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===Flyers=== '''Note''': All Eldar Flyers have special rule called "Supersonic", which allows them to pivot up to 90Β° before moving as opposed to after. This is a hard nerf from Wings of Khaine, as if they pivot before moving, they cannot pivot after. It also, despite the name of the rule, doesn't contribute towards their movement or advance rolls. Whether you pivot before or after moving is generally irrelevant. You can potentially misdirect opponents or peel away before you run into the edge of the battlefield, but since facing isn't a concern when it comes to firing your weapons, it won't really affect how you will play with it. <!-- ---------------------------------------------------------------------Hemlock Wraithfighter-------------------------------------------------------------------- --> {| class="wikitable" style="text-align: left" !colspan="2"|'''[[Hemlock Wraithfighter]]''' |- |''Aircraft'' |''Spirit Host'' |- |colspan="2"|[[File:Hemlock 02.jpg|200px|left|border]] Your flying psychic jet of death got a slight buff for it's Heavy D-Scythes, which now shoot a straight d6 shots at S12. Though still a very swingy result, the addition of Blast to this rule can virtually guarantee the death of infantry formations with the sort of cruel efficiency that'll leave your Crimson Hunters jealous. Because it hits so damn hard, you can also blow holes in every flavor of vehicle known to man (elf?) as well. However, it's far less consistent than the Crimson Hunter against vehicles in this regard due to the ''immensely'' swingy number of shots and hard limit of D2 per failed save. What's worse, the Heavy D-Scythes are no longer auto-hitting weapons, so you'll definitely lose a few of the shots you make to that little nerf. Fortunately, you can still toss out a psychic power each turn for offensive or supporting abilities. Just keep in mind no psychic power you can cast will directly benefit the Hemlock itself anymore, as it is neither a character or core unit. |} <!-- ---------------------------------------------------------------------Nightwing-------------------------------------------------------------------- --> {| class="wikitable" style="text-align: left" !colspan="2"|'''[[Nightwing]] <sup>Forgeworld</sup>''' |- |''Aircraft'' |- |colspan="2"|[[File:99590104002 ELDARNIGHTWINGFIGHTER3.webp|200px|right|border]] The primary fighter/interceptor of the Asuryani, [[Derp|and a forgeworld exclusive model]]. It's safe to say that Forgeworld picked the wrong aircraft to mothball. Designed to be another anti-{{W40kkeyword|aircraft}} vehicle, Nightwings get to add 1 to hit strictly when shooting at other aircraft. Considering they're armed with Twin Shuricannons and Twin Bright Lances, they're not exactly the best at it, especially compared to the Crimson Hunter (who only needs their targets to have the {{W40kkeyword|fly}} keyword). The Shuricannons do give the Nightwing a bit more of an (ironic) niche against ground-bound infantry compared to the Crimson Hunter, but only against lower armor higher body-count units. Why? Because Crimson Hunters now freely have access to Starcannons, making them better MEQ killers comparatively. With the loss of Wings of Khaine, your Nightwing does have a slight maneuverability advantage due to it's ability to shift into a hovering state, though that comes with its own set of drawbacks. In general, you're probably going to prefer taking the Crimson Hunter due to its greater offensive utility and upgrade potential should you choose to invest in it. |} ===={{W40kkeyword|Aspect Warrior}}==== Like your Heavy Support, you only have one. In this case, it's pretty much the MVP of your Flyer slot. *[[File:CrimsonHunter2.jpg|200px|right]]'''[[Crimson Hunter]]<sup>{{W40kKeywords|Vehicle|Aircraft|Aspect Warriors}}</sup>''': No longer divided into two separate data sheets, the Crimson Hunter now can be upgraded into being an Exarch by purchasing one of their Exarch Powers. The good news is that you no longer need to run them as an Exarch in order to change their loadouts or really take advantage of their offensive prowess. These guys are still extraordinarily vicious anti-{{W40kkeyword|fly}} units that add 1 to their hit rolls and can re-roll failed wound rolls against anything and everything with the keyword. Even against units that aren't flying, the pair of Bright Lance and the Pulse Laser can utterly dominate vehicles and monsters with impunity. The Starcannons, when paired with the Pulse Laser, can wipe out a MSU of elite infantry with laughable ease. Keep in mind that the Wings of Khaine rule is gone now, so keep your angles in mind before you dive deep into enemy territory. Unlike every other Aspect Warrior, you don't have an inbuilt invulnerable save to help keep you safe from retaliatory strikes. **'''Weapon Loadouts''': Crimson Hunters are equipped with a Pulse Laser and their choice of either Starcannons or Bright Lances. **:<tabs><tab name="Pulse Laser">Think of it similar to a longer range bright lance crossed with a dragon fusion gun, sorta. S9 with only AP-3, though it'll deal D3+3 wounds and has two shots rather than one. </tab><!-- --><tab name="Bright Lances">Between the two Bright Lances and two Pulse Laser shots, you will deal a ''minimum'' of 18 damage to a target successfully shot with all these guns, something only the sturdiest of vehicles can hope to shake off.</tab><!-- --><tab name="Starcannons">If you'd rather focus your efforts on anti-MEQ duties, these are the guns for you. Good as they are, and with the Pulse Laser giving that extra bit of firepower needed to more reliably wipe out entire squads at once, you're paying a bit of a premium for this particular platform. If you truly need an anti-MEQ plane, consider a Hemlock with its flat D2.</tab><!-- --></tabs> **'''Exarch Powers''': **:<tabs><tab name="Eyes of Khaine">Ranged attacks against units that {{W40kkeyword|fly}} automatically hit. Ignoring hit modifiers entirely to thoroughly say "fuck you" to enemy aircraft can be a very effective means to dominate the skies. Once the skies are yours, you can immediately do the same to any enemy hovertanks or even jump infantry. Keep in mind, the extra 30pts this costs is quite considerable and your Exarch is already quite well-equipped to take down anything flying anyway, with 2+ BS and +1 to hit. </tab><!-- --><tab name="Strafing Assault">Units your Exarch targets do not receive the benefits of cover. A solid power against factions that like to abuse cover, but a touch situational. Virtually useless against the vehicles and aircraft you'll likely want to prioritize first. Given the high AP of your guns, doesn't do too much usually.</tab><!-- --><tab name="Swooping Evasion">Your Exarch gets a 5++. Now it can be like every other Aspect Warrior. Pretty much always worth taking, as you want the durability buff and the 2+ BS.</tab><!-- --></tabs>
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