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ATTRITIO

Swooping Hawks

95 - 190 pts

Characteristics

M14"
T3
Sv4+
Inv5+
W1
LD6+
OC1

Ranged Weapons

  • Exarch's LasblasterRange 24"A 4Skill 3+S/AP/D 5 / -1 / 1
    AssaultLethal Hits
  • Hawk's TalonRange 24"A 2Skill 3+S/AP/D 6 / -2 / 2
    Lethal Hits
  • LasblasterRange 24"A 4Skill 3+S/AP/D 4 / 0 / 1
    AssaultLethal Hits
  • Scatter LaserRange 36"A 6Skill 3+S/AP/D 5 / 0 / 1
    Sustained Hits 1
  • SunpistolRange 12"A 2Skill 3+S/AP/D 4 / 0 / 1
    AssaultLethal HitsPistol

Melee Weapons

  • Close Combat WeaponRange MeleeA 2Skill 3+S/AP/D 3 / 0 / 1
  • Power SwordRange MeleeA 5Skill 3+S/AP/D 4 / -2 / 1

Abilities

Grenade Pack Flyover
Once per turn, in your Movement phase, when this unit is set-up on the battlefield or ends a Normal, Advance or Fall Back move, it can use this ability. If it does, select one enemy unit within 8" of and visible to this unit and roll one D6 for each ^^Swooping Hawks^^ model in this unit. For each 4+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds). Each time this unit uses this ability , until the end of the turn, you cannot target this unit with the Grenades Stratagem.
Aspect Shrine Token
Once per battle for each Aspect Shrine token this unit has, you can change the result of one Hit roll or one Wound roll made for a model in this unit (excluding **CHARACTER** models) to an unmodified 6. **Designer's Note:** Place an Aspect Shrine token next to the unit for each Aspect Shrine token it has, removing one each time this ability is used.
Raidcraft Workshop
In the Declare Battle Formations step, you can select one **^^Drukhari Vehicle^^** or **^^Drukhari Mounted^^** unit from your Crusade army. Until the end of the battle, that unit has the Scouts 6" ability.
Weapon Forge
At the start of the Declare Battle Formations step, select one **^^Drukhari^^** unit from your Crusade army (you cannot select an **^^Epic Hero^^** or a unit that has the Weapon Modification Battle Honour). Until the end of the battle, one weapon equipped by one model in that unit has the Weapon Modification Battle Honour.
Toxin Distillery
While your **^^Ascendant Lord^^** is leading a unit, weapons equipped by models in that unit have the **[LETHAL HITS]** ability.
Arena
In the Update Crusade Cards step, if a **^^Drukhari^^** unit from your Crusade army would gain XP from Dealers of Death, it gains 1 additional XP.
Scourge Spire
In the Update Crusade Cards step, if a **^^Scourges^^** unit from your Crusade army would gain XP from Battle Experience, it gains 1 additional XP.
Incubi Shrine
In the Declare Battle Formations step, your **^^Ascendant Lord^^** can be attached to an **^^Incubi^^** unit (if your **^^Ascendant Lord^^** is an **^^Archon^^**, while it is leading an **^^Incubi^^** unit, your **^^Ascendant Lord^^** has the Feel No Pain 5+ ability). If your **^^Ascendant Lord^^** is attached to an **^^Incubi^^** unit, at the end of the battle, unless all of those Bodyguard models have been destroyed, you can re-roll all Leadership tests required as the result of Assassination Attempts during that battle's Rival Activities.
Dock
After each battle, in the Update Crusade Cards step, roll one D6, adding 1 to the result if you were the victor: on a 4+, you gain 1 additional RP.
Sprawl Slum
At the start of the Select Crusade Blessings step, roll one D6, adding 2 to the result if you are the Underdog: on a 6+, you can use one additional Crusade Blessing this battle (even if you are not the Underdog).
Flesh Market
Once at the end of each battle, you can re-roll one Out of Action test taken for one **^^Drukhari Infantry^^** or **^^Drukhari Monster^^** unit from your Crusade army.
Shadow District
Each time a Rival Lord makes an Activity roll, you can subtract 1 from the result.
Noble Spire
At the start of the Select Agendas step, roll one D6: on a 4+, you can select one additional Drukhari Agenda to use in that battle.
Gang Territory
Each time your **^^Ascendant Lord^^** attempts a Hostile Takeover, add 1 to its D6 result and, if that **^^Ascendant Lord^^** claims a territory as a result, increase your Crusade force's Supply Limit by 50 points.
Footfalls of Fate
You can re-roll Advance rolls made for this unit and, in your Movement phase, each time a model in it moves, it can move through enemy models (excluding **^^Monsters^^** and **^^Vehicles^^**). When doing so, it can move within Engagement Range of such models but cannot end that move within Engagement Range of them and any Desperate Escape test is automatically passed.
Webway Spar
Once per turn, at the end of your Movement phase, one unit from your Crusade army with this ability can use it. If it does, roll one D6: on a 1, that unit suffers D3 mortal wounds; on a 2+, remove that unit from the battlefield and set it up again anywhere on the battlefield that is more than 9" horizontally away from all enemy units. Each unit can only use this ability once per battle.
Spirit of Eldanesh
Psychic weapons equipped by models in this unit unit have the **[ANTI-MONSTER 3+]** and **[ANTI-VEHICLE 3+]** abilities.
Dead-eye Shots
Ranged weapons equipped by models in this unit have the **[PRECISION]** ability.
Khaine's Vengeance
Each time an enemy unit within Engagement Range of this unit is selected to Fall Back, roll one D6, subtracting 2 if that unit is a **^^Monster^^** or **^^Vehicle^^**: on a 2+, that unit suffers D3 mortal wounds.
Tactical Teachings
Each time a ranged attack targets this unit, if this unit is within range or one or more objective markers, models in this unit have the Benefit of Cover against this attack.
Nimble Fighters
Each time a melee attack targets this unit, subtract 1 from the Hit roll.
Battlewraiths
In your Shooting phase, after this unit has shot, it can make a Normal move of up to D6". If it does, until the end of the turn, this unit is not eligible to declare a charge.
Sunshock Fire Patterns
In your Shooting phase, after this unit has shot, select one enemy unit hit by one or more of those attacks. That enemy unit must take a Battle-shock test.
Paths of the Pathless
At the start of the first battle round, before any moves are made using the Scouts ability, one unit from your Crusade army with this ability can use it. If it does, you can select up to two friendly **^^Aeldari Infantry^^** units within 6" of that unit that do not have the Scouts ability. Until the end of the battle, all models in the selected units have the Scouts 6" ability.
Strategic Philosopher
In your Command phase, if this unit is within range of one or more objective markers you control and it is not Battle-shocked, roll one D6: on a 3+, you gain 1CP.
Master Misdirector
After both players have deployed their armies, one unit from your Crusade army with this ability can use it. If it does, select up to two **^^Aeldari^^** units from your Crusade army and redeploy them. When doing so, you can set those units up in Strategic Reserves if you wish, regardless of how many units are already in Strategic Reserves.
Deep Strike
Each time this unit makes an **ingress move** (20.04), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8" horizontally from all enemy units, even if that is within your opponent’s deployment zone.
Battle Focus
If your Army Faction is **^^Asuryani^^**, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown below: ■ Incursion - 2 ■ Strike Force - 4 ■ Onslaught - 6 Each time one of the triggers shown in the Agile Manoeuvres section of your codex occurs, you can spend one Battle focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the

Points

  • 5 models95 pts
  • 10 models190 pts

Keywords

InfantryFlyGrenadesAsuryaniAeldariJump PackAspect WarriorYnnariAeldari