Corsair Skyreaver Band

Model NameMTSvWLdOC
Corsair Skyreaver Band
25mm
14"35+ 36+1
Keywords:
, Asuryani, Fly, Jump Pack, Aeldari, Corsair Skyreaver Band, Anhrathe, Grenades, Infantry
Ranged WeaponsRangeABSSAPD
Aeldari missile launcher – starshot
48"1310-2D6
Aeldari missile launcher – sunburst
BLAST
48"D6 34-11
Blaster
ASSAULT
18"138-4D6+1
Brace of pistols
assault, pistol
12"23301
Corsair firearm
assault, lethal hits
24"43401
Dark lance
heavy
36"1412-3D6+2
Dissonance pistol
devastating wounds, pistol
12"136-11
Flamer
assault, ignores cover, torrent
12"D6N/A401
Fusion gun
assault, melta 2
12"138-4D6+1
Shardcarbine
anti-infantry 3+, assault
18"33201
Shuriken cannon
sustained hits 1
24"336-12
Shuriken catapult
assault
18"234-11
Splinter cannon
anti-infantry 3+, heavy, sustained hits 1
36"343-12
Shredder
ASSAULT, TORRENT
18"D6 N/A601
Melee WeaponsRangeABSSAPD
Close combat weapon
Melee23301
Spar-glaive
Melee43301
Void sabre
Melee334-21

Abilities

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.

Wargear Options

Any number of models can each have their Corsair firearm replaced with one of the following:
  • 1 shardcarbine
  • 1 shuriken catapult
  • 1 spar-glaive
For every 5 models in this unit, 1 model’s Corsair firearm can be replaced with one of the following:
  • 1 Aeldari missile launcher
  • 1 blaster
  • 1 dark lance
  • 1 flamer
  • 1 fusion gun
  • 1 shredder
  • 1 shuriken cannon
  • 1 splinter cannon
The Corsair Skyreaver Felarch can be equipped with one of the following:
  • 1 dissonance pistol
  • 1 void sabre

Wargear Abilities

Unit Composition

0-1 Corsair Skyreaver Felarch
5-10 Corsair Skyreavers
Every model is equipped with: brace of pistols; Corsair firearm; close combat weapon.

Costs

5 models - 125pts
6 models - 150pts
10 models - 250pts
11 models - 275pts

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.
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 GO TO GROUND
Detachment: Core
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

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

EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
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.
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 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.
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 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 FATE INESCAPABLE
Detachment: Seer Council
WHEN: Your Shooting phase.

TARGET: One Asuryani Infantry unit from your army (excluding Wraith Construct units) that has not been selected to shoot this phase and is within 9" of one or more friendly Asuryani Psyker models.

EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [IGNORES COVER] ability and each time a model in your unit makes an attack, on a Critical Wound, improve the Armour Penetration characteristic of that attack by 1.
1CP UNSHROUDED TRUTH
Detachment: Seer Council
WHEN: Your Movement phase.

TARGET: One Asuryani Infantry unit from your army (excluding Wraith Construct units) that has not been selected to move this phase, was not set up on the battlefield this phase, and is within 9" of one or more friendly Asuryani Psyker models.

EFFECT: Remove your unit from the battlefield and set it up again anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

RESTRICTIONS: Until the end of the phase, your unit is not eligible to be selected to move.
1CP PSYCHIC SHIELD
Detachment: Seer Council
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One Asuryani Infantry unit from your army (excluding Wraith Construct units) that was selected as the target of one or more of the attacking unit’s attacks and is within 9" of one or more friendly Asuryani Psyker models.

EFFECT: Until the end of the phase, your unit can only be selected as the target of a ranged attack if the attacking model is within 18".
1CP FOREWARNED
Detachment: Seer Council
WHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One Asuryani Infantry unit from your army (excluding Wraith Construct units) that was selected as the target of one or more of the attacking unit’s attacks and is within 9" of one or more friendly Asuryani Psyker models.

EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll and subtract 1 from the Wound 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 WEBWAY TUNNEL
Detachment: Warhost
WHEN: End of your opponent’s Fight phase.

TARGET: One Asuryani Infantry unit from your army that is wholly within 9" of one or more battlefield edges.

EFFECT: If your unit is not within Engagement Range of one or more enemy units, remove it from the battlefield and place it into Strategic Reserves.
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 FIRE AND FADE
Detachment: Warhost
WHEN: Your Shooting phase, just after an Asuryani Infantry unit from your army (excluding Aircraft, Asurmen and Wraith Construct units) has shot.

TARGET: That ASURYANI unit.

EFFECT: Your unit can make a Normal move of up to D6+1".

RESTRICTIONS: Until the end of the turn, your unit is not eligible to declare a charge or embark within a Transport.
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.