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==={{W40Kkeyword|[[Kabal of the Flayed Skull]]}}=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> ''In the tall aeries of the Dark City, death comes from above''<br> Flayed Skull are the air force of the Drukhari, obsessed with aircraft to the point their archons get offended when they even see other races flyers. Interestingly, they gained most of their popularity from the citadel painting suppliment 'Raiders of Commoragh', where the archon, Malidrach Vrasque, was shown to be a cool conversion which almost every drukhari player follows given how shit the current archon model is, easily improved by slapping a jetbike helm instead of the head. They also have one of the coolest colour schemes in all of 40K. Red armour with elite units like Incubi having pristine white with red helms. Fuck yeah.<br> On the tabletop, the Flayed Skull are the epitome of mechanized warfare, fielding mobile transports that deal inescapable death to those below. Apex raptors, they'll fire merciless broadsides on anything that dares leaving the ground.<br> If you want to raid entire planets '''without touching the ground''' then take off with the Flayed Skull and terrorize the shadowed skies <div class="mw-collapsible-content"> ====Special Rules==== *'''Obsession - Slay from the Skies:''' +2" movement to all Vehicles. Models with this obsession that can {{w40Kkeyword|Fly}}, or that embarked on a transport that can fly, ignore enemy cover. Powerful but expensive mechanized list, as everything must ride a transport lest it finds itself without any benefit. **If you want to use this kabal you SHOULD very much ''use Ravagers'': If you don't use Ravagers, then you're better off combining Mobile Raiders with Torturous Efficiency. If you aren't using transports, then you aren't considering Flayed Skull in the first place: Famed Savagery & Obsidian Veil are very much alternatives to Consummate Weaponmaster & Soulhelm. *'''Warlord Trait - Famed Savagery''': Get +1A and +1S to the Archon, who will totally be a Master Archon fighting twice with the Djinn Blade. *'''Relics - Obsidian Veil''': 4++ for when the Archon's 2++ fails. It does mean giving up the Djinn Blade, but you could combine it with his trait and use a Husk blade, which is still good in the hands of a Famed Savagery archon. '''Stratagem - Masters of the Shadowed Sky (1 CP)''': Gives a {{W40Kkeyword|Kabal of the Flayed Skull}} unit +1 to hit when shooting at a unit with {{W40Kkeyword|Fly}}, upping to a +2 when shooting a unit with {{W40Kkeyword|Aircraft}}. Perfect for negating the hard to hit rule on most aircraft, and since the Flayed Skull specializes in flyers themselves it'll help their Razorwings dominate even further. Also gives you a hilariously Drukhari way of shooting out Jump Pack equipped characters as well. ====Tactics==== Not unlike the Black Kabal, +2" movement for vehicles can also benefit your non-Kabal units if they're being transported in a Flayed Skull transport, though not as easily: Without the advance & charge benefit of turn 2 PfP you'll need a character with the '''Animus Vitae''' relic and use '''Never stationary (2CP)''' on a transport carrying that character. Move 16-18", shoot with the transport, then move another 7". That's a 23-25" move that is enough to get the 6" animus vitae grenade into range. That transport won't be able to charge, but the rest of your +2"M transports will be able to advance and charge. *For Venoms that's (16+2)" movement + 3.5" average advance + 7" average charge = 28.5" average threat range turn 1. That's 4.5" inside the enemy's deployment zone. It would be 2" less for a Raider, however... *...For one Raider using '''Enhanced Aethersails (1CP)''' that's (14+2)" + 8" + 7" = ''31" guaranteed'' threat range, or full 7 inches inside the enemy's deployment zone. </div></div>
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