Corsair Band Age d10

1-3 Young - A few centuries old
4-8 Old - A few millennia old
9-10 Ancient - Over five millennia old

Corsair Band Origin 1d6

1 Opportunists - Something about the region draws in individual Outcasts and small crews, and they formed a Corsair band to keep from fighting each other too much.
2 Strong Brand - The Corsair band has established itself as one of the best in a particular field, and numerous individuals of diverse origins seek them out to learn new skills or live a particular lifestyle.
3 Popular Leader - The Corsair Prince is very famous and many will travel across the galaxy to fight alongside them.
4 Remnants of Fallen Craftworld - The Corsairs are the remnants of a fallen craftworld, bound together by shared origin and loss.
5 Deep Space Fleet - The fleet was originally put together by a Craftworld for a specific task far from home, but it may or may not still honor its original purpose.
6 Ex-Kabalites - The core of the Corsair band is made up of those who got tired of the Drukhari way of life and decided to do something different.

Corsair Prince Origin 1d12

1 Prophet - The Prince was a Farseer or some other sort of psyker who can see the future.
2 Webway Master - The Prince is a expert at navigating and manipulating the Webway, and was likely some sort of specialist in this field long before they became a Prince.
3 Autarch - The Prince was a legendary leader of warriors before fate set them on a new path.
4 Aspect Warrior - The Prince was an Aspect Warrior, perhaps even an Exarch.
5 Archon/Dracon - The Prince was once a senior member of a Kabalite.
6 Veteran Corsair - The Prince's origin is irrelevant, they have walked the Path of the Corsair as long as anyone can remember.
7 Merchant - The Prince learned the basics of voidcraft while walking the Path of the Merchant.
8 Ranger - The Prince spend a long period of time as a Ranger before switching Paths.
9 Wych - The Prince was once a part of a Wych Cult.
10 Mystery - No one knows what the Prince did before their rapid rise to power.
11 Exodite - The Prince was once an Exodite.
12 Civilian Path - The Prince somehow rose rapidly through the ranks despite lack of practical prior experience.

Corsair Prince Motivation 1d30, roll 1d6 times

1 Animal Lover - The Prince collects wildlife wherever they go.
2 Go Where No Being Has Gone Before - The Prince just wants to explore the galaxy and see cool stuff.
3 Trapped By Success - The Prince isn't quite sure how they got the job in the first place, but now aren't sure how they can leave it without losing face.
4 Lost Spirit Stone - The Prince searches for the spirit stone of a loved one.
5 Protector Of The People - The Prince seeks to aid Aeldari Rangers, Exodites, Merchants, and any other wanderers who may find themselves in peril.
6 Defender of the Lost - The Prince hunts those he/she sees as defiling the ruins of their lost Empire.
7 A Well-Hidden Spark - As hopeless as it might seem, as rare as the opportunities arise, a small part of the prince genuinely wishes to see the galaxy become a better place.
8 Harlequin Romance - The Prince has an on and off thing with a Harlequin and often gets pulled into their odd adventures.
9 Debts to Pay - The Prince needs to pay some form of debt by stealing an unusual item.
10 Collector of Ancient Treasures - The Prince loves collecting old relics, and probably has at least one powerful weapon from ancient times.
11 The Whole Galaxy Will Know Me! - The Prince wishes to be remembered forever for their deeds.
12 Secret Service - The Prince will always put the interests of their original home first, no matter how many Paths they walk.
13 Freedom From All Restraints - The Prince likes being able to do whatever they want.
14 It's Always A Damned Farseer - Someone has a hold over the prince, and until they can extricate themselves the band is sometimes used to advance someone else's schemes.
15 Stealing A Page From History - The Prince joined or formed the band in order to gather the resources (the band itself, or through looting) needed to accomplish some great work.
16 Martial Perfection - The Prince wants to prove he/she is one of histories greatest warriors.
17 Ynnari - The Prince is a member of the Ynnari Cult and furthers their agenda when they can.
18 Dominion Resurgent - Commorragh is a cesspit, the Exodites are useless, the Harlequins are crazy, and the Craftworlds are scattered. Forming the band is merely a first step, practice for future empire-building.
19 Revenge - Nuff said.
20 Achieve Power - Being a Corsair Prince is just a means to an end. Maybe they hope to achieve increased status back home, or maybe they hope to become rich enough to rule their own settlement.
21 Traveller of Forgotten Paths - The Prince seeks something hidden in the Webway, perhaps just a safe hiding spot. Few know the Webway as well as they do.
22 Anarchist Ideologue - The Prince strongly advocates for the wild and reckless Corsair lifestyle, seeking it as the only way to live. They may even send their disciples to recruit among Craftworlds and Exodite Worlds.
23 Dancing on the Blade's Edge - Although many Corsairs are adrenaline junkies, few take it as far as this Prince.
24 Extermination - The Prince hates other races and slays them whenever they can.
25 Survivor of the Endless Darkness - The Prince is likely ancient, and has dedicated his/her life to immortality by any means necessary.
26 Reaper of the Outer Dark - The Prince loves destruction for the sake of destruction.
27 Dark Urges - The Prince must inflict cruelty, whether due to psychosis, or Slaanesh's grip on their soul.
28 Seeker of Forbidden Pleasures - The Prince was likely booted from their past life for their reckless self-indulgences, and now secretly or openly indulge themselves whenever they can.
29 Achieve Ultimate Power - The Prince hopes to ascend Godhood/Daemon Princehood by unusual means.
30 Corrupt to the Core - The Prince has been irredeemably corrupted by misuse of their psychic powers, or exposure to corrupted items. So far their crew is oblivious or turning a blind eye.

Corsair Prince Personality 1d20

1 Honor Above All - The Prince has a personal code they uphold no matter what. Although they can be fun at times, they are dead serious when important matters are at hand.
2 The Universe's Perfect Idiot - The Prince seems to be rather unintelligent by Aeldari standards, but things always seem to work out for them somehow anyways.
3 Manic - The Prince's personality is unstable, with large mood swings.
4 Sleazebag - The Prince hits on anything with a pulse.
5 Parental - The Prince takes a surprising amount of interest in the well-being of their followers, as they see themselves as mentors for lost souls.
6 Attention Seeker - The Prince always wants to be the center of attention.
7 Poetic Soul - The Prince sees beauty and insight in even minor things and is easily distracted.
8 Broken On The Inside - The Prince struggles with some great personal tragedy and is deeply introverted.
9 High Strung - The Prince has a bad case of paranoia or imposter syndrome and lives in fear their subordinates will sense some sort of weakness or failure. Quick to anger or panic.
10 Patient Hunter - The Prince is always intensely focused at the task at hand and despises interruptions.
11 Soulless Manipulator - The Prince seems to feel no emotion, but has high emotional intelligence they use to bend others to their will.
12 Loudmouth - The Prince has strong opinions on many things and likes to say them.
13 Extreme Narcissist - The Prince is often too focused on their appearance to pay attention to the world around them. Expects lots of compliments from subordinates.
14 Paragon of Fickleness - Even by Corsair standards, the Prince seems to make their decisions at random, as they find doing the obvious thing too boring.
15 Fanatic - There is only black and white in the Prince's world, following their creed is all that matters.
16 Endless Ennui - The Prince is bored and listless most of the time except during major events.
17 Bookish Scholar - The Prince is always seeking out new knowledge and enjoys sharing what they know.
18-19 Complicated - The Prince is a complicated individual, roll 1d3 more times on the table.
20 - False Persona - The Prince keeps their true personality hidden, roll twice more on the table, the first result is the public face, the second result is the true personality.

Corsair Prince Abilities 1d6 1d3 times

1 Highly Charismatic
2 Legendary Fighter
3 Potent Psyker
4 Master Strategist
5 Endless Luck
6 Hot Shot Pilot

Corsair Followers 1d6

1 Fellow Travelers - The followers of the Corsair Prince have similar motives to them.
2 Naïve Rubes - The followers of the Corsair Prince generally have benign motives compared to their Prince (lower on the motivation table) and are likely unaware of their Prince's true motives.
3 Scum and Villainy - The followers of the Corsair Prince are hardcore murders compared to their Prince, but tolerate him/her anyways, either due to their abilities or being misguided about their true motives (generally have motives higher on the motivation table).
4 Kinfolk - The followers of the Corsair Prince are pretty standard pirates/privateers who only follow the Prince due to shared origin and the Prince's ability. Reroll if got Origins roll 1-3.
5 Niche Interests - The followers of the Corsair Prince all share a niche interest which may or may not align with their Prince's motives. Roll on the motivation table.
6 Mixed Bag - Pretty much anyone is welcome as long as they follow the basic rules.

Lair 1d8

1 Old Aeldari Ruins on a Planet's Surface - Probably a palace or something impressive.
2 Ancient Waystation/Haven Spire - A space station in real space near a Webway Gate where pre-Fall travellers could relax. Possibly orbiting a planet, possibly in deep space, usually somewhere with a nice view.
3 True Nomads - The Corsairs never stay in one spot longer than they have to.
4 Site of Natural Beauty - The Corsairs have set up some basic infrastructure on a location with a really nice view or a really relaxing climate. Could be a small space station, a rustic camp, or a hastily grown structure.
5 Asteroid Base - The Corsairs have set up a well hidden base on an asteroid or small moon.
6 Space Hulk - The Corsairs have set up on a Space Hulk. Maybe they think it has loot, or maybe they enjoy practicing on the creatures they share the Hulk with.
7-8 Webway Nexus - The Corsair lair is entirely within the Webway, usually a small station in a wide open space at the intersection of several large tunnels.

Favored Tactic 1d12

1 Ninja Pirates - The Corsairs like to sneak close to opponents, then stab them. They often get into position by opening new Webway Portals, or using vehicles and ships cloaked with holo-fields. They often attack at night, and prioritize destroying power infrastructure to kill lights and artificial gravity.
2 Heist Masters - The Corsairs avoid bloodshed when possible, using elaborate schemes including disguised crewmembers, mind controlled puppets, holo-trickery, jetpacks, temporary Webway openings, knock-out gas, and/or blink packs to steal loot and humiliate their opponents.
3 Speed Demons - The Corsairs prefer jetbikes and Venoms, even for forests, urban areas, and boarding actions.
4 Big Explosions - The Corsairs love using big guns and planted explosives to take out large targets, and deliberately pick missions where they will have the opportunity to make some noise.
5 Fighter Cult - The Corsairs train extensively with their preferred weapons and vehicles, and deliberately structure their missions in ways that put those skills to the test.
6 Prisoner-Takers - The Corsairs use technology like webbers, tanglefield grenades, knock-out gases, and stun batons to capture as many people alive as possible. Whether it is for slave-taking, ritual sacrifices, ransom hostages, humiliations, or just to avoid bloodshed is dependent on the motivations of the Prince and their followers.
7 Slapstick Comedy - The Corsairs avoid fair fights to humiliate weak opponents in close combat. Depending on the Corsair band, these "games" may end up being anywhere from viciously sadistic to moderately humiliating.
8 Flamboyant - The Prince regularly comes up with tactics that are flashy and needlessly complicated, to prove their prowess, enhance their legend, and/or to relieve boredom.
9-10 All Out Assault - The Corsairs prefer to attack their opponents in the most direct manner possible. For planetary work, their fleets batter their way through the planet's defenses to reach low orbit, and then release a cloud of anti-grav vehicles ranging from jetbikes to super-heavies, while their ships pummel any strong surface fortifications.
11 Silent Hunters - The Corsairs behave more like Rangers, fighting stealthily but from a distance. They prefer isolated worlds where they have days, or even months to operate. Depending on their motives, they may enjoy generating psychological terror, want to practice their skills, or just feel it is smart to cautiously pick apart their targets. Often use Ranger longrifles as their main weapon.
12 Void Only - The Corsairs almost never land on a planet, why even bother when so many races pack their valuables into crude merchant vessels? Roll 1d8 on this table for more information on their boarding tactics (yes the 1d8 is deliberate).

Standard Gear - 1d50 3d6 times The typical corsair will have a shuriken rifle or shuriken pistol, medium armor, and maybe a few plasma grenades as default. Standard gear may also be affected by the result of the favored tactic roll or the origin roll.
1 Shuriken Catapults - The Corsairs prefer the close-up punch of a shuriken catapult.
2 Splinter Rifles and Shard Carbines - The Corsairs prefer the poisonous effects of a splinter rifle, and may have close ties with the Drukhari.
3 Light Lasblaster - The Aeldari equivalent of the lasgun, it is popular with those without safe ports or homegrown manufacturing due to the ease by which it can be recharged.
4 Heavy Lasblaster - The Aeldari equivalent to a SAW. A bit too bulky for the tastes of many Eldar, but popular with those who love excessive firepower or who use jetpacks.
5 Mixed Rifles - The Corsairs use a mix of all the above types of rifles and more.
6 Splinter Pistols - The Corsairs prefer poisoning their opponents up close, and may have ties with the Drukhari.
7 Brace of Pistols - Many Corsairs in the band carry multiple pistols into combat with them, of varying types.
8 Fusion Pistols - Some of the more experienced Corsairs carry these weapons to cut through bulkheads or slay heavily armored opponents.
9 Dissonance Pistols - A rare sonic weapon few bands have, and those that do reserve them for veteran fighters.
10 Neuro Disruptors - Built from rare crystals that allow the user to directly attack their opponents mind with a pistol-like weapon. The few bands that have them usually reserve them for powerful psykers and veteran officers.
11 Lots of Knifes - Many of the Corsairs carry lots of knifes and short blades on their person, as back-up or for sneaky slaying.
12 Ancestral Blades - A basic Aeldari sword with a very sharp blade. Objectively inferior to a chainsword or power sword, but popular with some traditionalists.
13 Unusual Melee Weaponry - Many Corsairs in the band try to stand out with unusual weapons like power claws, axes, large hammers, whips, tridents, and anything else they can get their hands on.
14-15 Power Weapons - A popular choice with many Corsair bands, usually comes in the form of a sword. It cuts through armor like glass, but is unfortunately not very stealthy because of the light it emits when activated. Can be used as a normal sword when stealth is a priority.
16 Chainswords - A popular choice against tough but lightly armored foes orks and mutants, or with those who like making a mess.
17 Venom Blades - Often of Drukhari design, popular with those who like causing pain.
18 Void Sabres - A rare weapon made from corrupted wraithbone. Only a wealthy officer who is either suicidaly reckless or very strong willed would carry one of these.
19 Spar-Glaives - An unusual polearm that a few Corsair bands swear by, but is otherwise rare.
20 Free-For-All - The Corsairs carry a truly bewildering mix of weapons into combat, each seeking to outdo each other with unusual gimmicks.
21 Fusion Guns - A common support weapon in some bands.
22 Flamers - A common support weapon in some bands.
23 Shredder - Could Drukhari in origin, but many bands make their own less edgy version, a popular support weapon.
24 Blaster - Could Drukhari in origin, but many bands make their own less edgy version, a popular support weapon.
25 Shuriken Cannons - A compact handheld version of a weapon that is usually mounted, often used by jetpack users.
26 Eldar Missile Launchers - A compact handheld version of a weapon that is usually mounted, often used by jetpack users.
27 Dissonance Cannons - A rare sonic weapon that certain bands use as a heavy support weapon.
28 Splinter Cannons - Drukhari in origin, often used by those who can't manufacture their own heavy support weapons, or have close ties with the Drukhari.
29 Dark Lances - Drukhari in origin, often used by those who can't manufacture their own heavy support weapons, or have close ties with the Drukhari.
30 Wraithcannon - A popular heavy support weapon with the more reckless Corsair bands, openings gateways into the Warp is not something most would do lightly.
31-33 Jetpacks - Most Corsair bands use at least a few jetpacks, but this one uses them extensively.
34 Combat Drugs - This Corsair band uses some hardcore drugs, often sourced from the Drukhari or a hidden pleasure cult, but they may make their own.
35 Haywire Grenades - A popular choice within some bands for disabling vehicles and equipment.
36 Lots of Grenades - A few members of the band feel having lots of grenades of differing types is an interesting gimmick.
37 Meltabombs - Some Corsair bands uses these for breaching bulkheads and vaults.
38 Shadowwave Grenades - The high-tech version of a smokebomb, good for covering retreats or obscuring advances.
39 Tanglefield Grenades - Increases local gravity to slow or disable opponents. Good for slowing down dangerous opponents or capturing or humiliating less dangerous ones.
40 Dissonance Breach Charge - A rare sonic device used by certain Corsair band for breaching barriers.
41-43 Shimmershields/Mistshields - A high percentage of the band uses forearm mounted personal energy shields.
44-45 Light Armor - Many members of the band wear little to no armor, or sometimes little clothing as well, for a range of reasons, but usually arrogance or to stand out.
46-48 Quality Armor - The band is rich or influential enough to have access to many suits of armor on par with that worn by Aspect Warriors, or on par with Drukhari ghostplate armor. It may also be ancient armor found in a ruin, or made "in-house" by a particularly talented Corsair artisan.
49-50 Voidplate Harnesses - Bulky suits mean for deep space work. Some Corsair bands stick their front line assaulters in them when charging a wall of guns is unavoidable.

Specialists 1d20, roll 1d6 times Some veteran Corsairs specialize in a particular form of combat, often taught by a longtime master who is a member of the band. Other times the band makes or acquires unusual vehicles that are generally only used by Corsairs, perhaps only that specific band. Depending on how well they get along with their allies, the Corsairs may also frequently fight alongside Aspect Warriors, Rangers, Harlequins, Kabalites, or perhaps even non-Aeldari.

1 Ghostwalkers - Stealth experts, may use knifes, longrifles, jetpacks, camocloaks, holofields, and more, depending on the Corsair band's favored tactics and resources.
2 Cloud Dancers - Skilled bikers, although many Corsairs use jetbikes, these guys raise it to a fine art.
3 Malevolent Bands - Unfortunately some go slowly insane if they walk the Corsair path for too long, or quickly insane if exposed to a particularly nasty situation. Some Corsair bands deal with the issue by rounding these guys up into suicide squads with the best melee weapons and explosives.
4-5 Wasp Assault Walkers - Some Corsair bands modify War Walkers with jet assisted anti-grav systems, significantly improving the maneuverability of what is usually seen as a moderately mobile stable weapons platform. Unfortunately the increased power usage means the holofields are usually used instead of power fields to protect the pilot from incoming fire.
6 Balestrike Bands - Some Corsair bands give most of their heavy support weapons to jetpack using veterans who specialize in using their maneuverability to hunt whatever target is most vulnerable to their weapon.
7-8 Hornets - A hard-hitting anti-grav vehicle that some Corsairs and Craftworlds prefer over Vypers.
9 Shade Runners - Literal ninjas who use their blink packs to teleport within knife stabbing distance. The fighting style's founders were said to be a Wych and a Warp Spider.
10 Kurnite Hunters - Weirdo animal lovers that form a psychic link with a predator animal they use as a scout, often a faolchu (falcon), as a way of honoring Kurnous, Aeldari god of the hunt.
11 Kurnathi - Masters of the blade, some have been a part of various martial orders for centuries.
12 Starstorm Duelists - Flashy gunslingers, they usually have a brace of pistols, including a few fancy ones, particularly fusion pistols.
13 Fate Dealers - Sniper assassins, heavy overlap with Rangers and many Ghostwalkers, but usually seen as the best in their field.
14 Unusual Xenos - The band contains a few members of an obscure xenos race who fight in a unique way.
15 Drukhari Mercenaries - A few Wyches, Mandrakes, Sslyth or other specialists are being paid to fight alongside the Corsair band on an almost full-time basis.
16-18 - The Corsair band has a martial order within it who have developed their own highly unusual fighting style.
19-20 - The Corsair band has access to an unusual vehicle of its own design.

Size of Fleet 1d10

1 A single cruiser
2 A few escorts
3-4 One or two cruisers and a few escorts
5-7 A battleship, a few cruisers, and many escorts
8-9 Dozens of ships, probably operating in multiple regions
10 Hundreds of ships, with semi-independent fleets across many parts of the Galaxy

Favored Vessels 1d12 1d6 times reroll anything that conflicts with fleet size

1 Nightshade (escort)
2 Hemlock (escort)
3 Hellebore (escort)
4 Aconite (escort)
5 Solaris (cruiser)
6 Aurora (cruiser)
7 Shadow (cruiser)
8 Eclipse (cruiser)
9 Kurnous (cruiser)
10 Vaul (cruiser)
11 Void Stalker (battleship)
12 Some Drukhari or Craftworld vessels, or some unusual one-off ancient relic or unusual creation

Deed of Legend/Favorite Trophy 1d10

1 Found a legendary Aeldari relic.
2 United sworn enemies against a greater threat.
3 Defeated a seemingly unstoppable opponent in a way even the Farseers couldn't have predicted.
4 Keeps a body part of a hated opponent in a jar, probably the head, but maybe something more humiliating, or the whole body.
5 Saved an Exodite World from invasion.
6 Destroyed an enemy fleet while they though they were safely at port.
7 Slew a legendary Space Marine/Chaos Space Marine.
8 Visited a Crone World and acquired an unusually large haul of Tears of Isha.
9 Joined forces with some Harlequins or Farseers to stop a major Chaos ritual.
10 Humiliated an Archon who tried to betray them.

Allies 1d20 1d6 times How closely they work with their allies depends on how closely their motivations and origins align. Allies could be anything from occasional trading partners, to expendable distractions, to people whose ships they will loosely coordinate with during raids, to people who they will allow on to their own ships and fight side by side.

1 A Craftworld
2 A Kabal
3 The Ynnari
4 Grand Pirate Alliance - An unusually stable alliance which consists of at least two of the following working together; Orks, Humans, Drukhari, other Corsairs, Squats, and/or minor Xenos.
5 An Exodite World
6 An Aeldari Free Port - A rare location, usually in the Webway, where Aeldari of all factions are welcome.
7 Harlequins
8 A Rogue Trader
9 A Merchant Fleet or Privately Owned Fleet
10 An Imperial Navy Patrol
11 An Inquisitor
12 A Wych Cult
13 Rangers
14 A Minor Xenos Race
15 Human Pirates
16 Ork Freebooterz
17 Another Corsair Band
18 No one (discard all other rolls)
19 An unusual faction of Necron
20 Roll 1d3 more times

Current Most Hated Enemy 1d12

1 Imperial Navy
2 Human Colonists
3 The Imperium in General
4 Orks
5 Chaos in General
6 Another Corsair Band
7 A Kabalite or other Drukhari faction
8 Tyranids
9 Necron
10 A particular Space Marine Chapter
11 A particular Chaos Warband
12 A Rogue Trader

Edit Report
Pub: 13 Mar 2025 06:07 UTC
Edit: 14 Mar 2025 07:28 UTC
Views: 66