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Wing Leaders

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.

Valkyre Wing Leaders

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.

D6Special Rule
1-2Formation Flying: If the Flyer Wing started the Movement phase in an Attack Pattern, the Wing Leader, and models from their Flyer Wing, can move an extra 3” and automatically pass Break Turn tests
3-4Stay on Target: The Wing Leader, and models from their Flyer Wing, can re-roll To Wound and Armour Penetration rolls of 1 if they are in an Attack Pattern
5-6Break! Break! Break! The Wing Leader, and models from their Flyer Wing, can re-roll failed saves when they Jink if they are in an Attack Pattern when the saving throw is made. 

Space Marine Wing Leaders

The 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.

D6Special Rule
1-2Know No Fear: Ignore Crew Stunned and Crew Shaken results that are inflicted on the Wing Leader (Hull Points are lost normally). 
3-4Angel of Death: The Wing Leader can re-roll To Wound and Armour Penetration rolls of 1. 
5-6Chapter Champion: The Wing Leader has a 5+ invulnerable save. In addition, if the To Hit roll for an attack made by the Wing Leader in a Dogfight is a 6, then the attack receives the Armourbane special rule. 

Blood Angels Wing Leaders

All 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.

D6Special Rule
1-2Red 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. 
3-4Supremely Skilful: This Wing Leader automatically passes any Break Turn tests — there is no need to roll the dice. 
5-6Aura 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

Grey Knights Wing Leaders

The 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.

D6Special Rule
1-2Cloud Mind: The Wing Leader has the Shrouded special rule against enemy attacks made at a range of 18" or less. 
3-4Sixth Sense: The first time that the Wing Leader suffers a penetrating hit in each turn, roll a dice; on a roll of 4 or more that hit is ignored. 
5-6Gifted Psyker: The Wing Leader has the Psychic Pilot (Mastery Level 1) special rule, and knows the Banishment and Cleansing Flame powers from the Daemonology (Sanctic) discipline. 

Ravenwing Wing Leaders

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.

D6Special Rule
1-2Son of the Lion: Add 1 to the Pursuit value for this Wing Leader. Add 2 to the Pursuit value if any models in the enemy army have the Chaos Space Marines Faction. 
3-4Sweep the Skies: The Wing Leader and any other models from his Flyer Wing can move on from any point along any table edge when arriving from Ongoing Reserves
5-6Seekers of the Foe: Any friendly unit with the Dark Angels Faction which Deep Strikes within 12" of this Wing Leader will not scatter

Space Wolves Wing Leaders

The 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.

D6Special Rule
1-2Seeker of Glory: Add 1 to the Pursuit and Agility values of this Wing Leader in a Dogfight
3-4Wyrmslayer: The Wing Leader has the Monster Hunter special rule. 
5-6Lord 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. 

Dark Eldar Wing Leaders

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.

D6Special Rule
1-2Bloodthirsty 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
3-4Arrogant Perfectionist: You can re-roll one dice roll for the Wing Leader each turn. 
5-6Selsh 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). 

Eldar Wing Leaders

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.

D6Special Rule
1-2Path of the Skylord: Add 1 to the Wing Leader’s Agility value. Add an additional 1 to the Wing Leader’s Agility value during the Dogfight phase
3-4Supremely Graceful: This Wing Leader has a 5+ invulnerable save
5-6Blessed of Khaine: You can re-roll To Hit rolls of 1 for the Wing Leader and all of the other models in their Flyer Wing

Heldrake Wing Leaders

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.

D6Special Rules
1-2Warp Fury: The Wing Leader can use the Daemonforge special rule every turn, rather than only once per battle. 
3-4Fuelled by Murder: If an attack this Wing Leader makes causes an enemy model to be removed as a casualty, its weapons have the Twin-linked special rule in its next Shooting phase
5-6Icon of Slaughter: Add 1 to the Pursuit value for the Wing Leader and all other models from its Flyer Wing during the Dogfight phase

Necron Wing Leaders

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.

D6Special Rules
1-2Oensive Subroutines: Add 1 to the Wing Leader’s Ballistic Skill for one weapon in each Shooting phase. Add 1 to the Ballistic Skill of all other Flyers in the Wing that are ring the same weapon if the Wing is in an Attack Pattern
3-4Defensive Subroutines: You can re-roll one saving throw for this Wing Leader each turn. You can re-roll one saving throw for each other Flyer in the Wing if it is in an Attack Pattern
5-6Living Craft: The Wing Leader has the It Will Not Die special rule. 

Ork Wing Leaders

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.

Mekboss Wing Leaders


D6Special Rule
1-2Supa-rangenda: Add 6" to the range of all weapons on the boss’ Flyer
3-4More Killier! Add 1 to the Strength of all weapons on the boss’ Flyer
5-6More 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. 

Flyboss Wing Leaders


D6Special Rule
1-2Ablative 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. 
3-4Extra Shooty: Roll on the Mekboss Wing Leaders table to see what special rule is received. 
5-6Blessings 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. 

Tau Empire Wing Leaders

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.

D6Special Rule
1-2Long Range Sensors: At the start of the Wing Leader’s Shooting phase, pick an enemy unit within 36" of the Wing Leader and add 1 markerlight counter to the unit. The markerlight counter may only be used by the Wing Leader or other Flyers from their Wing. 
3-4Targeting Scramblers: The Wing Leader has a 6+ invulnerable save. In addition, any models from their Flyer Wing that are within 12" of the Wing Leader have a 6+ invulnerable save. 
5-6Improved Data Capture: The Wing Leader counts each markerlight counter that they use as two markerlight counters.