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===Flyer=== *'''Note''': Weapon facing does not matter anymore. You should always prioritise whatever facing will keep your flyer on the table for the longest. *'''[[Razorwing Jetfighter]]:''' A few changes make the Razorwing into what is probably the best flyer in the game right now. It always has access to all three types of missile (but can only fire one each turn). All Drukhari heavy weapons turn into assault weapons when mounted on a vehicle, so it will hit on a 3+ most of the time. Each weapon may fire at a different target on a 360Β° firing arc, meaning you don't need to worry about any wasted splinter shots or where the flyer's nose is pointing at. Getting out of sticky situations or into the enemy's face is no problem either with a move of 20-72". The Razorwing comes equipped with Disintegrator Cannons for ruining the day of any Bike Squad or TEQ, or can opt for Dark Lances to go after vehicles and characters. Also comes with a Twin Splinter Rifle that you can upgrade to a Splinter Cannon. With Kabal of the Flayed Skull, it's just plain evil. **'''Razorwing Missiles''' No longer one use only, and you get all types by default now. You declare which missile you use when you declare the weapon to shoot with. ***'''Monoscythe Missile:''' Assault D6, S6, 0 AP , 2 Damage. Nice for drowning a Bike Squad or TEQs in saves. ***'''Necrotoxin Missile:''' Assault 3D3 (averaging out to the Pre-Nerf number of shots it had in the Index), Wounds on a 2+ (6+ for Vehicles). Your infantry hunting and character sniping choice. You are looking at an average of 3 Wounds per missile against non-Vehicle units, 4 if you use the Flayed Skull Stratagem on non-Vehicle units with Fly. Solid choice. ***'''Shatterfield Missile:''' Assault D6, S7, -1 AP, 1 Damage with Shred. Necrotoxin is much more consistent but this has a nice niche in burying MSU MEQ units in armour saves. *'''[[Voidraven Bomber]]:''' Behold, one of the most durable and powerful models in the army! 12 Wounds at T6 combined with the new Flyer rules and a built-in 5++ mean that for Drukhari standards, this is one tough son of a bitch to bring down. First of all it is a ''bomber'', and a bomb it has. Once per battle you can drop a tactical nuke on a single unit the Voidraven has moved over. Then, you roll 3D6 for each Monster or Vehicle, or a D6 for every other model in the unit up to a whopping 10D6. For each roll of 3+, the unit suffers a mortal wound. Very, very nasty. (To put the power of the bomb into perspective, when nuking a squad of 10 2+Sv Marines, you can expect 6 of them to be vaporized away from the board). But that's not the end. The Voidraven is equipped with two Void Lances, which are +1S compared to the Dark Lances. You can switch these out for Dark Scythes which are Assault D3, S8, AP-4, D3 damage. Both options are good for doing work after you have dropped the Bomb, they will definitely help with stripping the last few wounds off a Knight or Tank. For 10 points you can equip the Voidraven with the below missiles to boost the Voidraven's firepower if you can spare the points: **'''Voidraven Missiles''' No longer one use only, and you get all types by default now. You declare which missile you use when you declare the weapon to shoot with. ***'''Shatterfield Missile:''' Assault D6, S7, -1 AP, 1 Damage with Shred. Has a nice niche in burying MSU MEQ units in armour saves. ***'''Implosion Missile''': Assault D3, S6, -3 AP, 1 Damage. Sadly nerfed from 7th Edition. Can still reliably threaten a lot of units. Still not a bad choice. *'''[[Raven Strike Fighter]] (Open and Narrative Play only):'''
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