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Games Workshop - Warhammer 40,000 - Kill Team: Corsair Voidscarred

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Swift Hunter: Each time this operative performs a Charge action or moves as a result of the Deadly Ambush Tactical Ploy, it can move an additional for that action or ploy. To manifest the psychic power, you must first pass a Psychic test. The opposing player can then select one of their PSYKER units that is within 24" of the PSYKER unit attempting to manifest the power and attempt to deny that power before its effects are resolved by passing a Deny the Witch test. A Corsair Voidscarred Kill Team contains 1 Leader and 8 Corsair Voidscarred operatives that you can choose from the options described below. Before you start gluing models together, note that you can’t have a Gunner and a Heavy Gunner in the same kill team! Voidscarred Felarch (Leader, 1 per kill team) At a budget-friendly price of just 50 points for a basic squad of 5, they’re great for capturing isolated objectives while the main army tussles over the centre. If you need to slug it out in a more traditional firefight, they can swap their swords for long-ranged shuriken rifles and bury enemy hordes in a hail of razor-sharp discs. What’s more, they have both the Asuryani and Drukhari keywords, and can fight for either – and if that’s not flexible we don’t know what is! Honestly, Corsairs are still paying for their previous sins from the Doom of Mymerea book, and their role as cheap filler in Ynnari armies. You might fight your way to the mid-tables with this list (and annoy all the TO’s as you try to wedge your terrain onto a table). but this army remains a meme. Like the Ynnari, the Corsairs remain a half-army that GW doesn’t know quite what to do with. Their aesthetic and place in the lore is great but (beyond a brief time in the sun in 7th ed) this has never translated to great rules. I think GW (or God forbid, FLG) should give Wave Serpents, Falcons and Venoms the “Anhrathe” keyword. This army isn’t going to dominate the meta and this change would not impact other armies in any way. I would like to see more HQ options too, but forcing you to take Yriel might also limit their ability to unintentionally dominate the meta too.

But what about Warhammer 40,000? As with the Sisters Novitiate before them , the Voidscarred will have full rules for the tabletop, able to be deployed alongside Aeldari and Drukhari armies. Unlike their dark kin, Eldar Corsairs do not suppress their psychic abilities. [21] Relations with other AeldariThe Mistfield can only be taken by the Felarch. It grants a 5+ invulnerable save to any friendly operative as long as that operative is within 2 inches of the Felarch. Lodestar Helm Not only is Soul Heal great for keeping your Corsairs in the fight for longer, it’s perfect for restoring an injured fighter to full capacity. If an operative has fewer than half of their wounds remaining, they suffer penalties to their Movement, Ballistic Skill and Weapon Skill characteristics – pump a Voidscarred Warrior full of healthy soul energy, and watch them regain their vim and vigour. The Way Seeker is one of two psykers in the Voidscarred Kill Team, but it’s the only one that can actually manifest psychic powers. It can even manifest two in one turn, but remember that you have to roll a dice before attempting the second one. If you roll a 1 or 2, your Way Seeker suffers 3 mortal wounds instead of manifesting a psychic power, but on a 3+, you can go ahead and cast your second power in one activation. The Voidscarred kill team has the Recon and Seek and Destroy archetypes, granting it access to the corresponding Tac Ops in the Core Book. In addition to those, the kill team also has access to the following faction-specific Tac Ops. Flawless Raid

Like all Voidscarred operatives, the Felarch has an Action Point Limit of 2, a move of 3 Circle/3×2 inches and a 4+ Save. This generally means that he’s not a tank you can just drop into a prolonged melee with a Space Marine.

My Team

Voidscarred ( Kurnite Hunter • Kurnathi • Shade Runner Starstorm Duelist • Fate Dealer) Voidstorm Squad • Voidstorm Band • Malevolent Band • Wasp Squadron I seized initiative and opened the game with a move I’m still not sure is good, but is definitely funny and ended up shaping the rest of our final game. There are many bands of so-called Corsairs scattered across the galaxy, and all are savage and deadly raiders. Outcasts from the strict confines of the Craftworlds, the Corsairs live in self-imposed exile, seeking to explore the galaxy and experience the full gamut of emotion and sensation accessible to the Eldar’s sensitive psyche. Most are young and adventurous Eldar who will eventually return to their homes older, wiser and tempered by warfare. Some, however, embrace the raider’s life completely and fall further still, becoming ever more bloodthirsty and psychotic, indulging their darkest impulses and eventually seeking out the infamous Dark City. [Needs Citation] Some weapons have ‘Blast’ listed in their profile’s abilities. These are referred to as Blast weapons. In addition to the normal rules, the following rules apply to Blast weapons: My feeling is that this was another great learning game for both of us – in the prior round we had both faced off against finalists-to-be, whereas we were both relatively green. Wolfgang ultimately took the win 22-14, running away with Tac Ops in the latter turning points and leaving me with not much to counter him.

There are also lots of guns, from a mighty shuriken cannon to an exotic neuro disruptor. There are countless ways to equip your Aeldari, and you could even head down a radical path to outfit your Ordo Xenos Inquisitor – there’s already precedent with Kyria Drax us.* Generally speaking, Corsairs have 6” movement, 8 wounds, a 4+ save, 3 DF, and APL 2. They tend to hit on a 3+, and thanks to Aeldari Raiders and some of the faction’s ploys, can manage a surprising amount of movement per turning point. Warriors come with either a Shuriken Pistol and power weapon or a Shuriken rifle, pistol, and fists. The shuriken weapons haven’t changed from the Compendium and neither have power weapons, so this is more a ranged vs. melee loadout choice, though you won’t need to take a Warrior on any given team since there are enough unique options to fill a fire team when you add in the gunner/heavy gunner. If you look at the Tac Ops of the Voidscarred Kill Teams, they’re very much about getting close to the enemy as well: Opportunists requires you to get close to where your enemies drop dead, and Soul Guard even gives you a way of scoring Victory Points when your operatives are incapacitated if their friends can get to where they fell. The Voidscarred Kill Team is an advanced kill team to play in the sense that, while much of its weaponry and abilities are focused on close quarters combat (especially Shuriken Pistols and Power Weapons), the operatives in the team aren’t particularly durable.This incredible kit is available to buy separately at last, so let’s look at all the delicious accessories you’ll find inside. These three sprues are a treasure trove of Aeldari bits that you can use to personalise your Kill Team, add flair to pointy-eared troopers of any faction , and even snag for other projects. I will be keeping a look out for future Kill Team events in the hopes to continue improving and playing. Seriously, that’s a LOT of wargear options. If you take a unit with a Way Seeker you’ll also have access to the Runes of Fate discipline, too. There’s also the Soul Weaver who can help with keep the unit alive, and then there’s the Shade Runner who’s got a nasty ability, too:

A Voidscarred Kill Team consists of 9 Operatives: 1 Voidscarred Felarch, who acts as the team leader, and 8 additional operatives chosen from a list. Voidscarred Warriors are the teams rank-and-file, and you can have as many of those as you like, while you get up to one Voidscarred Gunner carrying a blaster or shredder, or one Heavy Gunner with a shuriken cannon or wraith cannon. You can’t take two gunners on the same team. The Generic Operatives There’s also a brand new Battle Report between the Grey Knights and the Aeldari. We already know that the mighty Avatar of Khaine is almost unstoppable. How will the legendary daemonhunters fare against one? Last week was huge for Aeldari reveals – including the giant new Avatar – but none was as unexpected as the arrival of Corsairs in War Zone Nachmund. While they’ve been a part of Warhammer 40,000 since the very beginning, they’ve not often been major players. That’s all changing with the upcoming Kill Team: Nachmund boxed set, which brings the first-ever plastic Corsairs.Unique actions are actions detailed on an operative’s datacard that only they can perform, such as the Dakka Dash action found on the example datacard. Soul Weavers have a different approach. These spacefaring mystics are draped in spirit stones, but they’re not just accessorising with their outfit* – they wield the power and knowledge of the Aeldari souls stored within (both friend and foe), to enhance the abilities of friendly operatives. And they just might be the best support operative in Kill Team . Now, while the Shuriken Cannon is definitely a good weapon, the Wraithcannon is something that was missing in the Gunner weapons profile, but in a mega-version: it’s basically a really big meltagun, and that’s something you’ll definitely want in your kill team. The Action Point cost of firing it is pretty high, but with the free Dash action you get every activation, it’s not too bad. Voidscarred Starstorm Duellist (1 per kill team) The Voidscarred Gunner can choose between two different ranged weapons combined with the Fists melee weapon and a Shuriken Pistol: The Blaster has Armour Penetration 2 and 6 critical damage, and the Shredder does damage to all enemies within a Blast range of Circle/2 inches but with 3 normal and 4 critical damage. This scores you 1 Victory Point at the start of the first Turning Point after the second where you have more Victory Points than your opponent, and another Victory Point at the subsequent Turning Point if you still have a higher score. Soul Guard

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