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===Flyers=== Units now only suffer a -1 to hit penalty when shooting against Flyers instead of simply being hit on 6s. Their minimal movement distance each turn has been increased from 18" to 20", but their ability to shoot 360" means you'll almost never be wasting firepower with them. You can however no longer fly over the edge and you still lose your Flyer if you can't find a legal spot to place it, so be careful and plan your flight route. They Advance 20 inches, instead of a measly D6, however, this doesn't make them good at grabbing objectives, as they do not score per Chapter Approved. Flyers no longer block movement through their base, but your opponent cannot end their Movement phase within 1" of these things, but you can still stop an assault army in its tracks with some cleverly placed Flyers, just place the Flyers were your opponent wants to end their movement instead of right in front of them. Flyers are generally best against melee armies that can't fly, they can be really good against the right enemy but against a long ranged shooting army their ability to body-block is useless and the -1 to hit is inferior to the quantum shielded vehicles you could otherwise get. *'''[[Night Scythe]]''': Basically the same transport portal as the Monolith, but on a flyer with Tesla Destructors. Has suffered a fair bit from the previous edition; lacking '''Quantum Shielding''' makes for one of the frailest vehicles in the codex. Still has 12 Wounds, though that will only get you so far. With the general nerf to S7 weapons, its Tesla Destructors aren't very scary either. Necrons may just be packing up their flying circus. The new Stratagems as well as a price drop helps, still too pricey for what it does. They are decent against melee armies because units without Fly cannot charge them. *'''[[Doom Scythe]]''': Night Scythe but with a Heavy D3 S10 AP-5 gun instead of the portal at a slightly higher price, definitely better than the Night Scythe, but the between the fewer shots and hitting on 4s it doesn't compare too well to Doomsday Arks. Heavy Destroyers are better at hurting stuff and are also pretty mobile, but are a little more vulnerable, the inability to grab objectives and take cover also hurts. Doomsday Arks have more firepower and durability but lack any sort of mobility. Even with their lackluster performance they're still a mainstay in competitive necron lists for their Stratagem: Amalgamated Targetting Data. Which can throw a lot of MW into someone's castle if you run 3 Doom Scythes. It's kind of a gimmick but if it works it works great. Take Sautekh as your dynasty with these. *'''[[Night Shroud]] (Forge World)''': Doom scythe with +1 T and +2 wounds while replacing the Death Ray with a once per game Death Sphere strafing run. Death Spheres are the most powerful aircraft bomb in the game, inflicting a mortal wound on a 3+ and rolling 1d6 per model/3d6 per {{W40kKeyword|VEHICLE}}/{{W40kKeyword|MONSTER}} (capped at 12 dice). Averages a little less than 7 mortal wounds on a 10 model unit, or 2 mortal wounds on a {{W40kKeyword|VEHICLE}} or {{W40kKeyword|MONSTER}}. Average of 8 mortal wounds against the rare few units of light vehicles that still exist, such as Killa Kans and Grot Tanks. It does let you pick out {{W40kKeyword|CHARACTERS}} (as the attack doesn't occur in the shooting phase and so isn't bound by that targeting restriction), Hive Tyrants, C'tan and Daemon Princes come to mind.
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