Craftworlds – Corsair Skyreaver Band
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3

Corsair Skyreaver Band

NoNAME  M WS BS S T W A Ld Sv Base
12
Corsair Skyreaver (base: 25mm)
5‑15
12
Corsair Skyreaver
16" 3+ 3+ 3 3 1 1 6 5+ 25mm
12
Corsair Skyreaver Felarch (base: 25mm)
0‑1
12
Corsair Skyreaver Felarch
16" 3+ 3+ 3 3 1 2 7 5+ 25mm
If this unit contains between 6 and 10 models, it has Power Rating 6. If this unit contains 11 or more models, it has Power Rating 9. One Corsair Skyreaver model in this unit can be replaced with 1 Corsair Skyreaver Felarch model. Each model is equipped with: brace of pistols; lasblaster; plasma grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Brace of pistols
Brace of pistols
12"
Pistol 2
4
0
1
-
+5
Dissonance pistol
+5
Dissonance pistol
12"
Pistol 1
5
-2
1
Each time an attack is made with this weapon, an unmodified hit roll of 6 automatically wounds the target.
Each time an attack is made with this weapon, an unmodified hit roll of 6 automatically wounds the target.
+20
Aeldari missile launcher
When attacking with this weapon, choose one of the profiles below.
+20
Aeldari missile launcher
When attacking with this weapon, choose one of the profiles below.
 - Sunburst missile
 - Sunburst missile
48"
Heavy D6
4
-1
1
Blast
Blast
 - Starshot missile
 - Starshot missile
48"
Heavy 1
8
-2
D6
-
+5
Flamer
+5
Flamer
12"
Assault D6
4
0
1
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
+10
Fusion gun
+10
Fusion gun
12"
Assault 1
8
-4
D6
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
Lasblaster
Lasblaster
24"
Assault 4
3
0
1
-
+10
Shredder
+10
Shredder
12"
Assault D3
6
0
1
Blast. When attacking a unit of INFANTRY, you can re-roll failed wound rolls for this weapon.
Blast. When attacking a unit of INFANTRY, you can re-roll failed wound rolls for this weapon.
+10
Shuriken cannon
+10
Shuriken cannon
24"
Assault 3
6
0
1
Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3 instead of 0.
Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3 instead of 0.
Shuriken catapult
Shuriken catapult
12"
Assault 2
4
0
1
Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3 instead of 0.
Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3 instead of 0.
+10
Splinter cannon
+10
Splinter cannon
36"
Rapid Fire 3
*
0
1
This weapon always wounds on a 4+, unless targeting a model with the VEHICLE keyword, in which case it wounds on a 6+.
This weapon always wounds on a 4+, unless targeting a model with the VEHICLE keyword, in which case it wounds on a 6+.
Void sabre
Void sabre
Melee
Melee
User
-3
1
-
+15
Blaster
+15
Blaster
18"
Assault 1
8
-4
D6
-
Shardcarbine
Shardcarbine
18"
Assault 3
2
0
1
Poisoned Weapon (4+)
Poisoned Weapon (4+)
+15
Dark lance
+15
Dark lance
36"
Heavy 1
8
-4
D3+3
-
Spar-glaive
Spar-glaive
Melee
Melee
User
0
1
Each time the bearer fights, it makes 1 additional attack with this weapon.
Each time the bearer fights, it makes 1 additional attack with this weapon.
Plasma grenade
Plasma grenade
6"
Grenade D6
4
-1
1
Blast
Blast
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Any number of models can each have their lasblaster replaced with one of the following: 1 shardcarbine; 1 shuriken catapult; 1 spar-glaive.
 • For every 5 models in this unit, 1 model can replace its lasblaster with one of the following: 1 Aeldari missile launcher; 1 blaster; 1 dark lance; 1 flamer; 1 fusion gun; 1 shredder; 1 shuriken cannon; 1 splinter cannon.
 • The Corsair Reaver Felarch can be equipped with one of the following: 1 dissonance pistol; 1 void sabre.
ABILITIES
ABILITIES
Reckless Abandon: This unit is eligible to perform Heroic Interventions as if it were a CHARACTER.
Ally of Convenience: If your army is Battle-forged:
  • This unit can be included in a <CRAFTWORLD> or <KABAL> Detachment and models in that Detachment can still gain their Detachment abilities.
  • The inclusion of this unit in your army does not prevent ASURYANI or DRUKHARI units in your army from using any rules that require every model in your army to have the ASURYANI or DRUKHARI keywords.
FACTION KEYWORDS: AELDARI, ANHRATHE, <COTERIE>
KEYWORDS: INFANTRY, FLY, JET PACK, CORSAIR SKYREAVER BAND
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
Wound Roll
Each time an attack scores a hit against a target unit, make a wound roll for that attack by rolling one D6 to see if that attack successfully wounds the target. The result required is determined by comparing the attacking weapon’s Strength (S) characteristic with the target’s Toughness (T) characteristic, as shown on the following table:

WOUND ROLL
ATTACK’S STRENGTH vs TARGET’S TOUGHNESSD6 ROLL REQUIRED
Is the Strength TWICE (or more) than the Toughness?2+
Is the Strength GREATER than the Toughness?3+
Is the Strength EQUAL to the Toughness?4+
Is the Strength LOWER than the Toughness?5+
Is the Strength HALF (or less) than the Toughness?6+

If the result of the wound roll is less than the required number, the attack fails and the attack sequence ends. An unmodified wound roll of 6 always successfully wounds the target, and an unmodified wound roll of 1 always fails. A wound roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.
ASSAULT
Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.
If a unit includes any models equipped with Assault weapons, that unit is still eligible to shoot with in your Shooting phase even if it has Advanced this turn, but you can only resolve attacks using those Assault weapons when you select that unit to shoot with. If a model shoots an Assault weapon in the same turn in which its unit has Advanced, subtract 1 from hit rolls when resolving that weapon’s attacks.

  • Can be shot even if firing model’s unit Advanced.
  • Subtract 1 from hit rolls if the firing model’s unit Advanced.
Hit Roll
When a model makes an attack, make one hit roll for that attack by rolling one D6. If the result of the hit roll is equal to or greater than the attacking model’s Ballistic Skill (BS) characteristic (if the attack is being made with a ranged weapon) or its Weapon Skill (WS) characteristic (if the attack is being made with a melee weapon), then that attack scores one hit against the target unit. If not, the attack fails and the attack sequence ends.

If an attack is made with a weapon that has an ability that says it ‘automatically hits the target’, no hit roll is made – that attack simply scores one hit on the target unit. An unmodified hit roll of 6 always scores a hit, and an unmodified hit roll of 1 always fails. A hit roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.
Blast Weapons
Some weapons have ‘Blast’ listed in their profile’s abilities. These are referred to as Blast weapons. In addition to the normal rules, the following rules apply to Blast weapons:
  1. If a Blast weapon targets a unit that has between 6 and 10 models, it always makes a minimum of 3 attacks. So if, when determining how many attacks are made with that weapon, the dice rolled results in less than 3 attacks being made, make 3 attacks instead. For example, if a Grenade D6 weapon with the Blast rule targets a unit that has 6 or more models, and you roll a 2 to determine how many attacks are made, that roll is counted as being a 3 and that weapon makes three attacks against that unit.
  2. When a Blast weapon targets a unit that has 11 or more models, do not roll dice to randomly determine how many attacks are made – instead, make the maximum possible number of attacks. For example, if a Grenade D6 weapon with the Blast rule targets a unit that has 11 or more models, that weapon makes six attacks against that unit.
Blast weapons can never be used to make attacks against a unit that is within Engagement Range of the firing model’s unit, even if the weapon has the Pistol type or if the firing model is a VEHICLE or a MONSTER – firing high-explosives at point-blank range is simply unwise.

  • Blast Weapons: Minimum three attacks against units with 6+ models. Always make maximum number of attacks against units with 11+ models.
  • Can never be used to attack units within the firing unit’s Engagement Range.

Shuriken cannon used in the following datasheets:


– may take Shuriken cannon as an option.
Select Weapon
When a model makes a close combat attack, it must do so using a melee weapon (i.e. a weapon that has the ‘Melee’ type). The weapons a model is equipped with are described on its datasheet. If a model is not equipped with any melee weapons, or if it cannot make an attack with any of the melee weapons it is equipped with, then that model makes its attacks using a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, select which it will use before resolving any attacks. If a model has more than one melee weapon and can make several attacks, it can split them between these weapons however you wish – declare which attacks are being made with which weapons before any attacks are resolved. If the selected weapon has more than one profile that you must choose between, you must declare which profile is being used at the same time. Different attacks made with such a weapon can be made using different profiles if you wish.

If your unit is making attacks with more than one melee weapon against a unit, and those weapons have different characteristics profiles, then after you have resolved an attack with one of those weapons you must, if any other weapons with the same characteristics profile are also being used to make attacks against that unit, resolve those attacks before resolving any attacks against the target with a weapon that has a different characteristics profile. Note that all the attacks you have declared are always resolved against the target unit even if, when you come to resolve an individual attack, no models in the target unit remain in range (this can happen because of models being destroyed and removed from the battlefield as the result of resolving other attacks made by the attacking model’s unit first).

  • Each close combat attack is made with a melee weapon.
  • A model makes attacks using the close combat weapon profile if it has no other melee weapons.
  • If a unit attacks with multiple weapons, all attacks made with weapons that have the same profile must be resolved before resolving attacks with the next.

The JET PACK keyword is used in the following Craftworlds datasheets:

Lords of War

Brace of pistols used in the following datasheets:

PISTOL
Due to their compact size, pistols can even be used in melee to shoot at point-blank range.
A model can make attacks with a Pistol even when its unit is within Engagement Range of enemy units, but it must target an enemy unit that is within Engagement Range of its own unit when it does so. In such circumstances, the model can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

When a model equipped with both a Pistol and another type of ranged weapon (e.g. a Pistol and a Rapid Fire weapon) shoots, it can either shoot with its Pistol(s) or with its other ranged weapons. Choose which it will fire (Pistols or non-Pistols) before selecting targets.

  • Can be shot even if firing model’s unit is within Engagement Range of enemy unit.
  • Cannot be shot alongside any other type of weapon.

Dissonance pistol used in the following datasheets:

Splinter cannon used in the following datasheets:

RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.

Dark lance used in the following datasheets:

Void sabre used in the following datasheets:

Performing a Heroic Intervention
When a unit performs a Heroic Intervention, you can move each model in that unit up to 3" – this is a Heroic Intervention move. Each model in the unit must finish its Heroic Intervention move closer to the closest enemy model. Remember that a unit must finish any type of move in unit coherency.

  • Heroic Intervention: Move up to 3".
  • Must end closer to the closest enemy model.
Characters
Some models have the CHARACTER keyword. These models can make Heroic Interventions in Charge Phase and are not easy targets in the Shooting Phase (see Look out, Sir, rule). If your Warlord has the CHARACTER keyword he may be able to have a Warlord Trait (see Warlord Trait section on model’s faction page).

Note that CHARACTERS cannot use their Aura Abilities while performing actions.

The ANHRATHE keyword is used in the following Craftworlds datasheets:

The <COTERIE> keyword is used in the following Craftworlds datasheets:

This datasheet has Troops Battlefield Role. Full list of Craftworlds units sharing same Battlefield Role follows:

Aeldari missile launcher used in the following datasheets:

Lords of War

– may take Aeldari missile launcher as an option.

Flamer used in the following datasheets:

Heavy Support

Lasblaster used in the following datasheets:

Shredder used in the following datasheets:

Shuriken catapult used in the following datasheets:

Blaster used in the following datasheets:

Shardcarbine used in the following datasheets:

Poisoned Weapon

The Drukhari frequently use virulent poisons to kill their prey in excruciating ways.

Many Drukhari weapons have the Poisoned Weapon ability. Such a weapon will have an ability that reads ‘Poisoned Weapon’ and then a value, such as (4+) or (2+). Each time an attack is made with a poisoned weapon against a unit (excluding VEHICLE or TITANIC units), an unmodified wound roll of this value is always successful.

Spar-glaive used in the following datasheets:

GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
© Vyacheslav Maltsev 2013-2021