Skyweavers

Model NameMTSvWLdOC
Skyweavers
60mm flying base
14"44+ 4++36+2
Keywords:
, Harlequins, Fly, Skyweavers, Smoke, Mounted, Aeldari
Ranged WeaponsRangeABSSAPD
Shuriken cannon
lethal hits
24"336-12
Skyweaver haywire cannon
anti-vehicle 4+, devastating wounds
24"233-13
Star bolas
12"D337-22
Melee WeaponsRangeABSSAPD
Close combat weapon
Melee43301
Zephyrglaive
Melee436-22

Abilities

Acrobatic Grace:Each time an attack targets this unit, subtract 1 from the Hit roll.

Wargear Options

Any number of models can each have their shuriken cannon replaced with 1 Skyweaver haywire cannon.
Any number of models can each have their star bolas replaced with 1 zephyrglaive.

Wargear Abilities

Unit Composition

2-4 Skyweavers
Every model is equipped with: shuriken cannon; star bolas; close combat weapon.

Costs

2 models - 95pts
4 models - 190pts

Leader

Led By

Stratagems

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

TARGET: One SMOKE 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 the Benefit of Cover and the Stealth ability.
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 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 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 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 EXIT THE STAGE
Detachment: Ghosts of the Webway
WHEN: End of your opponent’s Fight phase.

TARGET: One Harlequins unit from your army that is not within Engagement Range of one or more enemy units.

EFFECT: Remove your unit from the battlefield and place it into Strategic Reserves.
1CP MOCKING FLIGHT
Detachment: Ghosts of the Webway
WHEN: Your Movement phase, just after a Harlequins unit from your army Falls Back.

TARGET: That HARLEQUINS 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 HEROES’ FALL
Detachment: Ghosts of the Webway
WHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One Harlequins 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, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6. 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 BLOODY DANCE
Detachment: Ghosts of the Webway
WHEN: End of your opponent’s Charge phase.

TARGET: One Harlequins Infantry or Harlequins Mounted unit from your army that is within 6" of one or more enemy units and would be eligible to declare a charge against one or more of those enemy units if it were your Charge phase.

EFFECT: Your unit now declares a charge that only targets one or more of those enemy units, and you resolve that charge.

RESTRICTIONS: Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
1CP WEAVERS’ COILS
Detachment: Serpent’s Brood
WHEN: End of your Fight phase.

TARGET: One Harlequins Mounted unit from your army that was eligible to fight this phase.

EFFECT: If your unit is not within Engagement Range of one or more enemy units, it can make a Normal move. Otherwise, your unit can make a Fall Back move of up to 6".
1CP STRIKING STRIDE
Detachment: Serpent’s Brood
WHEN: Your Charge phase.

TARGET: One Harlequins unit from your army.

EFFECT: Until the end of the phase, your unit is eligible to declare a charge in a turn in which it Advanced.
1CP SKYWARD LUNGE
Detachment: Serpent’s Brood
WHEN: End of your opponent’s Fight phase.

TARGET: One Harlequins Vehicle or Harlequins Mounted unit from your army.

EFFECT: If your unit is not within Engagement Range of one or more enemy units, you can remove it from the battlefield and place it into Strategic Reserves.