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====Forge World==== FAQ (1.1) for Imperial Armour Index: Forces of the Adeptus Astartes has granted us additional airborne supremacy options: *'''Fire Raptor Assault Gunship:''' A heavy fire support craft, the unholy flying death machine got even better this edition. With T7, 16 wounds and 3+ SV, it's almost as tough as a Land Raider. The Avenger Bolt Cannon packs 10 shots at S6 AP-2 2D, enough to drop a whole Primaris squad if you're lucky. In addition, each Quad Bolter packs 12 heavy bolter shots. Hellstrike missiles are no longer one use only and you can, in fact, fire 4 missiles at S8 AP-3 3D a turn now. It can take 2 Twin Lascannons instead of the missiles for +1S and the chance to deal more than 3 points of damage per shot. It can also move and shoot heavy weapons without penalty. You can also swap the Quad Heavy Bolters for Autocannons as well. The firepower of this thing cannot be understated - it shits dice and will wipe squads off the board. Its expensive at nearly 450 points, but will make that back in 3 turns or less. *'''Storm Eagle:''' The big brother of the Storm Raven that vanilla marines know and love, this elongated flying brick of a hover jet boasts a transport capacity of 20 and some increased firepower along with some additional wounds. It can transport jump infantry and terminators, but not bikes or primaris marines. *'''Caestus Assault Ram:''' A crazy hover-flyer designed to ram starships/buildings and disgorge Space Marines into the breach, the Caestus Assault Ram is armed with a slew of powerful weapons and abilities. The Caestus is quite survivable with T7, 14 wounds, and a 2+ save. It's armed with a Caestus Ram - a melee weapon that hits at S User(8) AP-3, DD6, and increases to a 2+ to hit (from its usual 5+) in melee against buildings when it charges. It's Airborne Ram ability restricts it to declaring charges against and being charged and attacked in melee by units with FLY, but only while it's in Supersonic mode. It is also armed with 2 Firefury Missile Batteries, each Heavy 4 S6 AP-1 1D. It is further armed with a Twin Magna-Melta - Heavy 2D3 S10 AP-4 D6D (with the Melta rule), meaning this thing can lay the hurt on medium enemy infantry and enemy armor alike. With its 50" movement (70" if you advance) and PotMS, it can reach out and touch people on turn one. For 340 points (for the hull and the Melta; missile batteries are free) it's pricey, but given Hard to Hit, its toughness, its wounds, and a 2+ save, it will deliver its cargo. It's unique troop bays can carry 10 infantry models in terminator armor or power armor (with terminators taking up a single space instead of the usual 2). *'''Xiphon Interceptor:''' A high-speed interceptor, the Xiphon is a heavily armed air flyer new to the Deathwatch. It sports a respectable BS3+, T7, 11 wounds and a 3+ save. It's armed with two Twin Lascannons (like a Land Raider) as well as a Xiphon Missile Battery - Heavy 3 S6 AP-2 D3. It also adds 1 to all hit rolls when targeting units with the "FLY" keyword thus negating the effects of "Hard to Hit" and since a lot of units with "FLY" don't have the "Hard to Hit" bonus it will hit them on a 2+. With a huge 50" move and 4 lascannon and 3 missile shots, it'll put some major hurt on flyers and ground targets alike.
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