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====Flyers==== *'''[[Razorwing Jetfighter]]:''' A very solid option, clocking in at 150 points by default. It always has access to all three types of missile (but can only fire one each turn). Vehicles donβt suffer a -1 to hit when moving and firing, so it will hit on a 3+ most of the time. 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 MEQ squad, or can opt for Dark Lances for 10 points less to go after vehicles and characters. Also comes with a Twin Splinter Rifle that you can upgrade to a Splinter Cannon for 5 points. With Kabal of the Flayed Skull, it's just plane evil. Also has a 5++ thanks to Night Shields. **'''Razorwing Missiles''': A mixed bag, you can only fire off one though. All of them are blast too, which is nice. ***'''Monoscythe:''' Assault 1d6 S6 AP0 D2, Blast (average shots 3.5/4/6). Shitty, but you can at least try and force saves. Shatterfield and Necrotoxin are both better at hurting MEQ on average dice. ***'''Necrotoxin:''' Assault 3d3 S2 AP0 D1, Poisoned (2+), Blast (average shots 6/6/9). Only good for units with T4 or better and not better than 5+ armor. At T3 the Shatterfield wounds on 2+ anyway and the AP will help a lot more than 2 more shots on average. ***'''Shatterfield:''' Assault 1d6 S7 AP-2 D1, Blast (average shots 3.5/4/6). The "best" missile against pretty much everything, but still not great. 1d6 *'''[[Voidraven Bomber]]:''' Behold, one of the most durable and powerful models in the army! 12 Wounds at T6 combined 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 spot the Voidraven has moved over. Then, you roll 1D6 for each unit within 6" of that location, subtracting 1 if its a character. For each roll of 4+, the unit in question takes d6 mortal wounds. Probably worse than its previous version but now that this doesn't have a hard limit of only one squad, dumping it on top of some character in the middle of your opponent's castle is probably the best use of it for maximum rape. The Voidraven is also equipped with two Void Lances, which are +1S compared to the Dark Lances. You can switch these out for Dark Scythes which are Heavy 3, S8, AP-4, 2 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. You can take the missiles below for 15 points, but you probably shouldn't, as both flavors are mediocre at best. **'''Voidraven Missiles''' Like the Razorwing, you can only fire one of these off at a time despite the plural name, and both of them are blast. Unlike with the Razorwing, they're optional - you have to spend points on them and they don't come stock - but if you're taking a Voidraven anyway, the missiles are worth the cost (15 points). Don't bother throwing either at hard targets (T8+) unless you're desperate. ***'''Shatterfield:''' Same as the one the Razorwing has (Assault 1d6 S7 AP-2 D1, Blast) and just as unimpressive. Worse than the Implosion Missile against the majority of targets, but better against GEQ. ***'''Implosion:''' Assault 1d3 S6 AP-3 D2, Blast. Less potential shots than the Shatterfield but even better AP and D2 (giving it better A*D - 4, rather than 3.5, on average). This makes it ''better'' than the Shatterfield against any target with W2+ outside of specific niche cases where the extra penetration won't matter but the extra toughness will (e.g. against a T6 target with a 4++).
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