults with twin splinter rifles, twin las autorifles,
OPTIONS or an item from the Heavy Weapons list
● The Felarch may take an item from the Melee Weapons list.
● The Felarch may take an item from the Pistol Weapons list
ABILITIES Dancing on a Blade’s Edge, Reckless Abandon
Ride the Wind: When a model with this rule advances, add 6” to its movement instead of rolling a
d6.
FACTION AELDARI, ANHRATHE, <COTERIE>
KEYWORDS
KEYWORDS BIKER, FLY, CORSAIR REAVER BAND, <OBSESSION>
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WASP ASSAULT WALKER .
Name M WS BS S T W A Ld Sv
Wasp 10” 3+ 3+ 5 6 7 2 8 4+
This unit contains 1 Wasp Assault Walker. It can include 1 additional Wasp Assault Walker (Power Rating +5) or 2
additional Wasp Assault Walkers (Power Rating +10). Each model is armed with two Shuriken Cannons.
WEAPON RANGE TYPE S AP D ABILITIES
Shuriken Cannon 24” Assault 3 6 0 1 Any wound rolls of 6+ with this weapon are resolved with
an AP of -3 instead of 0
WARGEAR ● Any model may replace either or both of its shuriken cannons with an item from the Heavy
OPTIONS Weapons list.
ABILITIES Dancing on a Blade’s Edge, Reckless Abandon
Cloudbreaker: During deployment, you can set up a Wasp Assault Walker unit in an orbital
transport instead of placing it on the battlefield. At the end of any of your movement phases, the
unit can descend using their jump packs - set them up anywhere on the battlefield that is more
than 9” away from any enemy models.
Corsair Kinetic Shroud: A model with a corsair kinetic shroud have a 5+ invulnerable save if it
moved in its preceding movement phase. This save is increased to 4+ if it advanced or arrived as
reinforcements instead.
Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield;
on a 6 it explodes, and each unit within 3” suffers a mortal wound.
FACTION AELDARI, ANHRATHE, <COTERIE>
KEYWORDS
KEYWORDS VEHICLE, FLY, WASP ASSAULT WALKER.
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VYPERS .
Name M WS BS S T W A Ld Sv
Hornet 16” 6+ 3+ 4 5 6 1 8 3+
This unit contains 1 Vyper. It can include 1 additional Vyper (Power Rating +4) or 2 additional Vypers (Power Rating
+8). Each model is armed with a Shuriken Cannon and Twin Shuriken Catapult.
WEAPON RANGE TYPE S AP D ABILITIES
Shuriken Cannon 24” Assault 3 6 0 1 Any wound rolls of 6+ with this weapon are resolved with
an AP of -3 instead of 0
Twin Las Autorifles 24” Rapid Fire 4 3 0 1 -
Twin Shuriken 12” Assault 4 4 0 1 Any wound rolls of 6+ with this weapon are resolved with
Catapult an AP of -3 instead of 0
Twin Splinter Rifle 24” Rapid Fire 2 1 0 1 This weapon always wounds non-VEHICLES on a 4+.
Splinter Cannon 36” Rapid Fire 3 6 0 1 This weapon always wounds non-VEHICLES on a 4+.
WARGEAR ● Any model may replace its Twin Shuriken Catapult with a Twin Splinter Rifle, Twin Las
OPTIONS Autorifle, Shuriken Cannon, or Splinter Cannon.
● Any model may replace its Shuriken Cannon with an item from the Heavy Weapons list.
ABILITIES 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.
Blade Wind: This unit has a Move characteristic of 20” instead of 16” when it contains 3 models.
FACTION AELDARI, ANHRATHE, <COTERIE>
KEYWORDS
KEYWORDS VEHICLE, FLY, VYPERS
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HORNET .
Name M WS BS S T W A Ld Sv
Hornet 18” 6+ 3+ 4 6 8 2 8 3+
This unit contains 1 Hornet. It can include 1 additional Hornet (Power Rating +6) or 2 additional Hornet (Power Rating
+12). Each model is armed with two Shuriken Cannons.
WEAPON RANGE TYPE S AP D ABILITIES
Shuriken Cannon 24” Assault 3 6 0 1 Any wound rolls of 6+ with this weapon are resolved with
an AP of -3 instead of 0
Hornet Pulse Laser 18” Heavy 3 6 -3 2 -
WARGEAR ● Any model may replace either or both of its shuriken cannons with a Hornet Pulse Laser or an
OPTIONS item from the Heavy Weapons list.
● All models may take items from the Vehicle Equipment list.
ABILITIES 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.
Lightning Assault: On any turn in which this model Advances, your opponent must subtract 1
from hit rolls for attacks that target this model in the shooting phase.
Hover Tank: Distance and ranges are always measured to and from this model’s hull, even
though it has a base.
FACTION AELDARI, ANHRATHE, <COTERIE>
KEYWORDS
KEYWORDS VEHICLE, FLY, HORNET
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CORSAIR BALESTRIKE BAND .
Name M WS BS S T W A Ld Sv
Corsair Reaver 8” 3+ 3+ 3 3 1 1 6 5+
Corsair Felarch 8” 3+ 3+ 3 3 1 2 7 5+
This unit contains five Corsair Reavers, and one model may be exchanged for a Corsair Felarch. It can include up to five
additional Corsair Reavers (Power Rating +6). Each model is equipped with a Brace of Pistols, a Las Autorifle, and
Sunburst Grenades
WEAPON RANGE TYPE S AP D ABILITIES
Brace of Pistols 8” Pistol D3+1 1 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 non-VEHICLES on a
4+. Any wound rolls of 6+ with this weapon are resolved
with an AP of -1 instead of 0
Lasblaster 24” Rapidfire 2 3 0 1 -
Sunburst Grenades 6” Grenade d6 4 -1 1 -
WARGEAR ● Any model may replace its Las Autorifle with one item from the Ranged Weapons or H eavy
OPTIONS Weapons list
● Every model in the unit may take an item from the Grenades 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 per 5 models). If they
do, their Move characteristic is increased to 16” and they gain the J UMP PACK and F LY
keywords
● The Felarch may take an item from the Melee Weapons list.
● The Felarch may take an item from the Pistol Weapons list
ABILITIES Dancing on a Blade’s Edge, Reckless Abandon
Heavy Mesh Armor: A model with Heavy Mesh Armor changes its save characteristic to 4+
FACTION AELDARI, ANHRATHE, <COTERIE>
KEYWORDS
KEYWORDS INFANTRY, CORSAIR BALESTRIKE BAND, <OBSESSION>
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NIGHT SPINNER DAMAGE
Some of a Night Spinner’s characteristics change as
it suffers damage in battle as shown below:
Name M WS BS S T W A Ld Sv REMAINING WOUNDS M BS A
Night Spinner * 6+ * 6 7 12 * 8 3+ 7-12+ 16” 3+ 3
A night Spinner is a single model equipped with a Doomweaver and Twin 4-6 12” 4+ D3
Shuriken Catapults
1-3 8” 5+ 1
WEAPON RANGE TYPE S AP D ABILITIES
Doomweaver 38” Heavy 2D6 7 0 2 Wound rolls of 6+ for this weapon are resolved with AP -4
instead of AP 0. This weapon can target units that are not
visible to the bearer.
Twin Las Autorifles 24” Rapid Fire 4 3 0 1 -
Twin Shuriken 12” Assault 4 4 0 1 Any wound rolls of 6+ with this weapon are resolved with AP
Catapult of -3 instead of 0
Twin Splinter Rifle 24” Rapid Fire 2 1 0 1 This weapon always wounds non-VEHICLES on a 4+.
Shuriken Cannon 24” Assault 3 6 0 1 Any wound rolls of 6+ with this weapon are resolved with an
AP of -3 instead of 0
Splinter Cannon 36” Rapid Fire 3 1 0 1 This weapon always wounds non-VEHICLES on a 4+.
WARGEAR ● This model may replace its Twin Shuriken Catapults with Twin Splinter Rifles, Twin Las
OPTIONS Autorifles, a Shuriken Cannon, or Splinter Cannon.
● This model may take items from the Vehicle Equipment list.
ABILITIES 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 6” suffers D3 mortal wounds
Hover Tank: Distance and ranges are always measured to and from this model’s hull, even
though it has a base.
FACTION AELDARI, ANHRATHE, <COTERIE>
KEYWORDS
KEYWORDS VEHICLE, FLY, NIGHT SPINNER
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FIRE PRISM
DAMAGE
Some of a Fire Prism’s characteristics change as
it suffers damage in battle, as shown below:
Name M WS BS S T W A Ld Sv REMAINING WOUNDS M BS A
Fire Prism * 6+ * 6 7 12 * 8 3+ 7-12+ 16” 3+ 3
A Fire Prism is a single model equipped with a Prism Cannon and Twin 4-6 12” 4+ D3
Shuriken Catapult
1-3 8” 5+ 1
WEAPON RANGE TYPE S AP D ABILITIES
D-Flail When attacking with this weapon, chose one of the profiles below:
- Dispersed 60” Heavy D6 6 -3 1 -
- Focused 60” Heavy D3 9 -4 D3 -
- Lance 60” Heavy 1 12 -5 D6 -
Twin Las Autorifles 24” Rapid Fire 4 3 0 1 -
Twin Shuriken 12” Assault 4 4 0 1 Any wound rolls of 6+ with this weapon are resolved with an
Catapult AP of -3 instead of 0
Twin Splinter Rifle 24” Rapid Fire 2 1 0 1 This weapon always wounds non-VEHICLES on a 4+.
Shuriken Cannon 24” Assault 3 6 0 1 Any wound rolls of 6+ with this weapon are resolved with an
AP of -3 instead of 0
Splinter Cannon 36” Rapid Fire 3 1 0 1 This weapon always wounds non-VEHICLES on a 4+.
WARGEAR ● This model may replace its Twin Shuriken Catapults with Twin Splinter Rifles, Twin Las
OPTIONS Autorifles, a Shuriken Cannon, or Splinter Cannon.
● This model may take items from the Vehicle Equipment list.
ABILITIES 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 6” suffers D3 mortal wounds
Hover Tank: Distance and ranges are always measured to and from this model’s hull, even
though it has a base.
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)
FACTION AELDARI, ANHRATHE, <COTERIE>
KEYWORDS
KEYWORDS VEHICLE, FLY, FIRE PRISM
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WARP HUNTER
DAMAGE
Some of a Warp Hunters characteristics change as
it suffers damage in battle, as shown below:
Name M WS BS S T W A Ld Sv REMAINING WOUNDS M BS A
Warp Hunter * 6+ * 6 7 12 * 8 3+ 7-12+ 16” 3+ 3
A Warp Hunter is a single model equipped with a D-flail and Twin Shuriken 4-6 12” 4+ D3
Catapult
1-3 8” 5+ 1
WEAPON RANGE TYPE S AP D ABILITIES
D-Flail When attacking with this weapon, chose one of the profiles below:
- Blast 36” Heavy D3 10 -4 D6 This weapon may target units that are not visible to the
bearer. When targeting an enemy unit that has 10 or more
models, increase the number of hit rolls made to 2D3
- Rift 12” Heavy D6 10 -4 D6 This weapon hits automatically
Twin Las Autorifles 24” Rapid Fire 4 3 0 1 -
Twin Shuriken 12” Assault 4 4 0 1 Any wound rolls of 6+ with this weapon are resolved with an
Catapult AP of -3 instead of 0
Twin Splinter Rifle 24” Rapid Fire 2 1 0 1 This weapon always wounds non-VEHICLES on a 4+.
Shuriken Cannon 24” Assault 3 6 0 1 Any wound rolls of 6+ with this weapon are resolved with an
AP of -3 instead of 0
Splinter Cannon 36” Rapid Fire 3 1 0 1 This weapon always wounds non-VEHICLES on a 4+.
WARGEAR ● This model may replace its Twin Shuriken Catapults with Twin Splinter Rifles, Twin Las
OPTIONS Autorifles, a Shuriken Cannon, or Splinter Cannon.
● This model may take items from the Vehicle Equipment list.
ABILITIES 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 6” suffers D3 mortal wounds
Hover Tank: Distance and ranges are always measured to and from this model’s hull, even
though it has a base.
FACTION AELDARI, ANHRATHE, <COTERIE>
KEYWORDS
KEYWORDS VEHICLE, FLY, WARP HUNTER
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LYNX
DAMAGE
Some of a Warp Hunters characteristics change as
it suffers damage in battle, as shown below:
Name M WS BS S T W A Ld Sv REMAINING W. M Sky Hunter BS
Warp Hunter * 6+ * 6 7 16 3 8 3+ 9-16+ 16” 20”-60” 3+
A Lynx is a single model equipped with a Lynx Pulsar and Shuriken Cannon 4-8 12” 20”-40” 4+
1-3 8” 20”-25” 5+
WEAPON RANGE TYPE S AP D ABILITIES
Lynx Pulsar When attacking with this weapon, chose one of the profiles below.
- Saturation 48” Heavy 2D3 7 -3 D3 -
- Salvo 36” Heavy 2 12 -4 D6
Sonic Lance 18” Heavy 3D6 * -3 1 This weapon Hits automatically. This weapon wounds
INFANTRY on a 2+, and all other targets on a 4+
Shuriken Cannon 24” Assault 3 6 0 1 Any wound rolls of 6+ with this weapon are resolved with an
AP of -3 instead of 0
WARGEAR ● This model may replace its Lynx Pulsar with a Sonic Lance.
OPTIONS ● 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 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 6” suffers D3 mortal wounds
Hover Tank: Distance and ranges are always measured to and from this model’s hull, even
though it has a base.
Sky Hunter: At the start of any of your turns, this vehicle may activate the Sky Hunter ability.
When activated this unit gains the Airborne and Lumbering Flyer abilities and uses the Movement
characteristic for Sky Hunter instead of its regular Movement (see the damage table above). The
effects of this ability last until you chose to end them at the beginning of any of your Movement
Phases.
Airborne (sky hunter mode only): This model cannot charge, can only be charged by units that can
FLY, and can only attack or be attacked in the fight phase by units that can FLY
Lumbering Flyer (sky hunter mode only): When this model Advances, add 20” to its Move
characteristic instead of rolling a dice. When this model moves, first pivot on the spot up to 90*,
and then move the model straight forwards at least as much as its minimum move and not more
than its maximum
FACTION AELDARI, ANHRATHE, <COTERIE>
KEYWORDS
KEYWORDS VEHICLE, FLY, LYNX
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VENOM
.
Name M WS BS S T W A Ld Sv
Venom 16” 4+ 3+ 5 5 6 2 7 4+
A Venom is a single model equipped with a Twin Splinter Rifle, a Splinter Cannon, and Bladevanes
WEAPON RANGE TYPE S AP D ABILITIES
Splinter Cannon 36” Rapid Fire 3 1 0 1 This weapon always wounds non-VEHICLES on a 4+
Shuriken Cannon 18” Heavy 3 6 -3 2 Any wound rolls of 6+ with this weapon are resolved with
an AP of -3 instead of 0
Twin Las Autorifles 24” Rapid Fire 4 3 0 1 -
Twin Splinter Rifles 24” Rapid Fire 2 1 0 1 This weapon always wounds non-VEHICLES on a 4+
Twin Shuriken 24” Assault 4 4 0 1 Any wound rolls of 6+ with this weapon are resolved with
Catapults an AP of -3 instead of 0
Bladevanes melee melee 4 -1 1 -
WARGEAR ● This model may replace its twin splinter rifles with twin shuriken catapults, twin las autorifles, a
OPTIONS Shuriken Cannon, or a splinter cannon.
● This model may take items from the Vehicle Equipment list.
ABILITIES 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.
Flickerfield: Your opponent must subtract 1 from all hit rolls that target this model in the Shooting
phase.
Corsair Kinetic Shroud: A model with a corsair kinetic shroud have a 5+ invulnerable save if it
moved in its preceding movement phase. This save is increased to 4+ if it advanced or arrived as
reinforcements instead.
Open-topped: Models embarked on this model can attack in their Shooting phase. Measure the
range and draw line of sight from any point on this model. When they do so, any restrictions or
modifiers that apply to this model also apply to its passengers; for example, the passengers
cannot shoot if this model has Fallen Back in the same turn, cannot shoot (except with Pistols) if
this model is within 1” of an enemy unit, and so on. Note that the passengers cannot shoot if this
model Falls Back, even though the Venom itself can.
TRANSPORT This model can transport 5 <COTERIE> INFANTRY models, other than JUMP PACK models
FACTION AELDARI, ANHRATHE, <COTERIE>
KEYWORDS
KEYWORDS VEHICLE, TRANSPORT, FLY, VENOM
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FALCON GRAV TANK DAMAGE
Some of a Falcon’s characteristics change as it
suffers damage in battle, as shown below:
Name M WS BS S T W A Ld Sv REMAINING WOUNDS M BS A
Falcon * 6+ * 6 7 12 * 8 3+ 7-12+ 16” 3+ 3
A Falcon is a single model equipped with a Pulse Laser, Shuriken Cannon, and 4-6 12” 4+ D3
Twin Shuriken Catapult
1-3 8” 5+ 1
WEAPON RANGE TYPE S AP D ABILITIES
Pulse Laser 48” Heavy 2 8 -3 3 -
Twin Las Autorifles 24” Rapid Fire 4 3 0 1 -
Twin Shuriken 12” Assault 4 4 0 1 Any wound rolls of 6+ with this weapon are resolved with an
Catapult AP of -3 instead of 0
Twin Splinter Rifle 24” Rapid Fire 2 1 0 1 This weapon always wounds non-VEHICLES on a 4+.
Shuriken Cannon 24” Assault 3 6 0 1 Any wound rolls of 6+ with this weapon are resolved with an
AP of -3 instead of 0
Splinter Cannon 36” Rapid Fire 3 1 0 1 This weapon always wounds non-VEHICLES on a 4+.
WARGEAR ● This model may replace its Twin Shuriken Catapults with Twin Splinter Rifles, Twin Las
OPTIONS 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 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 6” suffers D3 mortal wounds
Hover Tank: Distance and ranges are always measured to and from this model’s hull, even
though it has a base.
TRANSPORT A Falcon can transport 6 <COTERIE> INFANTRY models, other than JUMP PACK models.
FACTION AELDARI, ANHRATHE, <COTERIE>
KEYWORDS
KEYWORDS VEHICLE, TRANSPORT, FLY, FALCON
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NIGHTWING INTERCEPTOR
DAMAGE
Some of a Nightwing’s characteristics change
as it suffers damage in battle, as shown below:
Name M WS BS S T W A Ld Sv REMAINING WOUNDS M BS
Hard to Hit: Your opponent must subtract 1 from hit rolls for attacks that target this model in the
SHooting phase.
Airborne: This model cannot charge, can only be charged by units that can FLY, and can only
attack or be attacked in the Fight phase by units that 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.
Vector Shift: At the start of the Movement phase, before this model is moved, the controlling
player must declare if it is operating with either Extended Wings or Retracted Wings. When
operating with Retracted Wings and this model Advances, ad 24” to its Move characteristic instead
of rolling a dice - it also gains a 5+ invulnerable save until it switches to Extended Wings. While
operating with Extended Wings, this model may be turned to face directly towards any one enemy
unit it has line of sight to instead of performing its first pivot in the Movement phase (as per the
Wings of Khaine ability), this model then adds 1 when making hit rolls against the chosen enemy
unit for the following Shooting phase, but also loses the Hard to Hit ability until it switches to
Retracted Wings.
FACTION AELDARI, ANHRATHE, <COTERIE>
KEYWORDS
KEYWORDS VEHICLE, FLY, NIGHTWING
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PHOENIX BOMBER
DAMAGE
Some of a Phoenix’s characteristics change as
it suffers damage in battle, as shown below:
Name M WS BS S T W A Ld Sv REMAINING WOUNDS M BS
Phoenix * 6+ * 6 6 16 3 8 3+ 9-16+ 20”-50” 3+
A Phoenix is a single model, equipped with a Twin Shuriken Cannon, Phoenix 5-8 20”-30” 4+
Missile Array, Phoenix Pulse Laser, and a Crystal Targeting Matrix
1-4 20-25” 5+
WEAPON RANGE TYPE S AP D ABILITIES
Twin Shuriken 24” Assault 6 6 0 1 Any wound rolls of 6+ with this weapon are resolved with an
Cannon AP of -3 instead of 0
Phoenix Pulse Laser 48” Heavy 2 9 -3 3 -
Twin Bright Lance 36” Heavy 2 8 -4 D6 -
Twin Starcannon 36” Heavy 4 6 -3 D3 -
Phoenix Missile 48” Heavy D6 6 -3 2 -
Array
Nightfire Missile 48” Heavy 2D6 4 -1 1 If a unit suffers any unsaved wounds from this weapon, your
Array opponent must subtract 1 from their hit rolls until the end of
the turn.
WARGEAR ● This model may replace its Phoenix Pulse laser with a Twin Starcannon or Twin Bright Lance
OPTIONS ● This Model may replace its Phoenix Missile Array with a Nightfire Missile Array
ABILITIES Wings of Khaine: Each time this model moves, first pivot it on the spot up to 90*, and then move
the model straight forward. Once its move has finished, you can pivot it a further 90*
Hard to Hit: Your opponent must subtract 1 from hit rolls for attacks that target this model in the
Shooting phase.
Airborne: This model cannot charge, can only be charged by units that can FLY, and can only
attack or be attacked in the Fight phase by units that can FLY.
Crash and Burn: If this model is reduced to 0 wounds, roll a D6 before removing it from the
battlefield; on a 6 it crashes in a fiery explosion, and each unit within 6” suffers D3 mortal wounds.
FACTION AELDARI, ANHRATHE, <COTERIE>
KEYWORDS
KEYWORDS VEHICLE, FLY, PHOENIX
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VAMPIRE RAIDER
DAMAGE
Some of a Vampire’s characteristics change as
it suffers damage in battle, as shown below:
Name M WS BS S T W A Ld Sv REMAINING WOUNDS M BS A
Vampire Raider * 6+ * 9 8 32 * 9 3+ 26-32+ 20”-50” 2+ 3
A Vampire Raider is a single model, equipped with a Scatter LAser, two Twin 17-25 20”-35” 3+ 2
Pulse Lasers, Spirit Stones, and a Crystal Targeting Matrix
10-16 20-25” 4+ 2
1-9 20” 5+ 1
WEAPON RANGE TYPE S AP D ABILITIES
Scatter Laser 36” Heavy 4 6 0 1 -
Pulse Laser 48” Heavy 4 8 -3 3 -
WARGEAR ● none
OPTIONS
ABILITIES Wings of Khaine: Each time this model moves, first pivot it on the spot up to 90*, and then move
the model straight forward. Once its move has finished, you can pivot it a further 90*
Hard to Hit: Your opponent must subtract 1 from hit rolls for attacks that target this model in the
SHooting phase.
Airborne: This model cannot charge, can only be charged by units that can FLY, and can only
attack or be attacked in the Fight phase by units that 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: Before this model moves in your Movement phase, you can declare it will hover. Its
Move characteristic becomes 20” until the end of the phase and it loses the Airborne, Hard to Hit
and Wings of Khaine abilities until the beginning of your next Movement phase
Distort Field: A Model with this ability has an invulnerable save, determined by how far this model
moved in your last Movement Phase, as noted below:
Distance Moved Invulnerable Save
45”+ 4+
25”-44” 5+
1”-24” 6+
0” -
TRANSPORT This model can transport 30 <COTERIE> INFANTRY. JUMP PACK models count as two models each.
FACTION AELDARI, ANHRATHE, <COTERIE>
KEYWORDS
KEYWORDS VEHICLE, FLY, TITANIC, VAMPIRE, VAMPIRE RAIDER
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VAMPIRE HUNTER
DAMAGE
Some of a Vampire’s characteristics change as
it suffers damage in battle, as shown below:
Name M WS BS S T W A Ld Sv REMAINING WOUNDS M BS A
Vampire Hunter * 6+ * 9 8 32 * 9 3+ 26-32+ 20”-50” 2+ 3
A Vampire Hunter is a single model, equipped with a Scatter Laser, two Twin 17-25 20”-33” 3+ 2
Pulse Lasers, a Twin Vampire Pulsar, Spirit Stones, and a Crystal Targeting
10-16 20-25” 4+ 2
Matrix
1-9 20” 5+ 1
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 4D6 12 -4 D6 Any wound rolls of 6+ for this weapon are resolved with a
Damage characteristic of 2D6 instead of D6
WARGEAR ● none
OPTIONS
ABILITIES Wings of Khaine: Each time this model moves, first pivot it on the spot up to 90*, and then move
the model straight forward. Once its move has finished, you can pivot it a further 90*
Hard to Hit: Your opponent must subtract 1 from hit rolls for attacks that target this model in the
SHooting phase.
Airborne: This model cannot charge, can only be charged by units that can FLY, and can only
attack or be attacked in the Fight phase by units that 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: Before this model moves in your Movement phase, you can declare it will hover. Its
Move characteristic becomes 20” until the end of the phase and it loses the Airborne, Hard to Hit
and Wings of Khaine abilities until the beginning of your next Movement phase
Distort Field: A Model with this ability has an invulnerable save, determined by how far this model
moved in your last Movement Phase, as noted below:
Distance Moved Invulnerable Save
45”+ 4+
25”-44” 5+
1”-24” 6+
0” -
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ARMOURY OF THE RAIDING FLEETS
RANGED WEAPONS
WEAPON RANGE TYPE S AP D ABILITIES
Aeldari Missile Launcher When attacking with this weapon, chose one of the profiles below.
- Sunburst Missile 48” Heavy D6 4 -1 1 -
- Starburst Missile 48” Heavy 1 8 -2 D6 -
Balelight 8” Pistol D6 3 - 1 Any wound roll of 6+ for this weapon causes a mortal wound in
addition to its regular damage
Blaster 18” Assault 1 8 -4 d3 -
Brace of Pistols 8” Pistol D3+1 1 - 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 non-VEHICLES on a 4+. Any wound rolls of 6+
with this weapon are resolved with an AP of -1 instead of 0
Bright Lance 36” Heavy 1 8 -4 D6 -
D-flail When attacking with this weapon, chose one of the profiles below:
- Blast 36” Heavy D3 10 -4 D6 This weapon may target enemy units that are not visible to the
bearer. When targeting an enemy unit that has 10 or more
models, increase the number of hit rolls made to 2D3
- Rift 12” Heavy D6 10 -4 D6 This weapon hits automatically.
Darklight Pistol 12” Pistol 1 8 -4 D3 -
Dissonance Breach Charge 3” Grenade D6 5 -2 1 When attacking VEHICLES or BUILDINGS, you may add 1 to the hit
roll. If this weapon rolls a 6+ to hit, improve the strength and AP
of that hit by 1. If this weapon rolls a 7+ to hit, further improve
the Strength and Damage of that hit by 2.
Dissonance Cannon 24” Heavy 2 5 -2 d3 If this weapon rolls a 6+ to hit, improve the Strength and AP of
that hit by 1
Dissonance Pistol 12” Pistol 1 5 -2 1 If this weapon rolls a 6+ to hit, improve the Strength and AP of
that hit by 1
Doomweaver 48” Heavy 2D6 7 0 2 Any wound roll of 6+ for this weapon is resolved at AP of -4
instead of 0. This weapon can target units that are not visible to
the bearer.
Flamer 8” Assault D6 4 - 1 This weapon automatically hits
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 If the target is within half range of this weapon, roll two dice
when inflicting damage with it and discard the lowest result
Haywire Grenade 6” Greande 1 6 -1 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 of 1
Hornet Pulse Laser 48” Heavy 3 6 -3 2 -
Las Autorifle 24” Rapid Fire 2 3 - 1 -
Lynx Pulsar When attacking with this weapon, choose one of the profiles below:
- Saturation 48” Heavy 2D3 7 -3 D3 -
- Salvo 36” Heavy 2 12 -4 D6 -
Melta Bombs 4” Grenade 1 8 -4 D6 You can re-roll failed wound rolls for this weapon if it targets a
VEHICLE
Nightfire Missile Array 48” Heavy 2D6 4 -1 1 If a unit suffers any unsaved wounds from this weapon, your
opponent must subtract 1 from their hit rolls until the end of the
turn
Phoenix Missile Array 48” Heavy D6 6 -3 2 -
Phoenix Pulse Laser 48” Heavy 2 9 -3 3 -
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Prism Cannon When attacking with this weapon, choose one of the profiles below:
- Dispersed 60” Heavy D6 6 -3 1 -
- Focused 60” Heavy D3 9 -4 D3 -
- Lance 60” Heavy 1 12 -5 D6 -
Pulse Laser 48” Heavy 2 8 -3 3 -
Ranger Long Rifle 36” Heavy 1 4 - 1 This weapon may target a CHARACTER even if they are not the
closest enemy unit. Each time you make a wound roll of 6+ for
this weapon, it deals a mortal wound in addition to any other
damage.
Scatter Laser 36” Heavy 4 6 - 1 -
Shadowwave Grenade 12” Grenade D6 - - - This weapon does not cause damage. An enemy unit hit by this
weapon has -1 to hit until the end of the turn.
Shredder 12” Assault D3 6 - 1 When attacking a unit of INFANTRY, you can re-roll failed wound
rolls for this weapon
Shuriken Cannon 24” Assault 3 6 - 1 Any wound roll of 6+ for this weapon is resolved at AP of -3
instead of 0.
Shuriken Catapult 12” Assault 2 4 - 1 Any wound roll of 6+ for this weapon is resolved at AP of -3
instead of 0.
Sonic Lance 18” Heavy 3D6 * -3 1 This weapon his automatically. This weapon wounds INFANTRY
on 2+ and all other targets on a 4+
Splinter Cannon 36” Rapid Fire 3 1 - 1 This weapon wounds non-VEHICLES on 4+
Splinter Rifle 24” Rapid Fire 1 1 - 1 This weapon wounds non-VEHICLES on 4+
Sunburst Grenade 6” Grenade D6 4 -1 1 -
Tanglefoot Grenade 12” Grenade d6 - - - This weapon does not cause damage. Any unit hit by this
weapon halves its movement characteristic until the start of your
next turn.
Twin Bright Lance 36” Heavy 2 8 -4 D6 -
Twin Las Autorifle 24” Rapid Fire 4 3 - 1 -
Twin Pulse Laser 48” Heavy 4 8 -3 3 -
Twin Shuriken Cannon 24” Assault 6 6 0 1 Any wound roll of 6+ for this weapon is resolved at AP of -3
instead of 0.
Twin Shuriken Catapult 12” Assault 4 4 0 1 Any wound roll of 6+ for this weapon is resolved at AP of -3
instead of 0.
Twin Splinter Rifle 14” Rapid Fire 2 1 - 1 This weapon wounds non-VEHICLES on 4+
Twin Starcannon 36” Heavy 4 6 -3 D3 -
Twin Vampire Pulsar 60” Heavy 4D6 12 -4 D6 Any wound roll of 6+ for this weapon are resolved with a
Damage of 2D6 instead of D6
MELEE WEAPONS
WEAPON RANGE TYPE S AP D ABILITIES
Bladevanes melee melee 4 -1 1 -
Power Axe melee melee +1 -2 1 -
Power Spear melee melee +2 -1 1 -
Power Sword melee melee user -3 1 -
Spar-glaive melee melee user - 1 Whenever the bearer fights, it may make an additional attack
with this weapon.
Venomblade melee melee user - 1 This weapon always wounds non-VEHICLES on a 2+
Void Sabre melee melee +1 -3 2 -
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OTHER EQUIPMENT
WEAPON ABILITIES
Chainsnares A model with Chainsnares adds 2 to hit hit rolls in the fight phase.
Corsair Kinetic Shroud A model with a Corsair Kinetic Shroud has a 5+ invulnerable save. This save increases to 4+ if it advanced
or arrived as reinforcements on its previous turn.
Crystal Targeting Matrix A model with a Crystal Targeting matrix does not suffer the penalty for firing a Heavy weapon after moving
when targeting the closest enemy unit.
Forceshield A model with a Forceshield has a 4+ invulnerable save
Ghostplate A Model with Ghostplate changes its Save characteristic to 4+, and has a 6+ invulnerable save
Heavy Mesh Armor A model with Heavy Mesh Armor changes its Save characteristic to 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 Friendly ANHRATHE <COTERIE> units within 3” of a model with Shimmershield have a 5+ invulnerable save.
Spirit Stones Rol la 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 changes its Save characteristic to 3+, but reduces its Movement
characteristic by 1”
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VOIDBORNE RAIDING FLEETS
In this section you’ll find rules for Battle-forged armies that include ANHRATHE Detachments – that is, any
Detachment which includes only ANHRATHE units. These rules include the abilities below and a series of
Stratagems that can only be used by the Eldar Corsairs. This section also includes the Eldar Corsairs’ unique
Warlord Traits, Psychic Discipline, Relics and Tactical Objectives. Together, these rules reflect the character and
fighting style of the Eldar Corsairs in your games of Warhammer 40,000.
COMPANY OF RAIDERS
If your army is Battle-forged, all Troops units in ANHRATHE Detachments gain this ability. Such a unit that is within range of
an objective marker (as specified in the mission) controls that objective marker even if there are more enemy models
within range of it. If an enemy unit within range of the same objective marker has a similar ability, then the objective
marker is controlled by the player who has the most models within range of it as normal.
COTERIE SPECIALIZATION
If your army is Battle-forged, units with the appropriate keyword will receive the corresponding Coterie Specialization,
detailed below, so long as every other unit in their Detachment is from the same Coterie. If you have chosen a Coterie
that does not feature on this list, you can choose the Specialization that best suits the fighting style and battlefield
strategies of the warriors that hail from it.
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DARK OBSESSIONS
<OBSESSION> units in a detachment as a Corsair Prince that has the same <OBSESSION> will gain the appropriate bonus,
detailed below.
Traveller of Forgotten Paths Seeker of Forbidden Pleasure Reaper of the Outer Dark
During deployment any CHARACTER with Any I NFANTRY or BIKER unit with this A Corsair Prince with this obsession may
this obsession may be set up in the obsession may roll a dice and consult the be chosen to attack twice in the Fight
webway instead of being placed on the following chart to determine which bonus phase.
battlefield. At the end of any of your it gains for the battle. Alternatively you Any I NFANTRY or B
IKER unit with this
movement phases, you may place a may pick the bonus the unit receives, but obsession may chose to have -1 to hit
webway portal (represented by a 40mm you cannot chose a bonus that has when attacking in the Fight Phase. If they
base) anywhere on the battlefield more already been chosen by another unit until do, they may be chosen to fight twice in
than 9” away from an enemy unit, and one all six bonuses have been taken once that phase, and enemies have +1 to hit
such character deployed in the webway each. when attacking them in that phase.
within 3” of it and 9” away from any enemy
models. D6 BONUS D6 BONUS
1 +1 Attack 4 +1 Toughness
Survivor of Endless Darkness
Friendly I NFANTRY or B
IKER units with this Whenever an INFANTRY or BIKER model
obsession that end their move within 3” of 2 +1 Strength 5 +1 Weapon Skill
with this obsession loses a wound, roll a
a webway portal can be removed from the 3 +2 Move 6 +2 Leadership dice. On a 6+, the wound is not lost.
battlefield and placed in the webway.
A Corsair Prince with this obsession does
At the start of your movement phase. Any Collector of Ancient Treasures not lose the wound on a roll of 5+ instead
unit in the webway can be placed within 3” A Corsair Prince with this obsession may
of a webway portal pick one of its weapons (which cannot be
a relic of the void). The chosen weapon Wielder of Profane Powers
gains +1 strength and damage. HARACTER with this obsession may
Any C
summon damons using the Daemonic
Any C HARACTER or Corsair Felarch, with Ritual ability as if it had the CHAOS
this obsession may reroll 1 hit roll per turn. keyword
AETHERMANCY DISCIPLINE
Before the battle, generate the psychic powers for PSYKERS that can use 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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WARLORD TRAITS
If an ANHRATHE CHARACTER is your Warlord, they can generate a Warlord Trait from the following table instead of the one
in the Warhammer 40,000 rulebook. You can either roll on the table below to randomly generate a Warlord Trait, or you
can select the one that best suits your general’s leadership style.
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RELICS OF THE VOID
If your army is led by an ANHRATHE Warlord, then before the battle you may give one of the following Relics of the Void to
an ANHRATHE CHARACTER.
Note that some weapons replace one of the character’s existing weapons. Where this is the case, if you are playing a
matched play game or are otherwise using points values, you must still pay the cost of the weapon that is being replaced.
Write down any Relics of the Void your characters have on your roster.
DUELIST’S PLATE WINGS OF FAOLCHU
Whenever the bearer of this relic makes a saving throw of SKY RAIDERS J ETPACK model only. Enemy units within 1” of
6+ against a Melee weapon, its attacker suffers a mortal the bearer have -1 to hit. Additionally, the bearer may
wound. charge the same turn it advances.
Abilities: Any wound rolls a 6+ with this weapon cause 2 mortal Dueling Blade melee melee user 0 1
wounds instead of its regular damage. Abilities: Whenever the bearer fights, it may make an additional attack
with this weapon. When this weapon successfully rolls to wound a
CHARACTER, the target suffers a mortal wound instead of the regular
MANTLE OF THE VOID damage.
At the start of the turn, the bearer and any friendly units
within 3” may resolve the phases of the turn in any order.
They may resolve the actions that a model normally takes LOST BLADE OF KEL’UOND
SUNBLITZ BROTHERHOOD model with a power sword only.
during any given phase during any other phase. A model
may only resolve the actions of one phase at a time, and This weapon replaces the model’s Power sword and has
may only resolve the actions of a given phase once per the following profile.
turn. WEAPON RANGE TYPE S AP D
Kel’uond’s Blade melee melee +1 -3 d3
SPOILS OF COMMORRAGH Abilities: If the bearer rolls a 6+ to hit with this weapon, it may make an
SEEKER OF FORBIDDEN PLEASURES only. The bearer of this additional attack with this weapon. These additional attacks do not
relic may have two effects from the Seeker of Forbidden generate additional attacks.
Pleasures bonus table, instead of just 1.
THE EYE OF JER’RATH
THE DREAMER’S MEDALLION ELDRITCH RAIDERS only. At the start of the Shooting phase,
PSYKER only. The bearer knows 1 additional power from the bearer may select a visible enemy VEHICLE or MONSTER
the Aethermancy discipline. within 18”. Friendly E LDRITCH RAIDERS units shooting that
unit re-roll 1’s to hit.
VAUL’S LIGHT
Model with Balelight only. Vaul’s Light replaces the HAUNTING HOLOPROJECTORS
model’s Balelight and has the following profile SKY SERPENTS only. Whenever an enemy unit shoots a
WEAPON RANGE TYPE S AP D KY SERPENTS unit within 3” of the bearer, roll a
Friendly S
Vaul’s Light 12” Pistol d6 3 -2 1
dice for each miss. For each 5+, they count as having
suffered an extra casualty in the morale phase.
Abilities: Any wound rolls a 6+ with this weapon cause 1 mortal
wounds in addition to its regular damage.
VENGEANCE'S EYE
VOID DRAGONS only. This weapon has the following profile.
WITCHSTAFF OF XIR’LOTH WEAPON RANGE TYPE S AP D
VOID DREAMER only. The bearer of this relic may add +1 to
Vengeance's Eye 24” Rapid Fire 2 3 -3 1
any Psychic tests it makes.
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STRATAGEMS
If your army is Battle-forged and includes any ANHRATHE Detachments (excluding Auxiliary Support Detachments
and Superheavy Auxiliary Detachments), you have access to the Stratagems shown below, meaning you can
spend Command Points to activate them. These help to reflect the unique tactics and strategies used by the
Corsairs on the battlefield.
37
2CP UNFETTERED BY CHAINS . 3CP VOID STRIKE .
38
TACTICAL OBJECTIVES
If your army is led by a Corsair Warlord, these Tactical Objectives replace the Capture and Control Tactical Objectives
(numbers 11-16) in the Warhammer 40,000 rulebook. If a mission uses Tactical Objectives, players use the normal rules
for using Tactical Objectives with the following exception: when a Corsair player generates a Capture and Control
objective (numbers 11-16), they instead generate the corresponding Corsair Tactical Objective, as shown below. Other
Tactical Objectives (numbers 21-66) are generated normally.
11 Plunder and Raid Eldar Corsairs 14 Disrupt the Leadership Eldar Corsairs
Score d3 victory points if you control at least 1 objective Score 1 victory point if an enemy CHARACTER w
as
that your opponent controlled at the start of the turn. removed as a casualty this turn
Score d3+3 victory points if you control 3 or more
objectives that your opponent controlled at the start of
the turn instead.
Score 1 victory point if you completely destroyed an Score d3+3 victory points if you control at least 3
enemy unit this turn. Score d3 victory points if you objective markers and every objective marker that is in
completely destroyed 3 or more enemy units this turn. your opponent’s deployment zone.
Score 1 victory point if you inflicted casualties on at least Score 1 victory point if you have more units in your
3 different units this turn. Score d3 victory points if you opponent's deployment zone than you do in your own
inflicted casualties on at least 6 different units this turn. deployment zone.
Score d3+3 victory points if you inflicted casualties on 9
or more units this turn.
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POINTS VALUES
If you are playing a matched play game, or a game that uses a points limit, you can use the following lists to determine the
total points cost of your army. Simply add together the points costs of all your models and the wargear they are equipped
with to determine your army’s total points value.
UNITS RANGED WEAPONS
UNIT MODELS POINTS PER MODEL WEAPON POINTS PER WEAPON
PER UNIT (does not include wargear)
Aeldari Missile Launcher 25
Balestrike Band 5-10 4 Balelight 8
- with jetpacks 7 Blaster 15
Cloud Dancer Band 3-9 20 Brace of Pistols 2
Corsair Baron 1 40 Bright Lance 20
- on Jetbike 70 D-flail 0
- with Jetpack 50 Darklight Pistol 7
- PSYKER +15 Dissonance Breaching Charge 10
Corsair Prince 1 140 Dissonance Cannon 10
- on Jetbike 170 Dissonance Pistol 5
- with Jetpack 150 Doomweaver 0
- PSYKER +15 Flamer 9
Falcon Grav Tank 1 125 Fusion Gun 17
Fire Prism 1 155 Fusion Pistol 9
Ghostwalker Band 5-10 8 Haywire Grenade 2
- with jetpacks 11 Hornet Pulse Laser 30
Hornet 1-3 85 Las Autorifle 4
Lynx 1 180 Lynx Pulsar 50
Malevolent Band 5-10 15 Melta Bombs 5
- with jetpacks 18 Nightfire Missile Array 0
Night Spinner 1 135 Phoenix Missile Array 0
Nightwing Interceptor 1 76 Phoenix Pulse Laser 45
Phoenix Bomber 1 138 Prism Cannon 0
Reaver Band 5-10 4 Pulse Laser 0
- with jetpacks 7 Ranger Long Rifle 4
Vampire Hunter 1 1500 Scatter Laser 10
Vampire Raider 1 850 Shaddowwave Grenade 1
Venom 1 55 Shredder 8
Void Dreamer 1 55 Shuriken Cannon 10
- with Jetpack 65 Shuriken Catapult 3
Voidstorm Band 3-9 7 Sonic Lance 120
- with jetpacks 10 Splinter Cannon 15
Voidstorm Cloud Dancer Band 3-9 23 Splinter Rifle 4
Vyper 1-3 50 Star Cannon 15
Warp Hunter 1 285 Sunburst Grenade 0
Wasp Assault walkers 1-3 65 Tanglefoot Grenades 1
Twin Bright Lance 40
Twin Lasblaster 8
Twin Pulse Laser 0
Twin Shuriken Cannon 17
Twin Shuriken Catapult 5
Twin Splinter Rifle 8
Twin Starcannon 28
Twin Vampire Pulsar 0
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OTHER WARGEAR MELEE WEAPONS
UNIT POINTS PER ITEM WEAPON POINTS PER WEAPON
Chain Snares 4 Bladevanes 2
Corsair Kinetic Shroud 10 Power Axe 5
Crystal Targeting Matrix 5 Power Spear 4
Forceshield 10 Power Sword 4
Ghostplate 2 Spar-glaive 1
Heavy Mesh Armor 1 Venomblade 5
Shadowfield 20 Void Sabre 12
Shimmershield 20
Spirit Stones 10
Star Engines 10
Vectored Engines 10
Voidplate Harness (CHARACTERS) 10
Voidplate Harness (other models) 3
41