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Eldar Corsair Codex

Author’s Note:

When the eldar first entered into the 40K background way back in the days of Rogue Trader, they did so, not as the aspect warriors and seers of the craftworlds, but as pirates and mercenaries. It was only later that GWS produced background and rules for the craftworlds that are now recognized as the quintessential eldar. This codex is many ways a throwback to the first eldar. Zoats, Exodites, Rouge Trader era equipment, and re-acquisition of dated fluff will all be found in this codex. I tried to remain true to the old background material from rouge trader, adding my own touches to make the dated fluff more suited to the current setting and filling in the holes to recreate the original eldar forces.

This is still a work in progress I am currently working on creating a prince, 3 lieutenants, 3 sergeants, a carnosaur, 5 buccaneers, a squad of exodite dragon knights, a squad of corsairs armed with lasblasters, and a 5 strong zoat squad; I currently have jetbikers, warwalkers, vypers, kroot, an artillery squad, and numerous guardians (corsairs) and rangers. Once I have some of my projects completed I will include pictures of them in my article. Hope you enjoy the codex.

Eldar Corsairs (Fluff)

The term "eldar corsair" is bestowed by the imperum in an attempt to classify a rather broad range of eldar, basically any space fairing eldar with either craftworld or exodite origins, but not under the direct authority of a craftworld or exodite world are assigned this title. Some corsairs maintain close ties with their worlds of origin while others are shunned by their homebound brethren. Some are merchants who only enter into conflict when other avenues have been exhausted; others are bloodthirsty bandits who engage in open piracy and xenocidal campaigns. All are driven by a lust of adventure and riches.

Corsairs are drawn from the eldar craftworlds and exodite planets. Many turn to the corsair fleets to escape from the ridged society of the craftworlds or the drudgery of the exodite lifestyle. These eldar seek wealth, prestige, and often excitement, but also for many, a conduit to unleash their desire to plunder and destroy. Oddly enough these pirate eldar often have a somewhat cordial relationship with the other races when compared to the craftworlds. Corsairs have a tendency to dismiss the pompous attitudes of other eldar and behave in a more permissive manner when dealing with the Mon-Keigh. Corsairs have a tendency to hire their services as mercenaries and many of human and many mon-keith lives were saved by their costly interventions.

A corsair ground force is composed of the war ready elements from the eldar fleet. Whether the force is drawn from a single ship or an armada is irrelevant as even a single cruiser can produce a small army of corsairs. Crews can be drawn from a single craftworld or exodite planet or be formed from all corners of the galaxy, being composed of a vast array of cultures. The leader of the corsairs is regarded as a prince whereas secondary ranks are noted as lieutenants. A prince is master of the fleet, the one who commands the flagship while the lieutenants are often captains of the companion vessels or other positions of authority aboard the flagship. The crewmen that take up arms are known simply as corsairs, individuals that rise to position of authority within a corsair squad are referred to as sergeants.

Princes often possess a flair for eccentric behavior, many take on companion creatures like the Besarife monkey, or a speech bird, or even the rare gyrinx. Some princes would even spare the room aboard their vessel to house and feed a giant carnosaurs, a native dragon local to the exodite planets. As controlling personality these unconventional princes dictate the course of the pirate fleet. This causes the corsair forces to drift towards tactics and equipment typically shunned, or not even conceived of, by other eldar. Some believe this behavior is due to rejecting the paths of the craftworlds, others blame the excessive contact with the younger races.

Many corsairs come from, or at the least are heavily influenced by, the craftworlds. Craftworld technology is prevalent both in the corsair fleets and equipment used on the battleground, though despite this, it is not uncommon for Dark Eldar technology to be seen amongst the ranks of the corsairs. While most corsairs do not have the resources of a craftworlds they often make heavy use of jetbikes, warwalkers, artillery pieces, and the basic armaments and armor derived from the craftworlds. The eldar of the craftworlds show little hesitation to trade their instruments of warfare to the corsairs, as the pirates often are able to acquire items that possess much value to them. While exodite worlds tend to lack the resources of their craftworld brethren, they too, are a large contributing component to many corsair fleets. Many corsairs take port of harbor on exodite worlds and the tales of adventure and exploits often entice many exodites to leave their planet and join the prince’s crew. Many exodites join with corsairs for several years in the hopes of exploring the galaxy before returning to their home world. As a result the fleet is often heavy influenced by the exodites. Many princes were once humble farmers from an obscure exodite world who join a fleet in their youth hoping quench a thirst for exploration and adventure for a few years only to find themselves committing their lives to the fleet, and rising to the pinnacle of authority within it.

As corsairs hail from the craftworlds and exodite planets they carry waystones to capture their souls upon their death. Most often the spirit stones of slain corsairs are returned to their homeland, but some remain with the corsair fleet for a time at least. It is not unknown for eldar battleships and cruisers to possess their own small infinity circuits to house the souls of departed corsairs. The spirits of their fallen comrades help guide their living brethren through their vessels. Corsairs trade the safety and security of the craftworlds and exodite planets for riches and adventure that is offered in the wilderness of space. But, the galaxy is full of dangers for those who brave it and the eldar are particularly vulnerable to the predators of the warp, more so then any other race. While corsairs are a foolhardy people even they will not practice seercraft while separated from the protections provide by their homelands. The corsairs make only very limited use of their psychic potential, and that is only to interact with their machinery, infinity circuits, and beasts used by the fleet. Anything more strenuous is an invitation for the predatation of the warp. Because of this, the corsairs lack individuals that are able to make extensive use of the warp such as farseers and warlocks.

Whereas craftworld military tactics emphasized the cohesion and mutual support of aspect squads, guardian auxiliary, and elegant vehicles; to corsairs take a different route and many princes embrace unsupported maneuvers focusing on individual tactics and squad level actions. While corsairs preserve the typical eldar attitude of initiating sudden attacks with overwhelming force, they also exhibit their characteristic individualism that lead them to the corsair path. Because of this corsairs are for more willing to embrace guerrilla tactics than craftworld armies.

While much of the technology utilized by corsairs comes from craftworlds and exodite planets, many corsairs have taken upon themselves to develop their own methods of production. There are a number of hidden space factories that are exclusively own and utilized by the corsairs. Some are even large enough to produce the Void Stalker Battleships. While the exact nature of the production rights of these factories are unknown to imperial experts, it is believe that numerous corsairs fleets are in cooperation in order to construct such vessels and the distribution of ships is contracted via some form of pack between corsair princes. These factories also produce an assortment of items of use to the corsairs, and foster the corsairs a level of autonomy from the craftworlds.

There are always rumors of pirate enclaves that the corsairs utilize. The imperium has only a few reported sightings of such space stations and dubbed them havenspires. Attacking such structures are deemed not to be worth the risks to imperial forces as the corsair presence in these stations, which would likely be multiple fleets, and the station’s own considerably defenses is quite a deterrent. The havenspire stations are always placed within or nearby stellar phenomenon that masks their presence, which the nimble eldar craft to exploit the environment to their full advantage. The havenspires are even thought to be able to evade confrontation by fleeing the region; others have suggested that the havenspires are so skilled at masking their presence that it only appears that they have vanished.

As mercenaries themselves the corsairs often find an unexpected ally in the kroot. This relationship may be due to the fact that both the corsairs and the kroot mercenaries are attempting to remove themselves from the an oppressively rigged society, be it the Kroot escaping from the tau’s controlling influence or an eldar divorcing themselves from the paths enforced by the craftworlds. Due to their common interests many corsairs are willing to engage in a mutually beneficial relationship with the kroot much to the annoyance of the tau. The zoats appeared in the galaxy fleeing from their mysterious slave masters. They sought out aid from the local inhabitants hoping for peaceful cohabitate. The Imperum consider them a threat and engaged a xenocidal campaign against the aliens, destroying their stone vessels and exterminating them in apparent totality. Somehow the zoats have survived, it was even rumored that it was an unnamed corsair prince who stewarded a number of them to safety, sneaking them from the eyes of the imperium and finding them a haven from both the imperium and their former masters. Whether this rumor is true or not it helps explain both how the zoats survived the imperials culling and their apparent loyalty they have to the corsairs. If there is a secret zoat colony hidden somewhere in the galaxy the corsairs keep that hidden even from their craftworld and exodite brethren. Zoats are highly prized by the corsairs as in addition to being staunchly local to the princes, their telepathy allows them to communicate with any culture or species no matter how alien, and their size and strength are valuable assets to the comparatively frail eldar. On rare occasions highly permissive princes have even incorporated humans into their arsenal. The lumpen human vessels paired next to the sleek and organic pearls of the eldar offers a strong contrast. But, this is a rarity, as most princes will not agree to incorporate humans into their fleets, as such relationships are highly strained and invite disaster.



Single Hand:
Eldar Power Fist: 15 points
Fusion Pistol: 10 points
Lasblast pistol: 1 points
Laser lance: 20 points
Neuro-disruptor: 15 points
Plasma Pistol: 10 points
Neuro-Disruption Blade: 10 points
Power sword: 10 points
Shuriken pistol: 1 points

Two Hand:
Flamer: 5 points
Fusion gun: 10 points
Lasblaster: 1 points
Shuriken catapult: 2

Bio-explosive ammo (shuriken pistol): 5 points per pistol
Companion creature: 5 points
Concealed Device: 5 points
Dragon Mount: 25 points
Jetbike: 25 points
Gyrinx: 15 points (Prince only)
Haywire Grenades: 2 points
Plasma Grenades: 1 points
Refraction Field: 10 points
Webway: 50 points
Aspect Armour: 10 points



Prince 0-1:

This individual is leader of the fleet and the personality that governs the corsairs. More than a military commander the prince is the heart and soul of the pirate fleet; the corsairs have been crafted and molded into to the personal militia based on this individual’s cult of personality. And unlike other forces, the eldar fighting along side the prince due so not out personal obligation to the home front, but freely follow the prince into danger out of loyalty and shared benefit.

Prince 6 6 3 3 3 7 3 9 4+/5++ 65

Individual, Fleet, Gunslinger

Equipment: Shuriken pistol, close combat, refraction field, Haywire and Plasma grenades

Gunslinger: Many princes utilize multiple pistols, as they are highly practical weapons considering the corsairs’ lifestyle. This leads many princes to becoming very skilled at maximizing their use of their side arms. The prince is able to fire two different pistols during his shooting phase. Shots must be directed at the same target, this ability is lost if the prince is has taken a dragon, jetbike, or power fist upgrade.


Lieutenants are the backbone of the corsair force. Numerous diverse groups are required to maintain a fleet. Gunnery crews, repair artisans, navigationist, and more are necessary to keep a ship running. Lieutenants are the commanding members of these groups and carry that authority from the ship to the ground. The role requires an individual who is both loyally to the prince and capable of seizing the initiative with their own autonomy.

Lieutenant 5 5 3 3 2 6 2 9 4+ 40

Tactics, Fleet

1-3 Lieutenants can taken per HQ selection.

Tactics: The term lieutenants describe the diverse category of authority figures found throughout the fleet. Some are gunnery sergeants, fighter squadron leaders, or command navigation crews. For fleets composed of multiple vessels each lieutenant might be a captain in their own right. Each eldar has their own network within the fleet often dictated by function or ethnic background. Princes recognize the value of such diversity and encourage the lieutenants to operate according to their strengths.

Assign each lieutenant one tactic, the lieutenant is then joined to a squad during deployment and may not leave. The lieutenant will bestow the advantages of their methodology to the squad they are leading and count as a squad upgrade for targeting purposes.

  • Guerilla fighter: The lieutenant is practiced at striking suddenly, disrupting the enemy and then evading; typical tactics employed by corsair fleets. The character bestows the hit and run universal rules to the unit he joins.
  • Bold Warrior: The lieutenant is an accomplished warrior who strikes viciously upon their enemy to destroy them with overwhelming force and brutality. The character bestows the furious charge and counter assault universal rules to the unit they join.
  • Hunter: Sly and clever, the lieutenant recognizes the value of patience and position when striking at one’s prey. Either concealment via gravity wells or stone ridges, an asteroid field or an outcrop of flora, this character excels at using the terrain to their full advantage when engaging the enemy. The character bestows the stealth, infiltration, and move through cover universal rules to the unit they join. If the character is mounted on a jetbike change the Move through Cover rule to Skilled Rider.

A lieutenant can be attached to the following squads; corsairs, exodite knights, jetbike squad, heavy artillery, or ambush squad. Only one lieutenant can be placed in a unit. A Prince joining the squad will also benefit from the lieutenant’s tactics.

Weapons: Close combat, shuriken pistol

Options: A lieutenant can take equipment from the corsair armory


Corsairs: 1+

Not all the ship’s crew meets for war on the battlefield, no matter how desperate a confrontation a skeleton crew is left aboard the ships in order to pilot the vessels. The most able body and war ready of the shipmates are deployed as corsairs. These are skilled warriors trained by the prince and lieutenants to be a competent fighting force. Unlike the eldar of the craftworld who train for war under the aspect shrines, corsairs receive a much more broad and unrestricted training experience.

Corsair 4 4 3 3 1 5 1 8 5+ 9
Sergeant 4 4 3 3 1 5 2 8 5+ 17


Squad: 5-15

Weapons: shuriken catapult, close combat weapon.

Options: One can be upgraded to a sergeant for 8 points and receives an increase of one attack. The sergeant can purchase equipment from the armory. Any model can exchange their shuriken catapult for a shuriken pistol for free or a lasblaster of lasblast pistol for 1 point per model. Up to three models may be equipped with specialized weaponry. Two may form a platform team equipped with a bright lance for 30 points; eldar missile launcher for 20 points; scatter laser for 15 points; shuriken cannon for 5; or a starcannon for 25 points. Any of the three not part of a platform team may be equipped with a flamer at 6 points; fusion gun for 8 points; eldar powerfist for 10 points; or power weapon for 7 points.



Corsairs are often in close allegiance with rangers. Many rangers use the corsair fleets as a waystation on their lonely journeys. Rangers are highly valuable to the corsairs who utilize them much in the same manner as the craftworlds, but often in a more devious and less noble manner. Many rangers are won over by the romanticism of the corsair, and become fixtures within the crew.

Rules: See codex Craftworld Eldar


Many corsairs see the benefit of recruiting kroot to their cause, particular those with a tenacity of hiring their services out as mercenaries. The kroots prosper greatly from this relationship, as the eldar are able to ferry them across the galaxy exposing them to new genetic material in a manner that the tau never could. The eldar benefit from the bolster ranks and the kroot benefit from being exposed to the diverse array of genetics the galaxy has to offer.

Rules: As Kroot Mercenaries

There cannot be more units of kroot in a corsair army than units of corsairs.


Dragon Knights:

A clear example of the exodite influence on the corsair culture, dragon knights are skilled warriors armed with laser lances and mounted on large carnivorous reptiles. Having developed their skill by besting the megasaurs of their worlds, they are an impressive force on the battlefield. Many princes recognize the value of these knights and the devastation of their charges.

Dragon Knight 4 4 3(4) 3 1 5 1(2) 8 3+ 25

Calvary, Skilled lancers

Squad: 4-10

Weapons: laser lances, close combat weapon.

Skilled lancers: The exodite knights have been riding their mounts and fending off monsters with their lances for most of their careers. Their skill with this weapon is legendary. The dragon knights can fire their lances even if they used fleet during their movement phase.

Harlequin Troupes:

Harlequins keep tabs on all the eldar in the galaxy including the corsairs. Often the harlequins will aid the corsairs in their endeavors and just as often the corsairs with be recruited by the harlequins to provide them transportation or assistance. How they compensate each other if at all is unknown.

Rules: see harlequin rules in either Eldar or Dark Eldar Codexes


Of all the corsairs, the buccaneers are the wildest and most obsessed with danger. These corsairs form their own units are often given assignments that suit their reckless natures.

Buccaneer 4 4 3 3 1 5 1 9 5+ 12
Sergeant 4 4 3 3 1 5 2 9 5+ 22

Fleet, Infiltration

Squad: 5-10

Weapons: shuriken pistol, close combat weapon.

Options: One can be upgraded to a sergeant for 10 points and receives an increase of one attack. The sergeant can purchase equipment from the armory. Up to four corsairs can purchase the following weapons; power fist at 10 points, power weapon for 5 points, plasma pistol for 10 points, fusion gun for 8 points, flamer for 6 points, demo-charge for 10 points. Any model can exchange their shuriken pistol for a lasblaster for free.

Dirty Tricks: Buccaneers are often used to sabotage the enemy, they disable vehicles, set traps to impede troop movement, send out false vox messages to mislead squad leaders and perform a plethora of other creative and effective methods of hinder the enemies ability to orchestra a response against the corsair forces.

A corsair force that has a unit of buccaneers can force their opponent to reroll a single reserve die a turn.


These aliens are large brutish centaurian species that are somehow linked to the tyranid’s invasion the galaxy. Despite their connection there is nothing more repugnant to the zoats then falling sway to the hive mind. Physically these creatures are powerhouses able to withstand a tremendous degree of damage before succumbing to injury and powerful enough to crush most enemies that stand before them. All zoats possess some minute psychic ability that is demonstrated by their ability to communicate telepathically with other races.

Zoats utilized tyranid weapons when they enter the battlefield. It is said that the zoats have developed a way of producing these creatures independent of the tyranid gestation chambers, that there are flesh gardens where a shaman cultivates and nurtures the living weapons. While nowhere near the as capable of manipulating genetics as a tyranid broad queen, the shamans have been able to influence the development of their arsenal to tailor them to their taste. These weapons are painful attached the zoats and become a parasitical part of the alien for the duration of the battle. Once the fighting is completed the weapons are amputated by the Shaman, as leaving them attached over a prolong time could prove fatal.

Zoat 4 3 5 5 3 4 2 9 5+ 30

Fleet, Vulnerable to Synapse, Detect Tyranids, Bodyguards

Squad: 3-6

Weapons: Zoat Fleshborer

Vulnerable to Synapse: Zoats live in fear of falling under the influence of the hive mind. At the start of the corsairs turn should a zoat unit find itself within Synapse range reduce their Ld. to 7 and test for pinning.

Detect Tyranids: Zoats are highly sensitive to the hive mind and can feel the thoughts of nearby creatures. They are able to use this ability to uncover lurking tyranids.

Roll 4D6 whenever a tyranid unit enters the game using any method other then entering from their deployment zone table edge. If the zoats are within that roll in inches from the emerging tyranid unit then both the zoat unit and a friendly unit within 12 inches can interrupted the tyranids movement phase and fire upon the tyranid unit.

Bodyguards: Zoats display an unexplained loyalty to the prince. When a prince joins a squad of zoats the unit uses the retinue rules. Zoats may never board vehicles.

Options: One model may be upgraded to a Shaman for 20 points. The shaman is a pysker with the following powers:

Weapon Guide: The shaman uses his mastery and connections to the flesh weapons possessed by the unit to heighten their ability. The unit counts their ballistic weapons as twin-linked and counts their close combat weapons as master crafted until the start of the corsairs player next turn.

Regeneration: The shaman uses its powers to enhance the already durable bodies of the zoats, coxing their bodies to knit broken bones and scab over gushing wounds. Cast this at the start of the corsair player’s turn, until the start of the corsair player's next turn the zoats possess the Feel no Pain rule.

Weapons: If armed with a single flesh borer any zoat may purchase one of the following close combat weapons, a bone sword for 10 points; a lash whip for 5 points; or a blade fist for 5 points. These close combat weapons do not contribute an addition attack.

Any model may purchase an additional flesh borer for 2 points. Any model may replace their fleshborers with one of the following: barbed strangler for 10 points, venom cannon for 15 points, a devourers with brainleech worms for 10 points, or a zoat strangleweb for 15 points.



Waveserpents are valuable commodities to the corsairs who often do not have the resources of the craftworlds. A Prince may be fortunate enough to have a few of these craft on hand.

Rules: See craftworld eldar codex.

Corsair Jetbikes:

Corsairs favor the jetbike for rapid assaults. These bikes allow the pirates to strike quickly, achieve their objective, and make a hasty exit. Corsairs train extensively with their bikes, with each pirate owning and personalizing their own vehicle.

Jetbiker 4 4 3 3 (4) 1 5 1 8 3+ 25

eldar jetbike

Squad: 3-12

Weapons: Twin-linked Shuriken catapults

Options: One out of three bikes upgrade their twin-linked shuriken catapults to shuriken cannons or fusion gun for 10 points. One out of every three bikers may replace their close combat weapon with a power weapon for 7 points or an eldar powerfist for 15 points.

Corsair Vypers:

Corsairs appreciate the heavy firepower and speed that vypers provide. The vehicles lend themselves to the corsair methodology. The Vypers are used to provide heavy firepower where it needs to be.

Rules: See craftworld eldar codex, but increase the BS to 4 and raise the base price to 50 points


Usually an excess, some princes keep a carnosaur onboard. This creature is a snarling and hissing predator the size of a battle tank. Only the handler, an exodite trained to psychically manage the creature, is capable of suppressing the creature’s natural instinct to prey upon all living creatures in its vicinity. Many princes enjoy having one of these creatures in their possession due to the prestige and fear that is generated by the animal’s presences.

Carnosaur 5 0 7 6 5 5 5 9 4+ 140

Monstrous Creature, Calvary, Devouring Jaws, Handler

Devouring Jaws: The carnosaur hunts downs and slays the herbivore dragons that dwarf even this giant killer. The carnosaur is able to tear apart these creatures despite the their difference in size due to their adapted traits and vicious temperament, when faced with human sized opponents, carnosaurs have been known to swallow exalted characters in an single bite.

When rolling against a unit in combat if the creature scores 4 or more hits it can exchange all its hits for D3 auto wounds on a single selected target in base contact with the carnosaur; the dragon may only use devouring jaws against the unit it scored the 4 hits against. These wounds ignore both armor and invulnerable saves, as the target is literal taken in up into the creature’s jaws and devoured. Treat the wounds as being inflicted by a strength 10 attack for calculating insta death. These wounds prohibit regeneration as the target, or at least chuncks of them, is now resting in the carnosaur’s stomach. Only a single target can be the recipient of this attack and excess wounds will not carry through to a squad.

Handler: The handler rides mounted on top of the carnosaur. This individual uses their connection to the predator to guide its actions on the battlefield. The rider directs the carnosaurs using their psychic bond with the creature and does not directly participate in the battle as all their effort is spent on directing the large dragon. The dragon will instinctually protect this individual and there are systems such as a force-damping fields similar to the warwalkers method of protecting their pilots. This system goes not completely guarantee the handler’s safety.

Any shot that has a strength of 6 or greater will kill the handler on a wound roll of a 6 in addition of wounding the carnosaur, providing that the dragon fails its armor save. With its rider slain the carnosaur will gain the Rage universally rule.


Corsair Warwalkers:

Warwalkers allow the corsairs to stealthily position heavy firepower. The fact that these machines are relatively easy for the corsairs to construct and maintain just increases their popularity among the pirates.

Rules: See craftworld eldar codex, but increase the BS and WS to 4 and initiative to 5. Raise the price to 40 points.

Artillery crew:

Corsairs lacking the wraith constructs and battle tanks of their craftworld kin, often rely on the artillery pieces to fill the role of inflicting massive amounts of damage upon the enemy.

Corsair 4 4 3 3 1 5 1 8 5+ 0
Sergeant 4 4 3 3 1 5 2 8 5+ 17

Fleet, Artillery

Weapons: shuriken catapult, close combat weapon.

Squad: 1-3 support weapon that included a two corsair crew per weapon.

Options: All of the support weapons must be armed with the same type of weapon from the list: D-cannon at 50 points per model, vibro cannon at 50 points per model, or shadow weaver at 30 points per model. A sergeant can be added for 17 points and receives an increase of one attack. The sergeant can purchase equipment from the armory.

Ambush Team:

A favorite tactic employed by the corsairs is to position a squad of corsairs laden with heavy weapon platforms to ambush a caravan. The amount of firepower that this squad is able to produce often brings about a quick end to any resistance.

Corsair 4 4 3 3 1 5 1 8 5+ 9
Sergeant 4 4 3 3 1 5 2 8 5+ 17


Weapons: shuriken catapult, close combat weapon.

Squad: 5-15

Options: One can be upgraded to a sergeant for 8 points and receives an increase of one attack. The sergeant can purchase equipment from the armory. Two out of every three corsairs must be placed into a heavy weapon platform. A platform team must be equip with a bright lance for 30 points; eldar missile launcher for 20 points; scatter laser for 15 points; shuriken cannon for 5; or a starcannon for 25 points.

Pulsar Strike (Requires Prince): Price 50 points.

Range: 48” Strength: 10 AP: 1 Ordnance 1, Barrage, One shot only

When a prince enters a land battle he never leaves his vessel outside his command. Always in communication with his ship bound crew a timely intervention from the vessel can turn the tide of a battle. All it takes is for the coordinates to be quickly relayed to the vessel for the crew to deliver a strike that is capable of destroying tanks and vaporizing entire squads. This a difficult maneuver for the crew to pull off as it exposes the ship to retaliation and requires repositioning so the corsairs usually can not bombard the battlefield with perpetuity.

Coordinates: Any HQ model may call down the pulsar strike. They most forfeit their movement and shooting phase to relay the command to the ship. Treat the model relaying the coordinates as actually firing the pulsar using their ballistic skill for the scatter if the template is placed within their line of sight.

Tank 0-1:

Such tanks are often the pride and joy of a prince. Most corsairs are lacking the resources to own and maintain many such vehicles and many pirates must settle for possessing just one of these crafts.

Pick one from codex craftworld eldar:

Fire prism
Night spinner

Affluent Lord’s Army:

While most corsair princes generally lack the resources when compared to the armies that the craftworlds are able to produce, some Princes achieve such a level of notoriety and wealth that they compare to a small craftworld in their capabilities. Many foolhardy adventurous eldar seek out these pirate lords in the hopes of achieving a life of adventure. This causes the prince to possess large amounts of comparatively green crews and resources that they bring into battle.

When creating such a force use the craftworld codex with the following alternations:

Replace the HQ selection with that of the corsair army. Lieutenants can join guardian, jetbike, and artillery squads.

The following units may not be taken: aspect warriors, wraithguard, wraithlords,

Replace the option to take a warlock with a sergeant that may take equipment from the corsair codex:

Sergeant 4 4 3 3 1 5 2 8 5+ 17


Weapons: shuriken catapult, close combat weapon. A sergeant may take addition equipment from the corsair armory.

Any non-HQ unit from the codex corsairs may be used as an elite selection regardless of its original placement in the corsair Force Organization Chart.


Bio-explosive ammunition: These are specially modified shurikens that contain a potent mix of venoms which enzymes that converts the targets own anatomy into an explosive weapon. A weapon with Bio-explosive ammunition will wound on a 2+ rather than using the weapons strength characteristic. A model that has its last wound removed by a bio-explosive hit will explode. Place a 3-inch blast over the model and inflict a strength hit equal to the targets toughness with and AP equal to the target’s armor save. Bio-explosive ammunition causes pinning.

Brightlance: R:36" S8 AP2 Heavy 1, Lance

Companion creature: The some corsairs enter battle with a small, exotic animal that faithfully accompanies the prince into combat. These creatures become figureheads and mascots to the corsair force. The presence of the animal increases the model’s leadership by one. This bonus is lost when the corsair suffers a wound, as the creature is frightened off, injured, or slain by the assault.

Concealed Device: Corsairs embrace tactics that the more noble of combatants would frown upon, which is demonstrated by making use of concealed devices. This item takes an array of forms and is often tailored to the particular corsair. They could be digital weapons, projected blades, or other form of trick weaponry. When a close combat is first initiated between the corsair and an enemy for the first time the concealed device is used. It strikes with an initiative 10 combat attack that will autowound if the enemy model fails an initiative test. This attack will ignore normal armor saves.

Dragon Mount: Ridden by the exodites these vicious beasts are as much a threat as the eldar they carry.

Taking a dragon mount gives the eldar a plus one to their attacks, strength characteristics, and lowers their armor save by one. The character now counts as cavalry.

Demolition Charge: A hand portable device that is capable of delivering a large explosive attack, they are used primarily by humans, but the eccentric corsairs recognize the potential of the explosive. Often corsairs have appropriated demolition charges from imperial sources, but it is not uncommon for the corsairs to build their own.

Range 6 strength 8 ap 2 assault 1 large blast, one shot only

Distortion Cannon: See Craftworld Eldar codex.

Eldar Jetbike: See Craftworld Eldar codex.

Eldar Missile Launcher: See Craftworld Eldar codex.

Eldar Powerfist: While similar to the crude constructions of the other races the eldar powerfist is of far superior design. Craftworld forces look dismissively upon such a weapon as it sacrifices speed and grace for strength. But corsairs feel that such a compromise is well worth the ability to crush an enemy skull with their hands or tear the limb off an ork.

Instead of reducing the model’s initiative to 1, the eldar powerfist halves the bearer’s initiative rounding up. In all other effects it is a powerfist.

Fusion Pistol: The fusion pistol in the pinnacle of eldar melta technology, being compact yet powerful enough to destroy a battle tank. A fusion pistol has the following profile: Range: 6 Strength: 8 AP: 1 Pistol, Melta

Fusion gun: See Craftworld Eldar codex.

Gyrinx: This creature appears to be a large cat whose eyes portray a disturbing intelligence. The prince has taken this creature as a pet and it follows the eldar wherever he or she goes. The imperium has little understanding of these creatures or where they come from. The gyrinx appears to be a lucky charm, influencing events in favor of the prince.

The gyrinx may be mounted on the prince’s base or be place on its own base and kept within two inches of the prince’s model. The gyrinx will not take a direct role in the game and cannot be targeted. The gyrinx allows the prince to take a single reroll a game turn. There is a consequence to using a gyrinx; if the reroll attempt is also a failure then the prince suffers a wound that cannot be saved. This represents luck swinging to the other extreme and misfortune falling upon the prince in terms of a stray shot, slipping on a slick patch, or other form of bad luck. The gyrinx cannot be taken by prince equipped a dragon mount or a jetbike as they find it difficult to latch onto the bike or keep up with the dragon. A Prince that has a gyrinx may not take a companion creature (they fight).

Haywire Grenades: See Craftworld Eldar codex.

Lasblaster: A highly efficient laser weapon utilized by the eldar. Far superior to the human lasgun the lasblaster is able to produce a high rate of fire while maintaining accuracy at high range. The lasblaster also produces more refined shot that can negate the effect of flak armor. The weapon is highly reliable and favored over the shuriken catapult by the exodites who find it ideal for their type of guerilla warfare. Range: 24” Strength: 3 AP: 5 Assault 2

Lasblast pistol: A pistol form of the lasblaster, the lasblast pistol is a highly favored side arm of the corsair due to its high reliability and rate of fire, but is often left at home for a more substantial side arm when the pirates engage in open warfare.

Range 12” Strength: 3 AP: 5 Assault 2, Pistol

Laser lance: See craftworld eldar codex. In addition the laser lance is a specialized weapon that won’t receive an additional attack if combined with a pistol or close combat weapon.

Neuro-Disruption Blade: Corsairs often use weapons that are able overcome an opponent with the slightest cut. The weapon could be coated with powerful poisons or if could release an energy that attacks the nervous system of its victim. Whether this instrument is designed to slay the opponent outright or merely renders them unconscious reflects the attitude of the corsair.

Neuro-disruption blades are a close combat weapon that counts as a poisoned weapon that wounds on a 2+.

Neuro-disruptor: A neuro-disruptor uses intricate psycho-crystalline circuitry to emit a wave of particles that disrupt the brain’s neural pathways, turning the target into a drooling imbecile or killing them outright. The neuro-disruptor inflicts a strength 8 hit using the targets leadership characteristic instead of its toughness. Against vehicles roll a D3 on the vehicle damage table as the crew is struck by the weapon. Range: Template Strength: (8) AP: 1 Assault 1

Refractor Field: This is a small device that protects an individual by creating a bubble of energy to disperse enemy attacks

Plasma Pistol: Eldar technology is far more efficient and reliable than the crude mechanics of the imperium. An eldar plasma pistol does not have the get’s hot rule. 

Range 12 Strength: 6 AP2 pistol

Scatter laser: See Craftworld Eldar codex.

Shadow Weaver: See Craftworld Eldar codex.

Shuriken Catapult: See Craftworld Eldar codex.

Shuriken Pistol: See Craftworld Eldar codex.

Vibro cannon: See Craftworld Eldar codex.

Webway device: This is a mobile form of the portal used by the corsair to link together via the webway. It may be activated by the model carrying it in the shooting phase instead of moving or shooting that turn. Place a spare 5-inch blast marker in base contact with the model; this marker will remain in play for the duration of the game. Corsair units coming from reserve may consider the edges of the marker as a continuation of their table edge when entering the game. In games that do not use the reserve rule corsair units can still be kept in reserve and enter the game through the webway. Treat these units as destroyed if the character carry the portal is killed before deploy the webway.

Zoat Weapons:

Barbed Strangler: This weapon fires pods that explode and release a coil of vines that constrict and crush its targets.

Range 36 Strength 4 AP 5 assault 1 large blast pinning

Bonesword: This weapon is a psychic creature with an elongated bone horn in which sends a psychic charge along the length of the blade when it strikes and opponent.

The bone sword ignores armor saves, any model wounded must pass a leadership test or suffer instant death.

Bladefist: A multi-bladed organism that lashes out with it diamond edge blades probing for vulnerabilities in the targets armor. The zoat armed with bladefist counts its hand-to-hand combat attacks as rendering.

Deathspitter: The deathspitter fires volleys of maggot-like creatures that explode upon contact with a target burning flesh with acidic juices.

Range: 18" Strength: 5 AP: 5 Assault 3

Devour with Brainleech worms: A devour houses parasites with harden heads. When fired the worms burrow into a targets flesh seeking out the central nervous system.

Range 18” Strength 6 AP – Assault 6

Casualties cause the unit to receive a minus 1 to their leadership

Lash Whip: A lash whip is an elongated tentacle creature that attempt to wrap and bound an opponent in close combat.

Any model in base contact with a model with lash whip has its initiative reduced to 1.

Venom Cannon: The venom cannon fires corrosive crystals with a harden shell at high velocity. When struck the shells explode

Range: 36 Strength: 6 AP: 4 Assault 1 blast

Unless an open topped vehicle any hits to a vehicle receive a minus 1 to the damage roll.

Zoat Fleshborers: This is an enlargement of the tyranid fleshborer used by the termagants. The zoats have enlarged the gun and borer grub ammunition. The weapon fires a larger more aggressive grub at an accelerated rate.

Range 12" Strength 4 AP: 5 Assault 2

When armed with two zoat fleshborers the model treat the guns as assault 4.

Zoat Stangleweb: Larger and more constrictive than the version used by termagants this weapon sprays quick hardening mucus upon a unit. Models caught in the spray only have a brief instant to tear themselves free before the mucus hardens into a substance stronger than concert. Armor does not offer complete protection against such an attack. When rolling to wound use the target’s strength characteristic instead of toughness.

Range: template Strength: (3) AP 6 Rending, pinning.


Strategic Assets:

Fire from above:

The prince uses his craft to direct its pulsars against a single large target. Unlike the pulsar strike attack, the ship utilizes the full force the craft’s pulsar to annihilate an enemy target. The ship hangs in geosynchronous orbit awaiting a chance to strike. Doing so is a risky tactic and often the vessel would have to flee from reprisal once it reveled its position.

Treat as a pulse strike as with the following changes; the shot is a Destroy strength hit with a 7-inch template attack. The HQ unit relaying the shot must pick a super heavy vehicle, gargantuan creature, building or stationary structure. Place the template using the model’s BS as normal and calculate damage counting the target as receiving D3 destroyer hits if under the template. If the target is still in the game during the corsair’s next shooting phase roll a D6, on a 4 or more the target receives another strike using a BS of zero. If the target is still in the game following the next corsair shooting phase roll another D6, on a roll of a 6 the target receives a final shot again with BS 0. After that the ship must reposition itself and can no longer involve itself in the ground battle.

“Business as Usual”

The greenskin brutes were easy to coax to battle. The ork freebooter kaptain had made planet fall to personally extort provisions fro the primitive humans on the isolated, forested moon. It was the lack of technologic infrastructure of these people that spared them the full wrath of the orks. The humans could not rightfully provided a challenge to the aliens, so as long as they had goods to surrender to the greenskins it was worth keeping them around. It was as the orks made their way down the path to the local settlement that the prince directed his forces into action. A few purposely off targeted shots at the ork captain’s retinue sent the entire ork force hurtling blindly off the beaten path into the woods to seek out these unseen attackers.

Proceeding down a ridge they were met with the concentrated fire from the corsairs and warwalkers. These units kept a constant torrent while retreating from the orks leading them even deeper into odd woods of this planet. Prince Mal-Celm Rey’s stood by his zoat retinue, proudly offering the enraged orks their only visible target, the mob braved the thinning fire upon their ranks as they advanced upon the prince in the crazed manner typical of their race, blasta shots spraying the ground around him a few striking his hardy four-legged guardians. Mobs were intercepted by kroot leaping from the trees and dragon knights bursting from the under bush. The foaming freebooter kaptain pushed is depleting force onwards toward the haughty prince as its boyz where bogged into the combat outside the ork leader’s periphery.

Mal-Celm Rey’s retinue advanced upon the warboss’s mob unleashing their guns at the closing orks. Living projectiles ate their way through the greenskins’ hide, the shuriken disks fired by the prince released their toxic payload and two explosions within the squad left the warboss with only a few orks to accompany the brutal captain. The warboss now close to striking distance to the corsair lord when he was intercepted by a carnosaur, laying in wait, ready to protect the corsair lord. The large dragon sped into the warboss as directed by its handler. The ork raised its powerclaw and uttered an unfinished challenge as the creature’s jaws snapped closed upon the ork kaptain and lifted it into the air. Bellowing in rage the kaptain attempted to fend of the mechanics to the dragon’s jaws only to find its powerclaw impotently pinned by the rows of teeth. The carnosaur chewed the ork commander, limbs and torn flesh falling to the ground while the remain boyz marred its hide with their choppas. With a final crunch followed by a gruff swallow the warboss was vanquished, its mob broke and fleeing from the battle.

The prince directed his zoats against the only ork mob not engaged or broken. His twin bio explosion treated pistols inflicted havoc upon the densely packed orks while shurikens and fleshborer grubs cut through the mob stunned by the brutality inflicted upon them. The prince led his bodyguards into the confused orks and the centarian zoats stomp and crush their bodies. The prince thrusted at the orks with a neuro-disrupting blade dropping an ork with every strike of weapon. A choppa blow dinged of the prince’s amour as his gyrinx curled around his feet. A slash with his glowing knife fell the brute, ending its life before it could even clutch at its ruined throat.

The surviving greenskins fled from the ambush, racing back to their vessel. The Kroot and dragon knights overtaking many and driving the rest of the routed orks to hasten their retreat. Once the panicked survivors clear the woodland they were beset by jetbikes that chased the broken aliens and ensure not a single one will make it back to their ship. Content that that the battle was over the prince and his retinue left the eldar and kroot to dispose of the fallen orks, of the corsair causalities, only a handful of kroot were slain. Almost instantly the kroots and the dragons picked through the fallen orks. The shapers directing their kroots' consumption while the Exodites' dragons freely picked at the green bodies. The carnosaur wolfed down several orks taking its time to enjoy a meal with less fight in it than its previous snack. After those partaking ate their fill, the crew will ensure the remaining ork remains will be burned to prevent the sporing of the vile race.

Mal-Celm Rey was fluent in Imperial Gothic but these natives speak their own distorted tongue that only bore the faintest resemblance to that tongue. Using the zoat to relay the communication between himself and the local Mon-Keigh the prince greeted the shabby old man who was their representative. Through the mind link, the successful destruction of the orks was relay the to the inhabitants. Mal-Celm Rey could have destroyed the ork vessel the instant it landed vaporizing the crew before they disembarked, but he desired that the natives would be witness to their victory in order to properly consent to their budding relationship. The additional benefits of providing his corsairs a chance to wet their blades and the possibility that the ork pirates actually have something valuable in their ship’s hold was enough not to blast the ork vessel to bits with his cruiser’s pulsar. The kroot were sent to search the reeking ship, (another benefit of their presence on in his crew!). The village leader enthusistically agreed to the prince’s term, ten percent of their harvest and safe harbor upon the moon – a far better deal than the one the orks offered.

Fully half of the kroot contingent elected to stay on the moon and explore the genetics of the jungle’s fauna. The lost of the kroot was only minor setback and something to be expected. The situation had its benefits, in a few decades their descendents will want to leave this backwater world and he would be the only available method. The fruit was loaded into the hold, it was pleasant enough, particularly for a Mon-Keigh grown crop. It will be sold to the wealthy elite of some human hive world with the impression that they were harvested from a craftworld. The blue blood humans will play a fortune for such a perceived delicacy.

Prince Mal-Celm Rey entered his chamber, the corsairs had left the small moon and he was pleased to be in aboard his ship in open space again. The remaining kroot had searched the ork ship, but did not come across anything valuable, well not to the eldar anyway. The kroot salvaged some of the ork equipment and guns for their own purposes. Mal-Celm Rey did help himself to one item from the orks however; the warboss’s powerclaw, a monstrous pincher of three beaten and crude blades. Fallen from the carnosaur’s jaws and deprived of the appendage still remaining affixed to it at the time of its retrieval. The prince hung it on his trophy wall, after it was properly clean and sterilized of course. It joined ranks along a chipped relic blade, the arm of a crisis suit housing an ion blaster, a demiurg helmet, a hurd energy caster and several more items from his conquests. While it may seem erroneous to place the claw amongst a wall celebrating his achievements, considering it was the dragon that slew the ork captain, truth be told, most of his trophies came to Mal-Celm Rey’s possession via the direct efforts of his crew. It was a ranger that ended the tau commander’s existence, her round piercing through the suit and the blue alien’s skull, a buccaneer’s explosive device that scattered the marine’s body and chipped his blade, and the lances of the dragon knights that sent the helmet flying from the demiurg leader’s head. But that did not lessen the pride Mal-Celm felt in his collection, while not having bested the champions directly, he had, through his command defeated them all. His hold full of marketable cargo; his crew appeased; a friendly, secluded port open to him; a new trophy, and profits in his future; this turned out to be a very good day for the prince.


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