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=== [[Speed_Freek|Kult of Speed]] === {{W40kKeyword|Speed Freeks}} in the detachment (that is Deffkilla Wartrikes, Nobz on Warbikes, Warbikers [[RAGE|but not the Index character bikers]], Deffkoptas, and the 5 new Speed Freeks vehicles [[Derp|but not Wartrakks, Warbuggies, or Skorchas]]) all gain the {{W40kKeyword|Kult of speed}} keyword, so you can unleash the full Mad Max experience. While {{W40kKeyword|Evil Sunz}} are the first clan that comes to mind, in truth all clans can see the benefit of punching the enemy in the face as quickly as possible. * Not really worth it considering how squishy all units that can take it are. Nobz on Warbikes are proverbial glass hammers and regular Warbikes are not able to be much more than distractions or objective grabbers. That leaves you with new stuff and Deffkoptas to work with. If Index stuff would work here, some kind of Warbike [[Deathstar_Unit|deathstar]] combo could be considered, as it is a nice way to give speed boost to your already externally fast units so they can get and be massacred that much faster. Could be used for some shenanigans with new Warbuggies probably. *Judging by personal playtesting, this detachement is only really useful for one thing: the Deffkilla Wartrike. The Shiny Gubbin's a great durability buff, the Warlord Trait (while mostly useless) allows you to use Warbikes as a meatshield that never runs away, and both of the Stratagems are designed either to get you into close combat or tie up enemy units, which (unsurprisingly) is the whole shtick behind the Deffkilla Wartrike. TLDR; if you're bringing the Wartrike, take it. Otherwise, pass. '''Stratagems''' *'''Turbo-Boostas (2CP):''' Use this Stratagem at the start of your Movement Phase. Pick a {{W40kKeyword|KULT OF SPEED}} unit from your army. If that unit advances this phase, double that unit's Move characteristic instead of rolling a die. **28" move Bikers, 32" move for {{W40kKeyword|Evil Sunz}}. Since the most distance you can get on a Deffkilla Wartrike's 6" Speedwaaagh aura is 14"+6"+6" = 26" (28" for Evil Sunz), that means your Warbikers get to ''begin the charge INSIDE the enemy's deployment zone'', all but guaranteeing a <u>'''Turn One Charge'''</u>. **A Warboss on Warbike with the 'Follow Me, Ladz!' WT can push his aura 14"+3.5"+''9"'' = 26.5" (28.5" for Evil Sunz) from your own deployment zone, if you don't feel like giving GW your money for a Wartrike when you have a perfectly good Biker Boss. *'''Charge Through 'Em! (2CP):''' Use this Stratagem before a {{W40kKeyword|KULT OF SPEED}} unit from your army makes a consolidation move. That unit Consolidates 2d6" instead of 3". **So not only are you reaching the enemy, but tying up the rest of his army as well. That's 5CP gone in the first turn, and yet it can also take away the enemy's Shooting Phase with it. ** Just make sure that whatever you consolidate into can't fight in melee. Also, useless against Smurfs, T'au, and Aeldari - all the other stuff that can retreat and still shoot. '''Warlord Trait - Quick, Ladz!:''' Friendly {{W40kKeyword|kult of speed}} units within 12" of the Warlord gain morale immunity (UGH) on the condition they Advanced in the same turn. Could be of some use when your Warbikers leave your footslogging Boyz squads well behind. '''Shiny Gubbin - Skargrim's Snazztrike:''' Nooo, Skargrim's dead! Deffkilla Wartrike exclusive, it gets +1T and a 5++, so it effectively replaces the "'Ard as Nails" WT. Or you can combine it and then you have a '''Toughness 8 Wartrike'''. ''"Fuck your Warboss on Warbike" -- GW''.
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