Wing Leaders are the veterans who command squadrons of aircraft in battle. Whether the daring warriors of the Adeptus Astartes, the bullying flybosses of the Orks, or the selfless kor’ui of the Air caste, it is the duty of Wing Leaders to coordinate their wingmen in battle, utilising their strengths and minimising their weaknesses to ensure victory. Wing Leaders are free upgrades for Flyers. One model in each Flyer Wing can be upgraded to a Wing Leader at no additional points cost. At the start of any game, immediately after determining your Warlord Trait, roll on the Wing Leader table relevant to their Faction for each Wing Leader to determine their special rule.
Imperial Navy pilots who survive more than a handful of sorties are quickly promoted to veteran status and given command of their own wing of aircraft. This is a proud honour, and one the Valkyrie wing leaders take very seriously. To them fall the duty of keeping their air crews alive and on mission, of honouring and preserving the machines aboard which they fight, and of keeping the faith of their warriors strong in even the most dire of circumstances. Mortality rates are high amongst these devoted leaders, but they are celebrated as heroes by airmen and ground troops alike. |
Faction: Astra Militarum or Militarum Tempestus.
Space Marine Wing LeadersThe squadron leaders of the Adeptus Astartes set an example to their battle-brothers, letting the spirit of the Emperor guide their aim and shield them from harm as they punish the foes of Humanity. |
Faction: Space Marines.
Blood Angels Wing LeadersAll Blood Angels are natural pilots, but only a handful of their Techmarines display the iron-willed self control and purity of spirit to guide their brothers in aerial combat as squadron leaders and stave off the deleterious threat of the Black Rage. |
Faction: Blood Angels.
D6 | Special Rule | 1-2 | Red Thirst: Add 1 to the Wing Leader's Pursuit value. If he wins the Engage sub-phase in a Dogfight, add 1 to his Ballistic Skill but he must choose to close the distance to the enemy Flyer by 12", or 24" if his Pursuit Value is at least 2 points higher than his opponent's. | 3-4 | Supremely Skilful: This Wing Leader automatically passes any Break Turn tests — there is no need to roll the dice. | 5-6 | Aura of Sanguinius: If the Wing Leader is Wrecked or destroyed, then they can make one final attack before the damage is applied, as if it were their Shooting phase. |
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Grey Knights Wing LeadersThe psychic pilots of the Grey Knights often utilise their abilities to aid them in battle. Those who excel in this regard become squadron leaders focussing their unnatural senses on defending their wingmen and driving out the unclean horrors of the Warp. |
Faction: Grey Knights.
Stern and solemn, with the gleam of a true predator in their eyes, the sergeants of the Ravenwing are frightening individuals. Their focus is absolute, their skill incredible, and no enemy can hide from their gaze for long. |
Faction: Dark Angels.
Space Wolves Wing LeadersThe pack leaden of the Fenrisian gunship pilots are instinctively gifted heroes. They gladly fly headlong into the greatest dangers providing there is glory to be had, while their dedication to the defence of their packmates is total. |
Faction: Space Wolves.
D6 | Special Rule | 1-2 | Seeker of Glory: Add 1 to the Pursuit and Agility values of this Wing Leader in a Dogfight. | 3-4 | Wyrmslayer: The Wing Leader has the Monster Hunter special rule. | 5-6 | Lord of Iron: At the start of each of your turns, roll a dice for each Hull Point that the Wing Leader’s Flyer has lost. On a roll of 4 or more the Hull Point is restored. |
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Gifted with incredible reactions and absolute mental focus, Eldar pilots are – one-on-one – more than a match for any other aerial combatant in the galaxy. Their flight leaders are those who excel not only in the arts of battle, but also in maximising the cohesive impact of their squadrons. Whether this be through example or selfish manipulation is just a question of light and dark. |
Faction: Dark Eldar.
D6 | Special Rule | 1-2 | Bloodthirsty Hunter: Add 1 to the Wing Leader’s Pursuit value. Add an additional 1 when making Engagement rolls for the Wing Leader in a Dogfight. | 3-4 | Arrogant Perfectionist: You can re-roll one dice roll for the Wing Leader each turn. | 5-6 | Selsh Leader: You can add 1 to this Wing Leader’s Ballistic Skill if they attack before the other Flyers in their Wing (there must still be at least one other Flyer from the Flyer Wing on the battlefield). |
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Gifted with incredible reactions and absolute mental focus, Eldar pilots are – one-on-one – more than a match for any other aerial combatant in the galaxy. Their flight leaders are those who excel not only in the arts of battle, but also in maximising the cohesive impact of their squadrons. Whether this be through example or selfish manipulation is just a question of light and dark. |
Faction: Eldar.
What remains of the once-human Heldrake pilots are but screaming meatscraps in the heart of an iron beast. Instead, it is the Daemons bound within the Heldrakes that determine hierarchy, with the most powerful taking the role of anointed. |
Faction: Chaos Space Marines or Khorne Daemonkin.
The datastacks within Necron combat craft are so extensive that the oldest amongst them possess the stored knowledge of an ancient god of war. Such craft naturally take primacy in aerial combat, coordinating the efforts of their wingmen with programmed ease. |
Faction: Necrons.
Ork wing leaders are simply the biggest and most belligerent Flyboyz in their warband. Their size and strength allow them to bully the other Flyboyz into line, and also means they get the flashiest gubbinz and the biggest guns riveted to their aircraft. For Meks, this means getting their oil-stained claws on more of the best scrap and salvage, allowing them to build and fly the meanest, killiest Wazbom Blastajets around. | Faction: Orks. Roll on the Mekboss Wing Leaders table if the Ork Wing Leader pilots a Wazbom Blastajet, otherwise roll on the Flyboss Wing Leaders table.
D6 | Special Rule | 1-2 | Supa-rangenda: Add 6" to the range of all weapons on the boss’ Flyer. | 3-4 | More Killier! Add 1 to the Strength of all weapons on the boss’ Flyer. | 5-6 | More Dakka! Increase the number of shots made by the weapons on the boss’ Flyer by 1 (i.e. Assault 1 becomes Assault 2, or Heavy 1 becomes Heavy 2). This bonus cannot be applied to One Use Only weapons. |
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D6 | Special Rule | 1-2 | Ablative Armour Plates: Add 2 to the Armour Values of the Flyboss’ Flyer until it suffers a glancing or penetrating hit. The rickety armour plates then fall off, and the Flyboss receives no further benefit for the rest of the battle. | 3-4 | Extra Shooty: Roll on the Mekboss Wing Leaders table to see what special rule is received. | 5-6 | Blessings of Gork (or Possibly Mork): Roll a dice each time the Flyboss’ Flyer loses a Hull Point. On a roll of 5 or 6, the Hull Point is not lost. |
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The further a Tau advances through the martial ranks of society, the more advanced technologies and personal responsibility he or she is entrusted with. Air Caste team leaders have access to additional support systems and advanced sensor-packages not normally issued in the field; it is their duty to use these systems in whatever way is deemed most beneficial to their entire team and, by extension, the Tau air and ground forces as a whole. It is a testament to the dedication of these kor’ui that they do precisely that with exceptional skill and judgement. |
Faction: Tau Empire.
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