[2000] Craftworlds Wraith (Warhammer 40,000 8th Edition) [103 PL, 1999pts]

Super-Heavy Auxiliary Detachment (Aeldari - Craftworlds) [27 PL, 532pts]

  • No Force Org Slot

    • Craftworld Attribute

      Selections: Iyanden: Stoic Endurance

      Categories: Faction: <Craftworld>, Faction: Asuryani, No Force Org Slot

      Abilities: Iyanden: Stoic Endurance


      Abilities Description Ref
      Iyanden: Stoic Endurance A unit with this attribute can never lose more than one model as a result of any single failed Morale test. In addition, if a unit with a damage chart has this attribute, double the number of wounds it actually has remaining whenever you are consulting the chart to determine its characteristics.
  • Lord of War [27 PL, 532pts]

    • Wraithknight [27 PL, 532pts]

      Selections: Starcannon [15pts], Starcannon [15pts], Two Heavy Wraithcannons [100pts]

      Categories: Faction: <Craftworld>, Faction: Aeldari, Faction: Asuryani, Lord of War, Monster, Wraithknight, Faction: Spirit Host, Titanic, Wraith Construct

      Abilities: Ancient Doom, Catastrophic Collapse, Unstoppable Revenant (Wraithknight), Unit: Wraithknight, Weapon: Heavy Wraithcannon, Starcannon, Titanic Feet, Titanic Wraithbone Fists, Wound Track: Wraithknight 1., Wraithknight 2., Wraithknight 3.


      Abilities Description Ref
      Ancient Doom You can re-roll failed hit rolls in the Fight phase for this unit in a turn in which it charges or is charged by a SLAANESH unit. However, you must add 1 to Morale tests for this unit if it is within 3" of any SLAANESH units.
      Catastrophic Collapse If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it collapses with catastrophic effect, and each unit within 2D6" suffers D6 mortal wounds.
      Unstoppable Revenant (Wraithknight) A Wraithknight can Fall Back in the Movement phase and still shoot and/or charge during its turn. When a Wraithknight Falls Back, it can even move over enemy INFANTRY models, though at the end of its move it must be more than 1" from all enemy units. In addition, a Wraithknight can move and fire Heavy weapons without suffering the penalty to its hit rolls. Finally, a Wraithknight only gains a bonus to its save in cover if at least half of the model is obsured from the firer.
      Unit MWSBSSTWALdSave Ref
      Wraithknight ***8824493+
      Weapon RangeTypeSAPDAbilities Ref
      Heavy Wraithcannon 36"Assault 216-4D6-
      Starcannon 36"Heavy 26-3D3-
      Titanic Feet MeleeMeleeUser-2D3When you make an attack with this weapon, roll three dice instead of 1.
      Titanic Wraithbone Fists MeleeMeleeUser-3D6-
      Wound Track Remaining WCharacteristic 1Characteristic 2Characteristic 3 Ref
      Wraithknight 1. 13-24+12"3+3+
      Wraithknight 2. 7-1210"4+4+
      Wraithknight 3. 1-68"5+5+

Vanguard Detachment +1CP (Aeldari - Craftworlds) [60 PL, 1167pts]

  • HQ [11 PL, 222pts]

    • Autarch with Swooping Hawk Wings [5 PL, 112pts]

      Selections: Forceshield [6pts], Fusion Gun [17pts], Mandiblasters, Power sword [4pts]

      Categories: Faction: <Craftworld>, Faction: Aeldari, Faction: Asuryani, Autarch, Character, Fly, HQ, Infantry, Jump Pack, Faction: Warhost

      Abilities: Ancient Doom, Battle Focus, Children of Baharroth, Forceshield, Mandiblasters, Skyleap, The Path of Command, Unit: Autarch with Swooping Hawk Wings, Weapon: Fusion Gun, Plasma Grenade, Power sword


      Abilities Description Ref
      Ancient Doom You can re-roll failed hit rolls in the Fight phase for this unit in a turn in which it charges or is charged by a SLAANESH unit. However, you must add 1 to Morale tests for this unit if it is within 3" of any SLAANESH units.
      Battle Focus If this unit moves or Advances in its Movement phase, weapons (excluding Heavy weapons) are used as if the unit had remained stationary.
      Children of Baharroth During deployment, you can set up this model in the skies instead of on the battlefield. At the end of any of your Movement phases this model can descend - set it up anywhere on the battlefield that is more than 9" away from any enemy models.
      Forceshield This model has a 4+ invulnerable save.
      Mandiblasters At the beginning of each Fight phase, you can pick a single enemy INFANTRY unit within 1" of this unit. Roll a D6 for each model in this unit; for each roll of a 6, the enemy unit suffers a mortal wound.
      Skyleap At the beginning of your Movement phase, if this model is not within 1" of an enemy model it can leap back into the skies. Remove this model from the battlefield. It can return to the battlefield as described in the Children of Baharroth ability. This model may not both Skyleap and descend on Swooping Hawk wings in the same turn. If the battle ends while this model is in the skies, it is considered to be slain.
      The Path of Command You can re-roll hit rolls of 1 for friendly <CRAFTWORLD> units within 6" of this model. In addition, if your army is Battle-forged and this model is your Warlord and on the battlefield, roll a D6 for each Command Point spent when using Stratagems; on a 6 that Command Point is immediately refunded. Note that for Prince Yriel, the first effect of this ability applies specifically to IYANDEN units.
      Unit MWSBSSTWALdSave Ref
      Autarch with Swooping Hawk Wings 14"2+2+335493+
      Weapon RangeTypeSAPDAbilities Ref
      Fusion Gun 12"Assault 18-4D6If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
      Plasma Grenade 6"Grenade D64-11-
      Power sword MeleeMeleeUser-31-
    • Farseer [6 PL, 110pts]

      Selections: 2. Doom, 3. Fortune, Shuriken Pistol, Witchblade

      Categories: Faction: <Craftworld>, Faction: Aeldari, Faction: Asuryani, Character, Farseer, HQ, Infantry, Psyker, Faction: Warhost

      Abilities: Ancient Doom, Battle Focus, Ghosthelm, Rune Armour, Runes of the Farseer, Psychic Power: Doom, Fortune, Smite, Psyker: Psyker (Farseer), Unit: Farseer, Weapon: Shuriken Pistol, Witchblade


      Abilities Description Ref
      Ancient Doom You can re-roll failed hit rolls in the Fight phase for this unit in a turn in which it charges or is charged by a SLAANESH unit. However, you must add 1 to Morale tests for this unit if it is within 3" of any SLAANESH units.
      Battle Focus If this unit moves or Advances in its Movement phase, weapons (excluding Heavy weapons) are used as if the unit had remained stationary.
      Ghosthelm Roll a D6 whenever this model suffers a mortal wound, adding 3 to the roll if the mortal wound was inflicted as a result of the psyker suffering Perils of the Warp. On a roll of 5+, that wound is ignored.
      Rune Armour This model has a 4+ invulnerable save.
      Runes of the Farseer Once in each Psychic phase, you can re-roll any number of dice used for this model's attempt to manifest or deny a psychic power.
      Psychic Power Warp ChargeRangeDetails Ref
      Doom 724"If manifested, choose an enemy unit within 24" of the psyker. You can re-roll failed wound rolls againt that unit until your next Psychic phase.
      Fortune 724"If manifested, choose a friendly ASURYANI unit within 24" of the psyker. Until your next Psychic phase, whenever that unit suffers a wound, roll a D6. On a 5+ that wound is ignored. If a unit already has an ability with a similar effect (e.g. Ulthwe's Foresight of the Damned attribute, or the Avatar of Khaine's Molten Body ability) then the effect of Fortune replaces that of the ability until your next Psychic phase.
      Smite 518"Smite has a warp charge value of 5. If manifested, the closest visible enemy unit within 18" of the psyker suffers D3 mortal wounds (pg 181). If the result of the Psychic test was more than 10 the target suffers D6 mortal wounds instead.
      Psyker CastDenyPowers KnownOther Ref
      Psyker (Farseer) 222 - Runes of Fate
      Unit MWSBSSTWALdSave Ref
      Farseer 7"2+2+335296+
      Weapon RangeTypeSAPDAbilities Ref
      Shuriken Pistol 12"Pistol 1401Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3 instead of 0.
      Witchblade MeleeMeleeUser0D3This weapon always wounds on a roll of 2+
  • No Force Org Slot

    • Craftworld Attribute

      Selections: Iyanden: Stoic Endurance

      Categories: Faction: <Craftworld>, Faction: Asuryani, No Force Org Slot

      Abilities: Iyanden: Stoic Endurance


      Abilities Description Ref
      Iyanden: Stoic Endurance A unit with this attribute can never lose more than one model as a result of any single failed Morale test. In addition, if a unit with a damage chart has this attribute, double the number of wounds it actually has remaining whenever you are consulting the chart to determine its characteristics.
  • Dedicated Transport [9 PL, 172pts]

    • Wave Serpent [9 PL, 172pts]

      Selections: Crystal Targeting Matrix [5pts], Shuriken Cannon [10pts], Twin Bright Lance [40pts], Vectored Engines [10pts]

      Categories: Faction: <Craftworld>, Faction: Aeldari, Faction: Asuryani, Dedicated Transport, Fly, Transport, Vehicle, Faction: Warhost, Wave Serpent, Falcon

      Abilities: Crystal Targeting Matrix, Explodes (Hover Tank), Hover Tank, Serpent Shield, Vectored Engines, Transport: Transport (Wave Serpent), Unit: Wave Serpent, Weapon: Shuriken Cannon, Twin Bright Lance, Wound Track: Wave Serpent 1., Wave Serpent 2., Wave Serpent 3.


      Abilities Description Ref
      Crystal Targeting Matrix A model with a crystal targeting matrix does not suffer the penalty for firing a heavy weapon after moving when targeting the closest enemy unit.
      Explodes (Hover Tank) If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
      Hover Tank Distance and ranges are always measured to and from this model's hull, even though it has a base.
      Serpent Shield Any damage suffered by a Wave Serpent from a ranged weapon is reduced by 1, to a minimum of 1. In addition, once per battle, in your Shooting phase, a Wave Serpent can discharge its serpent shield in its Shooting phase by rolling a D6. On a 2+ the nearest visible enemy unit within 24" suffers D3 mortal wounds. The Wave Serpent then gains no benefit from this ability for the remainder of the battle.
      Vectored Engines If a model with vectored engines Advances, your opponent must subtract 1 from all hit rolls for ranged weapons that target it until your next Movement phase.
      Transport Capacity Ref
      Transport (Wave Serpent) This model can transport 12 PHOENIX LORD or <CRAFTWORLD> INFANTRY models. Each WRAITHGUARD or WRAITHBLADE model takes the space of two other models. It cannot transport JUMP PACK models.
      Unit MWSBSSTWALdSave Ref
      Wave Serpent *6+*6713*83+
      Weapon RangeTypeSAPDAbilities Ref
      Shuriken Cannon 24"Assault 3601Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3 instead of 0.
      Twin Bright Lance 36"Heavy 28-4D6-
      Wound Track Remaining WCharacteristic 1Characteristic 2Characteristic 3 Ref
      Wave Serpent 1. 7-13+16"3+3
      Wave Serpent 2. 4-612"4+D3
      Wave Serpent 3. 1-38"5+1
  • Heavy Support [8 PL, 123pts]

    • Wraithlord [8 PL, 123pts]

      Selections: 2x Shuriken Cannon [20pts], Shuriken Catapult, Shuriken Catapult

      Categories: Faction: <Craftworld>, Faction: Aeldari, Faction: Asuryani, Heavy Support, Monster, Faction: Spirit Host, Wraithlord, Wraith Construct

      Abilities: Ancient Doom, Unit: Wraithlord, Weapon: Shuriken Cannon, Shuriken Catapult, Wraithbone Fists, Wound Track: Wraithlord 1., Wraithlord 2., Wraithlord 3.


      Abilities Description Ref
      Ancient Doom You can re-roll failed hit rolls in the Fight phase for this unit in a turn in which it charges or is charged by a SLAANESH unit. However, you must add 1 to Morale tests for this unit if it is within 3" of any SLAANESH units.
      Unit MWSBSSTWALdSave Ref
      Wraithlord ***7810493+
      Weapon RangeTypeSAPDAbilities Ref
      Shuriken Cannon 24"Assault 3601Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3 instead of 0.
      Shuriken Catapult 12"Assault 2401Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3 instead of 0.
      Wraithbone Fists MeleeMeleeUser-33-
      Wound Track Remaining WCharacteristic 1Characteristic 2Characteristic 3 Ref
      Wraithlord 1. 6-10+8"3+3+
      Wraithlord 2. 3-57"4+4+
      Wraithlord 3. 1-26"5+5+
  • Elites [32 PL, 650pts]

    • Wraithblades [10 PL, 225pts]

      Selections: Ghostaxe and Forceshield [80pts], 5x Wraithblade [145pts]

      Categories: Faction: <Craftworld>, Faction: Aeldari, Faction: Asuryani, Elites, Infantry, Faction: Spirit Host, Wraithblades, Wraith Construct

      Abilities: Ancient Doom, Fires of Wrath, Forceshield, Unit: Wraithblade, Weapon: Ghostaxe


      Abilities Description Ref
      Ancient Doom You can re-roll failed hit rolls in the Fight phase for this unit in a turn in which it charges or is charged by a SLAANESH unit. However, you must add 1 to Morale tests for this unit if it is within 3" of any SLAANESH units.
      Fires of Wrath Add 1 to the Attacks characteristic of models in this unit in a turn in which it charges.
      Forceshield This model has a 4+ invulnerable save.
      Unit MWSBSSTWALdSave Ref
      Wraithblade 5"3+3+563293+
      Weapon RangeTypeSAPDAbilities Ref
      Ghostaxe MeleeMelee+2-3D3When attacking with this weapon, you must subtract 1 from the hit roll.
    • Wraithguard [11 PL, 225pts]

      Selections: D-scythe [110pts], 5x Wraithguard [115pts]

      Categories: Faction: <Craftworld>, Faction: Aeldari, Faction: Asuryani, Elites, Infantry, Faction: Spirit Host, Wraithguard, Spirit Host

      Abilities: Ancient Doom, Implacable, Unit: Wraithguard, Weapon: D-scythe, Wraithguard Fists


      Abilities Description Ref
      Ancient Doom You can re-roll failed hit rolls in the Fight phase for this unit in a turn in which it charges or is charged by a SLAANESH unit. However, you must add 1 to Morale tests for this unit if it is within 3" of any SLAANESH units.
      Implacable This unit can Fall Back and still shoot in a turn that it does so.
      Unit MWSBSSTWALdSave Ref
      Wraithguard 5"3+3+563193+
      Weapon RangeTypeSAPDAbilities Ref
      D-scythe 8"Assault D310-41This weapon automatically hits its target.
      Wraithguard Fists MeleeMeleeUser-1D3-
    • Wraithguard [11 PL, 200pts]

      Selections: Wraithcannon [85pts], 5x Wraithguard [115pts]

      Categories: Faction: <Craftworld>, Faction: Aeldari, Faction: Asuryani, Elites, Infantry, Faction: Spirit Host, Wraithguard, Spirit Host

      Abilities: Ancient Doom, Implacable, Unit: Wraithguard, Weapon: Wraithcannon, Wraithguard Fists


      Abilities Description Ref
      Ancient Doom You can re-roll failed hit rolls in the Fight phase for this unit in a turn in which it charges or is charged by a SLAANESH unit. However, you must add 1 to Morale tests for this unit if it is within 3" of any SLAANESH units.
      Implacable This unit can Fall Back and still shoot in a turn that it does so.
      Unit MWSBSSTWALdSave Ref
      Wraithguard 5"3+3+563193+
      Weapon RangeTypeSAPDAbilities Ref
      Wraithcannon 12"Assault 110-4D6-
      Wraithguard Fists MeleeMeleeUser-1D3-

Supreme Command Detachment +1CP (Aeldari - Craftworlds) [16 PL, 300pts]

  • No Force Org Slot

    • Craftworld Attribute

      Selections: Iyanden: Stoic Endurance

      Categories: Faction: <Craftworld>, Faction: Asuryani, No Force Org Slot

      Abilities: Iyanden: Stoic Endurance


      Abilities Description Ref
      Iyanden: Stoic Endurance A unit with this attribute can never lose more than one model as a result of any single failed Morale test. In addition, if a unit with a damage chart has this attribute, double the number of wounds it actually has remaining whenever you are consulting the chart to determine its characteristics.
  • HQ [16 PL, 300pts]

    • Spiritseer [3 PL, 65pts]

      Selections: 4. Protect/Jinx, Shuriken Pistol

      Categories: Faction: <Craftworld>, Faction: Aeldari, Faction: Asuryani, Character, HQ, Infantry, Psyker, Faction: Spirit Host, Spiritseer

      Abilities: Ancient Doom, Battle Focus, Rune Armour, Spirit Mark, Psychic Power: 4.1 Protect, 4.2 Jinx, Smite, Psyker: Psyker, Unit: Spiritseer, Weapon: Shuriken Pistol, Witch Staff


      Abilities Description Ref
      Ancient Doom You can re-roll failed hit rolls in the Fight phase for this unit in a turn in which it charges or is charged by a SLAANESH unit. However, you must add 1 to Morale tests for this unit if it is within 3" of any SLAANESH units.
      Battle Focus If this unit moves or Advances in its Movement phase, weapons (excluding Heavy weapons) are used as if the unit had remained stationary.
      Rune Armour This model has a 4+ invulnerable save.
      Spirit Mark You can re-roll hit rolls of 1 for friendly <CRAFTWORLD> SPIRIT HOST units' attacks against enemy units that are within 6" of this model.
      Psychic Power Warp ChargeRangeDetails Ref
      4.1 Protect 718"Choose a friendly ASURYANI INFANTRY or ASURYANI BIKER unit within 18" of the psyker - add 1 to the saving throws made for that unit until your next Psychic phase.
      4.2 Jinx 718"Choose an enemy unit within 18" of the psyker - your opponent must subtract 1 from all saving throws made for that unit until your next Psychic phase.
      Smite 518"Smite has a warp charge value of 5. If manifested, the closest visible enemy unit within 18" of the psyker suffers D3 mortal wounds (pg 181). If the result of the Psychic test was more than 10 the target suffers D6 mortal wounds instead.
      Psyker CastDenyPowers KnownOther Ref
      Psyker 111 - Runes of Battle
      Unit MWSBSSTWALdSave Ref
      Spiritseer 7"2+2+334286+
      Weapon RangeTypeSAPDAbilities Ref
      Shuriken Pistol 12"Pistol 1401Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3 instead of 0.
      Witch Staff MeleeMeleeUser02This weapon always wounds on the roll of 2+.
    • Spiritseer [3 PL, 65pts]

      Selections: 5. Quicken/Restrain, Shuriken Pistol

      Categories: Faction: <Craftworld>, Faction: Aeldari, Faction: Asuryani, Character, HQ, Infantry, Psyker, Faction: Spirit Host, Spiritseer

      Abilities: Ancient Doom, Battle Focus, Rune Armour, Spirit Mark, Psychic Power: 5.1 Quicken, 5.2 Restrain, Smite, Psyker: Psyker, Unit: Spiritseer, Weapon: Shuriken Pistol, Witch Staff


      Abilities Description Ref
      Ancient Doom You can re-roll failed hit rolls in the Fight phase for this unit in a turn in which it charges or is charged by a SLAANESH unit. However, you must add 1 to Morale tests for this unit if it is within 3" of any SLAANESH units.
      Battle Focus If this unit moves or Advances in its Movement phase, weapons (excluding Heavy weapons) are used as if the unit had remained stationary.
      Rune Armour This model has a 4+ invulnerable save.
      Spirit Mark You can re-roll hit rolls of 1 for friendly <CRAFTWORLD> SPIRIT HOST units' attacks against enemy units that are within 6" of this model.
      Psychic Power Warp ChargeRangeDetails Ref
      5.1 Quicken 718"Choose a friendly ASURYANI INFANTRY or ASURYANI BIKER unit within 18" of the psyker - that unit can immediately move as if it were the Movement phase. You cannot use Quicken on a single unit more than once per Psychic phase.
      5.2 Restrain 718"Choose an enemy unit within 18" of the psyker - your opponent must halve the Move characteristic of all models in that unit until you next Psychic phase.
      Smite 518"Smite has a warp charge value of 5. If manifested, the closest visible enemy unit within 18" of the psyker suffers D3 mortal wounds (pg 181). If the result of the Psychic test was more than 10 the target suffers D6 mortal wounds instead.
      Psyker CastDenyPowers KnownOther Ref
      Psyker 111 - Runes of Battle
      Unit MWSBSSTWALdSave Ref
      Spiritseer 7"2+2+334286+
      Weapon RangeTypeSAPDAbilities Ref
      Shuriken Pistol 12"Pistol 1401Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3 instead of 0.
      Witch Staff MeleeMeleeUser02This weapon always wounds on the roll of 2+.
    • Wraithseer [10 PL, 170pts]

      Selections: 5: Mark of the Incomparable Hunter, Craftworlds Warlord, D-cannon [1 PL, 45pts], Psytronome of Iyanden

      Categories: Character, Faction: <Craftworld>, Faction: Aeldari, Faction: Asuryani, Faction: Spirit Host, HQ, Monster, Psyker, Wraithseer

      Rules: 5: Mark of the Incomparable Hunter

      Abilities: Ancient Doom, Wraithshield, Psychic Power: Deliverance, Enliven, Foreboding, Psyker: Psyker, Unit: Wraithseer, Weapon: D-cannon, Ghostspear, Wound Track: Wraithseer 1., Wraithseer 2., Wraithseer 3.


      Abilities Description Ref
      Ancient Doom You can re-roll failed hit rolls in the Fight phase for this unit in a turn in which it charges or is charged by a SLAANESH unit. However, you must add 1 to Morale tests for this unit if it is within 3" of any SLAANESH units.
      Psytronome of Iyanden IYANDEN PSYKER only. Once during the battle, at the start of a Fight phase, you can declare that this model will activate the Psytronome of Iyanden. If you do so, for the rest of that Fight phase the Attacks characteristics of all friendly IYANDEN WRAITH CONSTRUCT units that are within 6" of this model are doubled. However, at the end of the Fight phase, each IYANDEN WRAITH CONSTRUCT unit that was affected by the Psytronome suffers D3 mortal wounds.
      Wraithshield A Wraithseer has a 5+ invulnerable save.
      Psychic Power Warp ChargeRangeDetails Ref
      Deliverance 712"Select a friendly unit of WRAITHGUARD, WRAITHBLADES or a WRAITHLORD within 12" of the manifesting PSYKER. Until the beginning of the controlling player's next turn, the targeted unit rolls a dice every time it loses a wound or mortal wound. On the score of '6', that wound is ignored and not lost.
      Enliven 612"Select a friendly unit if WRAITHGUARD, WRAITHBLADES or a WRAITHLORD within 12" of the manifesting PSYKER. Until the beginning of the controlling player's next turn, the targeted unit rolls an additional dice when Advancing or charging and discards the lowest dice rolled before totalling their final result.
      Foreboding 86"All enemy units within 6" of the PSYKER must reduce their Leadership characteristic by 1 whilst they are within 6".
      Psyker CastDenyPowers KnownOther Ref
      Psyker 21Enliven, Foreboding, Deliverance
      Unit MWSBSSTWALdSave Ref
      Wraithseer ***7712493+
      Weapon RangeTypeSAPDAbilities Ref
      D-cannon 24"Heavy D312-4D6This weapon can target units that are not visible to the firer.
      Ghostspear MeleeMelee+2-4D6When making wound rolls for hits inflicted with this weapon upon a VEHICLE, re-roll any results of '1'.
      Wound Track Remaining WCharacteristic 1Characteristic 2Characteristic 3 Ref
      Wraithseer 1. 7-12+8"3+3+
      Wraithseer 2. 4-66"4+4+
      Wraithseer 3. 1-34"5+5+

Selection Rules

5: Mark of the Incomparable Hunter: Your Warlord can target enemy CHARACTERS in the Shooting phase even if they are not the closest enemy model.


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