Prova

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Aeldari - Craftworlds - Prova - (2000 pts)

Army Roster (Aeldari - Craftworlds) (2000 pts)

Configuration
Battle Size Strike Force (2000 Point limit)

Detachment Battle Host

Rules: Unparalleled Foresight

Show/Hide Options Unaligned Fortifications are visible, Unaligned Forces are visible

Epic Hero (535 pts)


Avatar of Khaine (1) Rules: Deadly Demise D3, Strands of Fate, Sustained Hits
(335 pts) Unit: Avatar of Khaine
Abilities: Molten Form, The Bloody Handed (Aura), Damaged: 1-5 Wounds Remaining, Invulnerable Save[1]
Ranged Weapons: The Wailing Doom
Melee Weapons: The Wailing Doom - Strike, The Wailing Doom - Sweep

Fuegan (1) Rules: Feel No Pain 5+, Strands of Fate, Leader, Melta, Sustained Hits
(130 pts) Unit: Fuegan
Abilities: Invulnerable Save (Phoenix Lord), Burning Lance, Unquenchable Resolve, Leader[1]
Ranged Weapons: Searsong - Beam, Searsong - Lance
Melee Weapons: The Fire Axe

Illic Nightspear (1) Rules: Infiltrators, Leader, Stealth, Strands of Fate, Pistol, Assault, Devastating Wounds, Precision, Heavy
(70 pts) Abilities: Invulnerable Save (Illic Nightspear), Bringer of the True Death, Hunter Unseen, Leader[2]
Unit: Illic Nightspear
Melee Weapons: Aeldari power sword
Ranged Weapons: Shuriken Pistol (x4) (x4), Voidbringer

Character (380 pts)


Autarch Wayleaper (1) Dragon Fusion Gun, Star Glaive, Howling Banshee Mask, Warlord
(115 pts)
Rules: Lone Operative, Strands of Fate, Deep Strike, Fights First, Melta, Assault
Abilities: Path of Command, Invulnerable Save (Autarch), Indomitable Strength of Will (Aura), Howling
Banshee Mask
Unit: Autarch Wayleaper
Melee Weapons: Star Glaive
Ranged Weapons: Dragon Fusion Gun[1]

Death Jester (1) Fate's Messenger


(105 pts)
Rules: Lone Operative, Strands of Fate, Devastating Wounds
Unit: Death Jester
Abilities: Death is Not Enough, Cruel Amusement, Invulnerable Save[2], Fate's Messenger
Melee Weapons: Jester's Blade
Ranged Weapons: Shrieker Cannon

Farseer (1) Witchblade


(80 pts)
Rules: Strands of Fate, Leader, Blast, Psychic, Pistol, Assault, Anti-
Unit: Farseer
Abilities: Branching Fates (psychic), Invulnerable Save (Farseer), Fortune (Psychic), Leader[3]
Ranged Weapons: Eldritch Storm, Shuriken Pistol (x4) (x4)
Melee Weapons: Witchblade

Spiritseer (1) The Weeping Stones


(80 pts)
Rules: Strands of Fate, Leader, Pistol, Assault, Anti-, Psychic
Abilities: Invulnerable Save (Spiritseer), Leader[4], Spirit Mark, Tears of Isha (Psychic), The Weeping Stones
Unit: Spiritseer
Ranged Weapons: Shuriken Pistol (x4) (x4)
Melee Weapons: Witch Staff

Infantry (850 pts)


Fire Dragons (5) • 4x Fire Dragon
(90 pts) • Fire Dragon Exarch: Firepike

Rules: Strands of Fate, Assault, Melta


Abilities: Invulnerable Save[3], Assured Destruction
Unit: Fire Dragon (x4) (x4), Fire Dragon Exarch
Melee Weapons: Close combat weapon (x2) (x4)
Ranged Weapons: Dragon Fusion Gun[2], Firepike
Rangers (5) • 5x Ranger
(55 pts)
Rules: Infiltrators, Stealth, Strands of Fate, Heavy, Precision, Pistol, Assault
Abilities: Invulnerable Save[4], Path of the Outcast
Unit: Rangers
Melee Weapons: Close Combat Weapon[1]
Ranged Weapons: Ranger long rifle, Shuriken Pistol (x4) (x4)

Shadow Spectres (5) • 5x Shadow Spectre


(115 pts)
Rules: Deep Strike, Stealth, Strands of Fate, Blast
Abilities: Invulnerable Save[3], Shade of Twilight
Unit: Shadow Spectre (x5) (x5)
Melee Weapons: Close Combat Weapon (x5) (x5)
Ranged Weapons: Prism Rifle - dispersed, Prism Rifle - focused

Swooping Hawks (5) • 4x Swooping Hawk


(85 pts) • Swooping Hawk Exarch: Hawk's Talon, Aeldari Power Sword

Rules: Deep Strike, Strands of Fate, Assault, Lethal Hits


Abilities: Invulnerable Save[3], Skyleap
Unit: Swooping Hawk (x4) (x4), Swooping Hawk Exarch
Melee Weapons: Close Combat Weapon (x5) (x10), Aeldari Power Sword
Ranged Weapons: Lasblaster, Hawk's Talon

Warp Spiders (5) • 4x Warp Spider


(125 pts) • Warp Spider Exarch: Deathspinner

Rules: Strands of Fate, Deep Strike, Devastating Wounds, Torrent


Abilities: Flickerjump, Invulnerable Save[3]
Unit: Warp Spider (x4) (x4), Warp Spider Exarch
Melee Weapons: Close Combat Weapon (x5) (x10)
Ranged Weapons: Deathspinner (x2) (x4)

Wraithguard (10) • 10x Wraithguard: Wraithcannon


(380 pts)
Rules: Strands of Fate, Devastating Wounds
Unit: Wraithguard
Melee Weapons: Close Combat Weapon[2]
Abilities: War Construct
Ranged Weapons: Wraithcannon

Mounted (105 pts)


Skyweavers (2) • 2x Skyweaver: Star Bolas, Skyweaver Haywire Cannon
(105 pts)
Rules: Strands of Fate, Anti-, Devastating Wounds
Unit: Skyweaver (x2) (x2)
Abilities: Invulnerable Save[2], Scything Swipes
Melee Weapons: Close Combat Weapon[3]
Ranged Weapons: Skyweaver Haywire Cannon, Star Bolas

Vehicle (130 pts)


Falcon (1) Shuriken Cannon, Bright Lance
(130 pts)
Rules: Deadly Demise D3, Deep Strike, Strands of Fate, Sustained Hits
Abilities: Damaged: 1-4 Wounds Remaining, Fire Support
Unit: Falcon
Transport: Transport
Ranged Weapons: Pulse Laser, Bright Lance, Shuriken Cannon
Melee Weapons: Wraithbone hull
Rules:

Unparalleled Foresight Each time an Aeldari unit from your army is selected to shoot or fight, you can re-roll one Hit roll and you can re-roll one
Wound roll when resolving those attacks

Deadly Demise D3 Some models have 'Deadly Demise x' listed in their abilities. When such a model is destroyed, roll one D6 before removing it
from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that
model suffers a number of mortal wounds denoted by 'x' (if this is a random number, roll separately for each unit within 6").

Strands of Fate If your Army Faction is AELDARI, at the start of the battle, make a Strands of Fate roll by rolling six D6.

If you wish, you can then re-roll all of these dice, but if you do, roll one less D6. You can continue re-rolling all of the dice in
this manner, rolling one less D6 each time you do, until you are satisfied with the results rolled (or until you only have a single
D6 remaining).

When you are satisfied with the results rolled, those remaining dice become your Fate dice for the battle. These results
cannot be changed or re-rolled further, unless a rule specifically states otherwise. Keep your Fate dice to one side – this is
your Fate dice pool.

Once per phase, before making a dice roll for a model or unit from your army with the Strands of Fate ability, if you have one
or more dice in your Fate dice pool, you can use one of those Fate dice. To do so, select one of those Fate dice to substitute
that dice roll. The dice that is being substituted is not rolled; instead, the value of the selected Fate dice is used as if it
had been rolled (this counts as an unmodified dice roll of that value for all rules purposes). Each Fate dice can only be used
in this way once. After using a Fate dice, remove it from your Fate dice pool and roll all remaining dice that are part of that
dice roll (if any). You can use Fate dice for any of the following types of dice roll:
% Advance roll
% Battle-shock test
% Charge roll
% Damage roll
% Hit roll
% Saving throw
% Wound roll

Sustained Hits Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with
such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’

Feel No Pain 5+ Some models have 'Feel No Pain x+' listed in their abilities. Each time a model with this ability suffers damage and so would
lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number
denoted by 'x: that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one
of those abilities each time that model suffers damage and so would lose a wound.

Leader While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered
when units are destroyed (pg 12), it is treated as a single unit for all rules purposes. Each time an attack targets an Attached
unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models
in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack successfully wounds an
Attached unit, that attack cannot be allocated to a Character model in that unit, even if that Character model has lost one or
more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit
has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to Character
models in that unit.

Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit becomes
a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after
the attacking unit has resolved all of its attacks.

Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another
CHARACTER unit attached, that Attached unit’s Bodyguard unit becomes a separate unit, with its original Starting Strength. If
this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up
that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered
when that unit is destroyed.

Melta Weapons with [MELTA X] in their profile are known as Melta weapons. Each time an attack made with such a weapon targets
a unit within half that weapon’s range, that attack’s Damage characteristic is increased by the amount denoted by ‘x’.

Infiltrators During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield
that is more than 9" horizontally away from the enemy deployment zone and all enemy models.

Stealth If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll.

Pistol Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is
eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy
units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy
units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units
are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols
or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons
before selecting targets.
Assault Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models
equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot,
you can only resolve attacks using Assault weapons its models are equipped with.

Devastating Wounds Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is
made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack
(including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking
unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of
mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

Precision Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon
successfully wounds an Attached unit, if a Character model in that unit is visible to the attacking model, the attacking model’s
player can choose to have that attack allocated to that Character model instead of following the normal attack sequence.

Heavy Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the
attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.

Lone Operative Unless part of an Attached unit, this unit can only be selected as the target of a ranged attack if the attacking model is within
12".

Deep Strike During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of
setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit
anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up
either using the rules for Strategic Reserves or using the Deep Strike ability.

Fights First Units with this ability that are eligible to fight do so in the Fights First step, provided every model in the unit has this ability.

Blast Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time
you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the
target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a
unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

Psychic Some weapons and abilities can only be used by PSYKERS. Such weapons and abilities are tagged with the word 'Psychic'. If
a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been
inflicted by a Psychic Attack.

Anti- Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a
weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

Lethal Hits Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a
weapon, a Critical Hit automatically wounds the target.

Torrent Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon,
that attack automatically hits the target.
Unit M T SV W LD OC

Avatar of Khaine 10" 12 2+ 14 6+ 5

Fuegan 7" 3 2+ 5 6+ 1

Illic Nightspear 7" 3 5+ 3 6+ 1

Autarch Wayleaper 14" 3 3+ 4 6+ 1

Death Jester 8" 3 6+ 4 6+ 1

Farseer 7" 3 6+ 4 6+ 1

Spiritseer 7" 3 6+ 3 6+ 1

Fire Dragon (x4) (x4) 7" 3 3+ 1 6+ 1

Fire Dragon Exarch 7" 3 3+ 2 6+ 1

Rangers 7" 3 5+ 1 6+ 1

Shadow Spectre (x5) (x5) 12" 3 3+ 1 6+ 1

Swooping Hawk (x4) (x4) 14" 3 4+ 1 6+ 1

Swooping Hawk Exarch 14" 3 4+ 2 6+ 1

Warp Spider (x4) (x4) 12" 3 3+ 1 6+ 1

Warp Spider Exarch 12" 3 3+ 2 6+ 1

Wraithguard 6" 7 2+ 3 6+ 1

Skyweaver (x2) (x2) 14" 4 4+ 3 6+ 2

Falcon 14" 9 3+ 12 6+ 3
Abilities

Molten Form

Each time an attack is allocated to this model, halve the Damage characteristic of that attack

The Bloody Handed (Aura)

While a friendly Aeldari unit is within 6" of this model, add 1 to Advance and Charge rolls made for that unit.

Damaged: 1-5 Wounds Remaining

While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.

Invulnerable Save[1]

The Avatar of Khaine has a 4+ Invulnerable save

Invulnerable Save (Phoenix Lord)

Fuegan has a 4+ Invulnerable save

Burning Lance

While this model is leading a unit, each time a model in that unit makes an attack, add 1 to the Hit roll.

Unquenchable Resolve

The first time this model is destroyed, roll one D6 at the end of the phase. On a 2+, set this model back up on the battlefield, as close as possible to where it
was destroyed and not within Engagement Range of any enemy units, with its full wounds remaining.

Leader[1]

This model can be attached to the following unit:


% Fire Dragons

Invulnerable Save (Illic Nightspear)

Illic Nightspear has a 5+ invulnerable save against ranged attacks.

Bringer of the True Death

While this model is leading a unit, each time a model in that unit makes an attack, you can re-roll the Wound roll.

Hunter Unseen

This model’s unit can only be selected as the target of a ranged attack if the attacking model is within 12".

Leader[2]

This model can be attached to the following unit:


% Rangers

Path of Command

At the start of your Command phase, if this model is your Warlord and is on the battlefield, you gain 1CP.

Invulnerable Save (Autarch)

An Autarch has a 4+ Invulnerable save

Indomitable Strength of Will (Aura)

While a friendly Aeldari unit is within 6" of this model, each time that unit takes a Battle-shock or Leadership test, add 1 to that test.

Howling Banshee Mask

The bearer’s unit has the Fights First ability.

Death is Not Enough

In your Shooting phase, after this model has shot, if one or more of those attacks destroyed an enemy model, that enemy model’s unit must take a
Battle-shock test

Cruel Amusement
In your Shooting phase, one model from your army with this ability can use it. If they do, until the end of the phase, select one of the following abilities to
apply to that model’s shrieker cannon:
% [IGNORES COVER]
% [PRECISION]
% [SUSTAINED HITS 3]

Invulnerable Save[2]

This unit has a 4+ Invulnerable save

Fate's Messenger

Aeldari model only. Once per turn, just after making a Hit roll, a Wound roll or a saving throw for the bearer, you can treat the result as an unmodified roll of 6
instead.

Branching Fates (psychic)

Once per turn, when you use a Fate dice to substitute a roll made for a model or unit within 12" of a Farseer model from your army, one model from
your army with this ability can use it. If it does, the result of that Fate dice is first changed to a 6.

Invulnerable Save (Farseer)

A Farseer has a 4+ Invulnerable save

Fortune (Psychic)

In your Command phase, you can roll one D6: on a 2+, select one friendly AELDARI unit within 12" of this PSYKER. Until the start of your next Command
phase, each time an attack targets that unit, subtract 1 from the Wound roll.

Leader[3]

This model can be attached to the following units:


% Guardian Defenders
% Storm Guardians
% Warlock Conclave

Invulnerable Save (Spiritseer)

A Spiritseer has a 4+ Invulnerable save

Leader[4]

This model can be attached to the following units:


% Wraithblades
% Wraithguard
% Wraithlord

Spirit Mark

While this model is leading a unit, weapons in that unit have the [LETHAL HITS] ability and each time a model in that unit makes an attack, add 1 to the Hit
roll.

Tears of Isha (Psychic)

While this model is leading a unit, in your Command phase, you can return 1 destroyed Bodyguard model to that unit.

The Weeping Stones

Aeldari model only. Each time the bearer’s unit destroys an enemy unit, roll one D6 and add it to your Fate dice pool displaying the result you just rolled

Invulnerable Save[3]

This unit has a 5+ Invulnerable save

Assured Destruction

Each time a model in this unit makes a ranged attack that targets a Monster or Vehicle unit, re-roll a Wound roll of 1 and re-roll a Damage roll of 1.

Invulnerable Save[4]

Models in this unit have a 5+ invulnerable save against ranged attacks.

Path of the Outcast

Once per turn, when an enemy unit ends a Normal, Advance or Fall Back move within 9" of this unit, if this unit is not within Engagement Range of one or
more enemy units, it can make a Normal move of up to D6" as if it were your Movement phase.

Shade of Twilight
In your Shooting phase, after this unit has shot, if it is not within Engagement Range of one or more enemy units, it can make a Normal move of up to 6". If it
does, until the end of the turn, this unit is not eligible to declare a charge.

Skyleap

At the end of your opponent’s turn, if this unit is not within Engagement Range of one or more enemy units, you can remove this unit from the battlefield and
place it into Strategic Reserves

Flickerjump

In your Movement phase, when this unit makes a Normal move, it can make a flickerjump. If it does, until the end of the phase, its Move characteristic is
changed to 24" but you must roll one D6 after this unit ends that move: on a 1, this unit suffers 1 mortal wound. This unit is not eligible to declare a charge in
the same turn in which it makes a flickerjump

War Construct

Once per battle round, when an enemy unit targets this unit, after that unit has finished making its attacks, this unit can shoot as if it were your
Shooting phase. When doing so, it must target only that enemy unit, and can only do so if that enemy unit is an eligible target.

Scything Swipes

Each time this unit ends a Normal move, you can select one enemy unit (excluding Monster and Vehicle units) that it moved over during that move. If you do,
roll one D6 for each model in this unit: for each 4+, that enemy unit suffers 1 mortal wound.

Damaged: 1-4 Wounds Remaining

While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.

Fire Support

In your Shooting phase, after this model has shot, select one enemy unit hit by one or more of those attacks. Until the end of the turn, each time a friendly
model that disembarked from this Transport this turn makes an attack that targets that enemy unit, you can re-roll the Wound roll
Ranged Weapons Range A BS S AP D Keywords

The Wailing Doom 12" 1 2+ 16 -4 D6+2 Sustained Hits D3

Searsong - Beam 12" 3 2+ 8 -3 2 Sustained hits D3

Searsong - Lance 18" 1 2+ 14 -4 D6 Melta 6

Shuriken Pistol (x4) (x4) 12" 1 2+ 4 -1 1 Assault, Pistol

Voidbringer 48" 1 2+ 6 -3 3 Devastating Wounds, Heavy, Precision

Dragon Fusion Gun[1] 12" 1 2+ 9 -4 D6 Assault, Melta 3

Shrieker Cannon 24" 3 2+ 6 -1 2 Devastating Wounds

Eldritch Storm 24" D6 3+ 6 -2 D3 Blast, Psychic

Dragon Fusion Gun[2] 12" 1 3+ 9 -4 D6 Assault, Melta 3

Firepike 18" 1 3+ 12 -4 D6 Melta 3

Ranger long rifle 36" 1 3+ 4 -1 2 Heavy, Precision

Prism Rifle - dispersed 18" D6 3+ 4 -1 1 Blast

Prism Rifle - focused 24" 1 3+ 6 -2 3 -

Lasblaster 24" 4 3+ 4 0 1 Assault, Lethal Hits

Hawk's Talon 24" 4 3+ 5 0 1 Assault, Lethal Hits

Deathspinner (x2) (x2) 12" D6 N/A 4 0 1 Devastating Wounds, Torrent

Wraithcannon 18" 1 4+ 14 -4 D6 Devastating Wounds

Skyweaver Haywire Cannon 24" 2 3+ 3 -1 3 Anti-Vehicle 4+, Devastating Wounds

Star Bolas 12" D3 3+ 7 -2 2 -

Pulse Laser 48" 3 3+ 9 -2 D6 -

Bright Lance 36" 1 3+ 12 -3 D6+2 -

Shuriken Cannon 24" 3 3+ 6 -1 2 Sustained Hits 1


Melee Weapons Range A WS S AP D Keywords

The Wailing Doom - Strike Melee 6 2+ 14 -4 D6+2 -

The Wailing Doom - Sweep Melee 12 2+ 7 -2 2 -

The Fire Axe Melee 6 2+ 5 -4 3 -

Aeldari power sword Melee 4 2+ 4 -2 1 -

Star Glaive Melee 5 3+ 6 -2 2 -

Jester's Blade Melee 4 2+ 4 0 1 -

Witchblade Melee 2 2+ 3 0 2 Anti-Infantry 2+, Psychic

Witch Staff Melee 2 2+ 3 0 D3 Anti-infantry 2+, Psychic

Close combat weapon (x2) (x2) Melee 2 3+ 3 0 1 -

Close Combat Weapon[1] Melee 1 3+ 3 0 1 -

Close Combat Weapon (x5) (x5) Melee 2 3+ 3 0 1 -

Aeldari Power Sword Melee 3 3+ 4 -2 1 -

Close Combat Weapon[2] Melee 3 4+ 5 0 1 -

Close Combat Weapon[3] Melee 4 3+ 3 0 1 -

Wraithbone hull Melee 3 4+ 6 0 1 -

Transport

Transport

This model has a transport capacity of 6 Aeldari Infantry models. Each Wraith Construct model takes the space of 2 models. It cannot transport Jump Pack
models

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