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).
Red Corsairs Epic Tournament Special Rules
All formations in a Red Corsairs army owe allegiance to Chaos Undivided. The summoning point costs for a Red Corsairs army are below.
| Minor Daemons | 1 |
| Greater Daemon | 6 |
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.
Summoned Units
Each formation in a Chaos army owes allegiance to Chaos Undivided or one of the four chaos gods: Khorne, Nurgle, Slaanesh or Tzeentch. The Chaos player must declare each formation’s allegiance before the battle, noting it down on their army list. Unbroken formations with Daemonic Pact are able to summon daemons with a similar allegiance (or daemons of any allegiance if the formation owes allegiance to Chaos Undivided) to the battlefield from the Daemon Pool.
Daemons in the Daemon Pool are noted only as being lesser or greater daemons when they are purchased, they should be thought of as markers. The Chaos player must declare the number of lesser and greater daemons in the Daemon Pool in some fashion that is easily apparent to their opponent at all times. The Daemon Pool is kept off the board and daemons are removed from it as formations summon daemons to the battlefield.
A formation may summon daemonic units from the Daemon Pool as part of its action before declaring which action it will carry out. The formation generates 2d3 summoning points that can be used to move daemons from the Daemon Pool to the battlefield where they are converted to actual daemonic units. The allegiance of the summoning formation determines which daemonic units it may summon, while the daemonic units available to summon (and their respective summoning point costs) are defined in the specific Chaos army lists. Summoning points must be used immediately or lost, but un-summoned daemons in the Daemon Pool remain to be summoned by other formations or on later turns.
Summoned daemonic units must be placed within 5cm of a unit from the formation that was there prior to summoning, you may not place a “chain” of summoned units. They also may not be placed in enemy zone of control or in impassable terrain. Finally, an army may only have one greater daemon with a given allegiance on the battlefield at any one time. Summoned daemonic units count as part of the formation that summoned them while they remain on the battlefield.
Daemonic units that are destroyed are removed from play and not put back into the Daemon Pool. If a formation with daemonic units is broken then all the daemonic units are removed from play as well. If a formation with daemonic units loses an assault (see Work Out Result) the extra hits it suffers occur before it becomes broken and the daemonic units are removed from play. Also note that daemonic units do count towards the “For each kill you have inflicted during the assault” assault modifier of your opponent.
In the End phase, after all rally tests, all summoned daemonic units are converted back into daemon markers and returned to the Daemon Pool. Note that this may lead to the formation breaking. War Engine units that are returned to the Daemon Pool keep their current DC and do not heal back to full DC. If they are summoned again they will have the same DC they had before being returned to 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. A unit with this character may be sacrificed (removed from play without its formation receiving a Blast marker) before rolling for summoning points. This changes its Augmented Summoning from (+2D3) to (+6), and a Greater Daemon must be summoned. Place the Greater Daemon within 10cm of the point where the sacrificed unit was removed.
- 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
- 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
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.