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Sky Ray Q's
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Old 06 Mar 2008, 09:17   #1 (permalink)
Kroot Shaper
 
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Default Sky Ray Q's

Question. Does the Sky Ray Defense Gunship have a Hammerhead linear cannon in the kit?
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Old 06 Mar 2008, 09:19   #2 (permalink)
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Default Re: Sky Ray Q's

Yes it does. It has all the things from a hammerhead plus extras.
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Old 06 Mar 2008, 09:20   #3 (permalink)
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Default Re: Sky Ray Q's

Yes, the Sky Ray box comes with all the pieces needed to make a Hammerhead. This is because the sprue that has the Railgun and Ioncannon also has the secondary weapons systems, and it's cheaper for GW just to shove the entire thing in than to give you just the parts you need.
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Old 06 Mar 2008, 09:24   #4 (permalink)
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Default Re: Sky Ray Q's

So wait, it also has the ion cannon?
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Old 06 Mar 2008, 09:41   #5 (permalink)
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Default Re: Sky Ray Q's

It has all an Ion Cannon, Railgun, Two burst Cannons, An SMS, 2 Markerlights and 7 Seeker Missiles.
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Old 06 Mar 2008, 09:43   #6 (permalink)
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Default Re: Sky Ray Q's

Wow. With magnets, I can field any of the three at my own discretion. Pending upon what's at hand.
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Old 06 Mar 2008, 10:56   #7 (permalink)
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Default Re: Sky Ray Q's

can i post another question in this thread, its slightly off subject but its kinda bothered me about the skyray.

the skyray only has so many seeker missiles on it so does it run out of ammo when it uses up that number of missiles or does it have unlimited ammo? also can i use the markerlight on the skyray like a normal marjkerlight or is it for the skyray only?
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Old 06 Mar 2008, 11:29   #8 (permalink)
Shas'Saal
 
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Default Re: Sky Ray Q's

In answer to the post above...
1. It only has those 6 missiles. However, it still has its secondary weapon system.
2. The marker lights work on any unit.

However, it's still useful. It can fire up to two S8 AP3 shots per turn using its own markerlights, or provide fire support from the other side of the table to another marker light squad. If guided by pathfinders, you could unload 6 shots in one turn, and that's pretty much sure to take anything down. And then when you run out of seeker missiles, you still can use the Skyray's secondary system, or use it as a mobile markerlight platform.
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Old 06 Mar 2008, 14:41   #9 (permalink)
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Default Re: Sky Ray Q's

That is what this thread is for. Sky Ray Q's. But as I said earlier, that's why I will use magnets. Call it cheating but I can say i have a Hammerhead and a Sky Ray. One unit can be in reserve. As soon as either the Sky Ray or the Hammerhead is destroyed, I can replace weapons and call it in via reserves.
Call it cheese, I don't care. There's nothing in the rules saying I can't do that. So (stick tongue out at all of ya who do mind).
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Old 06 Mar 2008, 14:55   #10 (permalink)
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Default Re: Sky Ray Q's

The only problem is that their is no way to really hold units in reserve.
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