Codex Corsairs 3.6.1
Codex Corsairs 3.6.1
Version 3.6.1
by Anhrathe
*DISCLAIMER* Numerous terms within this document are the intellectual property of Games Workshop. I am not profiting from this
list in any way, and this army list has not been created with the knowledge of or assistance from any party therein. If Games Workshop or
Forgeworld would be kind enough to release a PROPER Corsairs Army List, ventures like this would be rendered pointless. Don’t sue me,
I’m kind of awesome.
*NOTE* This document is intended as a stand-alone Codex. While some of the units, weaponry, and weargear listed in this document can
be found in Codex:Craftworlds, Codex:Drukhari, Codex:Harlequins, and Imperial Armor:Xenos, points values and rules in this document
supersede those listed in the books mentioned above. This has been done for balancing purposes.
1
FORCES OF THE CORSAIR FLEETS
KEYWORDS
Throughout this document you will come across a keyword that is within angular brackets, specifically <COTERIE>. This is shorthand for a
keyword of your own choosing, as described below.
<COTERIE>
With the exception of the solitary Ghostwalkers and tormented Malevolents, all Aeldari Corsairs belong to a Coterie. 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. 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 Void Dreamer in your army, and you decided they
were from the Eldritch Raiders Coterie, then their <COTERIE> keyword is changed to ELDRITCH RAIDERS, and their ‘Path Ward’
ability would say ‘Any ELDRITCH RAIDERS INFANTRY or BIKER units within 6” of this model may add 1” to charge rolls, reckless
abandon moves, and advancement rolls.’
ABILITIES
The following rules are common to many ANHRATHE units.
RECKLESS ABANDON:
If a unit with this ability targets an enemy unit within 12” of itself with a shooting attack during the Shooting phase, it may make an
immediate move of up to 3” after the results of the attack have been resolved. You may add an additional 3” to this move if the unit has the
FLY keyword. This move cannot be used to place the unit in question within 3” of any enemy unit or to place the unit closer to any unit
targeted by their shooting. A unit with this ability may not use it more than once per turn.
HEAVY WEAPONS: SMALL ARMS: SPECIAL WEAPONS: PISTOLS: CLOSE COMBAT WEAPONS:
Aeldari Missile Launcher* Lasblaster Blaster Brace of Pistols Power Sword
Bright Lance*** Shardcarbine Flamer Blast Pistol Power Glaive
Dark Lance Shuriken Catapult Fusion Gun Dissonance Pistol Monomolecular Blade
Dissonance Cannon Splinter Rifle Shredder Fusion Pistol Venomblade
Scatter Laser** Neuro Disruptor
Shuriken Cannon
Splinter Cannon
Starcannon***
* This weapon may not be equipped by BIKER units.
** This weapon may not be equipped by INFANTRY units.
*** This weapon may only be equipped by VEHICLE units.
VEHICLE EQUIPMENT:
Crystal Targeting Matrix
Kinetic Shroud
Void Burner
Star Engines
Vectored Engines
2
HQ 4
POWER
CORSAIR PRINCE
NAME M WS BS S T W A LD SV
Corsair Prince 8” 2+ 2+ 3 3 5 5 9 3+
A Corsair Prince is a single model equipped with Voidplate Armor, a Void Sabre, a Brace of Pistols and Plasma Grenades. Only a single
Corsair Prince or a single Cloud Dancer Corsair Prince may be included in your army.
WEAPON RANGE TYPE S AP D ABILITIES
Void Sabre Melee Melee +2 -3 D3 –
This weapon wounds on a 4+, unless targeting a
VEHICLE or a TITANIC unit, in which case it
wounds on a 6+. Each time you make a wound
Brace of Pistols 12” Pistol 2 * 0 1 roll of a 6+ for that weapon, that hit is resolved
with an AP of -1 instead of 0. You may make one
additional attack with this weapon if the target is
within half the weapon’s maximum range.
This weapon may target a CHARACTER even
if it is not the closest enemy unit. Each time
Aeldari Long Rifle 36” Heavy 1 4 0 1 you roll a wound roll of 6+ for this weapon, it
inflicts a mortal wound in addition to any other
damage.
Plasma Grenades 6” Grenade D6 4 -1 1 –
You can re-roll failed wound rolls for this
Melta Bombs 4” Grenade 1 8 -4 D6
weapon if the target is a VEHICLE.
WARGEAR OPTIONS • This model may be equipped with an Aeldari Long Rifle, or a weapon from the Special Weapons list
or from the Small Arms list.
• This model may exchange its Brace of Pistols for a weapon from the Pistols list.
• This model may exchange its Void Sabre for a weapon from the Close Combat Weapons list.
• This model exchange its Plasma Grenades for Melta Bombs.
• This model may be equipped with a Corsair Jet Pack (Power Rating +1). If so equipped, its Move
characteristic is increased to 16” and it gains the JET PACK and FLY keywords.
• This model may take any of the following equipment:
– Shimmershield – Force Shield – Shadowfield
ABILITIES Skyborne Assault: If this model is equipped First Prince: Any friendly ANHRATHE units
with a Corsair Jet Pack, during deployment, within 12” of the Corsair Prince may use the
you can set it up in the skies instead of placing Corsair Prince’s Leadership value when taking
it on the battlefield. At the end of any of your morale tests.
Movement phases this model can descend –
set it up anywhere on the battlefield that is Reckless Abandon: (pg 2)
more than 9” away from any enemy models.
3
HQ 6
POWER
CLOUD DANCER CORSAIR PRINCE
NAME M WS BS S T W A LD SV
Cloud Dancer Corsair Prince 18” 2+ 2+ 3 4 6 5 9 3+
A Cloud Dancer Corsair Prince is a single model equipped with Voidplate Armor, a Void Sabre, and a Brace of Pistols. Their Cloud
Dancer Jetbike is equipped with a Twin Shuriken Catapult. Only a single Cloud Dancer Corsair Prince or a single Corsair Prince may be
included in your army.
WEAPON RANGE TYPE S AP D ABILITIES
Void Sabre Melee Melee +2 -3 D3 –
This weapon wounds on a 4+, unless targeting a
VEHICLE or a TITANIC unit, in which case it
wounds on a 6+. Each time you make a wound
Brace of Pistols 12” Pistol 2 * 0 1 roll of a 6+ for that weapon, that hit is resolved
with an AP of -1 instead of 0. You may make one
additional attack with this weapon if the target is
within half the weapon’s maximum range.
Each time you make a wound roll of 6+ for this
Twin Shuriken Catapult 12” Assault 4 4 0 1 weapon, that hit is resolved with an AP of -3
instead of 0.
Twin Lasblaster 24” Assault 8 3 0 1 –
This weapon wounds on a 4+, unless targeting a
Twin Splinter Rifle 24” Rapid Fire 2 * 0 1 model with the VEHICLE keyword, in which case
it wounds on a 6+.
An ANHRATHE VEHICLE equipped
with Keelscythes may add +1 to its Weapon
Keelscythes Melee Melee 4 -1 1
Skill characteristic during a turn in which it
sucessfully initiates a charge.
Laser Lance (Shooting) 6” Assault 1 6 -4 2 –
If the bearer charged this turn, attacks with this
Laser Lance (Melee) Melee Melee User -4 2 weapon are made at Strength 6.
WARGEAR OPTIONS • This model may exchange its Twin Shuriken Catapult for a Twin Splinter Rifle, for a Twin
Lasblaster, or for a weapon from the Heavy Weapons list.
• This model may be equipped with Keelscythes.
• This model may exchange its Brace of Pistols for a weapon from the Pistols list.
• This model may exchange its Void Sabre for a Laser Lance, or a weapon from the Close Combat Weapons list.
• This model may be equipped with a Force Shield.
ABILITIES First Prince: Any friendly ANHRATHE units Cunning Strategist: You may re-roll hit rolls of 1 for
within 12” of the Cloud Dancer Corsair Prince any <COTERIE> units within 6” of this model.
may use the Cloud Dancer Corsair Prince’s
Leadership value when taking morale tests. Reckless Abandon: (pg 2)
4
HQ 7
POWER
VOID DREAMER
NAME M WS BS S T W A LD SV
Void Dreamer 8” 3+ 3+ 3 3 4 2 9 4+
A Void Dreamer is a single model equipped with a Neuro Disruptor, and a Witch Staff. Only one Void Dreamer may be included per
detachment.
WEAPON RANGE TYPE S AP D ABILITIES
Neuro Disruptor 12” Pistol 1 4 -3 D3 If the target is a VEHICLE, this weapon has a
Damage of 1.
Witch Staff Melee Melee User 0 2 This weapon wounds on a roll of 2+
WARGEAR OPTIONS • This model may exchange its Neuro Disruptor for a weapon from the Pistols List.
• This model may exchange its Witch Staff for a weapon from the Close Combat Weapons List.
• This model may be equipped with a Corsair Jet Pack (Power Rating +1). If so equipped, its Move
characteristic is increased to 16” and it gains the JET PACK and FLY keywords.
• This model may take any of the following equipment:
– Voidplate Armor – Shimmershield – Force Shield
ABILITIES Path-Ward: Any <COTERIE> INFANTRY or Skyborne Assault: If this model is equipped with a
BIKER units within 6” of this model may add 1” Corsair Jet Pack, during deployment, you can set it
to charge distances, reckless abandon moves, and up in the skies instead of placing it on the battle-
advancement moves. field. At the end of any of your Movement phases
this model can descend – set it up anywhere on
Reckless Abandon: (pg 2) the battlefield that is more than 9” away from any
enemy models.
The Eye of She Who Thirsts: (pg 2)
PSYKER This model can attempt to manifest two psychic powers each friendly Psychic phase, and attempt to deny
one psychic power in each enemy Psychic phase. It knows the Smite power and two psychic powers from the
Aethermancy discipline (pg 42).
FACTION KEYWORDS AELDARI, ANHRATHE, <COTERIE>
KEYWORDS CHARACTER, INFANTRY, PSYKER, VOID DREAMER
5
HQ 3
POWER
BARON
NAME M WS BS S T W A LD SV
Baron 8” 3+ 3+ 3 3 4 4 8 4+
A Baron is a single model equipped with a Void Sabre, a Brace of Pistols and Plasma Grenades.
WEAPON RANGE TYPE S AP D ABILITIES
Void Sabre Melee Melee +2 -3 2 –
This weapon wounds on a 4+, unless targeting a
VEHICLE or a TITANIC unit, in which case it
wounds on a 6+. Each time you make a wound
Brace of Pistols 12” Pistol 2 * 0 1 roll of a 6+ for that weapon, that hit is resolved
with an AP of -1 instead of 0. You may make one
additional attack with this weapon if the target is
within half the weapon’s maximum range.
This weapon may target a CHARACTER even
if it is not the closest enemy unit. Each time
Aeldari Long Rifle 36” Heavy 1 4 0 1 you roll a wound roll of 6+ for this weapon, it
inflicts a mortal wound in addition to any other
damage.
Plasma Grenades 6” Grenade D6 4 -1 1 –
You can re-roll failed wound rolls for this
Melta Bombs 4” Grenade 1 8 -4 D6
weapon if the target is a VEHICLE.
WARGEAR OPTIONS • This model may be equipped with an Aeldari Long Rifle, or a weapon from the Special Weapons list
or the Small Arms list.
• This model may exchange its Brace of Pistols for a weapon from the Pistols list.
• This model may exchange its Void Sabre for a weapon from the Close Combat Weapons list.
• This model exchange its Plasma Grenades for Melta Bombs.
• This model may be equipped with a Corsair Jet Pack (Power Rating +1). If so equipped, its Move
characteristic is increased to 16” and it gains the JET PACK and FLY keywords.
• This model may take any of the following equipment:
– Voidplate Armor – Shimmershield – Force Shield
ABILITIES Skyborne Assault: If this model is equipped Tyrant: The first time a friendly <COTERIE>
with a Corsair Jet Pack, during deployment, INFANTRY unit within 6” of the Baron fails a
you can set it up in the skies instead of placing Morale test during the Morale phase, you may reroll
it on the battlefield. At the end of any of your that Moral test using the Baron’s Leadership value.
Movement phases this model can descend –
set it up anywhere on the battlefield that is Reckless Abandon: (pg 2)
more than 9” away from any enemy models.
FACTION KEYWORDS AELDARI, ANHRATHE, <COTERIE>
KEYWORDS INFANTRY, CHARACTER, BARON
6
HQ 5
POWER
CLOUD DANCER BARON
NAME M WS BS S T W A LD SV
Cloud Dancer Baron 18” 3+ 3+ 3 4 5 4 8 4+
A Cloud Dancer Baron is a single model equipped with a Void Sabre, and a Brace of Pistols. Their Cloud Dancer Jetbike is equipped with
a Twin Shuriken Catapult.
WEAPON RANGE TYPE S AP D ABILITIES
Void Sabre Melee Melee +2 -3 2 –
This weapon wounds on a 4+, unless targeting a
VEHICLE or a TITANIC unit, in which case it
wounds on a 6+. Each time you make a wound
Brace of Pistols 12” Pistol 2 * 0 1 roll of a 6+ for that weapon, that hit is resolved
with an AP of -1 instead of 0. You may make one
additional attack with this weapon if the target is
within half the weapon’s maximum range.
Each time you make a wound roll of 6+ for
Twin Shuriken Catapult 12” Assault 4 4 0 1 this weapon, that hit is resolved with an AP
of -3 instead of 0.
Twin Lasblaster 24” Assault 8 3 0 1 –
This weapon wounds on a 4+, unless
Twin Splinter Rifle 24” Rapid Fire 2 * 0 1 targeting a VEHICLE or a TITANIC unit, in
which case it wounds on a 6+.
An ANHRATHE VEHICLE equipped
with Keelscythes may add +1 to its Weapon
Keelscythes Melee Melee 4 -1 1
Skill characteristic during a turn in which it
sucessfully initiates a charge.
Laser Lance (Shooting) 6” Assault 1 6 -4 2 –
If the bearer charged this turn, attacks with
Laser Lance (Melee) Melee Melee User -4 2
this weapon are made at Strength 6.
WARGEAR OPTIONS • This model may exchange its Twin Shuriken Catapult for a Twin Splinter Rifle, for a Twin
Lasblaster, or for a weapon from the Heavy Weapons list.
• This model may be equipped with Keelscythes.
• This model may exchange its Brace of Pistols for a weapon from the Pistols list.
• This model may exchange its Void Sabre for a Laser Lance or a weapon from the Close Combat
Weapons list.
• This model may take any of the following equipment: – Voidplate Armor – Force Shield
ABILITIES Speed Drinker: When this unit Advances, add Sky Tyrant: The first time a friendly <COTERIE>
7” to its Move characteristic for that Movement BIKER unit within 6” of the Baron fails a Morale
phase instead of rolling a dice. test during the Morale phase, you may reroll that
Moral test using the Baron’s Leadership value.
Reckless Abandon: (pg 2)
FACTION KEYWORDS AELDARI, ANHRATHE, <COTERIE>
KEYWORDS BIKER, CHARACTER, FLY, CLOUD DANCER BARON
7
ELITE 6
POWER
CORSAIR WASP ASSAULT WALKER
NAME M WS BS S T W A LD SV
Corsair Wasp 10” 3+ 3+ 5 6 7 2 7 4+
This unit contains 1 Corsair Wasp Assault Walker. It can include up to 2 additional Corsair Wasp Assault Walkers (+6 Power Rating per
model). Each model is equipped with two Shuriken Cannons and a Kinetic Shroud.
WEAPON RANGE TYPE S AP D ABILITIES
Each time you make a wound roll of 6+ for
Shuriken Cannon 24” Assault 3 6 0 1 this weapon, that hit is resolved with an AP of
-3 instead of 0.
WARGEAR OPTIONS • Any model may replace either or both of its Shuriken Cannons with a weapon from the Heavy
Weapons list.
• Any model in this unit may take items from the Vehicle Equipment List, but the entire unit must
all take the same items.
ABILITIES Cloud Strike: Add 2 to the Attacks Explodes: If this model is reduced to 0 wounds,
characteristic of models in this unit in a turn roll a D6 before removing it from the battlefield
in which it charges. When this unit declares and before any embarked models disembark. On
a charge all models in the unit gain a 4+ a 6 it explodes, and each unit within 6” suffers 1
invulnerable save until the beginning of your mortal wound.
next Movement phase.
Reckless Abandon: (pg 2)
Skystrider: When this unit Advances, add 6”
to its Move characteristic for that Movement
phase instead of rolling a dice.
FACTION KEYWORDS AELDARI, ANHRATHE, <COTERIE>
KEYWORDS VEHICLE, FLY, CORSAIR WASP ASSAULT WALKER
8
ELITE 4
POWER
MALEVOLENT BAND
NAME M WS BS S T W A LD SV
Malevolent 8” 3+ 4+ 3 3 2 2 6 5+
This unit contains 5 Malevolents. It can include up to 5 additional Malevolents (Power Rating +4), 10 additional Malevolents (Power
Rating +8), or 15 additional Malevolents (Power Rating +12). Each model is armed with a Monomolecular Blade, a Brace of Pistols, and
Plasma Grenades.
WEAPON RANGE TYPE S AP D ABILITIES
Each time the bearer fights, it can make 1
Monomolecular Blade Melee Melee User 0 1
additional attack with this weapon.
This weapon wounds on a 4+, unless targeting a
VEHICLE or a TITANIC unit, in which case it
wounds on a 6+. Each time you make a wound
Brace of Pistols 12” Pistol 2 * 0 1 roll of a 6+ for that weapon, that hit is resolved
with an AP of -1 instead of 0. You may make one
additional attack with this weapon if the target is
within half the weapon’s maximum range.
Plasma Grenades 6” Grenade D6 4 -1 1 –
You can re-roll failed wound rolls for this
Melta Bombs 4” Grenade 8 -4 D6
weapon if the target is a VEHICLE.
WARGEAR OPTIONS • For every 5 models in the unit, one model may exchange their Monomolecular Blade for a weapon
from the Close Combat Weapons list.
• The entire unit may exchange its Plasma Grenades for Melta Bombs.
• The entire unit may be equipped with Corsair Jet Packs (Power Rating +1 for every 5 models in the
unit). If they do so their Move characteristic is increased to 16” and they gain the JET PACK and
FLY keywords.
• The entire unit may be equipped with Heavy Mesh Armor (Power Rating +1 for every 5 models in
the unit).
ABILITIES Soul-Wracked: Roll a D6 each time a model Suicidal Fury: Add 1 to the Attacks characteristic
in this unit loses a wound. On a 5+ the model of models in this unit in a turn in which it charges.
does not lose that wound.
Skyborne Assault: If the entire unit is equipped
Curse of the Void: Any unit with the with Corsair Jet Packs, during deployment, you
<AELDARI> faction keyword within 12” can set up this unit in the skies instead of plac-
must subtract 1 from the result when taking a ing it on the battlefield. At the end of any of your
Leadership test. In addition, this unit may not Movement phases this unit can descend – set it up
be be deployed in a TRANSPORT or for any anywhere on the battlefield that is more than 9”
reason embark onto a TRANSPORT. away from any enemy models.
9
ELITE 4
POWER
VOIDSTORM BAND
NAME M WS BS S T W A LD SV
Veteran Felarch 8” 3+ 3+ 3 3 1 3 7 4+
This unit contains 3 Veteran Felarchs. It can include up to 3 additional Veteran Felarchs (Power Rating +4) or up to 6 additional Veteran
Felarchs (Power Rating +8). Each model is armed with a Lasblaster, a Brace of Pistols, and Plasma Grenades.
WEAPON RANGE TYPE S AP D ABILITIES
Lasblaster 24” Assault 4 3 0 1 –
This weapon wounds on a 4+, unless targeting a
VEHICLE or a TITANIC unit, in which case it
wounds on a 6+. Each time you make a wound
Brace of Pistols 12” Pistol 2 * 0 1 roll of a 6+ for that weapon, that hit is resolved
with an AP of -1 instead of 0. You may make one
additional attack with this weapon if the target is
within half the weapon’s maximum range.
Plasma Grenades 6” Grenade D6 4 -1 1 –
You can re-roll failed wound rolls for this
Melta Bombs 4” Grenade 8 -4 D6
weapon if the target is a VEHICLE.
WARGEAR OPTIONS • Any model may exchange its Lasblaster for a weapon from the Small Arms list, or for a weapon
from the Close Combat Weapons list.
• For every 3 models in the unit, one model may exchange its Lasblaster for a weapon from the
Special Weapons list.
• Any model may exchange its Brace of Pistols for a weapon from the Pistols list.
• The entire unit may exchange its Plasma Grenades for Melta Bombs.
• The entire unit may be equipped with Voidplate Armor (Power Rating +1 for every 3 models in the unit).
• The entire unit may be equipped with Corsair Jet Packs (Power Rating +1 for every 3 models in the
unit). If they do so their Move characteristic is increased to 16” and they gain the JET PACK and FLY
keywords.
ABILITIES Skyborne Assault: If the entire unit is Bladesworn: A Single Voidstorm Band per army
equipped with Corsair Jet Packs, during may be upgraded to a Bladesworn Retinue if they
deployment, you can set up this unit in the are in the same Detachment as the army’s warlord,
skies instead of placing it on the battlefield. At and the army’s warlord is a CORSAIR PRINCE.
the end of any of your Movement phases this The unit gains the BLADESWORN keyword, and
unit can descend – set it up anywhere on the can re-roll failed wound rolls during the Fight phase
battlefield that is more than 9” away from any whilst it is within 3” of the CORSAIR PRINCE.
enemy models. The unit must be equipped with Corsair Jet Packs if
the CORSAIR PRINCE is equipped with a Corsair
Reckless Abandon: (pg 2) Jet Pack, and may not be equipped with Corsair Jet
Packs if the CORSAIR PRINCE is not equipped
Dancing on the Blade’s Edge: (pg 2) with a Corsair Jet Pack.
FACTION KEYWORDS AELDARI, ANHRATHE, <COTERIE>
KEYWORDS INFANTRY, VOIDSTORM BAND
10
TROOPS 3
POWER
REAVER BAND
NAME M WS BS S T W A LD SV
Reaver 8” 3+ 3+ 3 3 1 1 6 5+
Felarch 8” 3+ 3+ 3 3 2 2 7 5+
This unit contains 5 Reavers. It can include up to 5 additional Reavers (Power Rating +3), 10 additional Reavers (Power Rating +6), or 15
additional Reavers (Power Rating +9). 1 Model may be upgraded to a Felarch. Each model is armed with a Lasblaster and Plasma Grenades.
WEAPON RANGE TYPE S AP D ABILITIES
Lasblaster 24” Assault 4 3 0 1 –
This weapon wounds on a 4+, unless targeting a
VEHICLE or a TITANIC unit, in which case it
wounds on a 6+. Each time you make a wound
Brace of Pistols 12” Pistol 2 * 0 1 roll of a 6+ for that weapon, that hit is resolved
with an AP of -1 instead of 0. You may make one
additional attack with this weapon if the target is
within half the weapon’s maximum range.
Each time the bearer fights, it can make 1
Monomolecular Blade Melee Melee User 0 1
additional attack with this weapon.
Plasma Grenades 6” Grenade D6 4 -1 1 –
You can re-roll failed wound rolls for this
Melta Bombs 4” Grenade 1 8 -4 D6
weapon if the target is a VEHICLE.
WARGEAR OPTIONS • Any model may exchange its Lasblaster for a Monomolecular Blade and Brace of Pistols, or for a
weapon from the Small Arms list.
• For every 5 models in the unit, one model may exchange its Lasblaster for a weapon from the
Special Weapons list or the Heavy Weapons List.
• A Felarch may exchange its Lasblaster for a weapon from the Close Combat Weapons list.
• A Felarch may be equipped with one weapon from the Pistols list.
• The entire unit may exchange its Plasma Grenades for Melta Bombs.
• The entire unit may be equipped with Heavy Mesh Armor (Power Rating +1 for every 5 models in
the unit).
11
TROOPS 6
POWER
SKYREAVER BAND
NAME M WS BS S T W A LD SV
Skyreaver 16” 3+ 3+ 3 3 1 1 6 5+
Skyreaver Felarch 16” 3+ 3+ 3 3 2 2 7 5+
This unit contains 5 Skyreavers. It can include up to 5 additional Skyreavers (Power Rating +6). 1 Model may be upgraded to a Skyreaver
Felarch. Each model is equipped with a Corsair Jet Pack, and armed with a Lasblaster and Plasma grenades.
WEAPON RANGE TYPE S AP D ABILITIES
Lasblaster 24” Assault 4 3 0 1 –
This weapon wounds on a 4+, unless targeting a
VEHICLE or a TITANIC unit, in which case it
wounds on a 6+. Each time you make a wound
Brace of Pistols 12” Pistol 2 * 0 1 roll of a 6+ for that weapon, that hit is resolved
with an AP of -1 instead of 0. You may make one
additional attack with this weapon if the target is
within half the weapon’s maximum range.
Each time the bearer fights, it can make 1
Monomolecular Blade Melee Melee User 0 1
additional attack with this weapon.
Plasma Grenades 6” Grenade D6 4 -1 1 –
You can re-roll failed wound rolls for this
Melta Bombs 4” Grenade 1 8 -4 D6
weapon if the target is a VEHICLE.
WARGEAR OPTIONS • Any model may exchange its Lasblaster for a Monomolecular Blade and Brace of Pistols, or for a
weapon from the Small Arms list.
• For every 5 models in the unit, one model may exchange its Lasblaster for one weapon from
either the Special Weapons list or the Heavy Weapons List.
• A Felarch may exchange its Lasblaster for a weapon from the Close Combat Weapons list.
• A Felarch may be equipped with one weapon from the Pistols list.
• The entire unit may exchange its Plasma Grenades for Melta Bombs.
• The entire unit may be equipped with Heavy Mesh Armor (Power Rating +1 for every 5 models
in the unit).
ABILITIES Skyborne Assault: During deployment, you Dancing on the Blade’s Edge: (pg 2)
can set up this unit in the skies instead of plac-
ing it on the battlefield. At the end of any of Reckless Abandon: (pg 2)
your Movement phases this unit can descend
– set it up anywhere on the battlefield that is
more than 9” away from any enemy models.
FACTION KEYWORDS AELDARI, ANHRATHE, <COTERIE>
KEYWORDS INFANTRY, FLY, JET PACK, SKYREAVER BAND
12
TROOPS 3
POWER
GHOSTWALKER BAND
NAME M WS BS S T W A LD SV
Ghostwalkers 8” 3+ 3+ 3 3 1 1 7 5+
This unit contains 5 Ghostwalkers. It can include up to 5 additional Ghostwalkers (Power Rating +3). Each model is armed with an
Aeldari Long Rifle, a Brace of Pistols, and Plasma Grenades.
WEAPON RANGE TYPE S AP D ABILITIES
This weapon may target a CHARACTER even
if it is not the closest enemy unit. Each time
Aeldari Long Rifle 36” Heavy 1 4 0 1 you roll a wound roll of 6+ for this weapon, it
inflicts a mortal wound in addition to any other
damage.
This weapon wounds on a 4+, unless targeting a
VEHICLE or a TITANIC unit, in which case it
wounds on a 6+. Each time you make a wound
Brace of Pistols 12” Pistol 2 1 0 1 roll of a 6+ for that weapon, that hit is resolved
with an AP of -1 instead of 0. You may make one
additional attack with this weapon if the target is
within half the weapon’s maximum range.
Each time the bearer fights, it can make 1
Monomolecular Blade Melee Melee User 0 1
additional attack with this weapon.
Plasma Grenades 6” Grenade D6 4 -1 1 –
You can re-roll failed wound rolls for this
Melta Bombs 4” Grenade 1 8 -4 D6
weapon if the target is a VEHICLE.
WARGEAR OPTIONS • Any model may exchange its Aeldari Long Rifle for a Monomolecular Blade, or for a weapon from
the Small Arms list.
• For every 5 models in the unit, one model may exchange their Aeldari Long Rifle for one weapon
from the Special Weapons list.
• The entire unit may exchange its Plasma Grenades for Melta Bombs.
ABILITIES Silent Advance: At the start of the first battle Cameleoline Cloaks: Your opponent must
round but before the first turn begins, you can subtract 1 from hit rolls for ranged weapons that
move this unit up to 8”. It cannot end this move target this unit. In addition, add 2 instead of 1 to
within 9” of any enemy models. If both players saving throws made for models from this unit that
have units that are able to move at the start of are in cover.
the first battle round but before the first turn
begins, the player who is taking the first turn Reckless Abandon: (pg 2)
moves their units first.
FACTION KEYWORDS AELDARI, ANHRATHE
KEYWORDS INFANTRY, GHOSTWALKER BAND
13
DT 4
POWER
CORSAIR VENOM
NAME M WS BS S T W A LD SV
Corsair Venom 16” 5+ 3+ 5 5 6 2 7 4+
A Corsair Venom is a single model equipped with a Shuriken Cannon, a Twin Lasblaster, and a Kinetic Shroud.
WEAPON RANGE TYPE S AP D ABILITIES
Each time you make a wound roll of 6+ for this
Shuriken Cannon 24 Assault 3 6 0 1 weapon, that hit is resolved with an AP of -3
instead of 0.
Twin Lasblaster 24” Assault 8 3 0 1 -
This weapon wounds on a 4+, unless targeting a
Twin Splinter Rifle 24” Rapid Fire 2 * 0 1 VEHICLE or a TITANIC unit, in which case it
wounds on a 6+.
Each time you make a wound roll of 6+ for this
Twin Shuriken Catapult 12” Assault 4 4 0 1 weapon, that hit is resolved with an AP of -3
instead of 0.
This weapon wounds on a 4+, unless targeting a
Splinter Cannon 36” Rapid Fire 3 * 0 1 VEHICLE or a TITANIC unit, in which case it
wounds on a 6+.
Scatter Laser 36” Heavy 4 6 0 1 -
An ANHRATHE VEHICLE equipped
with Keelscythes may add +1 to its Weapon
Keelscythes Melee Melee 4 -1 1
Skill characteristic during a turn in which it
sucessfully initiates a charge.
WARGEAR OPTIONS • This model may exchange its Twin Lasblaster for one of the following weapons:
– Twin Splinter Rifle – Twin Shuriken Catapult – Splinter Cannon
– Shuriken Cannon – Scatter Laser
• This model may exchange its Shuriken Cannon for a weapon from the Heavy Weapons list.
• This model may be equipped with Keelscythes.
• This model may take items from the Vehicle Equipment List.
ABILITIES Open-Topped: Models embarked on this model can Explodes: If this model is reduced to 0 wounds, roll a
attack in their Shooting phase. Measure the range D6 before removing it from the battlefield and before
and draw line of sight from any point on this model. any embarked models disembark. On a 6 it explodes,
When they do so, any restrictions or modifiers that and each unit within 6” suffers 1 mortal wound.
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.
TRANSPORT This model can transport up to 5 <COTERIE> INFANTRY models. It cannot transport models with the JET
PACK keyword.
FACTION KEYWORDS AELDARI, ANHRATHE, <COTERIE>
KEYWORDS VEHICLE, FLY, TRANSPORT, CORSAIR VENOM
14
DAMAGE
9
Some of this model’s characteristics change as
DT POWER
CORSAIR FALCON it suffers damage, as shown below:
REMAINING W M BS A
NAME M WS BS S T W A LD SV
7-12+ 16” 3+ 3
Corsair Falcon 5+ 6 7 12 7 3+ 4-6 12” 4+ 2
A Corsair Falcon is a single model equipped with a Pulse Laser, a Shuriken Cannon, and a Twin Lasblaster. 1-3 8” 5+ 1
WEAPON RANGE TYPE S AP D ABILITIES
Pulse Laser 48” Heavy 2 8 -3 3 –
Each time you make a wound roll of 6+ for this
Shuriken Cannon 24” Assault 3 6 0 1 weapon, that hit is resolved with an AP of -3 instead
of 0.
Twin Lasblaster 24” Assault 8 3 0 1 –
This weapon wounds on a 4+, unless targeting a
Twin Splinter Rifle 24” Rapid Fire 2 * 0 1 VEHICLE or a TITANIC unit, in which case it
wounds on a 6+.
Each time you make a wound roll of 6+ for this
Twin Shuriken Catapult 12” Assault 4 4 0 1 weapon, that hit is resolved with an AP of -3 instead
of 0.
This weapon wounds on a 4+, unless targeting a
Splinter Cannon 36” Rapid Fire 3 * 0 1 VEHICLE or a TITANIC unit, in which case it
wounds on a 6+.
An ANHRATHE VEHICLE equipped with
Keelscythes may add +1 to its Weapon Skill
Keelscythes Melee Melee 4 -1 1
characteristic during a turn in which it sucessfully
initiates a charge.
WARGEAR OPTIONS • This model may exchange its Twin Lasblaster for one of the following weapons:
– Twin Splinter Rifle – Twin Shuriken Catapult – Splinter Cannon – Shuriken Cannon
• This model may exchange its Shuriken Cannon for a weapon from the Heavy Weapons list.
• This model may be equipped with Keelscythes.
• This model may take items from the Vehicle Equipment list
ABILITIES Explodes: If this model is reduced to 0 Hover Tank: Distance and ranges are always
wounds, roll a D6 before removing it from measured to and from this model’s hull, even though
the battlefield and before any embarked it has a base.
models disembark. On a 6 it explodes, and
each unit within 6” suffers 1 mortal wound.
TRANSPORT This model can transport up to 6 <COTERIE> INFANTRY models. It cannot transport models with the
JET PACK keyword.
FACTION KEYWORDS AELDARI, ANHRATHE, <COTERIE>
KEYWORDS VEHICLE, FLY, TRANSPORT, CORSAIR FALCON
15
FAST
ATTACK 7
POWER
CLOUD DANCER BAND
NAME M WS BS S T W A LD SV
Cloud Dancer 18” 3+ 3+ 3 4 2 1 6 4+
Cloud Dancer Felarch 18” 3+ 3+ 3 4 2 2 7 4+
This unit contains 3 Cloud Dancers, and 1 model may be exchanged for a Cloud Dancer Felarch. It can include up 3 additional Cloud
Dancers (Power Rating +7) or up to 6 additional Cloud Dancers (Power Rating +14). Each model is equipped with a a Brace of Pistols,
and their Cloud Dancer Jetbike is equipped with a Twin Shuriken Catapult.
WEAPON RANGE TYPE S AP D ABILITIES
This weapon wounds on a 4+, unless targeting a
VEHICLE or a TITANIC unit, in which case it
wounds on a 6+. Each time you make a wound
Brace of Pistols 12” Pistol 2 * 0 1 roll of a 6+ for that weapon, that hit is resolved
with an AP of -1 instead of 0. You may make one
additional attack with this weapon if the target is
within half the weapon’s maximum range.
Each time you make a wound roll of 6+ for this
Twin Shuriken Catapult 12” Assault 4 4 0 1 weapon, that hit is resolved with an AP of -3
instead of 0.
Twin Lasblaster 24” Assault 8 3 0 1 -
This weapon wounds on a 4+, unless targeting a
Twin Splinter Rifle 24” Rapid Fire 2 * 0 1 VEHICLE or a TITANIC unit, in which case it
wounds on a 6+.
An ANHRATHE VEHICLE equipped
with Keelscythes may add +1 to its Weapon
Keelscythes Melee Melee 4 -1 1
Skill characteristic during a turn in which it
sucessfully initiates a charge.
WARGEAR OPTIONS • Any model may exchange its Twin Shuriken Catapult for a Twin Splinter Rifle, for a Twin
Lasblaster, or for a weapon from the Heavy Weapons list.
• The entire unit may be equipped with Keelscythes.
• A Cloud Dancer Felarch may exchange its Brace of Pistols for a weapon from the Pistols list.
• A Cloud Dancer Felarch may be equipped with a weapon from the Close Combat Weapons list.
ABILITIES Speed Drinkers: When this unit Advances, add Reckless Abandon: (pg 2)
7” to its Move characteristic for that Movement
phase instead of rolling a dice. Dancing on the Blade’s Edge: (pg 2)
FACTION KEYWORDS AELDARI, ANHRATHE, <COTERIE>
KEYWORDS BIKER, FLY, CORSAIR CLOUD DANCER BAND
16
FAST
ATTACK 4
POWER
CORSAIR VYPER
NAME M WS BS S T W A LD SV
Corsair Vyper 16” 5+ 3+ 5 5 6 2 7 3+
This unit contains 1 Corsair Vyper. It may include up to 2 additional Corsair Vypers (+4 Power Rating Per Model). Each model is armed
with a Shuriken Cannon and a Twin Lasblaster.
WEAPON RANGE TYPE S AP D ABILITIES
Each time you make a wound roll of 6+ for this
Shuriken Cannon 24” Assault 3 6 0 1 weapon, that hit is resolved with an AP of -3
instead of 0.
Twin Lasblaster 24” Assault 8 3 0 1 -
This weapon wounds on a 4+, unless targeting a
Twin Splinter Rifle 24” Rapid Fire 2 * 0 1 VEHICLE or a TITANIC unit, in which case it
wounds on a 6+.
Each time you make a wound roll of 6+ for this
Twin Shuriken Catapult 12” Assault 4 4 0 1 weapon, that hit is resolved with an AP of -3
instead of 0.
This weapon wounds on a 4+, unless targeting a
Splinter Cannon 36” Rapid Fire 3 * 0 1 VEHICLE or a TITANIC unit, in which case it
wounds on a 6+.
Scatter Laser 36” Heavy 4 6 0 1 -
An ANHRATHE VEHICLE equipped
with Keelscythes may add +1 to its Weapon
Keelscythes Melee Melee 4 -1 1
Skill characteristic during a turn in which it
sucessfully initiates a charge.
WARGEAR OPTIONS • Any model may exchange its Twin Lasblaster for one of the following weapons:
– Twin Splinter Rifle – Twin Shuriken Catapult – Splinter Cannon
– Shuriken Cannon – Scatter Laser
• Any model may exchange its Shuriken Cannon for a weapon from the Heavy Weapons list.
• The entire unit may be equipped with Keelscythes.
• Any model in this unit may take items from the Vehicle Equipment List, but the entire unit must all
take the same items.
ABILITIES Pack Hunters: This unit has a Move Explodes: If this model is reduced to 0 wounds, roll
characteristic of 20” instead of 16” whilst it a D6 before removing it from the battlefield and
contains 3 models. before any embarked models disembark. On a 6 it
explodes, and each unit within 6” suffers 1 mortal
The Serpent’s Grace: If all the models in this wound.
unit move at least 16”, your opponent must
subtract 1 from all hit rolls for ranged weapons
that target it until your next Movement phase.
FACTION KEYWORDS AELDARI, ANHRATHE, <COTERIE>
KEYWORDS VEHICLE, FLY, CORSAIR VYPER
17
FAST
ATTACK 9
POWER
CORSAIR HORNET
NAME M WS BS S T W A LD SV
Corsair Hornet 18” 5+ 3+ 5 6 8 2 7 3+
This unit contains 1 Corsair Hornet. It can include up to 2 additional Corsair Hornets (+9 Power Rating per model). Each model is
equipped with two Hornet Pulse Lasers.
WEAPON RANGE TYPE S AP D ABILITIES
Hornet Pulse Laser 48” Heavy 3 6 -3 2 –
An ANHRATHE VEHICLE equipped
with Keelscythes may add +1 to its Weapon
Keelscythes Melee Melee 4 -1 1
Skill characteristic during a turn in which it
sucessfully initiates a charge.
WARGEAR OPTIONS • Any model may replace either or both of its Hornet Pulse Lasers with a weapon from the Heavy
Weapons list.
• The entire unit may be equipped with Keelscythes.
• Any model in this unit may take items from the Vehicle Equipment List, but the entire unit must all
take the same items.
ABILITIES Explodes: If this model is reduced to 0 wounds, Assault Skimmer: Models in this unit may fire
roll a D6 before removing it from the battlefield Rapid Fire and Assault Weapons after advancing
and before any embarked models disembark. as if they had not moved. Models in this unit may
On a 6 it explodes, and each unit within 6” also fire Heavy Weapons after advancing, but must
suffers 1 mortal wound. subtract 2 from their hit rolls if they do so.
18
HEAVY
SUPPORT 5
POWER
BALESTRIKE BAND
NAME M WS BS S T W A LD SV
Balestrike Reaver 8” 3+ 3+ 3 3 1 1 6 4+
Balestrike Felarch 8” 3+ 3+ 3 3 1 2 7 4+
This unit contains 3 Balestrike Reavers. It can include up to 3 additional Balestrike Reavers (Power Rating +5) or up to 6 additional
Balestrike Reavers (Power Rating +10). 1 Model may be upgraded to a Balestrike Felarch. Each model is armed with a Lasblaster, a Brace
of Pistols, and Plasma Grenades.
WEAPON RANGE TYPE S AP D ABILITIES
Lasblaster 24” Assault 4 3 0 1 –
This weapon wounds on a 4+, unless targeting a
VEHICLE or a TITANIC unit, in which case it
wounds on a 6+. Each time you make a wound
Brace of Pistols 12” Pistol 2 * 0 1 roll of a 6+ for that weapon, that hit is resolved
with an AP of -1 instead of 0. You may make one
additional attack with this weapon if the target is
within half the weapon’s maximum range.
This weapon may target a CHARACTER even
if it is not the closest enemy unit. Each time
Aeldari Long Rifle 36” Heavy 1 4 0 1 you roll a wound roll of 6+ for this weapon, it
inflicts a mortal wound in addition to any other
damage.
Plasma Grenades 6” Grenade D6 4 -1 1 –
You can re-roll failed wound rolls for this
Melta Bombs 4” Grenade 8 -4 D6
weapon if the target is a VEHICLE.
WARGEAR OPTIONS • Any model may exchange its Lasblaster for an Aeldari Long Rifle, for a weapon from the Heavy
Weapons list, or for a weapon from the Small Arms list.
• A Balestrike Felarch may exchange its Brace of Pistols for a weapon from the Pistols list.
• A Balestrike Felarch may exchange its Lasblaster for a weapon from the Close Combat Weapons list.
• The entire unit may be equipped with Voidplate Armor (Power Rating +1 for every 3 models in the unit).
• The entire unit may exchange its Plasma Grenades for Melta Bombs.
• The entire unit may be equipped with Corsair Jet Packs (Power Rating +1 for every 3 models in the
unit). If they do so their Move characteristic is increased to 16” and they gain the JET PACK and
FLY keywords.
19
DAMAGE
12
Some of this model’s characteristics change as
HEAVY
SUPPORT
POWER
CORSAIR WARP HUNTER it suffers damage, as shown below:
REMAINING W M BS A
NAME M WS BS S T W A LD SV
7-12+ 16” 3+ 3
Corsair Warp Hunter 5+ 6 7 12 7 3+ 4-6 12” 4+ 2
A Corsair Warp Hunter is a single model equipped with a D-Flail and a Twin Lasblaster. 1-3 8” 5+ 1
WEAPON RANGE TYPE S AP D ABILITIES
D-Flail When attacking with this weapon, select one of the profiles below:
This weapon may target enemy units that are not
visible to the bearer. When targeting an enemy unit
– Blast 36” Heavy D3 10 -4 D6
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 its target automatically.
Twin Lasblaster 24” Assault 8 3 0 1 –
Each time you make a wound roll of 6+ for this
Twin Shuriken Catapult 12” Assault 4 4 0 1 weapon, that hit is resolved with an AP of -3 instead
of 0.
This weapon wounds on a 4+, unless targeting a
Twin Splinter Rifle 24” Rapid Fire 2 * 0 1 VEHICLE or a TITANIC unit, in which case it
wounds on a 6+.
Each time you make a wound roll of 6+ for this
Shuriken Cannon 24” Assault 3 6 0 1 weapon, that hit is resolved with an AP of -3 instead
of 0.
This weapon wounds on a 4+, unless targeting a
Splinter Cannon 36” Rapid Fire 3 * 0 1 VEHICLE or a TITANIC unit, in which case it
wounds on a 6+.
An ANHRATHE VEHICLE equipped with
Keelscythes may add +1 to its Weapon Skill
Keelscythes Melee Melee 4 -1 1
characteristic during a turn in which it sucessfully
initiates a charge.
WARGEAR OPTIONS This model may exchange its Twin Lasblaster for one of the following weapons:
– Twin Splinter Rifle – Twin Shuriken Catapult – Splinter Cannon – Shuriken Cannon
This model may be equipped with Keelscythes.
This model may take items from the Vehicle Equipment list
ABILITIES Explodes: If this model is reduced to 0 Hover Tank: Distance and ranges are always
wounds, roll a D6 before removing it from the measured to and from this model’s hull, even though
battlefield and before any embarked models it has a base.
disembark. On a 6 it explodes, and each unit
within 6” suffers 1 mortal wound.
FACTION KEYWORDS AELDARI, ANHRATHE, <COTERIE>
KEYWORDS VEHICLE, FLY, CORSAIR WARP HUNTER
20
DAMAGE
8
Some of this model’s characteristics change as
HEAVY
SUPPORT
POWER
CORSAIR NIGHT SPINNER it suffers damage, as shown below:
REMAINING W M BS A
NAME M WS BS S T W A LD SV
7-12+ 16” 3+ 3
Corsair Night Spinner 5+ 6 7 12 7 3+ 4-6 12” 4+ 2
A Corsair Night Spinner is a single model equipped with a Doomweaver and a Twin Lasblaster. 1-3 8” 5+ 1
WEAPON RANGE TYPE S AP D ABILITIES
Wound rolls of 6+ for this weapon are resolved with
Doomweaver 48” Heavy 2D6 7 0 2 AP-4 instead of AP 0. This weapon can target units
that are not visible to the bearer.
Twin Lasblaster 24” Assault 8 3 0 1 –
Each time you make a wound roll of 6+ for this
Twin Shuriken Catapult 12” Assault 4 4 0 1 weapon, that hit is resolved with an AP of -3 instead
of 0.
This weapon wounds on a 4+, unless targeting a
Twin Splinter Rifle 24” Rapid Fire 2 * 0 1 VEHICLE or a TITANIC unit, in which case it
wounds on a 6+.
Each time you make a wound roll of 6+ for this
Shuriken Cannon 24” Assault 3 6 0 1 weapon, that hit is resolved with an AP of -3 instead
of 0.
This weapon wounds on a 4+, unless targeting a
Splinter Cannon 36” Rapid Fire 3 * 0 1 VEHICLE or a TITANIC unit, in which case it
wounds on a 6+.
An ANHRATHE VEHICLE equipped with
Keelscythes may add +1 to its Weapon Skill
Keelscythes Melee Melee 4 -1 1
characteristic during a turn in which it sucessfully
initiates a charge.
WARGEAR OPTIONS This model may exchange its Twin Lasblaster for one of the following weapons:
– Twin Splinter Rifle – Twin Shuriken Catapult – Splinter Cannon – Shuriken Cannon
This model may be equipped with Keelscythes.
This model may take items from the Vehicle Equipment list
ABILITIES Explodes: If this model is reduced to 0 wounds, Hover Tank: Distance and ranges are always
roll a D6 before removing it from the battlefield measured to and from this model’s hull, even though
and before any embarked models disembark. it has a base.
On a 6 it explodes, and each unit within 6”
suffers 1 mortal wound.
FACTION KEYWORDS AELDARI, ANHRATHE, <COTERIE>
KEYWORDS VEHICLE, FLY, CORSAIR NIGHT SPINNER
21
DAMAGE
9
Some of this model’s characteristics change as
HEAVY
SUPPORT
POWER
CORSAIR FIRE PRISM it suffers damage, as shown below:
REMAINING W M BS A
NAME M WS BS S T W A LD SV
7-12+ 16” 3+ 3
Corsair Fire Prism 5+ 6 7 12 7 3+ 4-6 12” 4+ 2
A Corsair Fire Prism is a single model equipped with a Prism Cannon and a Twin Lasblaster. 1-3 8” 5+ 1
WEAPON RANGE TYPE S AP D ABILITIES
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 –
Twin Lasblaster 24” Assault 8 3 0 1 –
Each time you make a wound roll of 6+ for this
Twin Shuriken Catapult 12” Assault 4 4 0 1 weapon, that hit is resolved with an AP of -3 instead
of 0.
This weapon wounds on a 4+, unless targeting a
Twin Splinter Rifle 24” Rapid Fire 2 * 0 1 VEHICLE or a TITANIC unit, in which case it
wounds on a 6+.
Each time you make a wound roll of 6+ for this
Shuriken Cannon 24” Assault 3 6 0 1 weapon, that hit is resolved with an AP of -3 instead
of 0.
This weapon wounds on a 4+, unless targeting a
Splinter Cannon 36” Rapid Fire 3 * 0 1 VEHICLE or a TITANIC unit, in which case it
wounds on a 6+.
An ANHRATHE VEHICLE equipped with
Keelscythes may add +1 to its Weapon Skill
Keelscythes Melee Melee 4 -1 1
characteristic during a turn in which it sucessfully
initiates a charge.
WARGEAR OPTIONS This model may exchange its Twin Lasblaster for one of the following weapons:
– Twin Splinter Rifle – Twin Shuriken Catapult – Splinter Cannon – Shuriken Cannon
This model may be equipped with Keelscythes.
This model may take items from the Vehicle Equipment list
ABILITIES Hover Tank: Distance and ranges are Pulsed Laser Discharge: If this model moves under half
always measured to and from this model’s speed in its Movement phase (i.e. it moves a distance in
hull, even though it has a base. inches less than half of its current Move characteristic)
Explodes: If this model is reduced to 0 it can shoot its prism cannon twice in its next Shooting
wounds, roll a D6 before removing it from phase (the prism cannon must use the same profile and
the battlefield and before any embarked target the same unit both times it is fired).
models disembark. On a 6 it explodes,
and each unit within 6” suffers 1 mortal
wound.
FACTION KEYWORDS AELDARI, ANHRATHE, <COTERIE>
KEYWORDS VEHICLE, FLY, CORSAIR FIRE PRISM
22
DAMAGE
10
Some of this model’s characteristics change as
HEAVY
SUPPORT
POWER
CORSAIR FIRESTORM it suffers damage, as shown below:
REMAINING W M BS A
NAME M WS BS S T W A LD SV
7-12+ 16” 3+ 3
Corsair Firestorm 5+ 6 7 12 7 3+ 4-6 12” 4+ 2
A Corsair Firestorm is a single model equipped with a Firestorm Scatter Laser and a Twin Lasblaster. 1-3 8” 5+ 1
WEAPON RANGE TYPE S AP D ABILITIES
Add 1 to hit rolls made for this weapon against targets
Firestorm Scatter Laser 60” Heavy 12 6 0 1 with the FLY keyword. Subtract 1 from the hit rolls
made for this weapon against all other targets.
Twin Lasblaster 24” Assault 8 3 0 1 –
Each time you make a wound roll of 6+ for this
Twin Shuriken Catapult 12” Assault 4 4 0 1 weapon, that hit is resolved with an AP of -3 instead
of 0.
This weapon wounds on a 4+, unless targeting a
Twin Splinter Rifle 24” Rapid Fire 2 * 0 1 VEHICLE or a TITANIC unit, in which case it
wounds on a 6+.
Each time you make a wound roll of 6+ for this
Shuriken Cannon 24” Assault 3 6 0 1 weapon, that hit is resolved with an AP of -3 instead
of 0.
This weapon wounds on a 4+, unless targeting a
Splinter Cannon 36” Rapid Fire 3 * 0 1 VEHICLE or a TITANIC unit, in which case it
wounds on a 6+.
An ANHRATHE VEHICLE equipped with
Keelscythes may add +1 to its Weapon Skill
Keelscythes Melee Melee 4 -1 1
characteristic during a turn in which it sucessfully
initiates a charge.
WARGEAR OPTIONS This model may exchange its Twin Lasblaster for one of the following weapons:
– Twin Splinter Rifle – Twin Shuriken Catapult – Splinter Cannon – Shuriken Cannon
This model may be equipped with Keelscythes.
This model may take items from the Vehicle Equipment list
ABILITIES Explodes: If this model is reduced to 0 wounds, Hover Tank: Distance and ranges are always
roll a D6 before removing it from the battlefield measured to and from this model’s hull, even though
and before any embarked models disembark. it has a base.
On a 6 it explodes, and each unit within 6”
suffers 1 mortal wound.
TRANSPORT This model can transport up to 6 <COTERIE> INFANTRY models. It cannot transport models with the
JET PACK keyword.
FACTION KEYWORDS AELDARI, ANHRATHE, <COTERIE>
KEYWORDS VEHICLE, FLY, TRANSPORT, CORSAIR FIRESTORM
23
DAMAGE
FLYER 8
POWER
CORSAIR NIGHTWING
Some of this model’s characteristics change as
it suffers damage, as shown below:
REMAINING W M BS
NAME M WS BS S T W A LD SV
7-12+ 20” - 60” 3+
Corsair Nightwing 6+ 6 6 12 3 7 3+
4-6 20” - 40” 4+
A Corsair Nightwing is a single model, equipped with a Twin Shuriken Cannon,
a Twin Bright Lance, a Crystal Targeting Matrix, and a Kinetic Shroud 1-3 20” - 25” 5+
WEAPON RANGE TYPE S AP D ABILITIES
Each time you make a wound roll of 6+ for this
Twin Shuriken Cannon 24” Assault 6 6 0 1 weapon, that hit is resolved with an AP of -3 instead
of 0.
Twin Bright Lance 36” Heavy 2 8 -4 D6 –
ABILITIES Impossibly Agile: Each time this model Vector Shift: At the start of the Movement phase, before
moves, first pivot it on the spot up to 90° this model is moved, the controlling player must declare
(this does not contribute to how far the if it is operating with either Extended Wings or Retracted
model moves) and then move the model Wings. When operating with Retracted Wings and this
straight forward. Once its move has model Advances, add 24” to its Move characteristic for
finished, you can pivot it a further 90° as that Movement phase instead of rolling a dice. While
before. operating with Extended Wings, this model may be
turned to face directly towards any one enemy model it
Airborne: This model cannot charge, can has line of sight to instead of performing its first pivot in
only be charged by units that can FLY, and the Movement phase (as per the Impossibly Agile ability),
can only attack or be attacked in the Fight this model then adds 1 when making hit rolls against the
phase by units that can FLY. chosen enemy model for the following Shooting phase,
but also loses the Hard to Hit ability until it switches to
Crash and Burn: If this model is reduced operating with Retracted Wings.
to 0 wounds, roll a D6 before removing
it from the battlefield; on a 6 it crashes in Hard to Hit: Your opponent must subtract 1 from hit rolls
a fiery explosion and each unit within 6” for attacks that target this model in the Shooting phase.
suffers D3 mortal wounds.
FACTION KEYWORDS AELDARI, ANHRATHE, <COTERIE>
KEYWORDS VEHICLE, FLY, CORSAIR NIGHTWING
24
DAMAGE
FLYER 10
POWER
CORSAIR PHOENIX
Some of this model’s characteristics change as
it suffers damage, as shown below:
REMAINING W M BS
NAME M WS BS S T W A LD SV
10-16+ 20” - 50” 3+
Corsair Phoenix 6+ 6 6 16 3 7 3+
5-9 20” - 35” 4+
A Corsair Phoenix is a single model, equipped with a Twin Shuriken Cannon, a Phoenix
Missile Array, a Phoenix Pulse Laser, a Crystal Targeting Matrix, and a Kinetic Shroud 1-4 20” - 25” 5+
WEAPON RANGE TYPE S AP D ABILITIES
Each time you make a wound roll of 6+ for this
Twin Shuriken Cannon 24” Assault 6 6 0 1 weapon, that hit is resolved with an AP of -3 instead
of 0.
Phoenix Missile Array 48” Heavy D6 6 -3 2 –
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 –
If a unit suffers any unsaved wounds from this
Nightfire Missile Array 48” Heavy 2D6 4 -1 1 weapon, your opponent must subtract 1 from their
hit rolls until the end of the turn.
WARGEAR OPTIONS • This model may replace its Phoenix Pulse Laser with either a Twin Starcannon or a Twin Bright Lance.
• This model may replace its Phoenix Missile Array with a Nightfire Missile Array.
ABILITIES Crash and Burn: If this model is reduced to Impossibly Agile: When this model Advances, add
0 wounds, roll a D6 before removing it from 20” to its Move characteristic for that Movement
the battlefield; on a 6 it crashes in a fiery phase instead of rolling a dice. Each time this model
explosion and each unit within 6” suffers D3 moves, first pivot it on the spot up to 90° (this does
mortal wounds. not contribute to how far the model moves) and then
move the model straight forwards. Once its move
Airborne: This model cannot charge, can has finished, you can pivot it a further 90° as before.
only be charged by units that can FLY, and
can only attack or be attacked in the Fight
phase by units that can FLY.
25
DAMAGE
Some of this model’s characteristics change as it
LORD
OF
WAR
20
POWER
CORSAIR LYNX suffers damage, as shown below:
REMAINING W M BS M
NAME M WS BS S T W A LD SV (Skyhunter)
Corsair Lynx 6+ 6 7 16 3 7 3+ 9-16+ 16” 3+ 20” - 60”
A Corsair Lynx is a single model, equipped with a Lynx Pulsar and a Shuriken Cannon. 4-8 12” 4+ 20” - 40”
WEAPON RANGE TYPE S AP D ABILITIES 1-3 8” 5+ 20” - 25”
Lynx Pulsar When attacking with this weapon select one of the profiles below
– Saturation Mode 48” Heavy 2D3 7 -3 D3 –
– Salvo Mode 36” Heavy 2 12 -4 D6 –
This weapon automatically hits its targets. This weapon
Sonic Lance 36” Heavy 3D6 * -3 1 wounds INFANTRY on a 2+, and all other units on a
4+.
Each time you make a wound roll of 6+ for this
Shuriken Cannon 24” Assault 3 6 0 1 weapon, that hit is resolved with an AP of -3 instead
of 0.
An ANHRATHE VEHICLE equipped with
Keelscythes may add +1 to its Weapon Skill
Keelscythes Melee Melee 4 -1 1
characteristic during a turn in which it sucessfully
initiates a charge.
WARGEAR OPTIONS • This model may replace its Lynx Pulsar with a Sonic Lance.
• This model may replace its Shuriken Cannon with a weapon from the Heavy Weapons list.
• This model may be equipped with Keelscythes.
ABILITIES Skyhunter: At the start of any of your turns, Airborne: (Only used as part of the Skyhunter ability)
before the beginning of the Movement phase, – This model cannot charge, can only be charged by
this vehicle may activate the Skyhunter ability. units that can FLY, and can only attack or be attacked
When activated, this unit gains the Airborne in the Fight phase by units that can FLY.
and Lumbering Flyer abilities and uses the
Movement characteristic for Skyhunter instead Lumbering Flyer: (Only used as part of the Skyhunter
of its regular Movement (see the Damage table ability) – When this model Advances, add 20” to its
above). The effects of this ability last until you Move characteristic for that Movement phase instead
choose to end them, which may be done at the of rolling a dice. When this model moves, first pivot
beginning of any your own Movement phases, it on the spot up to 90° (this does not contribute to
at which point the vehicle loses the Airborne how far the model moves) and then move the model
and Lumbering Flyer abilities until Skyhunter is straight forwards at least as much as its minimum
activated again. Move and not more than its maximum.
Explodes: If this model is reduced to 0 Hover Tank: Distance and ranges are always
wounds, roll a D6 before removing it from the measured to and from this model’s hull, even though
battlefield; on a 6 it explodes and each unit it has a base.
within 6” suffers D3 mortal wounds..
FACTION KEYWORDS AELDARI, ANHRATHE, <COTERIE>
KEYWORDS VEHICLE, FLY, CORSAIR LYNX
26
DAMAGE
42
LORD Some of this model’s characteristics change as it
OF
WAR POWER
CORSAIR VAMPIRE RAIDER suffers damage, as shown below:
REMAINING W M BS A
NAME M WS BS S T W A LD SV
26-32+ 20”-50” 2+ 3
Corsair Vampire Raider 6+ 9 8 32 8 3+
17-25 20”-35” 3+ 2
A Vampire Raider is a single model equipped with a Scatter Laser, two Twin Pulse Lasers, and a Crystal
Targeting Matrix. 10-16 20”-25” 4+ 2
WEAPON RANGE TYPE S AP D ABILITIES 1-9 20” 5+ 1
Scatter Laser 36” Heavy 4 6 0 1 –
Twin Pulse Laser 48” Heavy 4 8 -3 3 –
ABILITIES Impossibly Agile: When this model Hover Jets: Before this model moves in your
Advances, add 20” to its Move characteristic Movement phase, you can declare it will hover. If you
for that Movement phase instead of rolling do so its Move characteristic becomes 20” until the
a dice. Each time this model moves, first end of the phase and it loses the Airborne, Hard to Hit
pivot it on the spot up to 90° (this does not and Impossibly Agile abilities until the beginning of
contribute to how far the model moves) and your next Movement phase.
then move the model straight forwards.
Once its move has finished, you can pivot it Distort Fields: This model has an invulnerable save.
a further 90° as before. The value of this save is determined by how far
this model moved in your last Movement phase, as
Airborne: This model cannot charge, can noted in the table below:
only be charged by units that can FLY, and
can only attack or be attacked in the Fight Distance Moved Invulnerable Save
phase by units that can FLY. 45”-70” 4+
25”-44” 5+
Crash and Burn: If this model is reduced to 1”-24” 6+
0 wounds, roll a D6 before removing it from 0” None
the battlefield; on a 5+ it crashes in a fiery
explosion and each unit within 12” suffers
D6 mortal wounds.
TRANSPORT This model can transport up to 30 <COTERIE> models. It cannot transport JET PACK models or
BIKER models.
FACTION KEYWORDS AELDARI, ANHRATHE, <COTERIE>
KEYWORDS VEHICLE, FLY, TRANSPORT, TITANIC, CORSAIR VAMPIRE RAIDER
27
DAMAGE
45
LORD Some of this model’s characteristics change as it
OF
WAR POWER
CORSAIR VAMPIRE HUNTER suffers damage, as shown below:
REMAINING W M BS A
NAME M WS BS S T W A LD SV
26-32+ 20”-50” 2+ 3
Corsair Vampire Hunter 6+ 9 8 32 8 3+
17-25 20”-35” 3+ 2
A Corsair Vampire Hunter is a single model equipped with a Twin Vampire Pulsar, a Scatter Laser,
two Twin Pulse Lasers, and a Crystal Targeting Matrix. 10-16 20”-25” 4+ 2
WEAPON RANGE TYPE S AP D ABILITIES 1-9 20” 5+ 1
Scatter Laser 36” Heavy 4 6 0 1 –
Twin Pulse Laser 48” Heavy 4 8 -3 3 -
Any wound rolls of 6+ made with this weapon are
Twin Vampire Pulsar 60” Heavy 4D6 12 -4 D6 resolved with a Damage characteristic of 2D6 rather
than D6.
ABILITIES Impossibly Agile: When this model Hover Jets: Before this model moves in your
Advances, add 20” to its Move characteristic Movement phase, you can declare it will hover. If you
for that Movement phase instead of rolling do so its Move characteristic becomes 20” until the
a dice. Each time this model moves, first end of the phase and it loses the Airborne, Hard to Hit
pivot it on the spot up to 90° (this does not and Impossibly Agile abilities until the beginning of
contribute to how far the model moves) and your next Movement phase.
then move the model straight forwards.
Once its move has finished, you can pivot it Distort Fields: This model has an invulnerable save.
a further 90° as before. The value of this save is determined by how far
this model moved in your last Movement phase, as
Airborne: This model cannot charge, can noted in the table below:
only be charged by units that can FLY, and
can only attack or be attacked in the Fight Distance Moved Invulnerable Save
phase by units that can FLY. 45”-70” 4+
25”-44” 5+
Crash and Burn: If this model is reduced to 1”-24” 6+
0 wounds, roll a D6 before removing it from 0” None
the battlefield; on a 5+ it crashes in a fiery
explosion and each unit within 12” suffers
D6 mortal wounds.
FACTION KEYWORDS AELDARI, ANHRATHE, <COTERIE>
KEYWORDS VEHICLE, FLY, TITANIC, CORSAIR VAMPIRE HUNTER
28
TOOLS OF TREACHERY
RANGED WEAPONS
WEAPON RANGE TYPE S AP D ABILITIES
This weapon may target a CHARACTER even if it is not
the closest enemy unit. Each time you roll a wound roll of
Aeldari Long Rifle 36” Heavy 1 4 0 1
6+ for this weapon, it inflicts a mortal wound in addition
to any other damage.
Laser Lance (Shooting) 6” Assault 1 6 -4 2 –
Twin Lasblaster 24” Assault 8 3 0 1 –
Each time you make a wound roll of 6+ for this weapon,
Twin Shuriken Catapult 12” Assault 4 4 0 1
that hit is resolved with an AP of -3 instead of 0.
This weapon wounds on a 4+, unless targeting a
Twin Splinter Rifle 24” Rapid Fire 2 * 0 1 VEHICLE or a TITANIC unit, in which case it wounds
on a 6+.
VEHICLE-MOUNTED WEAPONS
WEAPON RANGE TYPE S AP D ABILITIES
Each time you make a wound roll of 6+ for this weapon,
Doomweaver 48” Heavy 2D6 7 0 1 that hit is resolved with an AP of -4 instead of 0. This
weapon can target units that are not visible to the bearer.
D-Flail When firing with this weapon, select one of the profiles below:
This weapon may target enemy units that are not visible to
– Blast 36” Heavy D3 10 -4 D6 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 its target automatically.
Hornet Pulse Laser 48” Heavy 3 6 -3 2 –
Lynx Pulsar When firing with this weapon, select one of the profiles below:
29
PISTOLS
WEAPON RANGE TYPE S AP D ABILITIES
This weapon wounds on a 4+, unless targeting a
VEHICLE or a TITANIC unit, in which case it wounds
on a 6+. Each time you make a wound roll of a 6+ for that
Brace of Pistols 12” Pistol 2 * 0 1
weapon, that hit is resolved with an AP of -1 instead of 0.
You may make one additional attack with this weapon if
the target is within half the weapon’s maximum range.
Blast Pistol 6” Pistol 1 8 -4 D6 –
For each unmodified hit roll of a 6+, until the end of the
turn, you may add 1 to the Strength (up to a maximum
of 7) and increase the AP value by 1 (up to a maximum
of AP -4) of each Dissonance Cannon and Dissonance
Dissonance Pistol 12” Pistol 1 5 -2 1
Pistol firing at the same target. Models equipped with
a Dissonance Cannon or Dissonance Pistol firing at an
enemy unit other than that targetted by the model or
models that rolled a 6+ to hit do not receive this bonus.
If the target is within half range of this weapon, roll two
Fusion Pistol 6” Pistol 1 8 -4 D6 dice when inflicting damage with it and discard the
lowest result.
If the target is a VEHICLE, this weapon has a Damage
Neuro Disruptor 12” Pistol 1 4 -3 D3
of 1.
SMALL ARMS
WEAPON RANGE TYPE S AP D ABILITIES
Lasblaster 24” Assault 4 3 0 1 –
This weapon wounds on a 4+, unless targeting a
Shardcarbine 18” Assault 3 * 0 1 VEHICLE or a TITANIC unit, in which case it wounds
on a 6+.
Each time you make a wound roll of 6+ for this weapon,
Shuriken Catapult 12” Assault 2 4 0 1
that hit is resolved with an AP of -3 instead of 0.
This weapon wounds on a 4+, unless targeting a
Splinter Rifle 24” Rapid Fire 1 * 0 1 VEHICLE or a TITANIC unit, in which case it wounds
on a 6+.
SPECIAL WEAPONS
WEAPON RANGE TYPE S AP D ABILITIES
Blaster 18” Assault 1 8 -4 D6 –
Flamer 8” Assault D6 4 0 1 This weapon automatically hits its target.
If the target is within half range of this weapon, roll two
Fusion Gun 12” Assault 1 8 -4 D6 dice when inflicting damage with it and discard the
lowest result.
When attacking an INFANTRY unit, re-roll failed
Shredder 12” Assault D6 6 -1 1
wound rolls for this weapon.
GRENADES
WEAPON RANGE TYPE S AP D ABILITIES
Plasma Grenades 6” Grenade D6 4 -1 1 –
You can re-roll failed wound rolls for this weapon if the
Melta Bombs 4” Grenade 1 8 -4 D6
target is a VEHICLE.
30
HEAVY WEAPONS
WEAPON RANGE TYPE S AP D ABILITIES
Aeldari Missile Launcher* When attacking with this weapon select one of the profiles below:
– Sunburst Missile 48” Heavy D6 4 -1 1 –
– Starshot Missile 48” Heavy 1 8 -2 D6 –
Bright Lance*** 36” Heavy 1 8 -4 D6
Change this weapon’s Type from Heavy to Assault if it is
Dark Lance 36” Heavy 1 8 -4 D6
equipped on a VEHICLE.
For each unmodified hit roll of a 6+, until the end of the
turn, you may add 1 to the Strength (up to a maximum
of 7) and increase the AP value by 1 (up to a maximum
of AP -4) of each Dissonance Cannon and Dissonance
Dissonance Cannon 24” Heavy 2 5 -2 1
Pistol firing at the same target. Models equipped with
a Dissonance Cannon or Dissonance Pistol firing at an
enemy unit other than that targetted by the model or
models that rolled a 6+ to hit do not receive this bonus.
MELEE WEAPONS
WEAPON RANGE TYPE S AP D ABILITIES
An ANHRATHE VEHICLE equipped with Keelscythes
Keelscythes Melee Melee 4 -1 1 may add +1 to its Weapon Skill characteristic during a
turn in which it sucessfully initiates a charge.
If the bearer charged this turn, attacks with this weapon
Laser Lance (Melee) Melee Melee +2 -4 2
are made at Strength 6.
Void Sabre Melee Melee +2 -3 D3 –
Witch Staff Melee Melee User 0 2 This weapon wounds on a roll of 2+.
CLOSE COMBAT WEAPONS
WEAPON RANGE TYPE S AP D ABILITIES
Power Sword Melee Melee User -3 1 –
Power Glaive Melee Melee +1 -2 1 –
Each time the bearer fights, it can make 1 additional
Monomolecular Blade Melee Melee User 0 1
attack with this weapon.
This weapon wounds on a 2+, unless targeting a
Venomblade Melee Melee User 0 1 VEHICLE or a TITANIC unit, in which case it wounds
on a 6+.
31
EQUIPMENT
ITEM EFFECT
Forceshield A model equipped with a Forceshield has a 4+ Invulnerable save.
Heavy Mesh Armor A model equipped with Heavy Mesh Armor has a 4+ Save.
A model equipped with a Shimmershield receives a 5+ invulnerable save. At the end of the Shooting
phase, nominate a friendly <COTERIE> INFANTRY unit within 1” of a model equipped with a
Shimmershield Shimmershield. That unit receives a 5+ invulnerable save until the beginning of your next turn, unless
the model equipped with the Shimmershield moves further than 1” away from the nominated unit, or is
removed from the battle as a casualty.
A model equipped with a Shadowfield has a 2+ Invulnerable save, which cannot be re-rolled for any
Shadowfield reason. The first time this invulnerable save is failed the Shadowfield ceases to function for the remainder
of the battle.
Voidplate Armor A model equipped with Voidplate Armor has a 3+ Save and a 6+ Invulnerable save.
VEHICLE EQUIPMENT
ITEM EFFECT
A model with a Crystal Targeting Matrix does not suffer the penalty for firing a Heavy Weapon after
Crystal Targeting Matrix
moving when targeting the closest enemy unit.
A model equipped with a Kinetic Shroud that moves more than 8” gains a 5+ invulnerable save against
all shooting attacks until the beginning of your next Movement phase. In addition, if a model equipped
Kinetic Shroud
with a Kinetic Shroud Advances, your opponent must subtract 1 from all hit rolls for ranged weapons that
target it until the beginning of your next Movement phase.
When a model with Star Engines Advances, add 6+D6” to that model’s Move characteristic for that
Movement phase instead of D6”. In addition, a model equipped with both Star Engines and a Kinetic
Star Engines
Shroud that Advances gains a 4+ invulnerable save until the beginning of the controlling players next
Movement phase.
If a model with Vectored Engines Advances, your opponent must subtract 1 from all hit rolls for ranged
Vectored Engines
weapons that target it until your next Movement phase.
During deployment, you can set up a unit equipped with Void Burners in low orbit instead of plac-
ing it on the battlefield. At the end of any of your Movement phases this unit can descend – set it up
Void Burner anywhere on the battlefield that is more than 9” away from any enemy models. A model equpped with
a Kinetic Shroud that uses its Void Burner to deploy gains a 4+ invulnerable save against shooting at-
tacks until the beginning of your next Movement phase.
32
PIRATES OF THE HOWLING DARK
CORSAIR UNITS
The rules described in this secion often make reference to ‘Corsairs Units’ and “Corsair Warlord.’ This is shorthand for a unit that has the
ANHRATHE keyword. Other Aeldari, such as the Asuryani of the Craftworlds, or the Drukhari from the Dark City, deviate significantly
in terms of organization and fighting style. These Aeldari cannot make use of any of the rules or abilities listed in this section.
If your army is Battle-forged you can include Yvraine, the Visarch, or the Yncarne in an ANHRATHE Detachment (as defined in this
codex) provided that the the Detachment does not include any AELDARI named character, or any Malevelent Bands.
If Yvraine, the Visarch, or the Yncarne is included in an ANHRATHE Detachment, you can choose for that Detachment to remain an
ANHRATHE Detachment or for that Detachment to become an YNNARI Detachment.
If you choose for the Detachment to become an YNNARI Detachment, then all units in that Detachment gain the YNNARI keyword
(note that this is not a Faction keyword). The Detachment is no longer considered to be an ANHRATHE Detachment, and so cannot
us the Coterie Specializations, Stratagems, Warlord Traits, Relics, Psychic Powers, or Tactical Objectives outlined in this document for
ANHRATHE Detachments. Also note that you cannot use Corsairs Stratagems or Psychic Powers to affect YNARRI units from your
army even though they may have the appropriate keyword (e.g. you cannot use a Corsair Stratagem to affect an ANRATHE unit that
has the YNNARI keyword, you cannot use a Psychic Power to affect a friendly ANHRATHE unit that has the YNNARI keyword, etc.)
You must replace <COTERIE> with <REBORN ANHRATHE> in any ANHRATHE Detachment that you choose to be an YNNARI
Detachment,
ABILITIES
Corsairs Detachments gain the following abilities:
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
has a similar ability, then the objective marker is controlled by the player who has the most models within range as normal.
ORBITAL MARAUDERS
You receive +1 Command Points for each ANHRATHE Detachment in which every unit either has the FLY keyword, or begins the battle
embarked on a Dedicated Transport with the FLY keyword.
INTERNAL POLITICS
Each Corsair band is a fractious association as prone to warring upon itself as it is to raiding the fleets of other races, for in their heart each
Corsair holds the desire to take the mantle of Corsair Prince. Your army may not include detachments from more than one Coterie unless
your army includes a CORSAIR PRINCE or a CLOUD DANCER CORSAIR PRINCE.
33
COTERIE SPECIALIZATIONS
The greatest Corsair Fleets have developed their own own particular set of skills and jealously guarded combat techniques. If your army
is Battle-forged, all units in an ANHRATHE Detachment gain a Coterie Specialization, so long as every other unit in their Detachment is
from the same Coterie. You may choose from the list below, featuring characteristics of the most infamous Corsair Fleets, or you may create
your own Coterie, using the Custom Coterie list on the following page.
VOID DRAGONS: INFANTRY and BIKER units with the FLY keyword in this Coterie do not suffer any penalty to their hit rolls for
moving and firing Heavy Weapons. In addition, INFANTRY and BIKER units with the FLY keyword may fire Heavy Weapons after
advancing, but must subtract 2 from their hit rolls if they do so.
ELDRITCH RAIDERS: INFANTRY and BIKER units in this Coterie may add to 1+ to hit to their hit rolls during the Shooting phase
when targeting enemy units with the VEHICLE or MONSTER tags.
SKY RAIDERS: INFANTRY and BIKER units with the FLY keyword in this Coterie may re-roll failed charge distances. In addition,
INFANTRY and BIKER units with the FLY units in this Coterie can consolidate up to 6”.
SUNBLITZ BROTHERHOOD: When an INFANTRY unit in this Coterie advances, you may roll two dice and discard the lowest result.
In addition INFANTRY and BIKER units in this Coterie may fire Pistol, Rapid Fire, and Assault Weapons after advancing as if they had
not moved.
STEELEYE REAVERS: INFANTRY units in this Coterie making shooting attacks with Plasma Grenades, Flamers, and Shredders may
roll two dice and pick the highest result when determining the number of shots. In addition, INFANTRY models equipped with a Brace of
Pistols may make two additional attacks instead of one when firing at targets within half the weapon’s maximum range.
SKY SERPENTS: INFANTRY and BIKER units in this Coterie gain the Corsair Combat Drugs rule. Before the battle, roll on the table
below to see which combat drug the unit is using. Alternatively, you can pick the bonus the unit receives, but if you do this you cannot
choose a bonus that has already been taken by another unit until all six combat drugs have been taken once each.
34
CUSTOM COTERIES
While the greatest Corsair Fleets are known and feared throughout the galaxy, many smaller fleets, and even subfactions within the largest
Corsair Fleets, have developed their own unique battle tactics. Alternatively, instead of choosing a named Coterie from the previous page,
you may create your own Coterie from the list below. If your army is Battle-forged, all units in an ANHRATHE Detachment gain a Coterie
Specialization, and may choose any two of the following traits, and so long as every other unit in their Detachment is from the same Coterie.
HEAD TAKERS
Models equipped with Keelscythes may add 1 to their Attack characteristic during a turn in which they successfully initiate a charge.
WIND SEEKERS
Models in this Coterie with the FLY keyword may add 3" to their Move characteristic.
VAULT BREACHERS
When an INFANTRY unit in this Coterie shoots, up to 2 models may throw a Grenade instead of firing another any other weapon.
HATE BRINGERS
Each time you roll a hit roll of 6+ when making a close combat attack for a model equipped with a Monomolecular Blade, that model can
immediately make another close combat attack using the same weapon. These extra attacks cannot generate any additional attacks.
BREACH FIGHTERS
When a model equipped with a Brace of Pistols fires Overwatch, a 5 or 6 is required to hit instead of a 6.
SKIRMISHERS
INFANTRY units in this Coterie may charge in the same turn they fell back.
SKY BURNERS
When a model in this Coterie with the FLY keyword suffers an unsaved wound from an enemy shooting attack, so long as that model
moved more than 9" in the previous Movement phase, the wound may be ignored on a D6 roll of 6+
MERCENARIES
The Range characteristic of any weapon from the Small Arms and Special Weapons lists used by INFANTRY units in this Cotere is
increased by 6" (this does not apply to Plunder of the Void).
TITAN BREAKERS
When resolving a shooting attack made by an INFANTRY or BIKER model in this Coterie against a MONSTER or VEHICLE unit in
which any models have a Wounds characteristic of 10 or more, add 1 to the wound roll.
EXCEPTIONAL PILOTS
VEHICLE units in this Coterie may fire Assault and Rapid Fire Weapons after Advancing as if they had not moved.
35
WARLORD TRAITS
CORSAIR WARLORD TRAITS
If the Warlord of your army is a Corsair CHARACTER, you can either pick their Warlord Trait from the Corsair Warlord Traits below or
roll a dice and consult the table to randomly generate it.
1 WIELDER OF PROFANE POWERS: The Warlord gains the PSYKER keyword and is subject to The Gaze of She Who Thirsts Special
Rule. The Warlord can attempt to manifest one psychic power each friendly Psychic phase, and attempt to deny one psychic power in each
enemy Psychic phase. The Warlord knows the Smite power and 1 power from the Aethermancy Table (pg 41). This Warlord trait may not be
taken by a VOID DREAMER.
2 SURVIVOR OF THE ENDLESS DARKNESS: Roll a D6 each time the Warlord loses a wound; on a a 6 that wound is ignored. In
addition, The Warlord regains 1 wound at the start of each of your turns.
3 FLEET TACTICIAN: While the Warlord is embarked upon a Dedicated Transport, any <COTERIE> VEHICLE within 12” may re-
roll hit rolls of 1 during the Shooting phase. In addition, any <COTERIE> VEHICLE> that begins the Shooting phase within 12” of the
Warlord may fire Heavy Weapons as if it had not moved.
4 TRAVELER OF FORGOTTEN PATHS: The Warlord and 1 unit of <COTERIE> INFANTRY without the FLY keyword may be set up
in the Webway instead of placing them on the battlefield. At the end of any of your Movement phases they can burst forth from the webway
– set up the Warlord anywhere on the battlefield that is more than 9” away from any enemy models. If unit of <COTERIE> INFANTRY is
being deployed using this Warlord trait, they must be deployed within 1” of the Warlord and more than 9” away from any enemy models as
well. This Warlord trait may not be taken if the Warlord has the FLY keyword.
5 DUELLIST: When attacking an enemy CHARACTER during the fight phase, any roll to hit of a 6 causes a mortal wound in
addition to any other damage. In addition, an enemy CHARACTER attacking the Warlord during the Fight phase must subtract 1
from their hit rolls.
6 ESCAPE ARTIST: If the warlord is reduced to 0 wounds roll a D6. On a 1 the Warlord is removed as a casualty as normal. On a 2-5 the
warlord may be placed up to 9” away from its current location with 1 wound. On a 6 the Warlord may be placed up to 12” away from its
current location with 2 wounds. If for any reason the Warlord cannot be placed more than 1” away from any enemy models, it is removed as
as casualty as normal.
36
STRATAGEMS
If your army is Battle-forged and includes any Corsairs Detachments, excluding Auxiliary Support Detachments, you have access to
the Stratagems shown here, meaning you can spend Command Points to activate them. These help to reflect the reckless daring and
exceptional speed the Corsairs display on the battlefield.
37
2CP VOID STRIKE 1CP FIRE AND FADE
Corsairs Stratagem Corsairs Stratagem
This Stratagem may only be used once per battle in the You can use this Stratagem after a friendly ANHRATHE
Shooting phase, if your Army’s Warlord is a CORSAIR unit shoots in your Shooting phase. If you do so, the unit
PRINCE. Instead of shooting with your Warlord’s weapons can immediately move 8” as if it were the Movement phase
nominate an enemy unit within within 18” and line of sight (it cannot Advance as part of this move). However, it
to the Warlord that is not within 1” of any friendly units. The cannot charge in the same turn that it does so.
nominated unit suffers D6 mortal wounds
FOOLHARDY BRAVADO
1CP UNCANNY COORDINATION
2CP
Corsairs Stratagem Corsairs Stratagem
Nominate a friendly ANHRATHE INFANTRY unit:
Nominate an enemy unit within 6” but more than 1” away
until the end of the Shooting phase, that unit may fire
from an ANHRATHE CHARACTER. Any <COTERIE>
after advancing as if it had not moved.
CORSAIR NIGHTWING or <COTERIE> CORSAIR
PHOENIX may re-roll hit rolls of 1 when shooting at that
target during the shooting phase.
38
1CP ZEPHYR STRIKE 1CP UTTER ERADICATION
Void Dragons Strategem Eldritch Raiders Stratagem
Nominate a VOID DRAGONS INFANTRY or BIKER Nominate an ELDRITCH RAIDERS INFANTRY unit
unit with the FLY keyword: that unit may Add 1 to hit rolls that is about to shoot or fire Overwatch at a VEHICLE
made with shooting attacks for this weapon against targets or MONSTER. Up to 5 models in that unit may throw a
with the FLY keyword for the rest of the turn. grenade instead of firing their other weapons.
1CP HEADLONG
INTO THE FRAY 1CP PINPOINT PRECISION
Sky Raiders Strategem Sunblitz Brotherhood Stratagem
Nominate a SKY RAIDERS INFANTRY or BIKER Nominate a single SUNBLITZ BROTHERHOOD
unit: that unit may add +1 to its Attack and Weapon Skill INFANTRY unit with the JET PACK keyword using the
characteristics for the rest of the turn if it successfully Skyborne Assault ability to deploy. You may deploy the
initiates a charge. nominated unit up to 6” away from an enemy unit, but
may not declare a charge in the same turn.
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PLUNDER OF THE VOID
If you army is led by a Corsair Warlord, then before the battle BALELIGHT
you may give one of the following items to an ANHRATHE Fashioned as sleek multi-barelled handguns, or ornate vambraces,
CHARACTER. Named characters already have one or more these weapons are exotic radiation lasers capable of melting through
artefacts, and cannot be given any of the following items. flesh and ceramite with equal ease. These single-use weapons are
greatly prized for use in boarding actions and hard fought assaults.
Note that some of these weapons replace one of the character’s
existing weapons. Where this is the case, if you are playing a
matched game or are otherwise using points values, you must still WEAPON RANGE TYPE S AP D
pay the cost of the weapon that is being replaced. Write down any Balelight 9” Pistol 3+D3 6 -3 D3
Plunder of the Void items your characters have on your army roster.
Abilities: This weapon may only be fired once per battle.
Model with a Laser Lance only. The Gift of Kurnous replaces this Model with a Lasblaster only. The Cloudreaper replaces this
model’s Laser Lance and has the following profile: model’s Lasblaster and has the following profile:
PRISMATIC SHIELD Model with a Neuro Disruptor only The Mindblighter replaces this
These unique arm mounted devices combine a miniaturized holo- model’s Neuro Distruptor and has the following profile:
field projector with the protective energies of a Shimmershield.
Corsair Captains often use these devices in boarding actions, WEAPON RANGE TYPE S AP D
shielding themselves and their retinue from enemy fire.
Mindblighter 12” Pistol 2 4 -4 2
INFANTRY model with a Shimmershield only. The Prismatic Abilities: If the target is a VEHICLE, this weapon has a Damage
Shield replaces the bearers Shimmershield and confers the of 1.
following abilities: The model wearing a Prismatic Shield gains a
4+ invulnerable save, and enemy units targeting the wearer with
shooting attacks must subtract 1 from their hit rolls. At the end of
the Shooting phase, nominate a friendly <COTERIE> INFANTRY
unit within 1” of the model equipped with the Prismatic Shield.
That unit receives a 4+ invulnerable save, and enemy units targeting
that unit with shooting attacks must subtract 1 from their hit rolls,
until the beginning of your next turn, unless the model equipped
with the Prismatic Shield moves further than 1” away from the
nominated unit, or is removed from the battle as a casualty.
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RAGECHILD MALAN’TAI’S LAMENT
Rumored to have been stolen from a prominent Archon’s weapon Crafted from Wraithbone shards stolen from the remains of
museum, the Ragechild is a perfectly balanced Power-Glaive, with a Craftworld Malan’tai, this Void Sabre emanates a more palpable
psychic amplifier embedded in the grip. In battle the weapon projects aura of suffering and menace than others of its kind. When wielded
the wielder’s hatred outwards, shattering the enemy’s mind before against Tyranids, for whom the Eldritch Raiders hold special enmity,
they can bring a blade to bear. the blade almost seems to guide itself.
SKYRAIDERS Model with a Power-Glaive only. The Ragechild ELDRITCH RAIDERS model with a Void Sabre only. Malan’tai’s
replaces this model’s Power-Glaive and has the following profile: Lament replaces this model’s Void Sabre and has the following
profile
WEAPON RANGE TYPE S AP D
Ragechild Melee Melee +2 -3 D3
WEAPON RANGE TYPE S AP D
Malan’tai’s Lament Melee Melee +2 -4 D3
Abilities: Each time the bearer fights, it can make 1 additional
attack with this weapon. All enemy units reduce their Leadership Abilities: Each time the bearer fights, it can make 1 additional attack
characteristic by 1 whilst they are within 6” of the bearer. with this weapon. You can re-roll failed wound rolls for attacks that
target a TYRANID unit.
FAOLCHÚ’S CHOSEN
The mechanics and artisans of the Corsair fleets obsess over THE VESTMENTS OF IRE
maximizing the performance of their craft. Faolchú’s Chosen is a This ornately decorated pistol harness contains a psychically actived
custom built Jetbike that has had its gravitic motors and control veins pickup that automatically readies a fresh weapon, allowing the
fine-tuned for exceptional acceleration. Many have died attempting bearer to unleash an unrelenting hail of pistol fire.
to master it.
STEELEYE REAVERS model with a Brace of Pistols only. The
Abilities: SUNBLITZ BROTHERHOOD Model with the BIKER Vestments of Ire replaces this model’s Brace of Pistols and has the
keyword only. The model riding Faolchú’s Chosen may add 2 their following profile:
Movement Characteristic and gains a 4+ Invulnerable save. In
addition enemy units targeting the rider with shooting attacks
must subtract 1 from their hit rolls. WEAPON RANGE TYPE S AP D
The Vestments of Ire 12” Pistol 6 * -1 1
THE SERPENT’S KISS Abilities: This weapon wounds on a 3+, unless targeting a
A unique Venomblade of exceptional lethality, this double-bladed VEHICLE or a TITANIC unit, in which case it wounds on a 6+.
weapon is said to have been constructed and wielded by Duke Sliscus Each time you make a wound roll of a 6+ for that weapon, that
himself. The faintest scratch from this weapon sends the victim’s hit is resolved with an AP of -2 instead of -1.
nervous system into excruciating agony.
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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.
1 TIME WEAVER:
Time Weaver has a warp charge value of 4. Select a friendly <COTERIE> INFANTRY or <COTERIE> BIKER unit within 12” of the
psyker. That unit may fire as if it not had moved Until the end of the Shooting phase.
2 WARP BLINK:
Warp Blink has a warp charge value of 7. Select a friendly <COTERIE> INFANTRY or <COTERIE> BIKER unit within 12” of the
psyker. Remove that unit from the battlefield and then set it up anywhere on the battlefield more than 9” away from any enemy units. That
unit counts as having moved for any rules purposes.
3 DISPERSION FIELD:
Dispersion Field has a warp charge value of 5. Select a friendly <COTERIE> INFANTRY or <COTERIE> BIKER unit within 12” of the
psyker - your opponent must subtract 1 from all hit tolls for ranged weapons that target that unit until your next Psychic phase.
4 PRECOGNISANCE:
Precognisance has a warp charge value of 6. Select a friendly <COTERIE> INFANTRY or <COTERIE> BIKER unit within 12” of the
psyker. You may add 1 to all hit rolls for that unit’s ranged weapons until your next Psychic phase.
5 REALITY RIPPLE:
Reality Ripple has a warp charge value of 7. Choose an enemy unit within 18” of the psyker – until your next Psychic phase your opponent
must halve the Move characteristic of all models in that unit, and must roll 3D6 and pick the two lowest results when rolling for charge
distance.
6 WEBWAY MAZE:
Webway Maze has a warp charge value of 7. Select a unit of enemy INFANTRY within 18” and line of sight of the psyker. That unit may be
moved up to 2D6” in any direction from its current location, so long as it is more than 9” away from any friendly units and within line of
sight to the pysker. This Psychic Power may not be used to move a unit into impassible terrain.
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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 your models and the wargear they are equipped with to determine your army’s total points value.
HEADQUARTERS TROOPS
MODELS POINTS PER MODEL MODELS POINTS PER MODEL
UNIT UNIT
PER UNIT (does not include wargear) PER UNIT (does not include wargear)
Corsair Prince 1 70 Ghostwalker 5-10 8
Cloud Dancer Corsair Prince 1 95 Reaver 5-20 7
Baron 1 40 Felarch - 10
Cloud Dancer Baron 1 60 Skyreaver 5-10 7
Void Dreamer 1 70 Skyreaver Felarch - 10
HEAVY SUPPORT
ELITE
MODELS POINTS PER MODEL
MODELS POINTS PER MODEL UNIT
UNIT PER UNIT (does not include wargear)
PER UNIT (does not include wargear)
Balestrike Reaver 3-9 8
Voidstorm Band (Veteran Felarch) 3-9 10
Balestrike Felarch - 11
Malevolent 5-20 9
Corsair Fire Prism 1 140
Corsair Wasp Assault Walker 1-3 28
Corsair Fire Storm 1 125
Corsair Warp Hunter 1 160
Corsair Night Spinner 1 110
FAST ATTACK
MODELS POINTS PER MODEL
UNIT
PER UNIT (does not include wargear) FLYERS
Corsair Vyper 1-3 35 MODELS POINTS PER MODEL
UNIT
Corsair Hornet 1-3 50 PER UNIT (does not include wargear)
Cloud Dancer 3-9 17 Corsair Nightwing 1 100
Cloud Dancer Felarch - 20 Corsair Phoenix 1 160
LORDS OF WAR
DEDICATED TRANSPORTS MODELS POINTS PER MODEL
UNIT
MODELS POINTS PER MODEL PER UNIT (does not include wargear)
UNIT
PER UNIT (does not include wargear) Corsair Lynx 1 330
Corsair Falcon 1 100 Corsair Vampire Raider 1 1000
Corsair Venom 1 38 Corsair Vampire Hunter 1 1200
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RANGED WEAPONS SPECIAL WEAPONS
WEAPON POINTS PER ITEM WEAPON POINTS PER ITEM
Aeldari Long Rifle 3 Blaster 16
Laser Lance 8 Flamer 6
Twin Lasblaster 5 Fusion Gun 14
Twin Shuriken Catapult 2 Shredder 8
Twin Splinter Rifle 2
VEHICLE-MOUNTED WEAPONS
PISTOLS
WARGEAR POINTS PER ITEM
WEAPON POINTS PER ITEM Hornet Pulse Laser 25
Brace of Pistols 2 Twin Shuriken Cannon 17
Fusion Pistol 8 Twin Starcannon 24
Blast Pistol 7 Twin Bright Lance 28
Dissonance Pistol 6 Pulse Laser 0
Neuro Disruptor 5 Prism Cannon 0
Doomweaver 0
Firestorm Scatter Laser 0
GRENADES Phoenix Pulse Laser 26
WEAPON POINTS PER ITEM Phoenix Missile Array 0
Plasma Grenades 0 Nightfire Missile Aray 0
Melta Bombs 0 D-Flail 0
Lynx Pulsar 0
Sonic Lance 0
SMALL ARMS Twin Pulse Laser 0
Twin Vampire Pulsar 0
WEAPON POINTS PER ITEM
Splinter Rifle 0
Shuriken Catapult 0 MELEE WEAPONS
Lasblaster 3
WEAPON POINTS PER ITEM
Shardcarbine 2
Keelscythes* 2/5
Void Sabre 9
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`
TACTICAL OBJECTIVES
If your army is led by a Corsairs 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 Corsairs player generates a Capture and Control objective (numbers 11-16), they instead generate the
corresponding Corsairs Tactical Objective, as shown below. Other Tactical Objectives (numbers 21-66) are used normally.
11 MARKED TARGET
Score 1 victory point if at least one enemy CHARACTER unit was destroyed this turn. Score an additional D3 victory points if that
CHARACTER was destroyed during the Fight phase.
13 ORBITAL DEATH
Score 1 victory point if at least one enemy unit was destroyed by a unit that deployed using the Skyborne Assault ability or Void Burner to
deploy this turn.
14 TOWERING ARROGANCE
Score 1 victory point if an enemy unit declares a charge against an ANHRATHE INFANTRY unit and fails to get a model within 1”.
15 TREASURE HUNTERS
When this Tactical Objective is generated, your opponent must nominate one objective marker from their army. Score 1 victory point if you
control this objective marker.
16 A PERSONAL VENDETTA
Score D3 victory point if your Warlord killed least one enemy CHARACTER during the Fight phase this turn. Score an additional D3
Victory Points if that was your opponent’s Warlord.
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