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====Ravenwing==== #'''Impeccable Mobility:''' {{W40kKeyword|Ravenwing}} units within 6" of the warlord ignore the penalty for moving and firing Heavy weapons, and do not suffer the penalty for advancing and firing Assault weapons. Now ''that'' is awesome. <s>It got changed up in the most recent FAQ with 9th edition in the pipeline. It's now even better since you can fire off those Heavy weapons without penalty after advancing as far as you can.</s> The FAQ only affects 9th Edition to update now redundant abilities and stratagems ect. In 8th Edition you still have to use the rule as worded for heavy weapons only ignoring the -1 penalty. Otherwise you'd also have to also follow the rest of the FAQ such as deleting the power of the machine spirit ability on landraiders ect while not getting the heavy weapon penalty only applying to infantry rule, but when there's a 9th Edition tactics page, you'll be correct to add this because it'll mostly be a copy paste. #*By far and away ''the'' best warlord trait for a Ravenwing army as you can give it to a Talonmaster and he's never the getting a -1 for moving with his heavy weapons (Something he's criticised for in his section), your landspeeders don't get the -1, the attack bikes don't get the -1, your planes are now hitting on a 2+ with the strafing run rule. And it gets better, your Blackknights are now jinking and shooting as if they hadn't. Add this altogether with Sammael and an Apothecary and you're going to be scary. #'''Tactically Flexible:''' Once per battle, at the start of the Battle Round you can select a Combat Doctrine that isn't active. All {{W40kKeyword|Ravenwing}} units within 6" treat that Doctrine as the active one until the end of that Battle Round. #'''Outrider:''' Warlord and one {{W40kKeyword|Ravenwing}} unit get a free 12" move after the Battle begins but before the first turn starts. You cannot come within 9" of any enemy units, naturally.
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