Fairlight Raiders Assets

STRATEGIC ASSETS
Expanded Armoury
After a series of bountiful raids, the Fairlight now boasts an armory that is the envy of corsairs everywhere. A wide range of artifacts -- from Harlequin flip belts to standard plasma grenades -- provides the team with the tools to tackle almost any situation.
In the Select Equipment step of a mission sequence, you can use 4 additional points worth of equipment to equip operatives from your kill team with.
Hoard of Spoils
Thanks to the financial backing of Lady Ylleth and her noble house, the Fairlight Raiders have a rich pool of resources to draw from when planning their missions.
In the Strategy phase of the first Turning Point, add 1 additional CP to your pool.
Empty

This is an unused strategic asset slot.


EQUIPMENT STASH

Rare

Limit

Name

EP

Effect

Count

Corsair Blade

1

The operative is equipped with the following melee weapon for the battle:

NameAWSD
Corsair Blade33+3/4

3

Diuturnal Mantle

2

The operative gains the following ability for the battle:

Diuturnal Mantle: Each time a shooting attack is made against this operative, if the ranged weapon has the Torrent or Blast special rule, this operative is treated as having a Save characteristic of 3+ for that shooting attack.

2

Flip Belt

2

The operative gains the FLY keyword for the battle.

Long-Sight Helm

3

Ranged weapons the operative is equipped with gain the Ceaseless special rule for the battle.

+

Mistfield

3

VOIDSCARRED FELARCH operative only. The operative gains the following ability for the battle:

Mistfield: While a friendly CORSAIR VOIDSCARRED operative is within ⚪ of this operative, that operative has a 5+ invulnerable save.

+

Pathfinder Cloak

2

VOIDSCARRED FATE DEALER operative only. The operative gains the following ability for the battle:

Pathfinder Cloak: While this operative has a Conceal order, it is always treated as having a Conceal order, regardless of any other rules (e.g. Vantage Point).

Plasma Grenade

3

The operative is equipped with the following ranged weapon for the battle:

NameABSD
Plasma Grenade43+3/4
Special Rules
Rng , Blast ⚪, Limited, Indirect

Psychoreactive Armour

3

Change the operative’s Save characteristic to 3+ for the battle.

Runes of Protection

2

The operative gains the following ability for the battle:

Runes of Protection: Each time a shooting attack is made against this operative, in the Roll Defence Dice step of that shooting attack, if that shooting attack was made as a result of the Manifest Psychic Power action, you can re-roll any or all of your defence dice.

2

Spirit Stone

4

VOIDSCARRED SOUL WEAVER operative only. The operative gains the following ability for the battle:

Spirit Stone: This operative can perform the Soul Channel action twice during its activation.