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This document summarizes the roster and leader options for a Corsair Voidscarred kill team in Warhammer 40,000: Kill Team. It details the abilities and weapons for the Felarch leader, including its APL, GA, DF, and SV stats. The abilities provide bonuses like extra movement and activating a second operative after its turn. Its weapons include a neuro disruptor with AP1 and Stun properties and a power weapon with Lethal 5+ for the leader.

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0% found this document useful (0 votes)
26 views

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This document summarizes the roster and leader options for a Corsair Voidscarred kill team in Warhammer 40,000: Kill Team. It details the abilities and weapons for the Felarch leader, including its APL, GA, DF, and SV stats. The abilities provide bonuses like extra movement and activating a second operative after its turn. Its weapons include a neuro disruptor with AP1 and Stun properties and a power weapon with Lethal 5+ for the leader.

Uploaded by

MorkBorg
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
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3 (Warhammer 40,000: Kill Team (2021))

Roster (Corsair Voidscarred)

Configuration

Game Type
Selections: Matched

Categories: Configuration

Leader

Felarch
Categories: CORSAIR VOIDSCARRED, Aeldari, Anhrathe, Leader, Voidscarred Felarch
Abilities: Aeldari Raiders, Coordinated Strike, Operative: Felarch

Power weapon and neuro disruptor


Selections: Neuro disruptor, Power weapon
Rules: APx, Lethal x, Rng x, Stun

Weapons: ⌖ Neuro disruptor, ⚔ Power weapon (Leader)

Abilities Ability Ref

Aeldari
Each time this operative is activated, it can perform a free Dash action during that activation.
Raiders

Coordinated
Strike
operative Visible to and within
ready friendly operative.

Each time this operative is activated, you can select one ready friendly CORSAIR VOIDSCARRED
of this operative. After this operative's activation ends, activate that

Operative M APL GA DF SV W Ref

Felarch 3⬤ 2 1 3 4+ 9

Weapons A WS/BS D SR ! Ref

⌖ Neuro disruptor 4 2+ 4/5 Rng ⬟, AP1 Stun

⚔ Power weapon (Leader) 4 2+ 4/6 Lethal 5+ -

Selection Rules
APx: Each time a friendly operative makes a shooting attack with this weapon, subtract x from the Defence of the target for that shooting attack. x is
the number after the weapon's AP, e.g. AP1. If two different APx special rules would be in effect for a shooting attack, they are not cumulative - the
attacker selects which one to use. ()
Lethal x: Each time a friendly operative fights in combat or makes a shooting attack with this weapon, in the Roll Attack Dice step of that combat or
shooting attack, your attack dice results of equal to or greater than x that are successful hits are critical hits. x is the number after the weapon's
Lethal, e.g. Lethal 5+. ()
Rng x: Each time a friendly operative makes a shooting attack with this weapon, only operatives within x are a valid target. x is the distance after the
weapon's Rng, e.g. Rng ⬟. All other rules for selecting a valid target still apply. ()
Stun: Each time a friendly operative makes a shooting attack with this weapon, in the Roll Attack Dice step of that shooting attack, if you retain any
critical hits, subtract 1 from the target's APL.

Each time a friendly operative fights in combat with this weapon, in the Resolve Successful Hits step of that combat:
- The first time you strike with a critical hit, select one of your opponent's normal hits from that combat to be discarded.
- The second time you strike with a critical hit, subtract 1 from the target's APL. ()

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