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===Pros=== * Blistering fast army with massive firepower. Infantry moves at least 7" and Vehicles move in excess of 14". * Our unique Power From Pain ability grants cumulative buffs to the army as the game progresses. * Combat Drugs can now be chosen which makes them infinitely more useful. They also stack with Power From Pain buffs on most units. * Gorgeous, highly detailed models that are cross compatible for conversions. It can't be overstated, this army looks really cool and stands out nicely against a sea of power armor. * You can now viably take standalone Covens, Cult, or Kabal armies. The book encourages a blend of all three through some unique rules regarding detachments and warlord traits. * You share the {{W40Kkeyword|AELDARI}} keyword with Craftworlders, Harlequins and Ynnari, meaning you get to cherry pick the best toys from your kin within the same list, and still remain Battle-Forged! Just remember to take separate Detachments for each {{W40Kkeyword|ASURYANI}}, {{W40Kkeyword|DRUKHARI}}, {{W40Kkeyword|HARLEQUINS}} and {{W40Kkeyword|YNNARI}} detachment if you want to keep Obsessions, and stay Battle-Forged according to the FAQ Beta Rules. * Plenty of ways of getting around your baseline strength 3 for combat units. * Almost everything has {{W40Kkeyword|FLY}}, or can be shoved inside something that can fly which means easy traversal of terrain and flying out of pesky melee to still open fire. * Mandrakes are awesome now meaning we finally get our one great infiltration unit! * Drukhari vehicles count all heavy weapons as assault weapons so you can move at full speed and fire at no penalty. * The Blaster is now one of the most points effective guns in the game. It sucks you only get 1 in a Kabalite Warrior kit, but you can easily convert splinter rifles into Blasters by chopping the barrel tips off of unused Disintegrator weapons. * Poisoned Weapons are a guaranteed 4+ to wound on all non-vehicles; so your rapid fire infantry will always be effective at piling on wounds.
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