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RED CORSAIRS
Raiders of Maelstrom
Written by Daniel Stempien
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General Rules
Red Corsairs don't worship any particular Chaos God so therefore they cannot take any Mark of Chaos. Theonly exception is Sorcerer Red Librarian who can take Mark of Tzeentch.Red Corsairs units can take Icon of Chaos Glory, which allows them to cast three d6 dices (instead of two asusual) during any morale/leadership tests and discard highest one. When icon bearer is killed all the effects ofthe icon are lost.
All non-vehicle units have Combat Tactics Rule and Tactical Squads have also Combat Squad Rule seebelow.Combat Tactics Rule unit may choose to automatically fail any morale test it is called upon to take.Combat Squads Rule a number of ten-man (twenty-man) Tactical Squad unit may break down into two five-man (ten-man) units. The decision to split unit must be taken during unit deployment. Both combat squads canbe deployed in various locations. Each combat squad counts as separate unit (each of them counts as 1KP and of total VP of the original unit before split into combats squads:example 1: player decides to split 10-man Red Corsairs Tactical Squad worth of 200 points into two 5-mancombat squads. From now on they are worth of 100 points each.example 2: player decides to split 10-man Red Corsairs Tactical Squad worth of 201 points into two 5-mancombat squads. From now on one combat squad is worth of 100 points and other 101 points.
HQ
Huron Blackheart - 200 points
WS BS S T W I A Ld Sv
6 5 5 5 3 5 4 10 3+
Unit type: infantry
Wargear - Tyrant's Claw, Power Weapon, Krak/Frag Grenades, Personal Icon, Power Armour, Hamadrya
Special Rules - Unique, Independent Character, Fearless, Invulnerable Save 4+Tyrant's Claw counts as power fist that incorporates a built-in heavy flamerOath of Loyalty if Huron is taken as HQ, all non-vehicle units automatically pass regroup tests, and cantakesuch a tests even if the squad has been reduced to less than half of strength by casualties, hovever all othercriteria apply.Hamadrya Hamadrya is treated as familiar with this exception that it makes Huron a psyker and gives himWarptime psychic power.
Corpse Master Lord Garreon Chief Apothecary - 160 points
WS BS S T W I A Ld Sv
5 5 4 5 3 5 3 10 3+
Unit type: infantry
Wargear - Venomous Axe (Power Weapon, Poison 4+), Venom Pistol (Poison 2+, AP -, Assault 3), Krak/FragGrenades, Personal Icon, Apothecaries Tools, Power Armour
Special Rules - Unique, Independent Character, Corpse Masters Narthecium all units within 6'' of CorpseMaster (including himself) have feel no pain universal special rule.
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Lord Captain - 80 points
WS BS S T W I A Ld Sv
6 5 4 5 3 5 3 10 3+
Unit type: infantry
Wargear Bolt Pistol, Close Combat Weapon, Krak/Frag grenades, Power Armour
Options:
may replace bolt pistol with plasma pistol for 15 points may replace close combat weapon with one of the following:power weapon - 15 points, power fist - 20
points, pair of lightning claws 30 points, daemon weapon 35 points (daemon weapon counts as twohanded power weapon which gives bearer +1S and +d6 attacks. Roll d6 each time model is about toattack. If the result is 1, model may not make attack this round and suffers one wound with no armoursaves allowed
may take one of the following: twin-linked bolter 5 points, combi-weapon 10 points may take any of the following: melta-bombs 5 points, personal icon 5 points may take one of the following: jump pack/wings 20 points, bike 30 points may instead replace all wargear with Terminator armour, twin-linked bolter and power weapon for 30
points. In this case he may choose options from following list:
personal icon 5 points may replace twin-linked bolter with combi-weapon 10 points may replace power weapon with one of the following: power fist 10 points, chainfist 15 points,
daemon weapon 25 points may replace twin-linked bolter and power weapon with pair of lightning claws 10 points
Special Rules - Independent Character, Fearless, Invulnerable Save 5+
Sorcerer - Red Librarian - 90 points
WS BS S T W I A Ld Sv
5 5 4 4 3 5 3 10 3+
Unit type: infantry
Wargear Bolt Pistol, Force Weapon, Krak/Frag grenades, Power Armour
Options:
Sorcerer is a psyker and must take one of the following psychic powers: Doombolt 10 points Warptime 25 points Wind of Chaos 30 points Gift of Chaos 30 points Bolt of Tzeentch 25 points only Sorcerers with Mark of Tzeentch
May take Mark of Tzeentch for 30 points increase invulnerable save by +1 (up to max 4+) and allowspsyker to choose and use two powers instead of one
may take any of the following: melta-bombs 5 points, personal icon 5 points, familiar 5 points (eachfamiliar allow Sorcerer to choose (not to use however) additional psychic power)
may replace bolt pistol with plasma pistol 15 points may take one of the following: jump pack/wings 20 points, bike 30 points
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may instead replace all wargear with Terminator armour, twin-linked bolter and force weapon for 15points. In these case he may not be given these options: plasma pistol, melta-bombs, jump pack/wings,bike. All other options are allowed with additional combi-weapon for 10 points.
Special Rules - Independent Character, Psyker, Invulnerable Save 5+
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TROOPS
Red Corsairs Tactical Squad 15 points/model, 5-20 models/squad
WS BS S T W I A Ld Sv
Red Corsair 4 4 4 4 1 4 1 9 3+
Champion 4 4 4 4 1 4 2 10 3+
Unit type: infantry
Wargear Bolter, Bolt Pistol, Close Combat Weapon, Krak/Frag grenades, Power Armour
Options: one model may be upgraded to Champion 15 points
he may replace his bolter with twin-linked bolter 5 points or combi-weapon 10 points he may replace close combat weapon with power weapon 15 points or power fist 25 points he may replace his bolt pistol with plasma pistol 15 points he may take melta-bombs 5 points
one model may take Icon of Chaos Glory for 10 points
one Red Corsair may replace bolter with one of the following: flamer 5 points, meltagun 10 points,plasmagun 15 points. If squad counts ten a second Red Corsair can replace his bolter with one fromthe following: flamer 5 points, meltagun 10 points, plasmagun 15 points, missile launcher 10points, heavy bolter 10 points, autocannon 10 points, lascannon 20 points.If squad counts 20 models another Red Corsairs may take a special weapon from one above forrespective point cost.
Special Rules Combat Tactics, Combat Squads
Transport ten model squad may take Rhino as dedicated transport
Red Corsairs Assault Squad 17 points/model, 5-20 models/squad
WS BS S T W I A Ld Sv
Red Corsair 4 4 4 4 1 4 1 9 3+
Champion 4 4 4 4 1 4 2 10 3+
Unit type: infantry
Wargear Bolt Pistol, Close Combat Weapon, Krak/Frag grenades, Power Armour
Options: one model may be upgraded to Champion 15 points
he may replace close combat weapon with power weapon 15 points or power fist 25 points
he may replace his bolt pistol with plasma pistol 15 points he may take melta-bombs 5 points
one model may take Icon of Chaos Glory for 10 points up to two Red Corsairs may take one of the following: flamer 5 points, meltagun 10 points,
plasmagun 15 points. ten-man squad may take rhino as dedicated transport
Special Rules Furious Charge, Combat Tactics
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ELITE
Red Corsairs Terminators 30 points/model, 3-10 models/squad
WS BS S T W I A Ld Sv
Red Corsair 4 4 4 4 1 4 2 10 2+
Champion 4 4 4 4 1 4 3 10 2+
Unit type: infantry
Wargear Twin-linked bolter, Power Weapon, Terminator Armour
Options: any model may be upgraded to Champion 10 points one model may be given Icon of Chaos Glory 10 points any model may replace his power weapon with one of the following: power fist 10 points, chainfist 15
points any model may replace his twin-linked bolter and power weapon with pair of lightning claws 10 points any model may replace his twin-linked bolter with combi-weapon 5 points
one model may replace his twin-linked bolter with heavy flamer 5 points or reaper autocannon 10points. If squad counts ten models another model can take one of above.
up to two models may replace their twin-linked bolter and power weapon with thunder hammer andstorm shield (which increases bearers invulnerable save by 1 up to max 4+)
Special Rules Combat Tactics, Deadly StrikeDeadly Strike whenever unit may arrive from Deep Strike player can decide either he wants unit to enterbattlefield or postponed it for next round. However next round player must roll d6 again to check if unit can enterbattlefield again (all other rules for Deep Strike apply)
Transport the squad may take Land Raider or Drop Pod as dedicated transport
Red Corsairs Dreadnought 90 points/model
WS BS S I A Front Side Rear
4 4 6(10) 4 3 12 12 10
Unit type: vehicle (walker)
Wargear smoke launchers, searchlight, dreadnought close combat weapon with incorporating twin-linkedbolter in one arm
Options:
The other arm must be armed with one from the following: twin-linked autocannon 20 points twin-linked lascannon 35 points twin-linked heavy bolter 15 points multi-melta 10 points plasma cannon 15 points an additional dreadnought close combat weapon incorporating twin-linked bolter for 10 points or heavy
flamer 15 points. This will add +1 attack to the profile above may have extra armour 15 points single twin-linked bolter may be replaced with heavy flamer 5 points
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Transport Dreadnought may take Drop Pod as dedicated transport
Red Corsairs Chosen Ones 18 points/model, 5-10 models/squad
WS BS S T W I A Ld Sv
Red Corsair 4 4 4 4 1 4 1 10 3+
Champion 4 4 4 4 1 4 2 10 3+
Unit type: infantry
Wargear Bolter, Bolt Pistol, Close Combat Weapon, Krak/Frag grenades, Power Armour
Options: one model may be upgraded to Champion 10 points one model may take Icon of Chaos Glory for 10 points any model may take melta-bombs 5 points one model may replace bolter with one of the following: flamer 5 points, meltagun 10 points,
plasmagun 15 points, missile launcher 20 points, heavy bolter 15 points, heavy flamer 15points,autocannon 20 points, lascannon 35 points up to four models may choose one of the following four options:
either replace bolt pistol with plasma pistol for 15 points per model or replace close combat weapon with power weapon for 15 points per model or power fist for 25
points per model or replace bolt pistol and close combat weapon with pair of lightning claws for 20 points per model or replace bolter with one of the following: flamer 5 points, meltagun 10 points, plasmagun 15
points, twin-linked bolter 5 points, combi-weapon 10 points
Special Rules Infiltrate, Combat Tactics
Transport squad may take Rhino or Drop Pod as dedicated transport
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FAST ATTACK
Red Corsairs Bikers 25 points/model, 3-10 models/squad
WS BS S T W I A Ld Sv
Red Corsair 4 4 4 4(5) 1 4 1 9 3+Champion 4 4 4 4(5) 1 4 2 10 3+
Unit type: bikes
Wargear Bolt Pistol, Close Combat Weapon, Krak/Frag grenades, Power Armour, Chaos Bike with Twin-Linked Bolter
Options: one model may take Icon of Chaos Glory for 10 points one model may be upgraded to Champion 15 points
he may replace his close combat weapon with one of the following: power weapon 15 points,power fist 25 points
he may replace his bolt pistol with plasma pistol 15 points he may have melta-bombs
up to two Bikers may replace they close combat weapon with on of the following: flamer 5 points,meltagun 10 points, plasmagun 15 points
Special Rules One squad may be upgraded with Scout Universal Special Rule for 10 points per model,Combat Tactics
Red Corsairs Raptors 20 points/model, 5-10 models/squad
WS BS S T W I A Ld Sv
Red Corsair 4 4 4 4 1 4 1 9 3+Champion 4 4 4 4 1 4 2 10 3+
Unit type: jump infantry
Wargear Bolt Pistol, Close Combat Weapon, Krak/Frag grenades, Power Armour
Options: one model may take Icon of Chaos Glory for 10 points one model may be upgraded to Champion 15 points
he may replace his close combat weapon with one of the following: power weapon 15 points,power fist 25 points
he may replace his bolt pistol with plasma pistol 15 points
he may his bolt pistol and close combat weapon with pair of lightning claws 25 points he may have melta-bombs
up to two Raptors may replace they close combat weapon with on of the following: flamer 5 points,meltagun 10 points, plasmagun 15 points, plasma pistol 15 points
Special Rules One squad may be upgraded with Scout Universal Special Rule for 10 points per model,Combat Tactics
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HEAVY SUPPORT
Obliterator Cult 75 points/model, 1-3 models/squad, 0-1 choice
WS BS S T W I A Ld Sv
4 4 4 4 2 4 2 9 2+
Unit type: infantry
Wargear: single power fist Obliterator weapons (once per turn one of the following: lascannon, multimelta, plasma cannon, twin-
linked plasmagun, twin-linked-meltagun, twin-linked flamer)
Special Rules Fearless, 5+ Invulnerable Save, Slow and Purposeful, Deep Strike
Red Corsairs Land Raider 220 points, 0-1 choice
BS Front Armour Side Armour Rear Armour
4 14 14 14
Unit type: vehicle (tank)
Wargear: two sponson-mounted twin-linked lascannons one hull-mounted twin-linked heavy bolter searchlight smoke launchers
Options:
dozer blade 5 points extra armour 15 points daemonic possession 20 points one of the pintle-mounted weapons: twin-linked bolter 5 points, combi-weapon 10 points, havoc
launcher 15 points
Transport: ten models. Models in Terminator armour counts as two models.
Fire points: 0
Access Points: front access ramp and hatches on each side of the hull
Special Rules: Assault Vehicle
Red Corsairs Defiler 150 points, 0-1 choice
WS BS S I A Front Side Rear
3 3 6(10) 4 3 12 12 10
Unit type: vehicle (walker)
Wargear:
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hull-mounted battlecannon reaper autocannon twin-linked heavy flamer two dreadnought close combat weapons (extra attack already included in profile above) daemonic possession searchlight smoke launchers
Options: heavy flamer can be replaced with close combat arm (+1A) for free or havoc launcher 5 points reaper autocannon can be replaced with close combat arm (+1A) for free or twin-linked heavy bolterfor
free or twin-linked lascannon for 20 points
Special Rules: Fleet
Red Corsairs Predator 70 points
BS Front Armour Side Armour Rear Armour
4 13 11 10
Unit type: vehicle (tank)
Wargear: turret-mounted autocannon searchlight smoke launchers
Options: upgrade turret's autocannon to twin-linked lascannon 35 points take side sponsons with heavy bolters 30 points or lascannons 60 points dozer blade 5 points extra armour 15 points
daemonic possession 20 points one of the pintle-mounted weapons: twin-linked bolter 5 points, combi-weapon 10 points, havoc
launcher 15 points
Red Corsairs Vindicator 125 points, 0-1 choice
BS Front Armour Side Armour Rear Armour
4 13 11 10
Unit type: vehicle (tank)
Wargear: hull-mounted demolisher cannon searchlight smoke launchers dozer blade
Options: extra armour 15 points daemonic possession 20 points one of the pintle-mounted weapons: twin-linked bolter 5 points, combi-weapon 10 points, havoc
launcher 15 points
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DEDICATED TRANSPORTS
Red Corsairs Rhino 35 points
BS Front Armour Side Armour Rear Armour
4 11 11 10
Unit type: vehicle (tank)
Wargear: twin-linked bolter searchlight smoke launchers
Options: extra armour 15 points daemonic possession 20 points dozer blade 5 points one of the pintle-mounted weapons: twin-linked bolter 5 points, combi-weapon 10 points, havoc
launcher 15 points
Transport:: ten models. Models in Terminator armour cannot be transported in Rhino
Fire points: 1 large hatch on the top of the hull which allows to fire two Red Corsairs.
Access Points: 3 rear hatch and hatches on each side of the hull
Special Rules: Repair
Red Corsairs Drop Pod 55 points, 0-1 choice
BS Front Armour Side Armour Rear Armour4 12 12 12
Unit type: Open-topped
Wargear: reaper autocannon
Transport:: twelve models or Drednought. Models in Terminator armour counts as two models.
Fire points/Access Points: once landed Drop Pod is counted as open-topped
Special Rules: Drop Pod Assault units making drop pod assault arrive in first turn but may not assault that turn.
If Drop Pod scatter om impassable terrain or on other unit reduce the scatter distance by the minimum requiredto avoid obstacle, Immobilized once entered a battle, Drop Pod counts as immobilized vehicle.
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WARGEAR
Heavy Weapons
Weapon Range Strength Ap Type
Autocannon 48'' 7 4 Heavy 2
Heavy Bolter 36'' 5 4 Heavy 3
Heavy Flamer Template 5 4 Assault 1
Lascannon 48'' 9 2 Heavy 1
Multi-melta 24'' 8 1 Heavy 1, Melta
Plasma Cannon 36'' 7 2Heavy 1, Blast,
Get's Hot!
Reaper Autocannon 36'' 7 4Heavy 2, Twin-
linked
Ranged Weapons
Weapon Range Strength Ap Type
Bolter 24'' 4 5 Rapid Fire
Bolt Pistol 12'' 4 5 Pistol
Flamer Template 4 5 Assault 1
Meltagun 12'' 8 1 Assault 1, Melta
Plasma Gun 24'' 7 2 Rapid Fire,Get's Hot!
Plasma Pistol 12'' 7 2 Pistol, Get's Hot
Combi-weapon combi-flamer, combi-plasma, combi-melta may shoot as a bolter or otherweapon. The bolter may fire every turn, but the other weapon may only be used once per
battle. It can't be fire both the same turn.
Special Equipment
Equipment Description
Chaos BikeSee the Warhammer 40000 Rulebook for details, fitted with twin-
linked bolter as standard.
FamiliarSorcerer with a Familiar may be given one psychic power more than
normal.
Frag/Krak Grenades See the Warhammer 40000 Rulebook for details.
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Jump Pack See the Warhammer 40000 Rulebook for details
Melta-bomb See the Warhammer 40000 Rulebook for details
WingsModels equipped with Wing move like jump infantry and can arrive
on battlefield via Deep Strike.
Storm ShieldA model equipped with Storm Shield adds +1 to it's Invulnerable
SavePower Armour 3+ Armour Save
Terminator Armour2+ Armour Save, 5+ Invulnerable Save, models in Terminator
Armour have Relentless Universal Rule and may enter battlefield viaDeep Strike
Vehicle Armoury
Weapon Range Strength Ap Type
Battlecanon 72'' 8 3Ordnance 1,Large Blast
Demolisher Cannon 24'' 10 2Ordnance 1,Large Blast
Havoc Launcher 48'' 5 5Heavy 1, Blast,
Twin-linked
Daemonic PossessionVehicle ignores Crew Shaken and Crew Stunned results altogether
but it's BS is reduced to 3.
Dozer Blade
Vehicle equipped with dozer blade can re-roll difficult test when
driving up to 6''
Extra ArmourVehicle equipped with extra armour counts Crew Stunned result as
Crew Shaken instead.
Searchlight
Searchlight is used in Night Fighting. Vehicle still use Night Fightingrule when choosing a target but having fired at that target, will
illuminate it with searchlight. For the rest of Shooting phase anyother unit that fires at illuminated target doesn't follow Night Fighting
rule. However, a vehicle using searchlight can be targeted inenemy's following Shooting phase ignoring Night Fighting rule.
Smoke Launchers See the Warhammer 40000 Rulebook for details
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Psychic Powers
Psychic Power Description
Doombolt
Psychic test must be passed in order to use this power. May beused in Shooting Phase instead of other ranged weapon with
following profile:Range:18'' Strength 4 Ap 3 Assault 3
WarptimeUsed at the start of any Player's turn. If successful Psyker may re-
roll all to hit and to wound rolls.
Gift of Chaos
Used at the start of Player's turn. Psyker may be in close combat atthe time as target. Pick enemy model and make Psychic test. Ifsuccessful and target is within 6'' of the psyker roll d6. If d6 roll
score over target's Toughness, enemy model is removed ascasualty (no armor saves apply). Use models base Toughness and
a roll 6 is always treated as success regardless of enemy's
Toughness. Models with no Toughness value are unaffected.
Wind of Chaos
Psychic test must be passed in order to use this power. May beused in Shooting Phase instead of other ranged weapon and is
resolved as firing template weapon which wounds enemy models ona d6 roll of 4+, with no armour or cover saves allowed. Vehicles
touched by the template suffer glancing hit on a d6 roll of 4+.
Bolt of Change
Psychic test must be passed in order to use this power. May beused in Shooting Phase instead of other ranged weapon with
following profile:Range:24'' Strength 8 Ap 1 Assault 1