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RAZORWING

JETFIGHTER
MAXIMUM POWER

No prey is fast or agile enough to escape these aggressive and


consummately piloted fighter craft.

ACCELERATION/BRAKING

WEAPONS

Two disintegrator cannons, Dark Eldar missiles, twinlinked splinter rifle. The two disintegrator cannons
can be replaced with two dark lances. The twin-linked
splinter rifle can be replaced with a splinter cannon.

SPECIAL RULES

Dark Eldar Missiles: A Razorwing Jetfighter can be


armed with four Dark Eldar missiles. These can be
any combination of monoscythe, necrotoxin, and
scatterfield missiles. Each missile may be used only
once. Any number can be used as part of the same
attack if desired.
Night Shields: Subtract 1 from the hit rolls of enemy
flyers that are attacking a Razorwing Jetfighter at a
range of more than 10".

2+/2+

TOUGHNESS

Weapon
Two disintegrator cannons
Twin-linked splinter rifle
Monoscythe missiles (0-4)
Necrotoxin missiles (0-4)
Shatterfield missiles (0-4)
Two dark lances
Splinter cannon

STRUCTURE

Arc
Range
Fixed
15"
Fixed
10"
Forward 90 20"
Forward 90
-
Forward 90 20"
Fixed
15"
Fixed
15"

DAMAGE CONTROL

3+

Hit Rolls
Damage Ground Attack
3+ 3+ 3+
1
0
4+
1
0
3+
1
0
-
-
+1 each
5+ 2 0
3+ 3 0
5+ 1 0

MANOEUVRE TABLE
Manoeuvre

Power Setting & Danger Rolls


2

Execution

Level Flight

Always Safe

Move - Move

Bank

Always Safe

Move - Move - Turn

Turn

1+

1+

1+

1+

1+

Move - Turn - Move

Barrel Roll

1+

1+

1+

1+

1+

Move

Snap Turn

1+

1+

1+

1+

2+

Turn - Move - Move

Wingover

1+

1+

1+

2+

3+

Turn - Move - Turn - Move

Reverse

1+

1+

2+

3+

4+

Move - Turn - Turn - Turn - Move

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