Crimson Hunter

Model NameMTSvWLdOC
Crimson Hunter
120 x 92mm flying base
20+"83+ 5++126+0
Keywords:
, Asuryani, Vehicle, Aspect Warrior, Crimson Hunter, Aircraft, Fly, Aeldari
Ranged WeaponsRangeABSSAPD
Bright lance
36"1312-3D6+2
Pulse laser
48"339-2D6
Starcannon
36"238-32
Melee WeaponsRangeABSSAPD
Wraithbone hull
Melee34601

Abilities

Skyhunter:Each time this model makes a ranged attack that targets a unit that can FLY, add 1 to the Hit roll and add 1 to the Wound roll.

Wargear Options

This model’s 2 starcannons can be replaced with 2 bright lances.

Wargear Abilities

Unit Composition

1 Crimson Hunter
This model is equipped with: 2 starcannons; pulse laser; wraithbone hull.

Costs

1 model - 160pts

Leader

Led By

Stratagems

NameDescription
1CP INSANE BRAVERY
Detachment: Core
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.

TARGET: That unit from your army.

EFFECT: Your unit automatically passes that Battle-shock test.

RESTRICTIONS: You cannot use this Stratagem more than once per battle.
2CP COUNTER-OFFENSIVE
Detachment: Core
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
1CP FIRE OVERWATCH
Detachment: Core
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move, or declares a charge.

TARGET: One unit from your army that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.

EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.

RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
1CP COMMAND RE-ROLL
Detachment: Core
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
1CP TANK SHOCK
Detachment: Core
WHEN: Your Charge phase, just after a VEHICLE unit from your army ends a Charge move.

TARGET: That VEHICLE unit.

EFFECT: Select one enemy unit within Engagement Range of your unit, and select one VEHICLE model in your unit that is within Engagement Range of that enemy unit. Roll a number of D6 equal to the Toughness characteristic of the selected VEHICLE model. For each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).
1CP RAPID INGRESS
Detachment: Core
WHEN: End of your opponent’s Movement phase.

TARGET: One unit from your army that is in Reserves.

EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).

RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
1CP LAYERED WARDS
Detachment: Armoured Warhost
WHEN: Any phase, just after a mortal wound is allocated to an AELDARI VEHICLE unit from your army.

TARGET: That Aeldari Vehicle unit.

EFFECT: Until the end of the phase, models in your unit have the Feel No Pain 5+ ability against mortal wounds.
1CP CLOUDSTRIKE
Detachment: Armoured Warhost
WHEN: Start of the Reinforcements step of your Movement phase.

TARGET: One Aeldari Vehicle unit from your army that can Fly and is in Strategic Reserves.

EFFECT: Until the end of the phase, your unit has the Deep Strike ability. When your unit is set up on the battlefield using the Deep Strike ability, it can be set up anywhere on the battlefield that is more than 6" horizontally away from all enemy units, but if it does, until the end of the turn, it is not eligible to declare a charge. In addition, if your unit is a Transport, each unit that disembarks from it this turn must be set up more than 6" horizontally from all enemy units and until the end of the turn, is not eligible to declare a charge.
1CP VECTORED ENGINES
Detachment: Armoured Warhost
WHEN: Your Movement phase, just after an AELDARI VEHICLE unit from your army that can FLY Falls Back.

TARGET: That Aeldari Fly Vehicle unit.

EFFECT: Until the end of the turn, your unit is eligible to shoot in a turn in which it Fell Back.
1CP SOULSIGHT
Detachment: Armoured Warhost
WHEN: Your Shooting phase.

TARGET: One Aeldari Vehicle unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, each time your unit is selected to shoot, you can re-roll one Hit roll, one Wound roll and one Damage roll made for a model in your unit. If you are using fast dice rolling, you can select one of those rolls to re-roll before moving onto the next step of the attack sequence.
1CP ANTI‑GRAV REPULSION
Detachment: Armoured Warhost
WHEN: Your opponent’s Charge phase, just after an enemy unit has declared a charge.

TARGET: One Aeldari Vehicle unit from your army that can Fly and was selected as a target of that charge.

EFFECT: Until the end of the phase, subtract 2 from Charge rolls made for that enemy unit.
1CP KHAINE’S VENGEANCE
Detachment: Aspect Host
WHEN: Your opponent’s Movement phase, just after an enemy unit (excluding MONSTERS and VEHICLES) is selected to Fall Back.

TARGET: One Aspect Warriors or Avatar of Khaine unit from your army that is within Engagement Range of that enemy unit.

EFFECT: All models in that enemy unit must take a Desperate Escape test. When doing so, if that enemy unit is Battle-shocked, subtract 1 from each of those tests.
1CP PRETERNATURAL PRECISION
Detachment: Aspect Host
WHEN: Your Shooting phase.

TARGET: One Aspect Warriors unit from your army that has not been selected to shoot this phase.

EFFECT: Each time you use this Stratagem, you can remove one Aspect Shrine token your unit has (see datasheets). Then, select one of the following abilities, or select two of the following abilities if you removed an Aspect Shrine token during this usage of this Stratagem: [IGNORES COVER], [LETHAL HITS], [SUSTAINED HITS 1]. Until the end of the phase, ranged weapons equipped by models in your unit have the selected abilities.
1CP TO THEIR FINAL BREATH
Detachment: Aspect Host
WHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One Aspect Warriors or Avatar of Khaine unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Each time you use this Stratagem, you can remove one Aspect Shrine token your unit has (see datasheets). Then, until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6, adding 1 to the result if you removed an Aspect Shrine token during this usage of this Stratagem. On a 4+, do not remove the destroyed model from play; it can fight after the attacking unit has finished making its attacks, and is then removed from play.
1CP WARRIOR FOCUS
Detachment: Aspect Host
WHEN: Your Shooting phase or the Fight phase.

TARGET: One Aspect Warriors or Avatar of Khaine unit from your army that has not been selected to shoot or fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack, you can ignore any or all modifiers to that attack’s Ballistic Skill, Weapon skill, Strength, Armour Penetration and Damage characteristics and/or any or all modifiers to the Hit roll.
1CP LIGHTNING-FAST REACTIONS
Detachment: Warhost
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One Asuryani unit from your army (excluding Wraith Construct units) that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll.
1CP FEIGNED RETREAT
Detachment: Warhost
WHEN: Your Movement phase, just after an Asuryani unit from your army Falls Back.

TARGET: That ASURYANI unit.

EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back.
1CP BLITZING FIREPOWER
Detachment: Warhost
WHEN: Your Shooting phase.

TARGET: One Asuryani unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [SUSTAINED HITS 1] ability while targeting an enemy unit within 12". If such a weapon already has that ability, until the end of the phase, each time an attack is made with that weapon, an unmodified Hit roll of 5+ scores a Critical Hit.