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Grimdark Future/Tactics/Havoc Brothers
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===Disciples of Plague=== The Disciples of Plague are a thematic opposite to the Disciples of Change. Where one focuses on avoiding getting hit at all with Stealth spam, Plague focuses on taking all blows with Regeneration being freely available while being able to give it back with Poison. This does come at a cost however, as Regeneration makes all units that take it very expensive. ====Special Rules==== *''Reaper:'' Any models with the reaper scythe can, instead of their normal attacks, make a single attack with Deadly 3. This gives you the power to trade-off when fighting heavy units or heroes. *''Undead:'' Your plague walkers and zombies are immune to morale, which is good because these guys will fold up faster than paper. However, in place of such a check, you need to roll a d6 for each model left and a 1 instantly kills one without regeneration saves. ====Psychic Spells==== *'''Blessed Plague (4+):''' Friendly unit within 12" gets stealth the next time they get shot at. Now you have protection before AND after you get shot. *'''Muscular Atrophy (4+):''' Enemy unit within 6" must take dangerous terrain test. *'''Toxic Blades (5+):''' Friendly unit within 12" gets +2 to the AP of all melee weapons for the next fight phase, making them super dangerous on heavy armor. *'''Deadly Poison (5+):''' Enemy unit within 12" takes an AP 4 hit with Deadly 3, making it a big sniping power. *'''Poison Wind (6+):''' Friendly unit within 12" immediately moves 6". Pretty much Havoc Warp. *'''Rot Wave (6+):''' Enemy unit within 12" takes 4 AP 2 hits, making this better for most small units. ====Units==== *'''Lord of Plague:''' This particular champion gets spoiled for choices considering how many melee weapons are available to you, including the Reaper Scythe. Many of them are also poisoned, which gives you the chance to deal a bit more damage. Instead of Havoc Tactics or War Chant, this unit can buy Blessing of Plague, which gives allies +1 to all regeneration rolls. You'll absolutely be wanting this on your tough boys. *'''Plague Bringer:''' Strangely limited to merely a plasma pistol and an A2 AP 1 Poison plague bell. Your only option is a good one: Ring the Bell gives the attached unit fast. Yeah, notice how most of your units actually don't suffer Slow. Now you can enjoy surprising people with mobile sacks of putrid flesh coming up to stab them with filthy shivs. *'''Plague Sprayer:''' Your shooty hero. His only claim to fame is his foul spray, which is like a flamethrower but with AP 2. He won't be much to command the army, so you'll want another hero to pull that role. *'''Plague Zombies:''' Unsurprisingly a little tougher than cultists with a 4+ defense. They're also slow, which limits their mobility without a plague bringer using his special ability. *'''Plague Walkers:''' For the same price as zombies, you can have literally naked cultists who move at normal speed. Pick what you're more willing to sacrifice: durability or speed. *'''Plague Brother:''' These guys pack a surprisingly well-rounded armory between some poisoned flamethrowers and missile launchers and the ability to replace the pistol (if you buy one) with either a plasma pistol or plasma rifle. If you feel like ignoring shooting, you could instead sacrifice their assault weapons for one of the more specialized plague weapons, which give you some additional pain to support the already-poisoned CCW. *'''Plague Destroyer:''' Destroyers are already hardy, so making them also have Regeneration makes them insanely powerful. Fortunately they can also pick up the plague flame thrower and launcher, but you could take the heavy plague flail if you need something in heavy melee. If you need more, just pick up... *'''Plague Bodyguard Destroyer:''' A truly dangerous bastard, armed with the Reaper Scythe and short-ranged flamethrower pistol. These are the guys you want to nail heavies, hordes and goons with equal measure. Interestingly enough, these guys are priced equal to the basic destroyer.
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