VANGUARD-HUNTERS The Vanguard-Hunters are daring raiders and expert scouts who prosecute the war against Chaos in even the most challenging environments. Whether running down pockets of the foe and wiping them out in a sudden barrage of crackling bolts, or storming exposed positions in lightning assaults, these veterans can turn the tide of battle in one bold action.
6"
2
4+
SAV E
U N DS WO
MOV E
7
MISSILE WEAPONS
Range
Attacks
To Hit
To Wound
Rend
Damage
Boltstorm Pistol
9"
2
3+
4+
-
1
MELEE WEAPONS
Range
Attacks
To Hit
To Wound
Rend
Damage
Shock Handaxe
1"
2
4+
3+
-
1
Storm Sabre
1"
2
3+
4+
-
1
BR A ERY V
DESCRIPTION
ABILITIES
A unit of Vanguard-Hunters has 5 or more models. Some Vanguard-Hunters are armed with a Shock Handaxe, while others wield a Storm Sabre. All Vanguard-Hunters also wield a Boltstorm Pistol. In addition, 1 in every 5 models may carry an Astral Com.
Astral Com: The Astral Com shows the Vanguard-Hunters the best route to strike at their foe, no matter the terrain or the distance they must travel. Instead of setting up a unit of VanguardHunters that includes any models with an Astral Com on the battlefield, you can place it to one side and say that it is set up in pursuit. In any of your movement phases, you can summon the Vanguard-Hunters to strike at the enemy’s flanks. When you do so, set up the unit wholly within 6" of any edge of the battlefield, more than 7" from the enemy. This is their move for that movement phase.
HUNTER-PRIME
The leader of this unit is the Hunter-Prime. A Hunter-Prime makes 3 attacks rather than 2.
KEYWORDS
Tireless Hunters: Vanguard-Hunters can run and shoot in the same turn.
ORDER, CELESTIAL, HUMAN, STORMCAST ETERNAL, ANGELOS, VANGUARD-HUNTERS
AETHERWINGS Native to the mountainous heights of Azyr, the mysterious Aetherwings frequently ally with Vanguard-Raptors in battle, a strange and powerful bond existing between the two. Fierce and loyal, these creatures hunt in close concert with their Stormcast allies, soaring high above the fray before diving to savage their foes with beak and claw.
12"
2
6
SAV E
U N DS WO
MOV E
MELEE WEAPONS
Range
Attacks
To Hit
To Wound
Rend
Damage
Beak and Claws
1"
2
4+
3+
-
1
BR A ERY V
DESCRIPTION
ABILITIES
A unit of Aetherwings has 3 or more models, each of which savages the enemy with their razor-sharp Beak and Claws.
Watchful Guardians: Aetherwings form close bonds with Vanguard-Raptors, and defend them from their enemies even as the Vanguard-Raptors destroy threats from afar. At the beginning of your opponent’s charge phase, any friendly unit of Aetherwings within 12" of a friendly unit of Vanguard-Raptors can immediately move. Roll two dice – the Aetherwings can move up to this distance in inches. They can retreat with this move, but cannot run, and this move cannot take them further than 12" from the Vanguard-Raptors.
FLY
Aetherwings can fly.
KEYWORDS
ORDER, CELESTIAL, STORMCAST ETERNAL, AETHERWINGS
Swooping Hunters: Units of Aetherwings can retreat and charge in the same turn.