Elucidian Starstriders kt24
Elucia Vhane is a scion of a noble mercantile dynasty. Leaving behind her family’s operations in the galactic north, Vhane led her Elucidian Starstriders to the Eastern Fringe. Alongside her esoteric crew, the bold Rogue Trader seeks to eclipse the rich history of her ancestors with her own rise to glory – or die trying.
Elucia Vhane
APL
3
MOVE
6"
SAVE
4+
WOUND
8
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Heirloom Relic Pistol (Rng 8", PrcCrit1, Seek Light) | 4 | 3+ | 4/5 |
Monomolecular Cane-Rapier (Lethal 5+) | 4 | 3+ | 3/6 |
ABILITIES
Disruption Field
Digital Lasers
Merciless
Privateer Support Assets
Reputation To Maintain
Warrant Of Trade
ELUCIDIAN STARSTRIDER , IMPERIUM, LEADER, ELUCIA VHANE
Canid
APL
2
MOVE
8"
SAVE
5+
WOUND
7
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Vicious Bite (Rending) | 4 | 3+ | 3/4 |
ACTIONS
Gather (1 AP)
ABILITIES
Beast
Loyal Companion
Privateer Support Assets
ELUCIDIAN STARSTRIDER, IMPERIUM, CANID
Death Cult Executioner
APL
3
MOVE
6"
SAVE
5+
WOUND
8
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Dartmask (Rng 6", Lethal 5+, Silent, Stun) | 4 | 3+ | 1/1 |
Power Weapon (Lethal 5+) | 5 | 3+ | 4/6 |
ACTIONS
Trained Assassin (1 AP)
ABILITIES
Bladed Stance
Rapid Reflexes
Zealot
ELUCIDIAN STARSTRIDER, IMPERIUM, DEATH CULT EXECUTIONER
Lectro-Maester
APL
2
MOVE
6"
SAVE
4+
WOUND
8
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Voltaic Pistol (Rng 8", 1" Dev1, Rending) | 4 | 3+ | 4/4 |
Gun Butt | 3 | 4+ | 2/3 |
ACTIONS
Calibrate Voltagheist
ABILITIES
Missionary Of The Martian Creed
Voltagheist Array
ELUCIDIAN STARSTRIDER , IMPERIUM, LECTRO-MAESTER
Rejuvenat Adept
APL
2
MOVE
6"
SAVE
4+
WOUND
8
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Laspistol (Rng 8") | 4 | 4+ | 2/3 |
Scalpel Claw (Rending) | 3 | 4+ | 3/4 |
ACTIONS
Healing Serum (1 AP)
ABILITIES
Medic!
Normaliser Helm
ELUCIDIAN STARSTRIDER , IMPERIUM, MEDIC, REJUVENAT ADEPT
Voidmaster
APL
2
MOVE
6"
SAVE
5+
WOUND
8
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Artificer Shotgun | |||
- Close Range (Rng 6") | 4 | 3+ | 4/4 |
- Long Range | 4 | 5+ | 2/2 |
Relic Laspistol (Rng 8", Lethal 5+) | 4 | 3+ | 2/4 |
Gun Butt | 3 | 4+ | 2/3 |
ACTIONS
Uncompromising Fire (1 AP)
ABILITIES
Disciplinarian
Hardy
Privateer Support Assets
ELUCIDIAN STARSTRIDER , IMPERIUM, NAVIS, VOIDMASTER
Voidsman
APL
2
MOVE
6"
SAVE
5+
WOUND
7
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Lasgun | 4 | 4+ | 2/3 |
Rotor Cannon | |||
- Focused (Hvy (DashOnly), Rending) | 5 | 4+ | 4/5 |
- Sweeping (Hvy (DashOnly), Rending, Tor1") | 4 | 4+ | 4/5 |
Gun Butt | 3 | 4+ | 2/3 |
ABILITIES
Crewmen
Privateer Support Assets
ELUCIDIAN STARSTRIDER, IMPERIUM, NAVIS, VOIDSMAN
Strategic Ploys
Lethal Proximity
Balanced: Can re-roll one Attack die.
Quick March
Stake Claim
Accurate 1: You can retain 1 Attack Die as a normal success without rolling it.
Undaunted Explorers
Firefight Ploys
Combined Arms
Great Endurance
Survivalist
Well-Drilled
Equipment
Armoured Undersuit
Hot Shot Capacitor Pack
Improved Coordinates Uplink
Rapid Gunnery
Universal Equipment
Ammo Cache
Until the start of the next turning point, whenever this operative is shooting with a weapon from its datacard, you can re-roll one of your attack dice. An operative cannot perform this action while within control range of an enemy operative, if that marker is not yours, or if that marker has been used this turning point.
Razor Wire
Obstructing: Whenever an operative would cross over this terrain feature within 1" of it, treat the distance as an additional 1".
Comms Device
Mines
Light Barricades
Heavy Barricade
Ladders
- Wholly within your territory.
- Upright against terrain that is at least 2" tall.
- More than 2" from other equipment terrain features.
- More than 1" from doors and access points.
Portable Barricade
Protective: While an operative is in cover from this terrain feature, improve its Save stat by 1 (to a maximum of 2+).
Portable: This terrain feature only provides cover while an operative is connected to it and if the shield is intervening (ignore its feet). Operatives connected to the inside of it can perform the following unique action during the battle:
Move With Barricade (1 AP): The same as the Reposition action, except the active operative can move no more than its Move stat minus 2" and cannot climb, drop, jump, or use any killteam's rules that remove it and set it back up again (e.gh. HEARTHKYN SALVAGER Fly, MANDRAKE Shadow Passage).
Before this operative moves, remove the portable barricade it is connected to. After it moves, set up the portable barricade so it is connected again.
This action is treated as a Reposition action. An operative cannot perform this action while within control range of an enemy operative, or in the same activation in which it performed the Fall Back or Charge action.
Utility Grenade - Smoke
SMOKE GRENADE (1 AP):
- Place one of your Smoke Grenade markers within 6" of this operative. It must be visible to this operative, or on Vantage terrain of a terrain feature that is visible to this operative. The marker creates an area of smoke 1" horizontally and unlimited height vertically from (but not below) it.
- While an operative is wholly within an area of smoke, it is obscured to operatives more than 2" from it, and vice versa. In addition, whenever an operative is shooting an enemy operative wholly within an area of smoke, ignore the Piercing weapon rule unless they are within 2" of each other.
- In the Ready step of the next Strategy phase, roll one D3. Remove that Smoke Grenade marker after a number of activations equal to that D3 have been completed or at the end of the turning point (whichever comes first).
- An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.
Utility Grenade - Stun
STUN GRENADE (1 AP):
- Select one enemy operative visible to and within 6" of this operative. That operative and each other operative within 1" of it takes a stun test. For an operative to take a stun test, roll one D6: on a 3+, subtract 1 from its APL stat until the end of its next activation.
- An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.
Explosive Grenade - Frag
Name | A | BS | D | |
---|---|---|---|---|
Frag Grenade | 4 | 4+ | 2/4 | |
Special Rules | ||||
Rng 6", Blast 2", Saturate |
Explosive Grenade - Krak
Name | A | BS | D | |
---|---|---|---|---|
Krak Grenade | 4 | 4+ | 4/5 | |
Special Rules | ||||
Rng 6", Piercing 1, Saturate |
Recon
Confirm Kill
Reveal: The first time an enemy operative is incapacitated.
Additional Rules:
Whenever an enemy operative is incapacitated, before it is removed from the killzone, place one of your Confirm Kill mission markers within its control range.
Victory Points:
At the end of each turning point after the first, if a friendly operative controls one of your Confirm Kill mission markers, that marker is not contested by enemy operatives and no enemy operatives are that are within that friendly operative's control range, you can remove that marker to score 1VP, or 2VP if it was placed for an enemy operative with a wounds stat of 12 or more.
You can score a maximum of 2 VP from this op per turning point.
Recover Items
Reveal: At the start of the Set Up operatives step, before equipment is set up.
Additional Rules:
When revealed, your opponent places one of your Item mission markers on the centreline and one within 2" of your territory. You then place one more than 6" from your territory. In all cases, your Item mission markers must be 2" from other markers (including other item mission markers). Your operatives can perform the Pick Up Marker action on your Item mission markers after the first turning point.
Victory Points:
At the end of the fourth turning point, for each of your Item mission markers that both the Pick Up Marker action has been performed upon and friendly operatives control, you score 2VP. Note that it is not a requirement to be carrying those markers, but each of them must have been carried by friendly operatives at some point during the battle.
Plant Beacon
Reveal: The first time a friendly operative performs the Plant Beacon action.
Mission Action: Plant Beacon (1 AP)
Place one of your Beacon mission markers:
- Within the active operative's control range
- More than 4" from your drop zone
- More than 6" from your other Beacon mission markers
- With no part of it underneath Vantage terrain.
Victory Points:
Once per turning point after the first, whenever one of your Beacon mission markers is placed wholly within your territory, you score 1VP.
Once per turning point after the first, whenever one of your Beacon mission markers is placed wholly within your opponent's territory, you score 1VP.
Security
Contain
Reveal: When you first score VP from this op.
Victory Points:
At the end of each turning point after the first:
- If there are no enemy operatives wholly within your territory, you score 1 VP.
- If there are no enemy operatives wholly within 6" of your drop zone, you score 1 VP.
Secure Centre
Reveal: When you first score VP from this op.
Victory Points:
At the end of each turning point after the first:
- If the total APL of friendly operatives within 3" of the centre of the killzone is greater than that of enemy operatives, you score 1VP.
- If the total APL of friendly operatives on the centreline but more than 3" from the centre of the killzone is greater than that of enemy operatives, you score 1VP.
Take Ground
Reveal: When you first score VP from this op.
Victory Points:
At the end of each turning point after the first:
- In Killzone Volkus: if friendly operatives control any stronghold terrain features within your opponent's territory, you score 2VP; for each ruin (Large or small) terrain feature within your opponent's territory that friendly operatives control, you score 1 VP.
- In Killzone Gallowdark, for each access point you control that is on the centreline or within your opponent's territory that friendly operatives control, you score 1 VP.
- In any other kill zone, for each terrain feature with Heavy terrain within your opponent's territory that Friendly operatives control, you score 1 VP. You can score a maximum of 2VP form this op per turning point.
An operative contests a stronghold terrain feature it is wholly within. An operative contests all other terrain features within their control range, or while underneath a terrain feature's Vantage terrain. Friendly operative control each such terrain feature if the total APL stat of those contesting it is greater than that of enemy operatives.