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==Unit Analysis== ===HQ=== *'''0-1 Force Commander:''' An Independent character with a relatively poor statline compared to every other unit in the Age of Darkness (such is to be a man in a time of giants), worse even than the Solar Auxilia's Legate Commander, but you don't want him for his combat skills, but because you NEED him in order to purchase Provenances of War, so you are going to have him. Furthermore, he can pay 20pts for the ability to <u>choose his Warlord trait</u> instead of rolling for it, so you can reliably pull some pretty powerful combinations like using the -1AP with your Heavy Weapon squads, which is the only one you'll ever pick because your choices are limited to the Militia Cults WL trait list only and the other five are balls. He's pretty customizable, starting with a 5++ that can be upgraded up to a 3++, and can buy power armour as well as a variety of melee weapons and pistols for those times you want him to pull his weight after you used your WT, but don't expect him to be a hero unit. Remember: at T3, (unless you bought the ''Gene-crafted'' Provenance) he, like everybody else not a Servo-automata or an Ogryn in this army, is very vulnerable to Instant Death. *'''Discipline Master Cadre:''' 2-5 near-Commissars, they get attached to other units and add +1 Ld ''(to max 9, and it is going to be nine anyway since their own Ld was eight)'' and allow for a LD reroll if they shoot some squad members. Oddly they're not as harsh as their 40k brethren, and while they cause D3 wounds to their unit, these wounds can be saved, although it could be argued that wild BLAMing is just as harsh as precise BLAMing. These guys may not be the compulsory HQ choice nor can any of them be the warlord, but your Force Commander was going to do all of that anyway. ''Back in the day'' your common Commissar had 2W base and a S4 weapon, and could buy a power weapon and refractor field at discount price. *'''Auxiliary Platoon Command Squad:''' Six dudes; one commander who is basically there to get gear and nothing else, one nuncio-vox operator, one standard bearer who allows Militia units within 24" to discount casualties when taking morale checks ''(Stubborn aura, essentially)'' and three bodyguards, with the option to add four more of them. No orders because this ain't 40k, they also don't get heavy weapon teams. But all of the bodyguards in the squad may replace their lascarbines/autoguns with a variety of weapons, like bolters or heavy stubbers. Also, the Platoon Commander is merely Ld7 and the rest of the boys is Ld6, such was leadership in the Imperial Militia. **Just keep the squad bare bones with lascarbines or CCW's except for a refractor field on the commander to eat AP4 or better, as if you're taking these for anything but the stubborn aura you're a moron. *'''Rogue Psyker''' ''(Cult Horde or Tainted Flesh only)'' ML1 psykers with two wounds, but a sucktastic BS2 so witchfires that roll to hit are generally going to be useless, so avoid them. If they are ever killed short of being "removed from play" then they get possessed on a roll of 5+, which becomes a 2+ if they were killed by losing a wound to perils of the warp, replacing the model with a a 3 wound WS5/S5 rending nightmare. These guys are miles better than the Renegades & Heretics version by being independent characters, they cause fear, have FnP, and can actually take proper psychic powers from Pyromancy, Telekinesis, Biomancy and Malefic Daemonology. One psyker per detachment can even be upgraded to an "Alpha" psyker, granting him ML2, WS/BS3 (instead of 2), three Wounds and Toughness 4 making him a far better prospect. **The January 2016 FAQ finally updated a points cost for these guys, they now come in at 35 points for the basic ML1 psyker. **You can even buy them a Tainted Weapon on the cheap, giving their attacks the ''Instant Death'' special rule. Note that this weapon gets lost if the psyker gets possessed since you had to "remove" the psyker and "replace" it entirely with the daemon model. Still, for five points a lucky wound can do some real damage on enemy special characters and if you rolled Iron Arm on biomancy or Fiery Form on pyromancy then you've created a pretty mean close combat unit. **When choosing psychic powers, just be aware of the limitations of the unit. As mentioned, the poor statline generally means rolling to-hit on witchfires are going to disappoint you, but beams, novas and to a lesser extent, blasts are still alright. ===Troops=== *'''Militia Infantry Squad:''' Twenty guardsmen with auxilia rifles and shitty Ld. No platoons, just one squad per slot. The sergeant gets customisation and can take things like hand flamers and power weapons. Also the squad can replace their auxilia rifles (18" S3) for a variety of weapons, from different-lasguns (lascarbines or lasrifles) to assault oriented weapons (shotguns, laslocks, pistols for +1A). Oh, and they get a goddammed ''Super-heavy as a DT'', the Gorgon Heavy Transport. Have fun. *'''Inducted Levy Squad:''' 20-50 conscripts with shitty BS2 auxilia rifles and shittier sub-flak armour. They have the same options as regular militia but just don't bother because they're here as fodder. Which is what they are fantastic at, because ''they never confer any points for their destruction'' like by kill points or by first blood, making them perfectly expendable. ''Back in the day'' however, <s>Conscript</s> Levy squads had a sarge of their own (to take challenges for the not-Commissar you'll add to them to make them Ld9), and could either upgrade their dakka to "decent" tier (lascarbine, laslock) or accept the fact BS2 is useless and get a pistol instead for +1 attack. And if they objected they could be given Discipline collars to make them Stubborn. Oh, those were the times. **Puny as they look, Levy squads can be turned into rather scary melee units, as all mobs are. Especially in ''Cult Horde'' armies, where you now have a huge mob with 3 re-rollable attacks on the charge ''(4 if you also bought Feral Warriors)'', though unless you find ways of shoring up their leadership you should be prepared to lose them following the first round of combat because ''Stubborn'' isn't enough to save you from a bad leadership roll and being swept up in the advance which follows, so at least they were cheap and expendable. Combo ''Cult Horde'' with ''Tainted Flesh'' for ''Rending'' attacks and the prospect of causing ''Fear'' on certain 30k Legions. 50 mooks with multiple rerollable rending attacks will chew through nearly any target on the table through weight of numbers, <u>including Primarchs</u> and will never cost you victory points if/when they get wiped out. *'''Militia Grenadier Squad:''' 10-18 veterans with BS4, carapace armour and auxilia rifles. These guys do well to replace their weapons with something else due to their increased accuracy. The remaining two spaces are made up by adding special weapon guys for a full squad of 20 men. **If you've got grenade launchers in the squad, you can buy Gas and Fireburst grenades for them. Both are small blast weapons, Fireburst grenades are S3 and pinning so might be good as a trolling device, whilst Gas Grenades are Poisoned (4+) and Ignore Cover, the problem with Gas grenades though are that they have only AP5 so Space Marines and Solar Auxilia are getting saves anyway, making normal frag rounds either exactly the same or better for most situations, unless you are fighting against other Militia or Cult armies. *'''Fire Support Squad:''' your heavy weapon squads, just like with imperial guard, but as Troops choices with no platoon tax. Unfortunately as support squads they cannot be compulsory choices. They come in units of 5-10 teams and have the full range of guard weapons, including heavy stubbers and multilasers. This unit has awesome potential. **Grab a unit of 10 Heavy Flamers and screw holding the line. These guys can move up the board and toast some motherfuckers because who said that heavy weapons need to stay still? Don't forget that [[Troll|all of these guys are 2 Wounds, 2 Attacks and have a laspistol + CCW]], so make for surprisingly good assault troops. [[Rape|Add in the -1AP Warlord Trait and teach Marines fear again]]. THIS should be the way you have them for any assault-based list, and creates awesome modeling opportunities. *'''Reconnaissance Squad:''' Five veterans in flak armour and are a support unit. But they have scout, infiltrate, move through cover and the option to buy chameleoline. They probably cost way too much for a base squad of five men in flak armour. But they may replace their lascarbines with shotguns or sniper rifles for a flat cost, I wonder which one you'll choose? Their sergeant can also take a demo charge, which might make some interesting suicide bomber units <strike>in a cult horde list</strike> for any provenance other than cult horde because all snap fire all the time means no blast or template weapons sadly. ===Dedicated Transports=== *'''Auxillia Gorgon Heavy Transporter''' So, the Space Marines can get Land Raiders, Solar Auxillia get Dracosans, and we get a super heavy tank as our main transport? Seems legit. With 9 Hull Points, AV 14/14/10 and a 5++ save on the front (4++ against Blast and Template weapons) it'll be tough for you opponent to take it down without devoting serious resources to it (unless they get behind it, in which case it's as good as dead). It comes stock with a one-use Gorgon Mortar Battery (12-48" S5 AP5 Heavy 4 Blast, Barrage and Pinning) and two twin linked Autocannons, as well as coming with the ability to transport 40 dudes and imposing a -2 modifier to the Catastrophic Damage Table. It can spring for hunter killer missiles and Armoured Ceramite (for the ultimate expression of FUCK YOU to your opponent), as well as swapping the Autocannons for TL Multi-Lasers or TL Lascannons. It can also swap it's Gorgon Mortar Battery for two forward and two rearward facing sponsons which must all be the same type, either Autocannons, Heavy Flamers, Heavy Bolters, Multi-Lasers or Lascannons. However you'll only field it with a plan in mind as it costs 275 points base, meaning no spamming superheavies. **Note: This thing ''is not'' Open-topped, so don't let your opponent fool you into thinking that. Not that it will matter to that Drop Pod full of Marines with Meltas, they'll punch through your paper-thin AV 10 rear armour like it's a game of [[FATAL]] even if you do get Armored Ceramite. Oh, but also note that, since it has lost open-topped, it's not an Assault Vehicle any more. So those 40 provenanced-up Cult goons might not be as useful as you think. *'''Aurox Armored Transport:''' A [[Rhino]] analog, usable by Command Cadres and Grenadier Squads numbering 10 or less. Apart from using a Heavy Stubber (that can be replaced with a Heavy Flamer) instead of a Storm Bolter, costing 10 pts less and BS3, it's pretty much identical to the Rhino, but has no potential upgrades (even the dozer blade). *'''Rhino Armoured Carrier''' ''(Survivors of a Dark Age only)'' It's a Rhino, you know what it does. Stolen from the Space Marines, it has the exact same options as the one in the Crusade army list, so look there for more info. Also note that it has the same profile, so it's BS 4. Won't be amazingly handy, but it's worth remembering. *'''Land Raider Proteus''' ''(Survivors of a Dark Age only)'' Mwhahaha, my puny humans now have access to one of the most powerful tanks in the game. No forward assault ramp means no Assault Vehicle and awkward model placement, and it only comes with two twin linked Lascannons stock. However it's also the cheapest of the Land Raiders, and can take the ever-useful Explorator Augury Web as well as other useful things such as Armoured Ceramite, hull mounted Heavy Bolters/Flamers, Auxiliary Drives and a host of weapon options. However, these costs add up quick, and as the Gorgon is only 95 points more and (generally) much more survivable and can lay down more hurt, you may want to think about taking one of those instead. If your opponent has a disturbing taste for anal, take this. ===Elites=== *'''Ogryn Brute Squad:''' 3-10 Ogryns with big sticks, flak armour and frag grenades. That's it. But the beauty of this in how they can be customised. You can buy power weapons, boarding shields or combat shields and get something equivalent to Bullgryns. Buy ripper guns and you've got normal 40k ogryns. You can even buy Heavy Bolters, that become 18" range assault weapons when held in their hands!!! However, the rules do say that each model may only buy one option from the list, so you cannot load up on cool shit, but you are allowed to mix and match. The only upgrade that is universal across the whole squad is Carapace Armour ''(which can be upgraded using Provenances to create [[Awesome|power armoured Ogryns]])'' which for a flat cost is always worth it. Consider what effect the army provenances will have on them before you build them, but the combinations are nearly endless. **Shields are a tricky one; individually, a 6++/5++ invulnerable save at a cost of taking any improvement in damage output is absolutely not worth it. ''(Unless you take Tainted Flesh because they get enough rules to handle themselves)'' '''That being said...''' if the majority of the squad ''([[derp|thanks to the FAQ]])'' are equipped with Boarding Shield then it has a similar effect to Defensive Grenades, making the whole squad resistant to incoming charges. A 'frontline' of shields and 'rear rank' of axes works better than a pure unit of either. Cyber-augmetics plus shields give a 4++ in assault - pretty good on something as tough as an ogryn. **Additional CCW is expensive at 10 points '''EACH''' for just one extra attack. If that's all you wanted remember that the ''Feral Warriors'' provenance gives them an extra attack <u>a flat cost to the whole army</u> **Power Weapons are your most expensive option by far, but they also grant the 2 weapon bonus as well as beefing the unit with killy stuff. Axes become preferred here because even if you strike last, a model equipped with one is still likely to survive and beat down a marine or two. Maces tend to work alongside ''Gene-Crafted'' because of S8 and a chance at instant death, but a sword would strike at I4 as well so remains a good option. Kitting out a whole squad necessitates creating a Deathstar unit though. **Lascutters should be avoided unless you are specifically trying to build up a set of Big Daddy clones [[Your Dudes|or something themed like that]], as they negate all the benefits of being an Ogryn. **Guns are really up to you, as the models are already there for it. But having BS2 is not encouraging, massed S5 firepower can be found more cheaply and accurately in Fire Support squads or Leman Russ squadrons. *'''Imperialis Auxilia Medicae Detachment:''' 3-6 guardsmen with medipacks and laspistol/CCW that can only be attached to command squads, grenadiers, regular militia infantry and fire support squads. They have no customisation beyond whatever provenances you take. You just deploy them separately to squads and get ''Feel No Pain (5+))''. You are allowed to double up if you want to make certain a squad doesn't lose the rule. **Unlike Legion Nartheciums, the Medi-kits do not have restrictions on who receives the benefit of the rule. Although you can only attach Medicae to specific squads, you can then attach another character to that unit to gain the rule. This can be useful if you take a Knight Errant, or field an Army of Dark Compliance (see below) and want large militia squads backed up with a space marine character. ***This might also apply to certain Primarchs, as [[Horus|there]] [[Lorgar|are]] [[Roboute Guilliman|four]] [[Vulkan|Legions]] who are sworn brothers to the Imperial Army that could attach a Primarch to a large militia squad and gain Feel No Pain from attached medic, while also making them Fearless in return. *'''Enginseer Auxilia:''' one of the few squads that gains no benefit from your provenance, so it is what it is. You get 1-3 Enginseers and 4-8 Servo-Automata, which are basically more customisable T5 servitors that can take cool guns like phased plasma fusils or flamers. Enginseers can take invulnerable saves and graviton/volkite weapons if they want, and they can fix stuff and gain bonuses for each servitor with a servo arm in the unit. **Enginseers are one of the few units that can take Augury Scanners which, after the latest FAQ, gives them Interceptor on everythin. Full stop. This makes Enginseer Auxilia one of the only ways to counter deep striking squads with Multi-Meltas or plasma-fusils. ''(Yes, Marine Heavy Support squads can do this bigger and better, but Enginseers can do it from the Elites slot and at peanuts per model!)'' **This unit is particularly useful in a cult horde list as it's unaffected by the provenance's enforced snap-firing, meaning this is your only infantry unit that has a chance of hitting a barn door at range. Take phased plasma-fusils plus the -1AP WL trait and drink the tears of anyone spamming Terminators or MEQs in artificer armour. Your dream of removing a deep striking Cataphractii unit in its own turn with 24 S6 AP2 shots? Fulfilled. ===Fast Attack=== *'''Arvus Lighter:''' Only marginally better than the travesty of their 40k incarnation in that they can take guns and use them properly; this makes them like flying razorbacks with twice the transport capacity. You can take them as dedicated transports for grenadiers and to be honest, it might be worth it here if you can stomach forking out for a resin box when you can have so many other things (why are you buying a Arvus Lighter this is Militia and Cults you could use a Tau Devilfish if you want). Since the Arvus won't last long with the amount of Dakka that 30k brings to the table. You may as well go full bore and shell out points for the twin linked Lascannons and the Armored Cockpit. Also should be considered, outside of Survivors of the Dark Age, the only non super heavy transport. *'''Auxilia Sentinel Scout Squadron:''' almost exactly the same as the guard option, three to six chicken walkers with a heavy weapon, no plasma cannons but you can take a multi-melta. You can also take combat blades granting them +1 attack, but taking open topped AV10 walkers into melee is still generally not a good idea. By contrast, their ability to scout (and therefore outflank), makes them ideal for tank hunting. *'''Thunderbolt Heavy Fighter:''' If you have one, field it as these are the business. They start off at BS4 which means their considerable firepower is going to come to bear more reliably, which now includes Kinetic Piercer missiles, which while only S6, are AP2, armourbane and heat-seeking which makes them twin linked against other flyers. While you could swap them for hellstrike missiles, you'd be an idiot to do so because of the drawbacks of the ordnance rule, but if you wanted more ground attack then sunfury missiles can be bought which are AP3 large blast and blinding but get hot. For added goodies, they can buy strafing run, so your nose guns hit things on the ground with rerollable 2s, and a flare shield which reduced incoming firepower by -1 strength. *'''Terrax Pattern Termite Assault Drill:''' You get this five points cheaper than Solar Auxilia for the same standard loadout and 15 points cheaper than Legiones Astartes who have to buy heavy flamers separately. What you get is an underground drop-pod capable of carrying 12 models and arriving via special deep-strike, scattering a 5" blast marker, automatically avoiding impassable terrain and engaged units and then causing an automatic S10 AP- hit on anything else it scatters onto, then forcing the survivors to move out of the way so you can fit the giant drill who can then hose down the nearby units with heavy flamers. It is '''not''' an assault vehicle, so anything that deploys will be standing around waiting for the inevitable counter charge, unfortunately your melee units such as Levy squads need not apply since their minimum squad size is too high, and Ogryns are bulky and are not allowed. Because your shooting units tend to be quite fragile at close ranges maybe save it for some disposable short ranged squads like a shotgun Recon squad with a demo charge. Otherwise stick an Enginseer inside to keep it fixed and provide some nasty fire support with the tech thralls when he disembarks. **It is one of the few units that can perform a turn 1 deep strike thanks to the ''Subterranean Assault'' rule, though you can only deploy half (rounding up) of these units on the first turn. Unless you play ''Survivors of the Dark Age'' you will be unlikely able to deploy more than two in the first turn because they are only Fast Attack choices but it still can be good for pushing enemy units out of position. If you do play ''Survivors'' and take them as dedicated transports for your grenadiers then you could pull off massed deep strikes the likes of which only an orbital assault Astartes army can achieve. ===Heavy Support=== *'''Rapier Battery:''' Your entry level artillery unit. You start out with quad multilasers which have all the sixes. You get six twin-linked shots at S6 AP6 at a range of 36" ''(6x6)'', so is very good at taking out infantry. You can swap this for a quad heavy bolter for free, which would be better against GEQ units due to the superior AP value. If you're looking for anti-tank then you can buy laser destroyers, which are 48" S9 AP1 twin-linked Ordnance, which are excellent even considering the the shitiness of the men firing them. If you want to annoy your opponent, then the most expensive option is the quad-mortar (thudd gun), which fires of four ''pinning + shell shock'' S5 small blasts each, so a battery of them will pepper the battlefield. While they may have poor AP and average strength for a heavy weapon, they can consume a chunk of time to resolve and give you a psychological advantage over your opponent as he gets frustrated with so many templates and wants you dead. Overall Rapiers are good and cheap, but at only Ld 6 and flimsy guardsmen crew they are going to fall over if something looks at them funny. **Regarding longevity, remember that if the unit falls back, they abandon the gun which means it is permanently lost even if they regroup later. So morale boosting upgrades/provenances become your main priority. Don't worry so much about armour plating them, because the gun already has T7 and a 3+ save. ***Funnily, "Cult Horde" isn't as terrible for them because the quad laser/bolters can still snap fire twin linked, so can still potentially hurt something, yet because they are ''Artillery'' they are prohibited from declaring a charge, so can remain safely in position. ***"Alchem Jackers" can be a godsend, since it pins the unit when they suffer shooting morale checks instead of running away, meaning you don't automatically lose the gun, and still be able to shoot with quad guns on the same turn by snapfiring. While this has little benefit in melee, if your rapier gets caught up in close combat it's going to be dead soon anyway. *'''Heavy Ordnance Battery:''' Immobile Earthshaker guns each with 4-8 crewmen who are subject to your provenance. If you're taking these hopefully your army has good leadership modifying rules since the crew only have LD 6 and will abandon the gun if they have to fall back. Either keep these WELL out of the way, or bump their leadership as high as you can. You swap the Earthshakers for Medusa Siege Guns, which is more cost for the same risk, but you gain the option of buying Breacher Shells. **Breacher Shells are S10 AP1 Armorbane. When combined with the regular ordinance blasts of the Medusa, these batteries are one of your best sources of anti-tank. **Unlike the rapier batteries, there is no way to snap fire with these guns, being both "Blast" and "Ordnance". So pinning the unit will effectively neutralise it. Taking "Cult Horde" with them makes you an idiot. **Because as long as the gun is alive everyone is T7, but only the closest model tanks all the shots, consider an Aegis defense line to shield your artillery. *'''Carnodon Strike Squadron:''' Predators on a budget, they are only BS3 and have AV12 on the front, but at 60 points each when their Heavy Bolter/Flamer sponsons are free you can fit a whole lot of dakka into a small list without having to buy any additional upgrades for them. They come in squadrons so you can scale up to suit your points allowance, and you can replace those sponsons for autocannons to have the same S7 coverage all around. There isn't a whole lot to mention here, since the tank itself is nothing spectacular and has few options for upgrades. The main draw is their value. **Yes, the actual model comes with the option to swap for multi-lasers, volkites and lascannons, but Imperial Militia don't have those options. Autocannon turrets with bolter/flamer/autocannon sponsons only but at least that stops the unit from becoming a points sink if you invest too much into them. If you want more guns on a bigger budget then consider Leman Russes instead. *'''Battle Tank Attack Squadron:''' Leman Russes, everyone's favourite, chosen from the vanilla, annihilator, exterminator, demolisher and vanquisher flavours. They've only got access to Heavy Bolter and Flamer sponsons (which is still better than the Solar Auxilia, who get no sponsons at all), but hilariously they can replace the hull gun with a multilaser, which might be a good idea if you're taking an ordnance tank and just want a gun for snap firing, or even as a makeshift AA gun. *'''Malcador Heavy Tank:''' bigger Leman Russes, also a fast super heavy vehicle that is not a Lord of War. You can upgrade it to AV14 on the front if you sacrifice the Fast rule, but you can also take a Flare shield which applies all over and is boosted against templates. These used to be great tanks, but after the latest FAQ removed super heavy from their profile (what the FUCK Anuj????) they are now, unfortunately, pretty useless unless. You could take something like full lascannons to circumvent this problem and keep them cheap, but it's still a long way from the high strenght ordinance blasts. *'''Mutant Spawn:''' ''(Tainted Flesh only)'' oh shi- GLARBLBLBLBL... ''Ahem'' slightly lesser than the 40k chaos version, possibly because they started out as humans and not space marines. They don't get access to marks and have only I2, however these ones have IWND and Hammer of Wrath as well as being 5 points cheaper on a per model basis, albeit with a higher startup cost like everything in HH, but you can take them in squads of ten which makes them a very potent prospect in melee. Their mutation table has also been heavily modified; taking effect from the beginning of the game and '''cannot be changed'''. Ones give them only a 5+ armour save, but at least it applies out of combat. Twos make them reroll 1s for random attacks, bleh. Threes give them Rending, so hope for this one and you can possibly have a big squad of these tearing through virtually anything. ===Lord of War=== *'''[[Baneblade|Auxilia Baneblade]]:''' - Though outclassed by the Legion Fellblade, the Baneblade is still a nasty proposition to face. Sporting a Baneblade cannon, Autocannon, Demolisher Cannon and a twin-linked heavy bolter. With the option of two/four Lascannons and two/four more twin-linked heavy bolters ''(the sponsons don't come as standard here)'' optional pintle mounts, AND optional Hunter-killer missile, it is a rolling fortress of death. *'''Auxilia Stormhammer:''' - Taking Dakka to a logical extreme, the Stormhammer is less a superheavy and more a rolling fortress bristling with guns. Its hull weapon is a TL Battle Cannon, and its main gun is a S9 AP2 cannon with shred and pinning. With the options to take a pintle-mounted multilaser or heavy flamer, up to 4 HK missiles(!), a coaxial multilaser, a hull lascannon on top of the battle cannons, and six sponsons, all of which are armed with multilasers by default (making it [[C.S. Goto]]'s dream tank) but can be swapped out for heavy bolters, heavy flamers, or lascannons (and the first two options are free), it can take on more targets at once than any other superheavy. (The sponsons are switched out individually, so feel free to mix and match however you like.) and the whole tank can buy targeters giving it a nifty BS4. In short, the Stormhammer is your best bet for a versatile superheavy that can fit any situation that you can think of. ===Fortifications=== ===Age of Darkness Theme: Army of Dark Compliance=== Built from a blending of Legiones Astartes and units from the Imperial Militia and Warp Cults list. However, it is quite distinct from the "Sacrificial Offering" Rite of War in that it does not use up your allies slot, allowing you to take allies from a third source. But it does prevent you from using a rite of War, so you cannot layer on extra special rules. However you are still privy to the insane customisation options presented in the Warp Cults list, and you are not prevented from taking any option from your Legion list either. The "Age of Darkness" themes requires your opponents permission to use, however it is an easy theme to build an army around because there are few rules to take account of. *'''Restrictions''' **You build your army with units from both the Crusade List and the Imperial Militia and Warp Cults list. **You must include a Space Marine Praetor, Centurion or Consul to be your Warlord. ***Do note that to take any Provenances of War you'll also need a "Force Commander" as one of your HQ choices as well. ***This allows for some interesting combinations. Such as Chaplains or Vigilators applying ''Zealot'' or ''Stealth'' to massive squads, or if you took a Force Commander in the compulsory slot then having a Support Officer like a Librarian or Master of Signals as your only space marine HQ choice. ***Moritats can still never be the Warlord. **Your army is automatically part of the traitor faction. **You cannot use Rites of War. **"Legiones Astartes" rules that apply to models by virtue of being in the same detachment do not apply of Militia units. ***That means the only way to get Militia units to benefit from Astartes rules would be to attach an independent character with built-in special rules that confer to units. **Unless specifically noted otherwise, all units count as being part of the same list for rules purposes such as Transports, Warlord traits and so on. **You cannot include more units from the Legiones Astartes list than from the Imperial Militia list. ***This is your main restriction, which prevents you from merely dabbling in Militia units. However, the cheapest compulsory militia choices are 80 points for two levy squads compared to 250 for two bare bones Tactical squads. You get twice the number of bodies and save points for the Astartes units that you ''really'' want. **You may not include Discipline Master Cadres *'''Special Rules''' **'''The Warmaster's Due:''' "[[Warhammer 40,000/Tactics/Tyrant's Legion(7E)|Tyrants Due]]" by another name, any time your Legion units are shot at which draws its line of fire through infantry militia units, you can add +1 to any cover save gained. However the militia unit then takes D3 wounds with no AP value, meaning your crap sub-flak conscript could take a hit from a Lascannon intended for a Space Marine and potentially survive it. **'''Disposable:''' Any Militia units in your army may be affected the the "Disposable" rule, preventing them from conceding victory points for any reason when slain. It does however prevent these units from scoring or denying objectives so be sure and have enough Astartes units to hold on to objectives for you. You are not required to use this rule if you don't want to, but you must declare at the start of the game if you do.
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