Corsair Cloud Dancer Band

Model NameMTSvWLdOC
Corsair Cloud Dancer Band
32mm flying base
14"43+ 26+2
Keywords:
, Aeldari, Mounted, Corsair Cloud Dancer Band, Grenades, Anhrathe
Ranged WeaponsRangeABSSAPD
Brace of pistols
assault, pistol
12"23301
Dark lance
36"1312-3D6+2
Dissonance cannon
devastating wounds
24"336-12
Dissonance pistol
devastating wounds, pistol
12"136-11
Scatter laser
36"63501
Shuriken cannon
sustained hits 1
24"336-12
Splinter cannon
anti-infantry 3+, sustained hits 1
36"333-12
Twin shuriken catapult
assault, twin-linked
18"234-31
Melee WeaponsRangeABSSAPD
Close combat weapon
Melee23301
Void sabre
Melee334-21

Abilities

Reckless Abandon:You can target this unit with the Heroic Intervention Stratagem for 0CP, and can do so even if you have already used that Stratagem on a different unit this phase.

Wargear Options

Any number of models can each have their twin shuriken catapult replaced with one of the following:
  • 1 dark lance
  • 1 dissonance cannon
  • 1 scatter laser
  • 1 shuriken cannon
  • 1 splinter cannon
The Cloud Dancer Felarch can be equipped with one of the following:
  • 1 dissonance pistol
  • 1 void sabre

Wargear Abilities

Unit Composition

0-1 Cloud Dancer Felarch
3-6 Corsair Cloud Dancers
Every model is equipped with: brace of pistols; twin shuriken catapult; close combat weapon.

Costs

3 models - 105pts
4 models - 140pts
6 models - 210pts
7 models - 245pts

Leader

Led By

Stratagems

NameDescription
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 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 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.
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 HEROIC INTERVENTION
Detachment: Core
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.

EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.

RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
1CP GRENADE
Detachment: Core
WHEN: Your Shooting phase.

TARGET: One GRENADES unit from your army (excluding units that Advanced, Fell Back or have shot this turn) that is not within Engagement Range of one or more enemy units.

EFFECT: Select one GRENADES model in your unit and one enemy unit that is not within Engagement Range of any units from your army and is within 8" of and visible to your GRENADES model. Roll six D6: for each 4+, that enemy unit suffers 1 mortal wound.
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.