Warhammer 40,000/Tactics/Imperial Militia and Cults (30k)
Why Play Imperial Militia and Cults
Special Rules
Provenances of War
Wargear
Warlord Traits
- Gain +1 Leadership (to max 9) and the army may reroll Reserves
- One infantry unit get better weapons, and count their AP as one value better - so pick a unit that has grenade launchers for AP3 krak and MEQ death
- If the warlord ever dies, then the rest of his army gets Hatred from the remainder of the game.
- The warlord gains Implacable Advance and Stubborn while within 3" of an objective.
- Grab Fear and and It Will Not Die
- The warlord can voluntarily fail any morale check and may also re-roll Run or Fall Back distances.
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. But he's pretty customisable and you NEED him in order to purchase your Provenances of War, so you are going to have him
Troops
Elites
Fast Attack
Heavy Support
Lord of War
Fortifications
Allies
A few notes about the list, since it interacts with other armies in different ways depending upon what Provenances of War they have taken.
- If they've taken Tainted Flesh or Cult Horde, then they cannot ally with Loyalist forces, though they may count Codex Daemons as "Fellow Warriors".
- Cyber-Augmetics may count Mechanicum armies as "Sworn Brothers"
- Abhuman Helots only count Space Marine and Solar Auxilia armies as "Distrusted Allies"