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====Forge World==== *'''Hell Blade''' - Courtesy of the Dark Mechanicus's warped minds comes one of the better anti-flyer units in the game. Only 130 points (As of CA2019) with twin helstorm cannons (Heavy 2 S6 AP-2 D3 and wound rolls of a 6 cause an additional mortal wound), with a 3+/5++ and Hard to Hit plus a +1 to hit against other units with {{W40kKeyword|FLY}}. Can swap its two Helstorm cannons for two Lascannons. With a 18"-60" movement that doesn't degrade as you take damage and a funky rule that allows it to pivot up to 90 degrees at the beginning AND end of each movement phase, you will be hunting enemy flyers in style. Since it's AIRBORNE, possibilities exist for you to use its move base to block movement of enemy models and when they get sick of it and blow it up, spend a CP to make it explode with Putrid Detonation. *'''Hell Talon''' - Very expensive at 240 (CA2019) points, but considerably tougher than its baby brother the Hell Blade with 12 wounds and T7 as well as its 3+/5++. In addition to the mandatory Helstorm cannon and twin Lascannon, you can choose between three (free) sets of bombs, all used at the end of the movement phase (see below). This is a flying Predator spending 70 extra points to get {{W40kKeyword|FLY}}, Hard to Hit, 20"-60" move, 5++, no penalty to move & fire Heavy weapons and a bomb that will likely do some Mortal Wounds to a unit you fly over. **Pyrax incendiary bombs: The anti-infantry option. Once per battle, pick a unit you flew over and roll a d6 for each model in the unit up to a maximum of 20d6. Each 5+ (or 4+ if targeting infantry) causes a mortal wound. **Warp-pulse bombs: Pick a unit you flew over and roll 3d6 for each vehicle or monster in said unit, or 1d6 for each other model, up to a maximum of 9d6. Results of a 5+ cause mortal wounds. In addition, the unit targeted is at -1 to hit and -1 leadership until the start of their next turn. **Baletalon shatter charges: The demolition option. Pick a unit you flew over and roll 6d6 for each vehicle, building, or monster in said unit, or 1d6 for each other model, up to a maximum of 6d6. Results of 3+ cause mortal wounds. Pick this one. *'''Chaos Fire Raptor Assault Gunship''' - Not much different than the loyalist scum variant. With T7, 16 wounds and 3+ SV it's almost as tough as a Land Raider. The average bolt cannon now 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 2 missiles at S8 AP-3 3D a turn now. It may replace the Hellstrike missiles for the cheap Balefire missiles or it can take 2 double lascannons instead of the missiles for +1S and the chance to deal more than 3 points (D6) of damage per shot. It can also move and shoot heavy weapons without penalty. You can also swap the heavy bolters for reaper autocannons if you wish for more S but only a half of the shots. Got a small net price decrease (10 points before wargear) in the latest round of FAQs, so is even more of a very viable option if you want some airborne support! *'''Chaos Storm Eagle Assault Gunship''': Your flying Land Raider if you will. This flyer can transport 20 infantry models or half of that in terminators. Doesn't have as many guns as the Fire Raptor but can take hellstrike missiles or two twin lascannons for more shots and S instead, or alternatively the cheap Balefire missiles if you save on points. *'''Chaos Xiphon Interceptor''': Faster than anything in your army has a right to be, the interceptor is zippy and hard-hitting. Slightly more durable this edition (corrugated cardboard), it's best suited to hard blitzes against enemy aircraft. Unfortunately, your army favors infantry, making it somewhat hard to buff or support and turning it into a single-use missile. </div>
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