Codex - Rogue Traders: /tg/'s 8th Edition/Xenos

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There are a couple units that really ought to exist in the standard army lists, but whose lack is felt especially keenly when Rogue Traders are taking them as allies. So I wrote up a couple datasheets.

Freebooter Kaptin [HQ, Pow 5][edit]

NAME M WS BS S T W A Ld Sv
Kaptin 5" 2+ 4+ 5 4 6 4 8 3+
Ammo Runt 5" 5+ 4+ 2 2 1 1 4 6+


A Freebooter Kaptin is a single model armed with a kombi-weapon with scorcha, power klaw, two sluggas and stikkbombs. It may be accompanied by an Ammo Runt.

WEAPON RANGE TYPE S AP D ABILITIES
Big choppa Melee Melee 2 -1 2 -
Kombi-weapon with skorcha When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all hit rolls.
- Shoota 18" Assault 2 4 0 1 -
- Skorcha 8" Assault D6 5 -1 1 This weapon automatically hits its target
Power klaw Melee Melee x2 -3 D3 When resolving an attack made with this weapon, subtract 1 from the hit roll.
Slugga 12" Pistol 1 4 0 1 -
Stikkbombs 6" Grenade D6 3 0 1 -


This model may replace its kombi-weapon with scorcha with a weapon from the Shooty Weapons list. This model may replace its power klaw with a big choppa. This model may take an attack squig.

’Ere We Go, Mob Rule, Dakka! Dakka! Dakka!

Flashier Gitz: Re-roll hit rolls of 1 in the Shooting phase for friendly FLASH GITZ units while they are within 6"" of a KAPTIN.

Ammo Runt: If the Kaptin is accompanied by an Ammo Runt, you can re-roll one hit roll each time he shoots.

When rolling to wound this unit, use the Kaptin’s Toughness while he is on the battlefield. The death of an Ammo Runt is ignored for the purposes of Morale tests. The Ammo Runt is considered to have the CHARACTER keyword for the purposes of shooting attacks.

Faction Keywords:

ORK, FREEBOOTERZ

Keywords (Kaptin):

INFANTRY, CHARACTER, FLASH GITZ, KAPTIN

Keywords (Runts):

INFANTRY, GRETCHIN, AMMO RUNTS

Eldar Pathfinder [HQ, Pow 3][edit]

NAME M WS BS S T W A Ld Sv
Pathfinder 7" 3+ 2+ 3 3 4 2 7 5+


A Pathfinder is a single model armed with a ranger long rifle, a power blade, a shuriken pistol, and plasma grenades.

WEAPON RANGE TYPE S AP D ABILITIES
Fusion pistol 6" Pistol 1 8 -4 D6 When resolving an attack made with this weapon against a unit that is within half range, roll one additional D6 when inflicting damage with it and discard one of the dice.
Plasma grenades 6" Grenade D6 4 -1 1 -
Power blade Melee Melee +0 -2 1 -
Ranger long rifle 36" Heavy 1 4 0 1 This weapon may target a CHARACTER even if it is not the closest enemy unit. Each time you roll a wound roll of 6+ for this weapon, it inflicts a mortal wound in addition to any other damage.
Shuriken pistol 12" Pistol 1 4 0 1 When resolving an attack made with this weapon, on a wound roll of 6+ this weapon has an Armour Penetration characteristic of -3 for that attack.


This model can have one of the following: banshee mask; mandiblasters. This model may replace its cameleoline cloak with a phase crystal. This model may replace its shuriken pistol with a plasma pistol. Ancient Doom, Battle Focus

Appear Unbidden: During deployment, you can set up the Pathfinder walking the winding paths of the webway instead of placing it on the battlefield. At the end of one of your Movement phases, this unit can emerge from the webway – set this unit up anywhere on the battlefield that is more than 9"" away from any enemy models.

Banshee Mask: A model with a banshee mask always fights first in the Fight phase, even if it didn’t charge. If the enemy has units that have charged, or that have a similar ability, then alternate choosing units to fight with, starting with the player whose turn is taking place.

Cameleoline Cloak: If this model has a cameleoline cloak, your opponent must subtract 1 from hit rolls for ranged weapons that target it. In addition, if this unit is receiving the benefit of cover, add 2 to its saving throws instead of 1.

Mandiblasters: At the beginning of each Fight phase, you can pick a single enemy INFANTRY unit within 1" of this model and roll a D6. On a roll of 6, that unit suffers a mortal wound.

Path of the Outcast: Other AELDARI RANGER units within 6" of this model re-roll hit rolls of 1. This model cannot be your Warlord.

Phase Crystal: A model equipped with a phase crystal has a 4+ invulnerable save and can move across models and terrain as if they were not there.

Faction Keywords:

AELDARI, ASURYANI, WARHOST, <CRAFTWORLD>

Keywords:

CHARACTER, INFANTRY, RANGER, PATHFINDER

Craftworld Eldar Specialist Detachment[edit]

1CP/2CP FORWARD OBSERVERS: Specialist Detachment Stratagem

Exiles by choice or circumstance, Asuryani Rangers travel the stars and the Webway, see all that the galaxy has to offer but often returning when their Craftworld has need of their experience, stealth, and longrifles as forward observers for the warhost.

Use this Stratagem when choosing your army. Pick a Craftworlds Detachment from your army to be a Forward Observers Specialist Detachment. RANGERS (including PATHFINDERs) in that Detachment gain the FORWARD OBSERVERS keyword. For 2 CP, this can be applied to a Detachment which is a mix of ASURYANI and ANHRATHE units, and the FORWARD OBSERVERS gain the ANHRATHE faction keyword as well. (This counts as sharing a Faction Keyword for the purpose of the Battle Brothers rule.)

Warlord Trait: If a FORWARD OBSERVER CHARACTER is your Warlord, you can give them the following Warlord Trait.

Master of Ghosts: Use this ability after a friendly AELDARI unit within 12" of your Warlord, which was set up on the battlefield this turn, successfully inflicts a wound on an enemy unit in your Shooting phase. When you do so, a FORWARD OBSERVER unit within 3" of the enemy unit may move up to 7" as if it was your Movement phase, provided they end the move further from the wounded enemy than they began and at least 3" from all other enemy units.

Relic: ???

Extra Stratagems: ???