Nightwing (IA)

(Unit)
Type:

unit

Category:

Heavy Support

Categories:

Heavy Support

LinkId:

e679-533d-7333-3f00

Hidden:

false

Costs: 287 pts
Rules (3)
Flyers
-Starts in reserve and moves only in a straight line


-Roll a die for them each turn starting with the 2nd round, as usual for a reserve unit


-Place on any table edge facing the desired direction. Cannot shoot or be shot at until it makes it's attack run


-Move flyer to desired distance following the opponent's Movement Phase but before their shooting phase


-Attacks following the opponent's shooting phase


-Can pivot up to 45 degrees before or after making it's attack (but not both) unless Shaken or Stunned


-Can fire all weapons regardless of distance moved


-Can make further attack runs on rolls of +2


TARGETING FLYERS:


-Attacker cannot use Ordnance or Barrage weapons


-Add 12" to range measurement


-Hits only on a roll of 6


-All successful hits are glancing. 


-Stunned and shaken results prevent Flyer from attacking. Immobilized results destroy the Flyer
Twin-Linked
May re-roll missed to-hits once per attack.
Eldar Energy Field
Any ranged attacks against the vehicle's front and side armour with a Strength greated than 8 counts as Strength 8. Additionally, all front and side attacks may only ever roll +1d6 for their armour penetration (for example, negating the Melta and Ordnance rules). Attacks in close combat or in the rear armour ignore this rule.

Profiles:

Vehicle Front ArmorSide ArmorRear ArmorBS
Nightwing

10

10

10

4

Weapon RangeSAPType
Long Barrelled Shuriken Cannon

36"

6

5

Heavy 3

Bright Lance

36"

8

2

Assault 1

Treats vehicles with an Armor value greater than 12 as 12.

Modifiers:

set hidden true
0 selections of Imperial Armour in force (recursive)
Used By (6)
Eldar (2000)(Catalogue)

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