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===={{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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