Craftworlds – Fire Dragons
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6

Fire Dragons

NoNAME  M WS BS S T W A Ld Sv
23
Fire Dragon
5‑10
23
Fire Dragon
7" 3+ 3+ 3 3 1 1 8 3+
23
Fire Dragon Exarch
0‑1
23
Fire Dragon Exarch
7" 3+ 3+ 3 3 2 2 8 3+
This unit contains 5 Fire Dragons. It can include up to 5 additional Fire Dragons (Power Rating +6). A Fire Dragon Exarch can take the place of one Fire Dragon. Each model is armed with a fusion gun and melta bombs.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+10
Dragon’s breath flamer
+10
Dragon’s breath flamer
12"
Assault D6
5
-1
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.
+15
Firepike
+15
Firepike
18"
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.
Fusion gun
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.
Melta bomb
Melta bomb
4"
Grenade 1
8
-4
D6
You can re-roll failed wound rolls for this weapon if the target is a VEHICLE.
You can re-roll failed wound rolls for this weapon if the target is a VEHICLE.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • The Fire Dragon Exarch may replace their fusion gun with a dragon’s breath flamer or a firepike.
ABILITIES
ABILITIES
Ancient Doom, Battle Focus
Crack Shot: You can re-roll hit rolls of 1 for a Fire Dragon Exarch’s ranged weapons.
Assured Destruction: You can re-roll wound rolls of 1 in the Shooting phase for attacks this unit make that target a MONSTER or VEHICLE.
FACTION KEYWORDS: AELDARI, ASURYANI, ASPECT WARRIOR, <CRAFTWORLD>
KEYWORDS: INFANTRY, FIRE DRAGONS

Datasheet-related Stratagems

2CP

LIGHTNING-FAST REACTIONS

Craftworlds Stratagem

The Aeldari can process thoughts and emotions with baffling speed, making their physical reactions so fast that it seems they are able to dodge out of the way attacks and blows that would have hit any other target.

Use this Stratagem when a friendly ASURYANI INFANTRY unit, or a friendly ASURYANI UNIT WITH THE FLY keyword, is targeted by a ranged or melee weapon. Subtract 1 from all hit rolls made against that unit for the rest of the phase.
1CP/3CP

WEBWAY STRIKE

Craftworlds Stratagem

The warhosts of the Asuryani use the ancient labyrinth of webway portals to strike from nowhere.

Use this Stratagem during deployment if you have not used the Cloudstrike Stratagem this battle. If you spend 1 CP, you can set up one ASURYANI INFANTRY or one ASURYANI BIKER unit from your army in the webway instead of placing it on the battlefield. If you spend 3 CPs, you can set up two such units in the webway instead. A unit in the webway can emerge at the end of any of your Movement phases – set it up anywhere on the battlefield that is more than 9" from any enemy units. This Stratagem can only be used once per battle.
1CP

FIRE AND FADE

Craftworlds Stratagem

The Aeldari are masters at using hit and run tactics, engaging a target with a flurry of shots before quickly manoeuvring into cover or out of sight.

You can use this Stratagem after an Asuryani unit from your army (excluding AIRCRAFT) shoots in your Shooting phase. If you do so, the unit can immediately move 7" as if it were the Movement phase (it cannot Advance as part of this move). However, it cannot charge in the same turn that it does so.
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.

Firepike used in following datasheets:

Elites

Melta bomb used in following datasheets:

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.
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.
Ancient Doom

The Aeldari loathe and fear She Who Thirsts above all else, for in Slaanesh they see their doom made manifest.

You can re-roll failed hit rolls in the Fight phase for this unit in a turn in which it charges or is charged by a SLAANESH unit. However, you must add 1 to Morale tests for this unit if it is within 3" of any SLAANESH units.
Battle Focus

When the Asuryani don their war masks, they enter a battle trance so focused that they flow across the battlefield like quicksilver, killing their foes without breaking stride.

If this unit moves or Advances in its Movement phase, weapons (excluding Heavy weapons) are used as if the unit had remained stationary.
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.
1CP

CLOUDSTRIKE

Craftworlds Stratagem

The Asuryani often deploy Falcons and Wave Serpents in the lower atmosphere rather than on the ground. At a signal, they strike before the enemy have a chance to react.

Use this Stratagem during deployment if you have not used the Webway Strike Stratagem this battle. You can set up an ASURYANI VEHICLE unit from your army that can FLY in the clouds instead of placing it on the battlefield. It can descend at the end of any of your Movement phases – set it up anywhere on the battlefield more than 9" from any enemy units. If you use this Stratagem on a transport, all units embarked inside it remain so when it is set up in the clouds.
Advance
When a unit makes an Advance, make an Advance roll for the unit by rolling one D6. Add the result in inches to the Move (M) characteristic of each model in that unit until the end of the current phase. Each model in that unit can then move a distance in inches equal to or less than this total, but no model can be moved within Engagement Range of enemy models. A unit cannot shoot or declare a charge in the same turn that it made an Advance.

  • Advance: Models move up to M+D6".
  • Cannot move within Engagement Range of enemy models.
  • Units that Advance cannot shoot or charge this turn.
© Vyacheslav Maltsev 2013-2021