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====Legacies of Ruin (Forge World)==== A special purchase, this gives one vehicle per thousand points some special properties to indicate that it took part in either a special battle or has some one-of-a-kind customization done to it. Daemon Engines and Vehicles with Daemonic Possession/Daemonic Resilience can't grab it, which is a bloody shame, cause most of those would have been hilarious on a mauler or defiler. As it is, most of them are situational at best, and the others are downright unusable. Each legacy can only be purchased once per army, and several of them come with certain different prices based on whether or not it's a tank or a walker or if it's superheavy. *'''Veteran of the Scouring''': Tanks grab IWND and Preferred Enemy (Marines). Walkers grab IWND and Hatred (Marines). Both are pretty neat, though tanks grab the better bit. Quite good on Titans, as it basically give your Titan the Titan of Nurgle bonus, for cheaper, and leaves you free to snag one of the other upgrades. *'''War Within the Eye''': They all get AW and Preferred Enemy (Chaos Marines). Pretty cheap and a decent way to deny some targeted witchfires. *'''Maelstrom Raider''': All vehicles gain Outflank and Fear. It does sound pretty cool to outflank that Predator and make some surprising smashes or give some Land Raider a safer way to deliver its murderous payload. *'''Death of Kasyr Lutien''': Gives vehicles Fear. In addition, if a is within 12" and using casting a Malefic power, they can re-roll one d6 per hull left on the vehicle. However, if the test still fails, the vehicle has to take a pen. For the point-cost, this is an incredible benefit if you're taking Daemon allies. *'''Blood of Mackan''': Tanks gain Preferred Enemy (Blood Angels) and ignores all defense lines and barricades. In addition, if the tank gains Destroyer Blades, the damage it deals after tank shock and death-or-glory will have an AP equal to its current HP. Makes them a very vicious suicide unit. *'''Siege of Vraks''': Enables a vehicle to ignore damage from Dangerous Terrain on a 4+ and can re-roll to-hit on targets in defense lines. Pretty cheap, so it's worth a grab against some Aegis-exploiting Tau or Guardsmen. *'''Fourth Quadrant Rebellion''': Supports Cultists within 12" by giving them Fearless and gains a 4++ invul when it has 1 HP left. Fearless Cultists sounds nice, but you can just use the Helcult formation for cheaper. *'''Badab Uprising''': Tanks and superheavies gain Fear and Preferred Enemy (Marines) while non-SH Walkers gain Rage and Hatred (Chaos Marines). Walkers tend to benefit off it more. *'''Scourge of the Greenskin''': Tanks get +d6" movement for Tank Shocks and get Preferred Enemy (Orks). It's definitely going to need some scrapers to clean off the copious amounts of Ork stuck in the treads. *'''Last of the Forge''': The transport gains Preferred Enemy (Nids) and can ignore Stunned/Shaken on a 4+ while the troops inside get Hatred (Nids). It's a pretty decent way to keep it moving even without Nids as an enemy, but that's it. *'''Screams of [[Craftworld|Lugganath]]''': Grants vehicles Fear against Eldar (Very flimsy), but the awesome part is the boosting of Dirge Casters to 12" range. That's a save for anything that's gotta get in deep. *'''Perdus Rift Anomaly''': Gives the vehicle Preferred Enemy (Tau), but also gives you a re-roll for the seize/forces the other guy to re-roll the seize. The PE bonus versus Tau is cute, but the extra shot at Seize the Initiative or the insurance against it can help win a game by itself. If you're using Legacies, this is a really good one. *'''First War of Armageddon''': Gives Fear against IG and improves Daemon Saves for Khorne Daemons by +1, which makes them a whole lot more survivable. *'''All of the following legacies also give Daemonic Possession and Fear:''' **'''[[Khorne|Vessel of Akashneth of the Boiling brass:]]''' Every unit with an Icon of Wrath within 12" gets +d3 to combat resolution. **'''[[Slaanesh|Vessel of Shyak the seeker:]]''' Every unit with an Icon of Excess within 12" rolls an additional d6 for LD and takes the lowest 2. **'''[[Just_as_planned|Vessel of Tzenahk the Occluder:]]''' Roll a d6 at the start of the game; on a 1 the enemy gains +1 VP if it's destroyed, 2+ grants +d3 VP to you if it survives. **'''[[Nurgle|Vessel of Dhornurgh the reborn:]]''' Every unit with an Icon of Despair within 12" gains Gets Hot! and Rending in Close Combat only. Best suited for Plague Marines who already have Plague Knives, and their armor and Feel No Pain can compensate for Gets Hot! **'''[[Chaos_Undivided|Vessel of Auloth the Primordial Iterator:]]''' Every unit with an Icon of Wrath (read below) within 12" gains Fear and Feel no Pain. It's hella pricy, but these are some pretty nice upgrades. This one also happens to give the vehicle pinning on all of it's weapons. Slap it on a fire raptor and pin the world. ***IMPORTANT NOTE: Though it is officially written as applying to Icons of Wrath, it is actually Icon of Vengeance. Forge World has confirmed via email that it was a typo.
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