Red Corsairs Army List
The only reward for loyalty is betrayal.
Forces
The Red Corsairs Army List uses the datasheets from the Red Corsair Forces section.
Using The Army List
The following army list allows you to field a renegade Space Marine army based on the Red Corsairs. It can also be used as a stand in
army list for other renegade chapters, such as the Angels of Ecstacy, Crimson Slaughter, Grey Death and The Scourged.
Red Corsairs formations come in two types: core formations and support formation. Each core formation you include in the army allows you to field any two support formations. Although you can only take a support formation if you first take a retinue, they are treated as separate independent formations during the battle and do not have to move around together.
In addition, formations may be given up to four upgrades but each upgrade may only be taken once per formation. Which upgrades a formation may be given are listed in the Upgrades
column. Upgrades are added to the formation and are not a separate formation. Each upgrade that is taken adds to the cost of the formation, as shown on the upgrade chart.
Red Corsair armies may be supported by Chaos Navy formations. Up to a third of the points available to the army may be spent on these formations.
Special Rules
Certain units have special abilities described in Augmented Summoning (see Augmented Summoning) and Daemonic Focus (see Daemonic Focus).
Fickle Masters
The Chaos Powers are quick to punish or reward their champions. In the strategy phase if the Chaos player rolls a 6 they are rewarded for their tactical acumen with an additional 1D3 lesser daemons to add to the Daemon Pool (see Summoned Units). If the Chaos player rolls 1 their patron Powers withdraw their support and the Chaos player must remove D3 lesser daemons from the Daemon Pool. If the Chaos player has no remaining daemons in their Daemon Pool then there is no further effect.
Sacrifice
A unit with a Champion of Chaos character may be sacrificed before rolling for summoning points to generate 6 summoning points to summon a Greater Daemon. The Greater Daemon must be placed within 10cm of the unit with the Champion of Chaos, which is then removed from play.
Summoned Units
Each formation in an army of chaos belongs to a faction that owes allegiance to one of the gods of chaos (Khorne, Nurgle, Slaanesh or Tzeentch), or to Chaos Undivided. You must decide which faction each formation in your army belongs to before the battle and note it down on your army list. Formations that purchase the Daemonic Pact upgrade are able to summon daemons to the battlefield.
Daemons in the Daemon Pool are purchased and noted only as being lesser or greater daemons, not by their faction. The summoning formation’s faction dictates what types of daemons may be summoned (see below). Players should either write down the contents of their Daemon Pool or use tokens to indicate the number of each lesser and greater daemon they have available to summon during a game. The Chaos player’s opponent is always able to view the number of lesser and greater daemons remaining in the Daemon Pool. The Daemon Pool is kept off the board and daemons are removed from it as formations summon daemons onto the board.
At the start of that formation’s action, before the action test dice roll is made, the formation may summon daemonic units from the Daemon Pool. Summoning allows you to call 2D3 summoning points worth of daemonic units to the battlefield (the number of summoning points it costs to summon a unit are listed below in parentheses after each unit). Summoning points must be used to summon daemonic units from the Daemon Pool and summoned units are brought into play immediately. If for any reason any summoning points generated are not used, they are lost and may not be carried over into subsequent turns. You may only summon as many daemons as you have left in your Daemon Pool. Left over daemonic units may be summoned during a later turn. Daemonic units that are destroyed are removed from play and are not put back into the Daemon Pool. Broken formations or formations that have not bought a Daemonic Pact may not summon daemons.
Players may only have one greater daemon of a given faction in the army on the board at one time. For example, if you already have a summoned Bloodthirster on the board you are not allowed to summon another Bloodthirster until that first greater daemon has been removed from play. Summoned units must be set up with their base within 5cm of any non-daemonic unit from their formation, (i.e. you cannot place a chain
of summoned units). They may not be set up in the Zone of Control of an enemy unit or in impassable terrain. The type of unit that can be summoned depends on the summoning formation’s faction, as follows:
Faction | Daemons |
---|---|
Khorne | Bloodthirster (8), Bloodletters (1), Daemonic Beasts (1) |
Nurgle | Great Unclean One (8), Plaguebearers (1), Daemonic Beasts (1) |
Slaanesh | Keeper of Secrets (8), Daemonettes (1), Daemonic Beasts (1) |
Tzeentch | Lord of Change (8), Flamers (1), Daemonic Beasts (1) |
Chaos Undivided | Bloodthirster (8), Great Unclean One (8), Keeper of Secrets (8), Lord of Change (8), |
Summoned units count as part of the formation for all rules purposes as long as they remain on the battlefield. Summoned units are Expendable, but they are otherwise counted as normal units, and are included when working out if a formation outnumbers an opponent in an assault or is broken by Blast markers, etc. Note that Daemons that are killed in an assault do count towards the number of units killed by the enemy when working out modifiers for assault resolution. If a formation loses an assault (see Loser Withdraws) remove extra hits from the formation before it is broken and all the remaining summoned units are then removed.
Summoned units remain on the battlefield until the end phase of the turn in which they are summoned. In the end of the rally phase, after formations have attempted to rally, all summoned units in the formation are removed from the board and placed back into the Daemon Pool unless the formation has a unit with Daemonic Focus (see Daemonic Focus). Greater Daemons that are returned to the Daemon Pool keep the same DC they had when they left the battlefield. They do not heal back to full DC, so when summoned again they will have that same DC. Summoned units that are destroyed are not put back into the Daemon Pool. Note that this may lead to the formation breaking if the number of Blast markers on the formation is greater than the number of units left in play after the summoned units have been removed. When a formation breaks any summoned units in the formation are lost in the warp and considered destroyed. They do not go back into the Daemon Pool.
Red Corsairs Army List
Red Corsairs armies have a strategy rating of 4. Chaos Navy, Blight Drone, Blood Slaughterer, Brass Scorpion, Daemon Knight, Defiler and Silver Tower formations have an initiative rating of 2+. All other formations have an initiative rating of 1+.
Formation | Units | Upgrades | Cost |
---|---|---|---|
Hounds Squadron | Eight Chaos Space Marine Bikes, one with a Chaos Lord or Sorcerer Lord character | Daemonic Pact, Icon Bearer | 300 points |
Renegade Warbard | Eight Chaos Space Marines, one with a Chaos Lord or Sorcerer Lord character | All | 275 points |
Terminator Retinue | Between four and six Chaos Space Marine Terminators, one with a Chaos Lord or Sorcerer Lord character | All except Cult Marines, Drop Pods, Havocs, Rhinos |
300 points for four +50 points per extra |
(Any two support formations may be fielded per each core formation.) | |||
Formation | Units | Upgrades | Cost |
---|---|---|---|
Armoured Company | Between four and eight of any of the following units: Chaos Predator, Chaos Land Raider | Defilers, Hunter, Vindicators |
50 points each per Chaos Predator 75 points each per Chaos Land Raider |
Blight Drones | Six Blight Drones | None | 300 points |
Blood Slaughterers | Five Blood Slaughterers | None | 225 points |
Brass Scorpions | Two Brass Scorpions | None | 250 points |
Chosen | Six Chaos Space Marine Chosen | Chaos Champion, Daemonic Pact, Drop Pods, Rhinos | 175 points |
Cult Marines | One Chaos Lord or Sorcerer Lord character and eight Berzerkers or six Noise Marines, Plague Marines or Thousand Sons | Chaos Champion, Daemonic Pact, Defilers, Dreadnoughts, Drop Pods, Rhinos | 275 points |
Daemon Knights | Four Daemon Knights | None | 250 points |
Defilers | Four Defilers | None | 275 points |
Raptor Cult | Between four and eight Raptors, one with a Chaos Lord or Sorcerer Lord character | Daemonic Pact |
175 points for four +35 points per extra |
Silver Towers | Four Silver Towers | None | 300 points |
0–1 Strike Cruiser | One Strike Cruiser | Battle Barge | 200 points |
Thunderhawk | One Chaos Thunderhawk | None | 200 points |
(Up to four upgrades may be taken once per formation.) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
(Up to a third of the points available may be spent on these formations.) | ||
Formation | Units | Cost |
---|---|---|
Harbinger | One Harbinger | 400 points |
Hell Blades | Three Hell Blades | 200 points |
Hell Talons | Two Hell Talons | 225 points |
Unit | Cost |
---|---|
Greater Daemon | +50 points each |
Minor Daemon | +10 points each |
Red Corsair Forces
- EA(+1)
- FS
- EA(+1)
- FS
- Augmented Summoning (+2D3)
- Invulnerable Save
A Champion of Chaos added to a formation that belongs to Khorne, Nurgle or Chaos Undivided has a Daemon Artifact weapon. A Champion of Chaos added to a formation that belongs to Slaanesh or Tzeentch has a Daemon Bolt weapon.
- EA(+1)
- MW
- Commander
- Invulnerable Save
- Leader
- Supreme Commander
- Daemonic Focus
- Invulnerable Save
- Leader
- EA(+1)
- MW
- Commander
- Invulnerable Save
- Leader
- Fearless
- Mounted
- Scout
- EA(+1)
- MW
- Reinforced Armour
- Teleport
- Thick Rear Armour
(30cm) 3+
(4+) 3+ 3+
- EA(+1)
- MW
- EA(+2)
- MW
- Commander
- Fearless
- Leader
- Reinforced Armour
- Teleport
A Daemon Prince may have wings, the unit gains Jump Packs and a move of 30cm, while its armour value is reduced to 4+.
- Expendable
- Invulnerable Save
Costs 1 Summoning Point to summon.
- D
- Fearless
- Fearless
- Reinforced Armour
- Teleport
- Thick Rear Armour
- Fearless
- Jump Packs
- Fearless
- Reinforced Armour
- IC
- Fearless
- Invulnerable Save
- Skimmer
- EA(+2)
- MW
- Fearless
- Infiltrator
- Invulnerable Save
- Walker
- EA(+1)
- MW
- Fearless
- Walker
- Reinforced Armour
- Thick Rear Armour
- Transport
May transport one unit of Chaos Space Marine Terminators or Obliterators, or two infantry units (except Daemon Princes) without Jump Packs or Mounted.
- Transport
May transport two infantry units (except Chaos Space Marine Terminators, Daemon Princes and Obliterators) without Jump Packs or Mounted.
- IC
- Walker
- Fearless
- Invulnerable Save
- Scout
- Walker
- IC
- EA(+1)
- MW
- Fearless
- Infiltrator
- Invulnerable Save
- Walker
- Fearless
- Invulnerable Save
- Skimmer
- IC
- IC
- EA(+1)
- MW
- Damage Capacity 2
- Fearless
- Infiltrator
- Invulnerable Save
- Reinforced Armour
- Walker
Critical Hit Effect: Destroyed.
- EA(+1)
- MW
- Damage Capacity 3
- Daemonic Focus
- Fearless
- Inspiring
- Invulnerable Save
- Reinforced Armour
- Walker
Costs 6 Summoning Points to summon. Critical Hit Effect: The unit is destroyed, all summoned units within 5cm are destroyed on a roll of 6+.
- FxF
- FxF
- Left
- Right
- Damage Capacity 2
- Planetfall
- Reinforced Armour
- Transport
May transport eight infantry units or Chaos Dreadnoughts; Chaos Space Marine Terminators, Chaos Dreadnoughts and Obliterators count as two units each. Critical Hit Effect: The unit and all units being carried are destroyed. Counts as a Thunderhawk Gunship for the purposes of being transported.
- FxF
- Left
- Right
- FxF
- IC
- Damage Capacity 4
- Invulnerable Save
- Reinforced Armour
Critical Hit Effect: The unit is destroyed.
- FxF
- FxF
- IC
- FxF
- FxF
- MW
- Slow and Steady
- Transport
May transport 60 infantry units, Attack Bikes, or Dreadnoughts; plus 60 armoured vehicle units (except Dreadnoughts); plus nine Thunderhawk Gunships and enough Drop Pods or Landing Craft to transport any other units being carried.
- MW
- Transport
May transport 20 infantry units, Attack Bikes, or Dreadnoughts; plus 20 light vehicles or armoured vehicle units (except Attack Bikes and Dreadnoughts); plus six Thunderhawk Gunships and enough Drop Pods or Landing Craft to transport any other units being carried.
- Planetfall
- Transport
May transport one formation of only the following units: Berzerkers, Chaos Dreadnoughts, Chaos Space Marine Chosen, Chaos Space Marines, Daemon Prince, Havocs, Noise Marines, Plague Marines, Thousand Sons. After the drop pod lands, its Deathwind attacks all enemy units within 15cm. Each enemy formation attacked receives a Blast marker for coming under fire, and an extra Blast marker for each casualty. Then any troops carried in the drop pod must disembark within 5cm of the drop pod or within 5cm of another unit from the same formation that has already landed, so long as all units are placed within 15cm of the drop pod. Drop pod models should be removed from the board once the formation they transport has disembarked. Counts as a Drop Pod for the purposes of being transported.
Augmented Summoning
Some chaos units are noted as having Augmented Summoning (+x). Units with this ability add a number of summoning points equal to x
when the formation they are in summons daemons (see Summoned Units). For example, a unit noted as having Augmented Summoning (+2D3) would allow a formation with a Daemonic Pact to roll 4D3 for summoning points as opposed to the usual 2D3.
Daemonic Focus
Certain Chaos units are noted as having Daemonic Focus. Units with this ability may keep any or all summoned units that belong to the formation in play. Summoned units do not vanish back into the warp after the formation has attempted to rally. Chaos units with daemonic Focus may not be used to keep summoned units in play if the formation is broken.