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===Craftworld Eldar=== The Craftworlders are here, they are fragile, and they are tricksy. Literally: they have 2 Structure and Jink on everything. Jinking bombers. Just imagine it. '''Upgrades''' *Holofield- If the plane isn't Stalled or Spinning, then every time an enemy arcraft fires, all (at Long range) or one (at Medium) nat 6's to hit have to be rerolled. Potentially great, especially on a plane with Bright Lances. *Asuryani Ace- Once-per-game reroll, can only be taken on one plane in your force. *Spirit Stone- You can reroll to avoid crashing or breaking up, and to recover from a Spin. *Mindsight- Night Fighting & Bad Weather don't apply at Medium range. *Star Engines- +1 Max Speed and Min Speed, to a minimum of 9. '''Aircraft''' *Nightwing- 2+ Handling, every Ace Manoeuvre and a Max Speed of 8 let this thing be an annoying pest, which is all it'll ever be if you don't take its extra weapon for 3 points. A Shuriken Cannon won't do much at only 5+ damage, though at 8 Firepower up close, they're bound to *hit*. The Scatter Lasers are somehow worse, with the same damage and less dice. The Starcannons synergise with the Shuriken cannon a lot better. Sure, they have less than half the firepower, but at 3+ damage, they'll at least hurt what they're hitting. The Bright Lances don't work as well up close, but with 2+ damage and Extra Damage on a 6, that can be forgiven (and can troll a Lascannon-user with 1 die over their 0), while the Missile Launchers are the odd one out, with Ground Attack and 2 ammo. *Phoenix Bomber- Bombers aren't supposed to be this nimble! Or fragile, for that matter. It's relatively cheap, though, which won't be the case for long, since you'll probably want to upgrade it. For 2 points, you can replace the Missile Array with long-range capable Nightfire missiles that only have 2 ammo each: the Plasma array for air-to-air or the Krak array for air-to-ground, which is probably the better option, just to make sure that ground targets take a battering *before* this big fat priority target gets shot down. Additionally, for 3 points, you can add on some air-to-air Bright Lances, Starcannons or Pulse Lasers. The former two work as described above, while the Pulse Lasers throw out more dice at worse damage than the Bright Lances.
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