Warhammer 40,000/9th Edition Tactics/Apocalypse

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The reason why neckbeards tend to be a bit short on cash.
This article is awesome. Do not fuck it up.
WARNING: I calculate all these numbers by hand. Yes, you can get excel to do it, and 9th edition is a lot simpler than 8th, but there are still a lot of exceptions which you would still have to program in. As such, some of the figures you read may be incorrect. If you see something which is wrong feel free to let me know, or correct it yourself if you're feeling particularly kind hearted.

In the 41st (or technically 42nd now) millennia, there is only war. A lot of war. Battles on such colossal scales that all other sci-fi and fantasy universes seem like playground squabbles over milk money by comparison. Filled with so many bullets (an da choppy! Zoggin morks sake don’t ‘orget da choppy!) that the question of whether or not there is a god becomes meaningless under the sheer weight of so much dakka. In short, in the 40K universe, there is only war...and awesome.

Most of the tabletop battles are however, fought on a much smaller scale. Slices of colossal battles where two sides fight to decide who is the superior commander and force organiser (or the cheesiest, wardian prick with the most cash). This world, even only a month after the release of 9th edition, is very well understood however. The rank and role of each weapon, each unit and all of their upgrades, is well understood, and battles can be won and lost by a model costing 1 point more than what is competitive.

But there is another World. A World where you pull back your scale a bit, move above the Guardsman being ripped to pieces by a swarm of Rippers, move above the duel between a Space Marine and an Aspect Warrior, above the Ratling sniping an Ork Warboss, even higher than a Dreadknight gunning down a Dreadnought or the dog fights between Valkyries and Fighter Bommas, move above all that, to battles on planetary scales.

At this height, hundreds and thousands of Ork Boyz charge gun lines of defiant Fire Warriors, a scale where even Baneblades are no longer the rulers of the battlefield, and have been reduced to mere pawns. A world where entire knightly households die in glorious charges against their chaotic kin at the biting teeth of whirling blades. A World where a humble Guardsman means nothing as his wars are fought over tabletop distances of fifteen plus feet, and at those distances he might as well throw rocks for all the good his flashlight will do. But all of this is but dressing, compared to the true rulers of this World, the true Lords of War of the 41st millennium, the Titans, their guns capable of wiping vast amounts of men and vehicles from the table with a single gaze, their strides capable of covering distances that even the fastest of Eldar troops could only dream of achieving, and their prices so high that the dollar price tag is what Games Workshop executives masturbate to at night.

This, is the World fought over in warehouses, not on tabletops. A World where games are measured in days, not hours. Where the points costs (and monetary value) stretch into the tens of thousands, not simply hundreds. A game where the models used and their weapons are so titanic and under used that they are not understood by the vast majority of players, and where not coming to a battle with a titan of your own, means certain failure, and displays a personal lack of awesome which you should be ashamed of.

Welcome, to Apocalypse.

Have I piqued your curiosity? I hope so.

This page is not meant as a guide to the games history, you can go to the Apocalypse main page for that. No, this place is for the analysis of all the guns and models, and how they compare to each other on this epic scale, how the game is played differently to a normal game of 40k, and finally, as a general guide to the awesomeness that is apocalypse, the game which all 40k players aspire to one day sell enough organs to play. All of these units already have their own tactics page, and for smaller scale 40k tactics I recommend going to and finding the tactics page for the particular faction you want. But if you don't give a dingo's kidneys about such trivial skirmishes, and want to read about battles so large that you need to schedule lunch and dinner breaks to ensure that you don't starve mid battle, then this, my dear friends, is the place for you.

What's Changed[edit]

Being mostly Forge World models, apocalypse rules generally come from the Imperial Armour rulebooks. However, in 9th edition the imperial armour rules are now written by games workshop instead of forge world.

This has seen the apocalypse staples coming in line with the design ethos of games Workshop and 9th edition (codified, simpler and less messy), instead of that of forge world (messy, over complicated, ill thought out, poorly proofread, but occasionally utterly AWESOME!!!).

  • All rules are now in one book. This is not only cheaper but infinitely easier to carry.
    • Especially for myself, who had to cart around 4 separate books before to do this maths.
  • Lots of models are now Warhammer Legends only. Partly this is because forge world stopped making these models (RIP to the glorious Gorgon Superheavy Transport) and partly due to a lot of forge world stuff being redundant.
  • Most units are weaker but considerably cheaper points wise. Stuff like the gauss pylon (which would annihilate most things last edition) are now merely very strong, but you can now bring three of them along and not hit 1500 points.
  • Everything is considerably more balanced. You will struggle to find a useless unit this edition, or an absolute monster.
    • Part of this is that most weapons now deal flat damage instead of random damage. You might see the odd D3 or D6 here and there, but if you do it will be a single dice or a dice roll plus a fixed value (like D3+3). Gone are the days when you will see a weapon dealing 2D6 damage, which was cool when you dealt 12 damage, stupid when you dealt 2.
  • There are now more weapon variants as well. It used to be there was eg one vulcan mega bolter, and it was the same name for all units which used it used the same profile. Now, the baneblade has a differently named mega bolter, along with all the titans, and they each have different stat lines. This is good because now cheap units don't get to run around with insanely powerful guns for their price point.
  • In addition to being more balanced most units cost fewer points. This isn't because a given unit is now better value, but because they have been dialled back, and their points cost reflects it.
  • The rules are a little dull. This isn't a bad thing, but gone are the weapons with a paragraph of ability, or dealt mortal wounds, or had unit type specific abilities. Now, most weapons are just straightforward and most rules cut back.
    • Part of this is the new blast rule, which made a lot of the previous weapon rules obsolete.
  • The strength and toughness of weapons and units had been dialled back. The strongest weapon is now strength 20, with your really strong (read, Titan grade or fighters) are now between strength 10 and 16. Toughness 9 is now the highest you will see on a unit.
    • This means that the really heavy stuff is “easier” to wound, easier being a relative term of course.
  • Void shields are now no longer a simple degrading invulnerability save. They’re a layered defence which does provide an invulnerability save, but also absorbs damage and regenerates until destroyed. This makes titans etc far tougher than they used to be, even with lower toughness stats.
    • The emphasis now for dealing with titans is to have a balance of high rate of fire guns to cut through shields, and then a true heavy hitting weapon to damage the Titan.

The Pros and Cons[edit]

Pros[edit]

  • Zoggin shut up humie and git bac to bin shooty or choppy!
  • No other war game in existence which isn't played with real life humans on the battlefield compares to the scale of apocalypse.
    • Seriously, try finding anyone other than the military willing to stage a battle with thousands of moving parts/people.
  • There is no real cheese at this level, as your opponents perfectly crafted and efficient skitarii rangers squad can be vaporised by a Revenant which looked at them sideways.
  • You can create incredibly fluffy and huge armies of your choice and they will still work as long as you are throwing as much lead/|bodies/vehicles/all of the above down range at your opponents.
  • You're a neckbeard from the days when Warhammer was cheap, and now that Epic is no longer a thing you want to play some more titanic battles with the models you've collected over the decades.
  • You get to use units which you would otherwise only field a handful of in normal 40K.

Cons[edit]

  • You need thousands of pounds to build your army.
    • You then need months if not years to put it all together.
      • Then you need a van and forklift to move it all around.
        • You then need to make some friends who also have the above things.
          • Then you need to find a warehouse to play it in.
            • Don’t forget your dice. You will need A LOT of dice.
  • Games of apocalypse last days, so finding the time to get everything together and play can be tricky.
    • Don’t believe what Games Workshop says on this matter, if you’re playing on a 10000 point scale or with 4 or more players you will be at this for at least two days straight.
  • 40k at this scale begins to get a bit... weird. 40k has been optimised/balanced for smaller scale battles, so when you get to the scale that you have twenty Baneblade all armed with mega bolters then balance kind of goes out the window.
    • Along with the baby, the bath water, your army and your patience.
  • Some armies cannot really play apocalypse, the dark eldar for example lack anything truly heavy which can threaten other super heavies, and factions like the genestealer cults in practice just become an imperial guard army (still fluffy as hell though).
  • You know those friends you acquired to play apocalypse? You'll lose them soon enough.
  • Your family will put out a missing persons alert because they haven't heard from you for a week, with the last, cryptic thing you said before leaving was "I'm off to play a quick game of apocalypse."
    • Be sure to tell your family and friends that you love them before you leave.

Prologue[edit]

Despite Apocalyse’s awesomeness, it is not a format for the faint hearted. The amount of models required/money, the time constraint, the requirement to have people to play against, and therefore the requirement to be fairly well entrenched in the warhammer community, makes it difficult to start a game of Apocalypse. As such, this is not a game for newcomers to warhammer. It is a game everyone should aspire to, but it is one you must build up to.

Despite that, this page is a useful stop off point for players of all levels, as the mathematical content of this page is useful no matter what level you might be playing at.

How to play Apocalypse[edit]

The first thing to understand is that there are two ways of playing Apocalypse. Firstly, there's the half-assed way GW initially set up, which is just to play it as a version of open play. The second, is to play it like a normal game of 40k (or matched play style).

- Open Play Matched Play
Advantages Quick to play and set up as you just grab all your units and play. Allows for fun combos you wouldn’t normally be able to have like tau and tyranids. Removes a lot of the faffing about which stratagems, special detachments etc would cause. You get all the things you would get in normal match play, stratagems, warlord traits etc. Not much more complicated to create an army for as it’s just what you would do normally, just more of it.
Disadvantage Open play means no detachments. No detachments means you get nothing which would require your army to be battle forged. Very little structure. A lot of your units become very dull. Although you technically get stratagems, as you lose command points for every detachment you take a came of apocalypse could technically put you in negative points.




A guide to Hit and Wound rolls[edit]

If you've gotten so far that you're reading a tactics page on the sewer drain that is 4chan then you should already know the basics of how dice rolls work, and how the warhammer wounding system works. To begin however, you need to appreciate that each dice roll is a probability of success:

  • 6+ is 16.66% chance
  • 5+ is 33.33% chance
  • 4+ is 50% chance
  • 3+ is 66.66% chance
  • 2+ is 83.33% chance

Eagle eyed or knowledgeable readers will have noticed/know that each jump represents a 16.66% increase. However, lets look at the improvements you gain with each level of dice roll, and by extension your potential damage increase.

  • 5+ is 100% better than 6+
  • 4+ is 50% better than 5+
  • 3+ is 33.33% better than 4+
  • 2+ is 25% better than 3+

As you can see, your returns for acquiring better hit/wound rolls diminish rapidly, which is why ork and tau overwatch is so dangerous, as they are effectively hitting on a 5+ on overwatch, a 100% increase over only getting overwatch on a 6. The same applies to if you automatically succeed a roll, the worse your normal roll would be, the better the improvement would be. This is also why armies like space marines don't deal that much more damage with their weapons over eg. Guard armies, as their improved ballistic skill only buys them 33% more damage, while costing more than that.

What you are getting from your improved rolls is not just output, but reliability. As you read through this page you can end up in the dangerous mindset that the numbers you read are absolutes. They are not. They are statistical likelihoods. They are averages, and averages are best on a range, a range which will come to bite you in the ass when you least expect it.

What better rolls buy you is reliability, which is exactly what you want when you're dropping a kill squad out of deep strike to anally abuse the enemy commander. Likewise, is it more cost effective for you to bring lot of guns which wound on a 4+, or less guns which wound on a 3+? So lets have a look at the dice rolls again, but instead look at their fail rates:

  • 2+ is 16.66% fail chance
  • 3+ is 33.33% fail chance
  • 4+ is 50% fail chance
  • 5+ is 66.66% fail chance
  • 6+ is 83.33% fail chance

And then the improvements:

  • 2+ is 50% less fail than 3+
  • 3+ is 33.33% less fail than 4+
  • 4+ is 25% less fail than 5+
  • 5+ is 20% less fail than 6+

As you can see, a 2+, even though it doesn't buy you much more in the way of success, it buys you a big reduction in relative fail rates, which is exactly what you want when you are looking to guarantee a result that you want. On the opposite, the previous example of the tau and ork overwatch, they may have doubled their hit chance, but they have only reduced their fail chance by 20%, so most of their attacks are still missing.

Rerolls[edit]

Much has been said about rerolls. If you go to the separate tactics pages you will bump into the effectiveness of captains reroll auras, and whether they are worth it. First off, we need to have a look at the effect they have, both rerolling 1's, and rerolling all fails:

  • 6+ is 16.66% chance
  • 5+ is 33.33% chance
  • 4+ is 50% chance
  • 3+ is 66.66% chance
  • 2+ is 83.33% chance

Reroll 1's:

  • 6+ is 19.44%, +2.78%
  • 5+ is 38.88%, +5.55%
  • 4+ is 58.33%, +8.33%
  • 3+ is 77.77%, +11.11%
  • 2+ is 97.22%, +13.89

Reroll fails:

  • 6+ is 30.55%, +13.89%
  • 5+ is 55.55%, +22.22%
  • 4+ is 75%, +25%
  • 3+ is 88.88%, +22.22%
  • 2+ is 97.22%, +13.89%

To explain what you are seeing, rerolls are effected by two factors:

  • Your roll chance
  • And your reroll chance to fail ratio.

The higher these two values are, the better your roll will be. This is why when rerolling 1's, a 2+ roll sees the best increase, as it has the highest initial success chance, but it is also why a 4+ has the best increase when reroll all fails. So like with getting better basic dice rolls, when looking at rerolls you need to consider what that reroll is buying you. Rerolling 1's for orks won't buy you much (although in some builds that increase may be enough for you to have to buy bigger bucket for your dice), but rerolling 1's for custodes for their 2+ to hit sees them only failing their rolls 2.78% of the time.

However, rerolling also buys you something else, and that is avoiding negative effects of dice rolls. The most common effect like this is plasma, which deals mortal wounds or outright kills a model on a roll of 1. Rerolls bypass this by giving you one chance to take that 1, a reroll it. Lets take space marines for example. Plasma in their hands will hit 66.66% of the time, and kill them 16.66% of the time when overcharged. When rerolling (whether 1's or all fails) that 16.66% goes to 2.78%, or a 1 in 36 chance.

Modifiers[edit]

8th edition used to be the era of the modifier, with everything from elder minus 4 to hit cheese to necron Tesla guns activating on a 4+ to hit rather than just a 6 (because who doesn’t want to multiply their initial shots by 7/6).

9th has made everything a whole lot simpler (and less cheesy) by limiting modifiers to just plus or minus 1 once they are all added together. This means that you can still give a unit plus 2 to hit, all that means is that you’ll ignore a minus 1 to hit penalty and still get plus 1 to hit.

There are a few other important changes around modifiers:

  • Effects which trigger on a 1 now only trigger on a natural 1, so weapons like plasma are a lot safer to use.
  • Strength modifiers are now done after any effects created by a weapon, a S4 marine with a thunder hammer now hits at S9 instead of S10.
  • A roll will always succeed on a 6, and always fail on a 1. The exception to this are armour saves, which are always failed on a 1 but can fail if the dice roll required would be higher than 6 (eg. 7+).

Auto Hitting aka the Humble Flamer[edit]

There’s nothing like purging the heretics with fire. Or destroying the corpse worshipers with an infernal inferno. Or dissolving the walking food with bio acid. Or crushing the deniers of the great plan with plasma wash.

Whatever form it comes in, flamers are everywhere. In previous editions (read, 7th and earlier) the flamer used a template for its shots, and you would roll to hit all units under it. As a result, hordes were really difficult to use, as your gaunt swarm could easily be destroyed by a guardsman with a basic flame thrower. New flamers are characterised by a few points:

  • They have a random number of shots (eg. D3, D6, 2D6 etc).
  • They automatically hit their target.
  • They have shorter ranges than similar weapons.

A guide to Armour Piercing[edit]

In a world where you may only have access to low strength weaponry, it may not matter if you have a lot of armour piercing on your weapon. To begin with, lets have a look at your success rates against different armour saves.

  • 2+ is 16.66% success chance
  • 3+ is 33.33% success chance
  • 4+ is 50% success chance
  • 5+ is 66.66% success chance
  • 6+ is 83.33% success chance
  • No armour save (7+) 100% success chance

As you already know, the worse a units armour save is, the better your chance of success. Armour saves are unusual as they're the only save which every unit can take, but which there can be a 100% chance to fail. Even units with no save technically have a 7+ save or worse. This is so their save can be buffed by cover, as otherwise they'd never benefit from those kinds of buffs.

So how do you get around these saves? Armour piercing on weapons can make a huge difference by allowing you to damage a unit. Lets look at the different levels of ap:

  • Ap0, bolters, lasguns, your opponent gets a full save roll, making these weapons only useful through sheer rate of fire. You also find it on some higher strength weapons, but these weapons will have some kind of other ability attached to them which make them worthwhile.
  • Ap-1, your heavy bolter/flamers, chainswords, autocannons etc. Really the absolute minimum you want to be running on a weapon, even then most of your shots will be blocked by the enemy armour, unless you're bringing this in volume fire. It can be useful, which will be discussed below.
  • Ap-2, battle cannons, the vulcan mega bolter etc. Bloody useful as you're now ignoring guard cardboard armour, and light vehicles don't get most of their save. Incredibly useful against knights (see below).
  • Ap-3, power swords, most plasma, armour piercing guard cannons etc. The most versatile as now the best save anyone can get against you is a 5+, light vehicles loose all their protection, and those pesky GEQ's with a 4+ save are now put back in their place.
  • Ap-4, high power plasma, all meltas and some melee weapons. The power armour destroyer, and makes a mockery of all vehicles.
  • Ap-5, Titan grade weapons, both ranged and melee. Cuts through all armour in the game unless it's somehow buffed.
  • Ap-6, doesn't exist anymore, but used to be found only on the most powerful titan weapons, or back in 7th edition and earlier, where it was ap1.

Now, you might immediately say that you want the best ap value you can get your greasy mittens on. However, you cannot talk about armour piercing values without talking about invulnerability saves as well. Invulnerability saves can always be taken (unless something says that it ignores or modifies it). In the fluff this is is explained as being a kind of force field, psychic powers, or even just the belief that the unit with it couldn't be harmed. In apocalypse, your biggest threats are those units which have some kind of invulnerability save, as when you're in a world where there are high strength, high ap and high damage weapons running around, your only defence against not being instantly destroyed is an invulnerability save.

Invulnerability saves make it so that your high ap weapons are basically wasted on your target (guilliman with high insane 3+ invulnerability save being a prime example), so you have to think about the ap of your weapons more carefully. So lets have a look at the potential invulnerability saves a unit can have, and what ap to use on them:

  • 2+, only exists on that one stupid dark elves relic. As the target is a toughness 3 pointy eared prick, just blast them with bolter fire until they fail a save, and lose their invulnerability save as a result.

A guide to Strength and Toughness[edit]

  • 2: HA HA HA! No. Just no. S/T 2 will most likely deal no damage, or protect against anything. You could argue that with the wounding system, if you had enough bodies or attacks you could overcome any target, but chances are you will be paying more for those wounds and attacks compared to S/T 3.
S/T 2 is generally only found on swarm units, whose entire purpose is to deny deep striking space and slow down units. In an actual fight however it’s about as useful as swearing at your opponent.
  • 3: Your GEQ’s, lasguns etc, the stuff normal humans and elves carry around in the 42nd millennia. In normal tabletop games these stats are weak, but useful for fighting other weak units. But in the world of apocalypse S/T 3 might as well not exist, as like S/T 2 you will be wounding the things that matter on 6’s, and being wounded on 2’s.
However, S/T 3 is cheap, and readily available. A guardsman only costs you 5 points, and you can get S/T 3 units which are tougher than your normal guardsmen, and have multi damage weapons with ap.
  • 4: Your MEQ’s, and that point of S/T over 3 buys you... not much really. Generally you will come with a better armour save, ap on some of your guns and extra wounds, but most of the time you will die as fast as your GEQ counterparts while costing more.
  • 5: The first useful number, your CEQ’s. Now that there is nothing higher than toughness 9 in the game you will wound everything on at least a 5+, and wounding toughness 5 on a 2+ requires strength 10, which is uncommon. However, S/T 5 isn’t cheap (especially if your getting it in the form of custodes), with the exception of the heavy bolter (S5 ap- 1 D2 goes a very long way), and there are a lot of things in apocalypse which can still wound you on a 3+, and wounding on a 5+ is still a bit meh.
  • 6: Rare case, only seen on light vehicles and non-demonic primarchs. Like S/T 5, it’s more awkward to wound and wounds more successfully. However, the only benefit you have over S/T 5 is that you wound and are wounded by S/T 3 on a 2+ and 6+ respectively. And as already stated, S/T 3 isn’t going to be common in apocalypse, and you can achieve the same effect by using S/T 7 and above.
  • 7: Your auto cannon variants and rhinos. These sit in a really weird position as you are easily harmed /struggle to harm S/T 8 units, while the only infantry you will truly shred are the GEQs. Generally has very low ap values associated with it as well.
  • 8: The most common stat you will see on the apocalypse battlefields. Think of this as the S/T 4 of this scale. Incredibly flexible as it will shred all infantry, do something against most vehicles, while providing reasonable protection.
  • 9: Your new toughest toughness on the block, but strength stats still go higher than this. Weapon wise you will only see lascannon variants and high power plasma with these stats. Provides protection against the very prevalent S8 and S16 weapons, while on the offensive it makes a mockery of the very prevalent T8 vehicles.
  • 10: Not particularly common, usually found on things like doomhammers or custodes who learnt that they have power fists in their cellar. In the current edition this will wound everything in the game on a 3+, making it a very desirable stat to have for simply pew pewing everything. Strong enough to get the job done, not so strong that it feels wasteful against light vehicles.
Be warned however, you will only be wounding Infantry on a 2+, so what you gain in being versatile you will lose in not being super effective against heavy stuff.
  • 12: Like S10, but now you'll wound T6 on a 2+. Not very common
  • 13: Only An'ggrath gets this on his axe, and as it stands provides no benefits over S12 due to odd numbers providing no benefits to wounding except against toughness values 1 less than them, and as there's no toughness 12 in the game it doesn't matter.
  • 14: An incredibly useful number, as now you can wound the likes of rhinos on a 2+, leaving only the category of super heavy units at your (slightly reduced) wrath. It is, however, not very common, being mainly seen on the knights chainsword variants.
  • 15: See 13, except no profile is strength 15.
  • 16: This, my dear generals, is what you want. Strength 16 (as this edition there is no toughness 16) is your most plentiful, and reliable value. With it, you can wound everything (minus warlord titans, the eldar titans and a few space marine super heavy tanks and the brick which is the Sokar flier) on a 2+. Combine this with the fact that you can get S16 in reliable rates of fire means that it is also versatile, exactly what you want in a apocalypse setting.
  • 17: See 15.
  • 18: I have become death, the destroyer of worlds. The destructiveness of S18 (allowing you to wound everything on a 2+) is matched only by its rarity. You will only find this on titans, and only then on their most powerful weapons. The downside of this power is the low rate of fire it comes in. This is not for taking on anything less than toughness 8. This is what you use to take on Titans. Anything less is blasphemy.
  • 19: See 17, only rarer.
  • 20: For when GW doesn't understand how its own wounding system works. S20 does exactly the same as S18, but that hardly matters as it only exists on one weapon, Belicosa Volcano Cannon, which, to be fair, does deal a truly insane amount of damage.

Plasma, is it right for Me?[edit]

Plasma, is, in its basic principle, a really cool idea. You take a weapon which performs reasonably well against low toughness units, then you can overcharge it at the risk of suffering damage yourself, for increased strength and damage, hopefully resulting in a dead/deader enemy. What's not to like? Well, as you may have noticed if you have looked at the rest of this page, things are not always that simple.

To assist us, here is the damage rates for the warhound plasma blastgun, one of the biggest plasma guns you can get in the 42nd millennium.

- - Warhound Warlord Heriophant Phantom Baneblade Land Raider Rhino Imperial Knight Guilliman Custodian Guardsman Space Marine
Weapon Stats T8 W50 2+/5++ RInvuln, 2 VS T9 W120 2+/5++ RInvuln, 8 VS T8 W34 2+/5++ T9 W60 3+/4++ RInvuln T8 W26 3+ T8 W16 2+ T7 W10 3+ T8 W24 3+/5++ vs ranged T6 W9 2+/3++ T5 W3 2+/4++ T3 W1 5+ T4 W2 3+
Warhound Plasma Blastgun (Standard) Heavy2D6 72" S9 ap-4 D4 (2.07)10.37 (1.5)7.77 8.29 4.66 12.44 10.37 12.44 8.29 4.14 (1.55)6.22 3.88 (3.88)15.55
Warhound Plasma Blastgun (Overcharged) Heavy2D6 72" S10 ap-4 D5 (2.07)12.96 (2.07)12.96 10.37 7.77 15.55 12.96 12.44 10.37 5.18 (1.94)9.72 3.88 (3.88)19.44



As you can see, when you overcharge the blastgun, its gets 1 extra strength, and 1 extra damage, becoming strength 10 and damage 5, a stat line which is easily the envy of other units, even when not overcharged. However, what is not noted in the profile listed here is that each hit roll of 1 results in 2 mortal wounds, which you cannot block by any means. So every time you overcharge your plasma, you are running a risk, and that risk comes in the form of wounds.

Now we have to consider the idea that the wounds you deal have a points representation, and the wounds you take also "cost" points. So to take a look at this idea, we shall look at the damage differences between normal and overcharged plasma, using the blastgun against the warhound and the warlord titans.

  • Normal, warhound 10.37 , warlord 7.77
  • Overcharged, warhound 12.96, warlord 12.96

As we can see, overcharging deals an extra 2.59 damage, not much but it might do something. However, overcharging against the warlord deals 5.19 extra damage, a much more sizable difference. This is because the extra strength against the warhound doesn't do anything extra, so the damage increase is only due to the damage increase from 4 to 5 on the gun. On the warlord however, S10 allows you to wound the warlord on a 3+, instead of a 4+, which is why the damage increase is so much larger.

Now lets look at this from a points perspective:

  • Normal, warhound 10.37 (414pts), warlord 7.77 (356pts)
  • Overcharged, warhound 12.96 (518pts), warlord 12.96 (594)
  • Overcharged difference, warhound 2.59 (103 pts), warlord 5.19 (237 pts)
  • Overcharged shots rolled 1, 1.16, mortal wounds 2.33 (93pts)

Looking at this, we can see that the extra points of damage you deal to the warhound is only slightly more than the firing warhound would take itself. In a fight this might be worth it, but what if this was against a far less valuable target, like a baneblade? In that situation the mortal wounds the titan would take would be worth far more than the extra damage. However, overcharging against the warlord results in the firer almost doubling their points game, as the warlords wounds are worth far more than the warhounds.

This makes plasma a lot less appetising than it first appears, as you may be dealing more damage, but unless you have a way of mitigating the mortal wounds (by rerolls, repairing or a feel no pain save) chances are the damage you deal will cost you far more. So, when should you use overcharged plasma? When overcharging:

  • Would cause your attacks to wound on an improved roll (such as going from 4+ to 3+).
  • Or when the firing unit would otherwise be destroyed anyway later in the turn, and firing overcharged would allow you to make the most of an otherwise doomed unit.

Alternatively, there are few things less badass and cool than overcharged plasma. Just remember to warn everyone else so that they can run away first.

Feel no Pain Saves, because Mortal Wounds are a thing[edit]

Feel no pain saves are your last ditch attack to save a model from an attack. Once you fail your armour and invulnerability save and once damage is assigned, then each model may roll a feel no pain save if it has one to ignore the damage.

In normal tabletop this is great, as most attacks are only 1 damage, so your guardsman effectively gets a straight forward bonus save against damage (brilliant in a world where T3 and a 5+ save isn’t much). However, in apocalypse, even simple anti infantry weapons are multi damage, which is where things get complicated, so let’s look at a 5+ feel no pain save for a 1 wound guardsman, and the corresponding chance to survive:

  • Against 1 damage, 33% chance.
  • Against 2 damage, 10% chance.
  • Against 3 damage, 3% chance.
  • Against 4 damage, 1% chance.

After 2 damage you’re looking at a command point sink. This is alleviated by the model in question having more wounds, but feel no pain saves are generally only found on low wound count models.

However, mortal wounds cannot be blocked by any save other than feel no pain saves. Mortal wounds are incredibly dangerous as it doesn’t matter who you are, from guardsman to Titan, you will take the same amount of damage from it. Mortal wounds also “splash”, making them extremely dangerous to hordes, as the mortal wounds will always be efficiently used.

Infantry, what’s the Point?[edit]

The humble guardsman. Armed with the humble lasgun, flak armour and balls the size of space marine pauldrons, they boldly walk out into the galaxy and... die horribly.

The world of 40K is not kind to the humble guardsman (or anyone for that matter), but for anyone on the apocalypse battlefields without a toughness value of 5 or higher and some kind of invulnerability save, life is very short. Even space marines, with a stat line in normal tabletop which is considered reasonable is instantly vaporised by the weapons at this scale.

This begs the question. What is the point of infantry in apocalypse?

And this is a valid question. Yes, you may feel like an 11 year old again looking at the models for land raiders and carnifexs and think “those are awesome! I’ll have just those!” But in a world where a guardsman has a 31% chance of surviving most shots (aka, being hit and wounded on a 2+ with no save) and have a 1.3% chance of doing any damage, why would you bother?

There are a few reasons why the humble guardsman, or even the (not so mighty) space marine, have a place in your army:

  • Objectives: Every model can (technically) hold an objective. However, a warlord Titan and a guardsman both count as the same number of models when holding an objective. That number being 1.
Why that is is unknown, but unless you can use your knight to sit on an objective in such a way to prevent anyone else getting within 3” you’re out of luck. There’s also the issue that objective secured is a thing, so that previously mentioned guardsman can out objective (if that’s a thing) ten imperial knights.
Now, that guardsman has to survive against those ten knights, but 9th edition has dialled back the melee power of superheavies and vehicles in general, so a unit of guardsman has a good chance of surviving long enough to win objectives.

The Maths[edit]

In the grim darkness of the 41st millennium there is only war... and ridiculous amounts of number crunching, the casual 40k player may not appreciate this but the epic battles they play can be boiled down to statistics and logistics, admittedly its statistics and logistics done in an incredibly awesome manner using epic models, but still numbers.

This section covers the maths behind each weapon used by all the units listed here, and how they fair against models like warhound titans, land raiders, and of course the humble guardsman (because the poor bastard will be shot at despite posing no threat whatsoever). This not only acts as a guide as to which weapons are better than others, but also to show which models are the most resilient in the setting, and which are glass cannons (I'm looking at you Eldar) that require constant babysitting to get the most out of them.

Notes[edit]

  • Any Mortal wounds are baked into the normal damage, but will generally be explained in the weapon profile. Keep this in mind for when considering the weapons effectiveness against multiple models, as mortal wounds splash.
    • Note that void shields cannot stop mortal wounds, so for the void shield stats the mortal wound damage will only be shown in the actual damage to the titan, not the damage to the void shield.
  • Not all weapons a model can take are/will be listed. This is because the current maths is done from the imperial armour index, where (to save time) they have only listed the unique weapons each unit has (along with generic special rules). The downside for the user is that you cannot use a forge world book to pick up and play the game, you will need the base codex as well, which (until the relevant codex comes out in 9th edition) means using an outdated 8th edition codex.
  • For GEQ's the number listed is the total number of unsaved hits, not the damage dealt. This is because these units are almost all 1 wound mooks. In the case where mortal wounds are dealt to a GEQ these mortal wounds are added to the total unsaved hits, as mortal wounds splash onto other models.
  • Acronyms:
    • GEQ: Guardsman equivalent (because these poor bastards are going to get shot at).
    • MEQ: Marine equivalent (because these guys won't do much better than GEQ's)
    • CEQ: Custodes equivalent (because sometimes a expensive, low wound, high toughness and save unit is going to walk into range of one of your big guns looking to make some points back).
  • The first number in brackets for the imperial titans is the number of void shields a complete volley of the attack will remove. As void shields are a very important part of the new apocalypse it is important to keep this in mind. Keep in mind that as each void shield can absorb 3 damage a piece and damage doesn't splash over and attack less than 3 damage will require multiple hits, and damage more than 3 will be wasted.
  • For CEQ and MEQs the number in brackets is the total number of unsaved hits, and the number outside the brackets is the actual damage dealt. This is because, as this units are all multi wound units it is important to know how many unsaved hits you do, to know whether your attack will kill lots of models, or simply have a chance of dealing a lot of damage to a single model.
  • Blast hits are ignored. This is because in a mathematical vacuum like this it is not necessary and difficult to factor in the effect it has.
  • Any extra effects like the titans fists abilities to throw units are ignored.
  • All units are assumed to be at max health and firing at their full ballistic skill with no modifiers, except any imposed by the enemy unit.
  • For plasma weapons the results for both the normal and overcharged profiles are shown, but only the normal profile is used to compare to other weapons. This is because you won’t be running around overcharging all the time (see the plasma section above). However, the overcharged stats are still shown as it is important to know what damage you will deal when using it.
Also keep in mind that the mortal wounds you will receive from overcharging are not shown. Plasma is one of the few weapons where you want high damage instead of rate of fire.
  • IMPORTANT!!!: This page is designed to be used alongside the Imperial Armour Compendium. There is a lot of information which is required in context, so either have a codex with you, or know what is been talking about. To that end, each entry has the page number on which you can find the relevant datasheet.

The Targets[edit]

  • Warhound Titan: The biggest thing a player is likely to come up against. It is also a stand in for the few smaller units which also have void shields.
  • Warlord Titan: The biggest and baddest of a bad bunch, the warlord is included to show how your weapons fair against a true monster.
  • Heriophant:
  • Revenant Titan:
  • Land Raider:
  • Rhino:
  • Imperial Knight:
  • Guilliman: Probably the best priced unit in the whole of 40K. Included because a.you need to understand how insanely tough he is and b.because if you’re fighting space marines he’ll be in your opponent army and c.you’ll want him dead as soon as you see him.
  • Custodian:
  • Guardsman:
  • Space Marine:

Forces of the Adeptus Astartes[edit]

The Space Marines are the apple in Games Workshops eye. They get all they toys. They get all the updates. And everything is tailored towards them winning. So it is no surprise that forge world also gives them all the best kit. Apocalypse lets Space Marines run wild, with everything from more special characters (it's not like they didn't have enough), bigger and better dreadnoughts, and tanks which are as tough/tougher than titans.

Strengths

  • All the best toys.
  • Very flexible.

Weaknesses

  • Jack of all trades, master of none.
  • Every army can specialise against them easily.

Deredeo Dreadnought pg17[edit]

Providing high volume fire support since the great crusade.

The Deredeo Dreadnought is your classic, back line, mobile artillery piece. When you buy one you are paying for it’s ranged firepower. It has no melee other than a standard ccw and at toughness 7 and a 3+/5++ it won’t stick around, but by the emperor it can shoot stuff.

Be careful though. It’s guns are relatively short range (nothing further than 48”), so someone will be in range to have a go at shooting it.

  • 1 Anvillus Autocannon Battery or 1 Arachnus Heavy Lascannon Battery or 1 Hellfire Plasma Carronade or 1 Volkite Falconet Battery
  • 1 Twin Heavy Bolter or 1 Twin Heavy Flamer

190 pts

+20 pts Aiolos Missile Launcher

+20 pts Boreas Air Defence Missiles

+10 pts Hellfire Plasma Carronade

+10 pts Volkite Falconet Battery

- - Warhound Warlord Heriophant Phantom Baneblade Land Raider Rhino Imperial Knight Guilliman Custodian Guardsman Space Marine
Weapon Stats T8 W50 2+/5++ RInvuln, 2 VS T9 W120 2+/5++ RInvuln, 8 VS T8 W34 2+/5++ T9 W60 3+/4++ RInvuln T8 W26 3+ T8 W16 2+ T7 W10 3+ T8 W24 3+/5++ vs ranged T6 W9 2+/3++ T5 W3 2+/4++ T3 W1 5+ T4 W2 3+
Anvillus Autocannon Battery 36" Heavy8 S7 ap-2 D2 (0.44)1.77 (0.44)1.77 1.77 1.77 2.37 1.77 3.55 2.37 2.37 (1.77)3.55 4.44 (2.37)4.74
Arachnus Heavy Lascannon Battery 48" Heavy2 S9 ap-3 DD3+3 (0.59)2.96 (0.44)2.22 2.96 1.66 3.70 2.96 3.70 2.96 1.48 (0.44)2.22 1.11 (0.92)4.62
Hellfire Plasma Carronade (Standard) 36" Heavy6 S7 ap-3 D2 (0.44)1.77 (0.44)1.77 1.77 1.33 2.22 1.77 3.33 1.77 1.77 (1.33)2.66 3.33 (2.22)4.44
Hellfire Plasma Carronade (Supercharge) 36" Heavy6 S8 ap-3 D3 (1.33)4 (0.88)2.66 4 2 5 4 6.66 4 2.66 (1.33)4 3.33 (2.77)8.33
Volkite Falconet Battery 36" Heavy6 S8 ap-2 D2 wound roll of 6 +2mw (1.33mw) (0.5)3.33 (0.33)2.66 3.33 2.66 3.99 3.33 4.88 3.99 3.10 (1.33)3.99 4.66 (2.22)5.77
- - - - - - - - - - - - - -
Aiolos Missile Launcher 48" Heavy3D3 S6 ap-1 D1 - - - - - - - - - - - -
Boreas Air Defence Missiles 48" Heavy1 S9 ap-3 DD6 add2 to hit aircraft and damage becomes DD3+3 - - - - - - - - - - - -



Relic Contemptor Dreadnought pg18[edit]

Yes, this is a blood angels dreadnought. How did you tell?

What used to be the main fighting dreadnought of the legions, until the heresy happened and people forgot how to make jointed legs. A S/T 7 dreadnought, with access to a wide variety of weapons, allowing you to kit it out for whatever gap in the proverbial market you want it to fill. It also gets an invulnerability save, which is part of its main selling point, because otherwise T7 and a 3+ Sv really doesn’t cut it in apocalypse.

The most pimpable model in the entirety of forge world, because not only does it get a load of weapon options, but you actually have a lot of physical models to choose from.

  • 1 Heavy Plasma Cannon or 1 Conversion Beam Cannon or 1 Kheres-Pattern Assault Cannon or 1 Multi-Melta or 1 Twin Autocannon or 1 Twin Heavy Bolter or 1 Twin Lascannon or 1 Twin Volkite Culverin or 1 Dreadnought Chainfist and 1 Storm Bolter or 1 Dreadnought Combat Weapon and 1 Storm Bolter
  • 1 Heavy Plasma Cannon or 1 Conversion Beam Cannon or 1 Kheres-Pattern Assault Cannon or 1 Multi-Melta or 1 Twin Autocannon or 1 Twin Heavy Bolter or 1 Twin Lascannon or 1 Twin Volkite Culverin or 1 Dreadnought Chainfist and 1 Storm Bolter or 1 Dreadnought Combat Weapon and 1 Storm Bolter
  • 1 Storm Bolter or 1 Graviton Blaster or 1 Heavy Flamer or 1 Contemptor Plasma Blaster
  • +1 Cyclone Missile Launcher

140 pts

+5 pts Conversion Beam Cannon

+5 pts Contemptor Plasma Blaster

+25 pts Cyclone Missile Launcher

+5 pts Dreadnought Chainfist

+5 pts Graviton Blaster

+5 pts Heavy Flamer

+10 Kheres-Pattern Assault Cannon

+10 pts Multi-Melta

+15 pts Twin Autocannon

+15 pts Twin Heavy Bolter

+25 pts Twin Lascannon

+5 pts Twin Volkite Culverin

- - Warhound Warlord Heriophant Phantom Baneblade Land Raider Rhino Imperial Knight Guilliman Custodian Guardsman Space Marine
Weapon Stats T8 W50 2+/5++ RInvuln, 2 VS T9 W120 2+/5++ RInvuln, 8 VS T8 W34 2+/5++ T9 W60 3+/4++ RInvuln T8 W26 3+ T8 W16 2+ T7 W10 3+ T8 W24 3+/5++ vs ranged T6 W9 2+/3++ T5 W3 2+/4++ T3 W1 5+ T4 W2 3+
Conversion Beam Cannon (Short Range) 0-24" HeavyD3 S6 ap-1 D2 - - - - - - - - - - - -
Conversion Beam Cannon (Medium Range) 24-48" HeavyD3 S7 ap-2 D3 - - - - - - - - - - - -
Conversion Beam Cannon (Long Range) 48-72" HeavyD3 S8 ap-3 D4 - - - - - - - - - - - -
Twin Autocannon 48" Heavy4 S7 ap-1 D2 - - - - - - - - - - - -
Twin Volkite Culverin 45" Heavy8 S6 ap0 D1 1mw on wound roll 6+ (0.88mw) - - - - - - - - - - - -
- - - - - - - - - - - - - -
Contemptor Plasma Blaster (Standard) 18" Assault2 S7 ap-3 D1 - - - - - - - - - - - -
Contemptor Plasma Blaster (Supercharge) 18" Assault2 S8 ap-3 D2 - - - - - - - - - - - -
Graviton Blaster 18" Assault2 S5 ap-3 D1 D2 against sv of 3+ or better - - - - - - - - - - - -



Leviathan Dreadnought pg19[edit]

Yes, it looks fat, but all that fat is to hold in the reactor the size of a tank.
  • 2 Heavy Flamers or 2 Twin Volite Calivers
  • 1 Grav-Flux Bombard or 1 Cyclonic Melta Lance or 1 Storm Cannon or 1 Meltagun and 1 Leviathan Siege Claw or 1 Meltagun and 1 Leviathan Siege Drill
  • 1 Grav-Flux Bombard or 1 Cyclonic Melta Lance or 1 Storm Cannon or 1 Meltagun and 1 Leviathan Siege Claw or 1 Meltagun and 1 Leviathan Siege Drill

220 pts

+20 pts Cyclonic Melta Lance

+5 pts Hunter Killer Missile

+10 pts Storm Cannon

- - Warhound Warlord Heriophant Phantom Baneblade Land Raider Rhino Imperial Knight Guilliman Custodian Guardsman Space Marine
Weapon Stats T8 W50 2+/5++ RInvuln, 2 VS T9 W120 2+/5++ RInvuln, 8 VS T8 W34 2+/5++ T9 W60 3+/4++ RInvuln T8 W26 3+ T8 W16 2+ T7 W10 3+ T8 W24 3+/5++ vs ranged T6 W9 2+/3++ T5 W3 2+/4++ T3 W1 5+ T4 W2 3+
Cyclonic Melta Lance 18" HeavyD6 S9 ap-4 DD6 (1.03)4.53 (0.77)3.40 3.62 2.04 5.44 4.53 5.44 3.62 1.81 (0.77)2.72 1.94 (1.94)6.80
Grav-Flux Bombard 24" Heavy2D3 S8 ap-3 D2 damage 3 against units with 3+sv or better (0.88)2.66 (0.59)1.77 2.66 - - - - - - - - -
Storm Cannon 36" Heavy8 S7 ap-1 D2 (0.29)1.18 (0.29)1.18 1.18 1.77 1.77 1.18 2.66 1.77 2.37 (1.18)2.37 4.44 (1.77)3.55
- - - - - - - - - - - - - -
Twin Volkite Caliver 30" Heavy4 S5 ap0 D2 wound roll of 6 inflicts 1 mortal wound (0.44mw) - - - - - - - - - - - -
- - - - - - - - - - - - - -
Leviathan Siege Claw Melee5 S14 ap-3 D3 make 1 extra attack with this weapon 4.44 4.44 4.44 5.55 5.55 4.44 6.94 5.55 2.77 (1.38)4.16 2.77 (2.31)6.94
Leviathan Siege Drill Melee4 S14 ap-4 D2D3 damage 6 against vehicles 8.88 8.88 4.7 10.66 10.66 8.88 13.33 10.66 2.92 (1.11)4.44 2.22 (2.22)8.88



Typhon pg35[edit]

Sacrificing troop capacity so that the barrel can fit.

The typhon is very dangerous, but only at VERY short range. Designed by someone who thought that people actually use fortifications, the typhons dreadhammer will chew through anything you put in front of it if given enough time. There lies the problem however, as with only 24” on your main gun you are going to struggle to get into range with your preferred targets (read, void shielded units), and all those units have better range or can outclass them typhon in melee.

  • 1 Dreadhammer Siege Cannon
  • 1 Crushing Tracks
  • +2 Heavy Bolters or 2 Lascannons
  • +1 Heavy Bolter or 1 Heavy Flamer or 1 Multi-Melta or 1 Storm Bolter
- - Warhound Warlord Heriophant Phantom Baneblade Land Raider Rhino Imperial Knight Guilliman Custodian Guardsman Space Marine
Weapon Stats T8 W50 2+/5++ RInvuln, 2 VS T9 W120 2+/5++ RInvuln, 8 VS T8 W34 2+/5++ T9 W60 3+/4++ RInvuln T8 W26 3+ T8 W16 2+ T7 W10 3+ T8 W24 3+/5++ vs ranged T6 W9 2+/3++ T5 W3 2+/4++ T3 W1 5+ T4 W2 3+
Dreadhammer Siege Cannon 24" Heavy2D6 S10 ap-4 D3 (2.07)7.77 (2.07)7.77 6.22 4.66 9.33 7.77 9.33 6.22 3.11 (1.94)5.83 3.88 (3.88)11.66
- - - - - - - - - - - - - -
Crushing Tracks Melee6 S8 ap-2 DD3 0.5 0.33 0.5 0.44 0.66 0.5 0.88 0.66 0.44 (0.33)0.66 0.83 (0.55)1.11



Cerberus pg35[edit]

The only way to destroy another tank is to destroy your own to fit a huge gun.
  • 1 Cerberus Neutron Pulse Array
  • 1 Crushing Tracks
  • +2 Heavy Bolters or 2 Lascannons
  • +1 Heavy Bolter or 1 Heavy Flamer or 1 Multi-Melta or 1 Storm Bolter
- - Warhound Warlord Heriophant Phantom Baneblade Land Raider Rhino Imperial Knight Guilliman Custodian Guardsman Space Marine
Weapon Stats T8 W50 2+/5++ RInvuln, 2 VS T9 W120 2+/5++ RInvuln, 8 VS T8 W34 2+/5++ T9 W60 3+/4++ RInvuln T8 W26 3+ T8 W16 2+ T7 W10 3+ T8 W24 3+/5++ vs ranged T6 W9 2+/3++ T5 W3 2+/4++ T3 W1 5+ T4 W2 3+
Cerberus Neutron Pulse Array 48" Heavy4 S14 ap-4 2D3 (1.18)5.92 (1.18)5.92 4.74 3.55 7.11 5.92 8.88 4.74 2.96 (1.11)4.44 2.22 (2.22)8.88
- - - - - - - - - - - - - -
Crushing Tracks Melee6 S8 ap-2 DD3 0.5 0.33 0.5 0.44 0.66 0.5 0.88 0.66 0.44 (0.33)0.66 0.83 (0.55)1.11



Spartan pg36[edit]

Land raiders are so 30k, spartans are what's hip today.
Land raiders are so 30k, spartans are what's hip today.
  • 2 Quad Lascannons or 2 Laser Destroyers
  • 1 Twin Heavy Bolter or 1 Twin Heavy Flamer
  • 1 Crushing Tracks
  • +1 Heavy Bolter or 1 Heavy Flamer or 1 Multi Melta or 1 Storm Bolter
- - Warhound Warlord Heriophant Phantom Baneblade Land Raider Rhino Imperial Knight Guilliman Custodian Guardsman Space Marine
Weapon Stats T8 W50 2+/5++ RInvuln, 2 VS T9 W120 2+/5++ RInvuln, 8 VS T8 W34 2+/5++ T9 W60 3+/4++ RInvuln T8 W26 3+ T8 W16 2+ T7 W10 3+ T8 W24 3+/5++ vs ranged T6 W9 2+/3++ T5 W3 2+/4++ T3 W1 5+ T4 W2 3+
Laser Destroyer 36" Heavy3 S10 ap-4 D3+3 (0.88)5.55 (0.88)5.55 4.44 3.33 6.66 5.55 6.66 4.44 2.22 (0.83)4.16 1.66 (1.66)8.33
Quad Lascannon 48" Heavy4 S9 ap-3 DD6 (1.18)4.14 (0.88)3.11 4.14 2.33 5.18 4.14 5.18 4.14 2.07 (0.88)3.11 2.22 (1.85)6.48
- - - - - - - - - - - - - -
Crushing Tracks Melee6 S8 ap-2 DD3 0.5 0.33 0.5 0.44 0.66 0.5 0.88 0.66 0.44 (0.33)0.66 0.83 (0.55)1.11



Fellblade pg37[edit]

The bane of light vehicles from the eye of terror to holy terra.

The fellblade suffers from being a generalist. It’s not that it lacks dakka. It doesn’t, packing a wide array of very dangerous sponsons. The issue lies in its main weapon, the fell blade accelerator cannon. The cannon can’t decide what to be, having one anti infantry and one anti tank profile, but neither has the punch to really set it apart in either category, and as a result is outclassed by tanks which put their money where their air intakes are and specialise.

  • 1 Fellblade Accelerator Cannon
  • 1 Demolisher Cannon
  • 2 Quad Lascannons or 2 Laser Destroyers
  • 1 Twin Heavy Bolter or 1 Twin Heavy Flamer
  • 1 Crushing Tracks
  • +1 Heavy Bolter or 1 Heavy Flamer or 1 Multi Melta or 1 Storm Bolter
- - Warhound Warlord Heriophant Phantom Baneblade Land Raider Rhino Imperial Knight Guilliman Custodian Guardsman Space Marine
Weapon Stats T8 W50 2+/5++ RInvuln, 2 VS T9 W120 2+/5++ RInvuln, 8 VS T8 W34 2+/5++ T9 W60 3+/4++ RInvuln T8 W26 3+ T8 W16 2+ T7 W10 3+ T8 W24 3+/5++ vs ranged T6 W9 2+/3++ T5 W3 2+/4++ T3 W1 5+ T4 W2 3+
Laser Destroyer 36" Heavy3 S10 ap-4 D3+3 (0.88)5.55 (0.88)5.55 4.44 3.33 6.66 5.55 6.66 4.44 2.22 (0.83)4.16 1.66 (1.66)8.33
Quad Lascannon 48" Heavy4 S9 ap-3 DD6 (1.18)4.14 (0.88)3.11 4.14 2.33 5.18 4.14 5.18 4.14 2.07 (0.88)3.11 2.22 (1.85)6.48
- - - - - - - - - - - - - -
Fellblade Accelerator Cannon (HE Shells) 72" Heavy2D6 S8 ap-3 D2 (0.77)3.11 (0.51)2.07 3.11 1.55 3.88 3.11 5.18 3.11 2.07 (1.55)3.11 3.88 (3.24)6.48
Fellblade Accelerator Cannon (AE Shells) 72" Heavy2 S14 ap-4 D6 (0.59)4.44 (0.59)4.44 3.55 2.66 5.33 4.44 6.66 3.55 2.22 (0.55)3.33 1.11 (1.11)6.66
- - - - - - - - - - - - - -
Crushing Tracks Melee6 S8 ap-2 DD3 0.5 0.33 0.5 0.44 0.66 0.5 0.88 0.66 0.44 (0.33)0.66 0.83 (0.55)1.11



Falchion pg38[edit]

What other titanic units have nightmares about.

The Falchion exists for one reason and for one reason only, and that is its main gun, the (inventively named) Twin Falcion Volcano Cannon. Yes, it has other guns. Yes, you can fit even more guns on it. Yes, its a landraider chassis, so is inherently tough. But none of that matters when you have a gun which rerolls wounds against titanic units. In the current edition, you will struggle to find a unit which will wound so reliably at such long range, to the point that three of these will happily fight a warhound titan and come out on top.

  • 2 Quad Lascannons or 2 Laser Destroyers
  • 1 Twin Heavy Bolter or 1 Twin Heavy Flamer
  • 1 Twin Falcion Volcano Cannon
  • +1 Heavy Bolter or 1 Heavy Flamer or 1 Multi Melta or 1 Storm Bolter

600 pts

+15 pts Heavy Bolter

+15 pts Heavy Flamer

+25 pts Multi-Melta

+25 pts Laser Destroyer

+5 Storm Bolter

+10 pts Twin Heavy Flamer

- - Warhound Warlord Heriophant Phantom Baneblade Land Raider Rhino Imperial Knight Guilliman Custodian Guardsman Space Marine
Weapon Stats T8 W50 2+/5++ RInvuln, 2 VS T9 W120 2+/5++ RInvuln, 8 VS T8 W34 2+/5++ T9 W60 3+/4++ RInvuln T8 W26 3+ T8 W16 2+ T7 W10 3+ T8 W24 3+/5++ vs ranged T6 W9 2+/3++ T5 W3 2+/4++ T3 W1 5+ T4 W2 3+
Laser Destroyer 36" Heavy3 S10 ap-4 D3+3 (0.88)5.55 (0.88)5.55 4.44 3.33 6.66 5.55 6.66 4.44 2.22 (0.83)4.16 1.66 (1.66)8.33
Quad Lascannon 48" Heavy4 S9 ap-3 DD6 (1.18)4.14 (0.88)3.11 4.14 2.33 5.18 4.14 5.18 4.14 2.07 (0.88)3.11 2.22 (1.85)6.48
- - - - - - - - - - - - - -
Twin Falcion Volcano Cannon 120" Heavy2D3 S14 ap-5 D6 reroll wounds against Titanic (1.58)14.22 (1.58)14.22 9.48 7.11 14.22 10.66 13.33 9.48 4.44 (1.11)6.66 2.22 (2.22)13.33
- - - - - - - - - - - - - -
Crushing Tracks Melee6 S8 ap-2 DD3 0.5 0.33 0.5 0.44 0.66 0.5 0.88 0.66 0.44 (0.33)0.66 0.83 (0.55)1.11



Astraeus pg39[edit]

Probably the only weirder looking vehicle that can fly in 40k is the Stormbird.
  • 1 Ironhail Heavy Stubber
  • 2 Astraeus Las-Rippers or 2 Plasma Eradicators
  • 1 Storm Bolter
  • 1 Twin Heavy Bolter or 1 Twin Lascannon
  • 1 Twin Macro-Accelerator Cannon
  • +1 Ironhail Heavy Stubber

675 pts

+5 pts Ironhail Heavy Stubber

+30 Twin Lascannon

- - Warhound Warlord Heriophant Phantom Baneblade Land Raider Rhino Imperial Knight Guilliman Custodian Guardsman Space Marine
Weapon Stats T8 W50 2+/5++ RInvuln, 2 VS T9 W120 2+/5++ RInvuln, 8 VS T8 W34 2+/5++ T9 W60 3+/4++ RInvuln T8 W26 3+ T8 W16 2+ T7 W10 3+ T8 W24 3+/5++ vs ranged T6 W9 2+/3++ T5 W3 2+/4++ T3 W1 5+ T4 W2 3+
Astraeus Las-Ripper 36" Heavy2 S9 ap-3 DD6 (0.59)2.07 (0.44)1.55 2.07 1.16 2.59 2.07 2.59 2.07 1.03 (0.44)1.55 1.11 (0.92)3.24
Plasma Eradicator (Standard) 36" HeavyD6 S7 ap-4 D2 (0.25)1.29 (0.25)1.29 1.03 0.77 1.55 1.29 2.33 1.03 1.03 (0.77)1.55 1.94 (1.55)3.11
Plasma Eradicator (Supercharge) 36" HeavyD6 S8 ap-4 D3 (0.77)2.91 (0.51)1.94 2.33 1.16 3.5 2.91 4.66 2.33 1.55 (0.77)2.33 1.94 (1.94)5.83
- - - - - - - - - - - - - -
Twin Macro-Accelerator Cannon 72" Heavy12 S8 ap-2 D3 (2)6 (1.33)4 6 4 8 6 10.66 8 5.33 (2.66)8 6.66 (4.44)13.33



Mastodon pg40[edit]

One stop shop getting getting Space Marines from A to Heretic.

The single toughest thing the space marines can have, driving around with the stat line of a warlord titan (only with 2 void shields and a fraction of the wounds, but still). It has a huge transport capacity of 40, which you can use to transport everything which isn't a primaris (so you either fork out for a stormbird or their special transports) or a leviathan or deredeo dreadnought. Unlike the stormbird however, your points also buy you a load of guns. All of which are fairly close range, but thats kind of teh point, drive close, and unload your units and guns.

  • 2 Heavy Flamers
  • 2 Lascannons
  • 1 Siege Melta Array
  • 1 Skyreaper Battery
  • 1 Crushing Tracks

800 pts

- - Warhound Warlord Heriophant Phantom Baneblade Land Raider Rhino Imperial Knight Guilliman Custodian Guardsman Space Marine
Weapon Stats T8 W50 2+/5++ RInvuln, 2 VS T9 W120 2+/5++ RInvuln, 8 VS T8 W34 2+/5++ T9 W60 3+/4++ RInvuln T8 W26 3+ T8 W16 2+ T7 W10 3+ T8 W24 3+/5++ vs ranged T6 W9 2+/3++ T5 W3 2+/4++ T3 W1 5+ T4 W2 3+
Siege Melta Array 24" Heavy6 S8 ap-4 D6 (1.33)5.83 (0.88)3.88 4.66 2.33 7 5.83 9.33 4.66 3.11 (1.33)4.66 3.33 (3.33)11.66
Skyreaper Battery 48" Heavy8 S7 ap-2 D2 +1 hit aircraft and 4 damage (0.44)1.77 (0.44)1.77 1.77 1.77 2.37 1.77 3.55 2.37 2.37 (1.77)3.55 4.44 (2.37)4.74
- - - - - - - - - - - - - -
Crushing Tracks Melee6 S9 ap-2 DD3 1.33 1 1.33 1.33 1.77 1.33 1.77 1.77 0.88 (0.66)1.33 1.66 (1.11)2.22



Thunderhawk Gunship pg41[edit]

It's a Landraider. But it can fly. Don't ask any questions.
  • 2 Lascannons
  • 1 Thunderhawk Heavy Cannon or 1 Turbo-Laser Destructor
  • 4 Twin Heavy Bolters
  • 1 Thunderhawk Cluster Bombs or 1 Hellstrike Missile Battery

800 pts

- - Warhound Warlord Heriophant Phantom Baneblade Land Raider Rhino Imperial Knight Guilliman Custodian Guardsman Space Marine
Weapon Stats T8 W50 2+/5++ RInvuln, 2 VS T9 W120 2+/5++ RInvuln, 8 VS T8 W34 2+/5++ T9 W60 3+/4++ RInvuln T8 W26 3+ T8 W16 2+ T7 W10 3+ T8 W24 3+/5++ vs ranged T6 W9 2+/3++ T5 W3 2+/4++ T3 W1 5+ T4 W2 3+
Hellstrike Missile Battery 72" Heavy4 S8 ap-3 D3 +1 hit aircraft and D3+3 damage (0.44)1.77 (0.29)1.18 1.77 0.88 2.22 1.77 2.96 1.77 1.18 (0.88)1.77 2.22 (1.85)3.70
Thunderhawk Heavy Cannon 48" Heavy2D6 S8 ap-2 D3+2 - - - - - - - - - - - -
Turbo-Laser Destructor 96" Heavy3 S16 ap-5 D6 - - - - - - - - - - - -



Sokar-Pattern Stormbird pg42[edit]

Yes, this is effectively a Warhound Titan. And it can fly. You keep asking these silly questions.

The Stormbird is the logical conclusuon of Games Workshop's favouritism towards the Space Marines. The logic goes something like this. The space marines have a landraider with wings, but the titan legions get to have titans, while the Tau get the manta. So lets combine the three to give the space marines a titan with wings, give it a massive transport capacity, and because toughness 9 is so rare now lets make it toughness 9. The stormbird is insanely tough, in addition where everything is weaker, flying around with toughness 9, void shields (the new and better ones) and a 2+ save. What it lacks (and explains its 1000 point price) is guns, which it doesn't have that many of.

This is fine though, as the Stormbird can carry pretty much anything you might need which isn't a superheavy tank. Its cavernous 50 model capacity can take Infantry, Bikers, Wulfen, Terminators, Gravis suits, Jump packs, Primaris jump packs, Centurions or 1 Rhino (which takes up 25 slots, but the rhino itself can still store stuff, just like a Russia Doll). Alas it can't carry dreadnoughts, but you have other units for that. To get the most out of it you want to be shuttling your relatively squishy cargo to key locations, then fly around gunning other smaller and weaker units out of the sky.

  • 1 Hellstrike Missile Battery
  • 3 Twin Heavy Bolters
  • 4 Twin Lascannons

1000 pts

- - Warhound Warlord Heriophant Phantom Baneblade Land Raider Rhino Imperial Knight Guilliman Custodian Guardsman Space Marine
Weapon Stats T8 W50 2+/5++ RInvuln, 2 VS T9 W120 2+/5++ RInvuln, 8 VS T8 W34 2+/5++ T9 W60 3+/4++ RInvuln T8 W26 3+ T8 W16 2+ T7 W10 3+ T8 W24 3+/5++ vs ranged T6 W9 2+/3++ T5 W3 2+/4++ T3 W1 5+ T4 W2 3+
Hellstrike Missile Battery 72" Heavy4 S8 ap-3 D3 +1 hit aircraft and D3+3 damage (0.44)1.77 (0.29)1.18 1.77 0.88 2.22 1.77 2.96 1.77 1.18 (0.88)1.77 2.22 (1.85)3.70



Ultramarines[edit]

The space virgins in all their glory.
Roboute Guilliman[edit]
His model from when his was just a small Primarch amongst many.
His model when he realised that his big brothers weren't around to step on him.

There is very little at which Guilliman is not good at. Shooting? He only has some relatively meh gun but even then he makes it work. Buffing? Jesus Christ you'd struggle to find a single unit in the game which buffs units around him to the sheer degree he does. Surviving? Guilliman is one of the most resilient units in the game, by virtue of running around with a 3+ invulnerability save all the time. Melee? Melee! Guilliman will duel pretty much anything else into the ground, and he will almost always win by virtue of reroll his hits and wounds and being tougher than what he is fighting.

You want to know the scary part? Guilliman isn't even a fighter by Primarch standards. He's an administrator, a logistician, a statesman. You want to see a combat lord? Wait until they release rules for a proper primarch like Vulcan, the Khan, the Wolf King, Ferrus Manus (when he stops being dead), Sanguninius (when he stops being REALLY dead), Rogal Dorn or the Lion.... Yes I did just list all the loyal primarchs, that is how far down the list Guilliman is.

  • 1 Hand of Dominion
  • 1 The Empeperor's Sword

380 pts

- - Warhound Warlord Heriophant Phantom Baneblade Land Raider Rhino Imperial Knight Guilliman Custodian Guardsman Space Marine
Weapon Stats T8 W50 2+/5++ RInvuln, 2 VS T9 W120 2+/5++ RInvuln, 8 VS T8 W34 2+/5++ T9 W60 3+/4++ RInvuln T8 W26 3+ T8 W16 2+ T7 W10 3+ T8 W24 3+/5++ vs ranged T6 W9 2+/3++ T5 W3 2+/4++ T3 W1 5+ T4 W2 3+
Hand of Dominion (Shooting) 24" Rapid Fire3 S6 ap-1 D2 (0.18)0.75 (0.18)0.75 0.75 1.13 1.13 0.75 1.13 1.13 1.13 (0.75)1.51 2.36 (1.13)2.26
- - - - - - - - - - - - - -
Hand of Dominion (Melee) Melee6 S12 ap-3 D4 12.09 12.09 12.09 15.12 15.12 12.09 15.12 15.12 7.56 (2.83)11.34 5.67 (4.72)18.90
The Emperor's Sword Melee6 S8 ap-4 D3 wound roll 6+ +D3mw (2.26mw) 10.76 7.93 9.06 9.06 12.46 10.76 15.87 12.46 6.79 (2.26)9.06 7.93 (5.67)19.27



Marneus Calgar[edit]

Papa smurf in 40K until guilliman became unfrozen/undead. Now that he’s a primaris marine he gets to become more like a custodes than a marine, while maintain a suite of rules which make him useful (lots of command points and refunds) while being very hard to kill (T5 and minus 1 damage received).

He embodies what makes a space marine rules wise, with his weapons just being relic versions of normal marine stuff. He is a very potent combatant on the infantry scale, but won’t pull battles singlehanded in the way primarchs do.

210pts

- - Warhound Warlord Heriophant Phantom Baneblade Land Raider Rhino Imperial Knight Guilliman Custodian Guardsman Space Marine
Weapon Stats T8 W50 2+/5++ RInvuln, 2 VS T9 W120 2+/5++ RInvuln, 8 VS T8 W34 2+/5++ T9 W60 3+/4++ RInvuln T8 W26 3+ T8 W16 2+ T7 W10 3+ T8 W24 3+/5++ vs ranged T6 W9 2+/3++ T5 W3 2+/4++ T3 W1 5+ T4 W2 3+
Gauntlets of Ultramar (Shooting) 24” Rapid Fire2 S4 ap-1 D2 - - - - - - - - - - - -
- - - - - - - - - - - - - -
Gauntlets of Ultramar (Melee) Melee6 S8 ap-3 DD3 3.88 2.59 3.88 3.24 4.86 3.78 6.48 4.86 2.59 (1.94)3.88 4.86 (4.05)8.10



Forces of the Imperium[edit]

Astra Militarum[edit]

Strengths

  • A lot of guns of all powers.
  • Fairly cheap.
  • Reasonably flexible.
  • Can pump out a lot of bodies.

Weaknesses

  • Very squishy.
  • Good luck in melee.
  • Very expensive to create an army.

Macharius pg71[edit]

Why does it have chains on the front? To annoy anyone who tries to paint it.

310pts

- - Warhound Warlord Heriophant Phantom Baneblade Land Raider Rhino Imperial Knight Guilliman Custodian Guardsman Space Marine
Weapon Stats T8 W50 2+/5++ RInvuln, 2 VS T9 W120 2+/5++ RInvuln, 8 VS T8 W34 2+/5++ T9 W60 3+/4++ RInvuln T8 W26 3+ T8 W16 2+ T7 W10 3+ T8 W24 3+/5++ vs ranged T6 W9 2+/3++ T5 W3 2+/4++ T3 W1 5+ T4 W2 3+
Macharius Twin Battle Cannon 72" Heavy2D6 S8 ap-2 DD6 (0.87)3.06 (0.58)2.04 3.06 2.04 4.08 3.06 5.44 4.08 2.72 (1.16)4.08 2.91 (1.94)6.80
- - - - - - - - - - - - - -
Twin Heavy Stubber 36" Heavy6 S4 ap0 D1 (0.02)0.08 (0.02)0.08 0.08 0.16 0.16 0.08 0.33 0.16 0.16 (0.16)0.16 1.33 (0.5)0.5



Macharius Vanquisher pg71[edit]

A design unchanged since the 80’s.

310pts

- - Warhound Warlord Heriophant Phantom Baneblade Land Raider Rhino Imperial Knight Guilliman Custodian Guardsman Space Marine
Weapon Stats T8 W50 2+/5++ RInvuln, 2 VS T9 W120 2+/5++ RInvuln, 8 VS T8 W34 2+/5++ T9 W60 3+/4++ RInvuln T8 W26 3+ T8 W16 2+ T7 W10 3+ T8 W24 3+/5++ vs ranged T6 W9 2+/3++ T5 W3 2+/4++ T3 W1 5+ T4 W2 3+
Macharius Twin Vanquisher Cannon 72" Heavy2 S16 ap-4 D9 add 1 to hit monsters and vehicles (0.74)8.33 (0.59)6.66 6.66 4 10 8.33 10 6.66 3.33 (0.41)3.75 0.84 (0.83)7.5
- - - - - - - - - - - - - -
Twin Heavy Stubber 36" Heavy6 S4 ap0 D1 (0.02)0.08 (0.02)0.08 0.08 0.16 0.16 0.08 0.33 0.16 0.16 (0.16)0.16 1.33 (0.5)0.5



Macharius Vulcan pg72[edit]

340pts

- - Warhound Warlord Heriophant Phantom Baneblade Land Raider Rhino Imperial Knight Guilliman Custodian Guardsman Space Marine
Weapon Stats T8 W50 2+/5++ RInvuln, 2 VS T9 W120 2+/5++ RInvuln, 8 VS T8 W34 2+/5++ T9 W60 3+/4++ RInvuln T8 W26 3+ T8 W16 2+ T7 W10 3+ T8 W24 3+/5++ vs ranged T6 W9 2+/3++ T5 W3 2+/4++ T3 W1 5+ T4 W2 3+
Macharius VulcanMega-Bolter 60" Heavy16 S6 ap-2 D2 (0.66)2.66 (0.66)2.66 2.66 2.66 3.55 2.66 3.55 3.55 2.66 (2.66)5.33 6.66 (3.55)7.11
Twin Heavy Stubber 36" Heavy6 S4 ap0 D1 (0.02)0.08 (0.02)0.08 0.08 0.16 0.16 0.08 0.33 0.16 0.16 (0.16)0.16 1.33 (0.5)0.5



Praetor pg72[edit]

- - Warhound Warlord Heriophant Phantom Baneblade Land Raider Rhino Imperial Knight Guilliman Custodian Guardsman Space Marine
Weapon Stats T8 W50 2+/5++ RInvuln, 2 VS T9 W120 2+/5++ RInvuln, 8 VS T8 W34 2+/5++ T9 W60 3+/4++ RInvuln T8 W26 3+ T8 W16 2+ T7 W10 3+ T8 W24 3+/5++ vs ranged T6 W9 2+/3++ T5 W3 2+/4++ T3 W1 5+ T4 W2 3+
Praetor Launcher (Foehammer) 12-120" Heavy2D6 S9 ap-2 DD6 (1.16)4.08 (0.87)3.06 4.08 3.06 5.44 4.08 5.44 5.44 2.72 (1.16)4.08 2.91 (1.94)6.80
Praetor Launcher (Firestorm) 12-120" Heavy3D6 S6 ap-2 D2 (0.43)1.75 (0.43)1.75 1.75 1.75 2.33 1.75 2.33 2.33 1.75 (1.75)3.5 4.37 (2.33)4.66



Minotaur pg73[edit]

300pts

- - Warhound Warlord Heriophant Phantom Baneblade Land Raider Rhino Imperial Knight Guilliman Custodian Guardsman Space Marine
Weapon Stats T8 W50 2+/5++ RInvuln, 2 VS T9 W120 2+/5++ RInvuln, 8 VS T8 W34 2+/5++ T9 W60 3+/4++ RInvuln T8 W26 3+ T8 W16 2+ T7 W10 3+ T8 W24 3+/5++ vs ranged T6 W9 2+/3++ T5 W3 2+/4++ T3 W1 5+ T4 W2 3+
Minotaur Twin Earthshaker Cannon 240" Heavy2D3+3 S9 ap-3 DD3 (0.77)3.11 (0.58)2.33 3.11 1.75 3.88 3.11 3.88 3.11 1.55 (1.16)2.33 2.91 (2.43)4.86



Stormblade pg76[edit]

420pts

- - Warhound Warlord Heriophant Phantom Baneblade Land Raider Rhino Imperial Knight Guilliman Custodian Guardsman Space Marine
Weapon Stats T8 W50 2+/5++ RInvuln, 2 VS T9 W120 2+/5++ RInvuln, 8 VS T8 W34 2+/5++ T9 W60 3+/4++ RInvuln T8 W26 3+ T8 W16 2+ T7 W10 3+ T8 W24 3+/5++ vs ranged T6 W9 2+/3++ T5 W3 2+/4++ T3 W1 5+ T4 W2 3+
Stormblade Plasma Blastgun (Standard) 72" Heavy2D6 S9 ap-4 D3 (1.55)5.83 (1.16)4.37 4.66 2.62 7 5.83 7 4.66 2.33 (1.16)3.5 2.91 (2.91)8.75
Stormblade Plasma Blastgun (Supercharge) 72" Heavy2D6 S10 ap-4 D4 (1.55)7.77 (1.55)7.77 6.22 4.66 9.33 7.77 9.33 6.22 3.11 (2.91)11.66 2.91 (2.91)11.66
Stormblade Twin Heavy Bolter 36" Heavy6 S5 ap-1 D2 (0.16)0.66 (0.16)0.66 0.66 1 1 0.66 1 1 0.66 (0.5)1 1.66 (1)2



Adeptus Custodes[edit]

Custodes art is very easy. Just apply gold paint into the rough shape of a person.

The custodes are not naturally an apocalypse army. When your force has only 10000 warriors (not including those who are dead, combat ineffective or fast asleep in dreadnoughts) and all your dudes are only on one planet (aka earth) you're not set up fluff wise for a big punchup (exceptions being any war on terra). Crunch wise they suffer from having a very high points per wound cost, and a relatively low damage per points cost. This does not set themselves up very well in apocalypse, as although an individual custodian is very tough, your opponent will have a lot of firepower looking to make their points back, and a single, 50 point custodian is a very temping target for a imperial guard gunner who's vehicle probably only cost 100 points.

However, the sheer quality of the goodies the custodes have is where they shine, particularly in the bike, dreadnought and vehicle department, as (almost) all their stuff comes with an invulnerability save, some kind of damage ignoring or reducing ability and multiple damage per each attack. The custodes as a whole have been MASSIVELY helped by the fact that all guns are now lower strength than they were before, while the highest toughness is now toughness 9. This means that it became a lot harder for your enemy to wound them on a 2+, while you can wound everything (even with your bare knuckle punches) on at least a 5+.

There is another reaso to take custodes however, and that is because they have some of the finest looking models in the entire game, and when you turn up to battle looking more FABULOUS!!! than everyone else, you have already won.

Strengths

  • The bestest best toys.
  • High power and high damage.
  • Very tough.

Weaknesses

  • Inflexible play style.
  • Relatively slow if not planned around.
  • Very expensive points per model.

Captain-General Trajann Valoris[edit]

A designer somewhere doesn’t appreciate that Valoris is guillimans height.

Valoris is the king of the demi primarchs that are the custodes. He has more wounds, the holy that is a 3+ invulnerability save, more attacks, better guns and an axe which cuts Titans in half, allows rerolling hit and wounds of 1 for units in range and comes with a special character relic which is actually really good compared to what others get stuck with.

Unfortunately, he almost feels a bit... underpowered. He will annihilate any generic character, but space marines chapter masters have more attacks and wounds, and melee weapons with consistent damage instead of dice rolling. He is cheaper than the like of calgar, but at times for a being who’s the size of a primarch in the fluff, he doesn’t seem to feel like one.

For his fluff he should be sitting more towards the true primarch category, but for his price point he does a lot...just make sure you find a way of getting him into a fight.

  • Watchers Axe
  • Misericordia

190pts

- - Warhound Warlord Heriophant Phantom Baneblade Land Raider Rhino Imperial Knight Guilliman Custodian Guardsman Space Marine
Weapon Stats T8 W50 2+/5++ RInvuln, 2 VS T9 W120 2+/5++ RInvuln, 8 VS T8 W34 2+/5++ T9 W60 3+/4++ RInvuln T8 W26 3+ T8 W16 2+ T7 W10 3+ T8 W24 3+/5++ vs ranged T6 W9 2+/3++ T5 W3 2+/4++ T3 W1 5+ T4 W2 3+
Watchers Axe (Ranged) 24” Rapid Fire1 S5 ap-1 D2 (0.07)0.28 (0.07)0.28 0.28 0.43 0.43 0.28 0.43 0.43 0.28 (0.18)0.37 0.63 (0.37)0.75
- - - - - - - - - - - - - -
Watchers Axe (Melee) Melee5 S10 ap-3 DD3 5.04 5.04 5.04 6.30 6.30 5.04 6.30 6.30 2.52 (2.36)4.72 4.72 (3.93)7.87



Custodian Guard and Custodian Wardens (GW and FW versions) pg83[edit]

So shiny. So gold.

Why are these guys here? No other infantry is in this tactics page, what makes these infantry so special? Well firstly, the custodes have more forge world choices than they do GW choices, so a page which is covering 99% forge world units kind of has to include these guys. Secondly, custodian guard are the toughest base line infantry of any faction in the game. There is no other troop choice which can beat T5 2+/4++ W3 as standard, they are more like characters than a unit (which is how they are in the fluff. As such, any fight the custodes go to they have to include these guys to hold objectives, and even though they are troops they are still the coolest troop choice in the entire game, although they will cost you a couple of arms in points to run. To be fair though, what they do they do very well, as other factors would have to pay almost as much to achieve the 2+/4++ stat line, and only have toughness 4, be a lot slower and hit nowhere near as often.

Loadout wise you have a wide range of options. If you want strength 8 on your melee attacks then you have to take the guardian axe, but you're stuck with the relic bolter. If you're willing to take "just" strength 6 on your melee attacks then you have a wider array of dakka, depending on how much you're willing to spend, from the aforementioned relic bolter, to the reliable, high ap and damage of the Adrasite Spear, or make the most of your excellent ballistic skill and just go for a spear with a melta attached to it. If you're parranoid about your custodes being shot to pieces (and rightfully so) you can go for the sword and board varient, for a 2+/3++ plus an extra point of armour which allows you to ignore ap-1 shots, so heavy bolters, autocannons etc will do nothing to you.

If you want even further resilience, attacks and access to the axes at the cost of going to elites and no storm shields then you go for the wardens. They are unusual in that they have a feel no pain save, which in apocalypse is a mixed bag in that yes, they will help prevent damage, but it’s of no statistical use when your opponent is throwing damage 10 shots at you.

  • 1 Guardian Spear, or 1 Guardian Axe, or 1 Sentinel Blade and Storm Shield, or 1 Adrasite Spear or 1 Phyrite Spear
  • +1 Misericordia (unless has storm shield)

49pts


- - Warhound Warlord Heriophant Phantom Baneblade Land Raider Rhino Imperial Knight Guilliman Custodian Guardsman Space Marine
Weapon Stats T8 W50 2+/5++ RInvuln, 2 VS T9 W120 2+/5++ RInvuln, 8 VS T8 W34 2+/5++ T9 W60 3+/4++ RInvuln T8 W26 3+ T8 W16 2+ T7 W10 3+ T8 W24 3+/5++ vs ranged T6 W9 2+/3++ T5 W3 2+/4++ T3 W1 5+ T4 W2 3+
Guardian Spear/Axe (Shooting) 24" Rapid Fire 1 S4 ap-1 D2 (0.02)0.09 (0.02)0.09 0.09 0.13 0.13 0.09 0.27 0.13 0.18 0.18 0.46 (0.20)0.41
Sentinel Blade (Shooting) 12" Pistol2 S4 ap0 D1 (0.01)0.01 (0.01)0.01 0.01 0.09 0.09 0.01 0.18 0.09 0.09 (0.09)0.09 0.74 (0.27)0.27
Adrasite Spear (Shooting) 18" Assault1 S5 ap-3 D3 (0.18)0.55 (0.18)0.55 0.55 0.41 0.69 0.55 0.69 0.55 0.27 (0.20)0.62 0.55 (0.46)1.62
Pyirthite Spear (Shooting) 12" Assault1 S8 ap-4 DD6 (0.27)1.21 (0.18)0.81 0.97 0.48 1.45 1.21 1.94 0.97 0.64 (0.27)0.97 0.69 (0.69)2.43
- - - - - - - - - - - - - -
Guardian Axe (Melee) Melee3 S8 ap-2 DD3 1.25 0.83 1.25 1.11 1.66 1.25 2.22 1.66 1.11 (0.83)1.66 2.08 (1.38)2.77
Guardian/Adrasite/Pyirthite Spear (Melee) Melee3 S6 ap-3 DD3 1.11 1.11 1.11 1.38 1.38 1.11 1.38 1.38 0.83 (0.83)1.66 2.08 (1.38)2.77
Sentinel Blade (Melee) Melee3 S5 ap-3 DD3 1.11 1.11 1.11 1.38 1.38 1.11 1.38 1.38 0.55 (0.62)1.25 2.08 (1.38)2.77



Sagittarium Custodians pg83[edit]

Carrying those combi assault heavy bolters like they were normal bolters. Puts their strength into perspective.

The custodes assault bolter squad are in a weird position. They cost 1 point more than a normal custodes (paying 1 point for their gun), or the same if you give them misericodias to make them surprisingly dangerous in melee. They have a assault heavy bolter with a combi disintegrator attached (remember, you can fire both at once). They are also custodes so they’re really hard to kill, and being troops they can hold back line objectives.

However, their ranged attacks are a bit meh. They’re only heavy bolter ranged (36”) which is a lot in normal games, but can’t do much in apocalypse, and even with the combi feature they’re still only assault heavy bolters, and as such they struggle to wound stuff. They don’t shoot fast enough to kill hordes, don’t have enough ap to deal with marines (minus the beam option) or the strength to hurt any vehicles. And there lies the problem, you’re paying a lot of money for something which performs far better in melee than it does at range. However, give them a lot of infantry which is charging an objective they will hold that objective, and they do have very nice models.

  • 1 Adrastus Bolt Caliver
  • +1 Misericordia

50pts

+3pts Misericordia

- - Warhound Warlord Heriophant Phantom Baneblade Land Raider Rhino Imperial Knight Guilliman Custodian Guardsman Space Marine
Weapon Stats T8 W50 2+/5++ RInvuln, 2 VS T9 W120 2+/5++ RInvuln, 8 VS T8 W34 2+/5++ T9 W60 3+/4++ RInvuln T8 W26 3+ T8 W16 2+ T7 W10 3+ T8 W24 3+/5++ vs ranged T6 W9 2+/3++ T5 W3 2+/4++ T3 W1 5+ T4 W2 3+
Adrastus Bolt Caliver (Bolt Volley) 36" Assault3 S5 ap-1 D2 (0.13)0.55 (0.13)0.55 0.55 0.83 0.83 0.55 0.83 0.83 0.55 (0.41)0.83 1.38 (0.83)1.66
Adrastus Bolt Caliver (Disintegration Beam) 15" Assault1 S5 ap-3 D3 (0.18)0.55 (0.18)0.55 0.55 0.41 0.69 0.55 0.69 0.55 0.27 (0.20)0.62 0.55 (0.46)1.62
- - - - - - - - - - - - - -
Misericordia Melee4 S5 ap-1 D1 make 1 extra attack with this weapon. 0.37 0.37 0.37 0.55 0.55 0.37 0.55 0.55 0.37 (0.55)0.56 1.85 (1.11)1.11



Aquilon Custodians pg84[edit]

HUMMONGOUS TERMINATOR DADDIES!!!

Terminators? Why would you bring terminators to fight in apocalypse? Don't they cost even more than normal custodians and only have 1 extra wound? Even with the ability to teleport they won't be able to do anything.

Well I will have you know, these guys will punch titans. And they will win. You'll have to get there first, but once you are there a unit of these guys can make back far more than there points in a single round of fisting. These are the best terminators in the galaxy. They can run, have the famous 2+/4++ save, have toughness 5 and have the best kit available. Half damage, rapid fire 2 heavy bolters. S6 heavy flamers with 15" range. Disintegrator pistols with ap and damage 3 for punching through and destroying all sizes of unit. The Aquilons are the best humanoid unit in the galaxy without going to characters. Bar none. They will win any fight with infantry you put them in, and will fight most vehicles and also win. That is why they are here. In a galaxy of the greatest horrors known, they are the greatest horrors mankind has.

  • 1 Lastrum Storm Bolter or 1 Infernus Firespike or 1 Twin Adrathic Destructor
  • 1 Solerite Power Gauntlet or 1 Solerite Power Talon
  • + 1 Misericordia

75 pts

+3 pts Misericordia

- - Warhound Warlord Heriophant Phantom Baneblade Land Raider Rhino Imperial Knight Guilliman Custodian Guardsman Space Marine
Weapon Stats T8 W50 2+/5++ RInvuln, 2 VS T9 W120 2+/5++ RInvuln, 8 VS T8 W34 2+/5++ T9 W60 3+/4++ RInvuln T8 W26 3+ T8 W16 2+ T7 W10 3+ T8 W24 3+/5++ vs ranged T6 W9 2+/3++ T5 W3 2+/4++ T3 W1 5+ T4 W2 3+
Infernus Firespike 15" HeavyD6 S6 ap-1 D1 auto hit (0.12)0.38 (0.12)0.38 0.38 0.58 0.58 0.38 0.58 0.58 0.58 (0.77)0.77 2.43 (1.16)1.16
Lastrum Storm Bolter 24" Rapid Fire2 S5 ap-1 D1 (0.06)0.18 (0.06)0.18 0.18 0.27 0.27 0.18 0.27 0.27 0.18 (0.27)0.27 0.92 (0.55)0.55
Twin Adratic Destructor 18" Assault2 S5 ap-3 D3 (0.37)1.11 (0.37)1.11 1.11 0.83 1.38 1.11 1.38 1.11 0.55 (0.41)1.25 1.11 (0.92)2.77
- - - - - - - - - - - - - -
Solerite Power Gauntlet Melee4 S10 ap-4 D2 3.70 3.70 2.96 4.44 4.44 3.70 4.44 4.44 1.48 (1.38)2.77 2.77 (2.77)5.55
Solerite Power Talon Melee5 S6 ap-2 D1 make 1 extra attack with this weapon, rewound failed wounds 1.15 1.15 1.15 1.54 1.54 1.15 1.54 1.54 1.04 (1.85)1.85 4.05 (2.46)2.46



Contemptor-Galatus Dreadnought pg84[edit]

He used a sword and board in life, so god emperor damn it he'll use one in death!

The sword and board dreadnought. Incredibly tough with the custodes dreadnought -1 damage ability, a 4+ invulnerability save and -1 to hit it, while very choppy, running around with what amounts to an uber powersword. Performs well against all targets, by the simple virtue that it is so incredibly hard to kill, so your opponent will have died of boredom by the time they inflict a single wound on you.

170 pts

- - Warhound Warlord Heriophant Phantom Baneblade Land Raider Rhino Imperial Knight Guilliman Custodian Guardsman Space Marine
Weapon Stats T8 W50 2+/5++ RInvuln, 2 VS T9 W120 2+/5++ RInvuln, 8 VS T8 W34 2+/5++ T9 W60 3+/4++ RInvuln T8 W26 3+ T8 W16 2+ T7 W10 3+ T8 W24 3+/5++ vs ranged T6 W9 2+/3++ T5 W3 2+/4++ T3 W1 5+ T4 W2 3+
Galatus Warblade (Shooting) 12" Heavy2D6 S6 ap-1 D1 auto hit (0.25)0.77 (0.25)0.77 0.77 1.16 1.16 0.77 1.16 1.16 1.16 (1.55)1.55 4.86 (2.33)2.33
- - - - - - - - - - - - - -
Galatus Warblade (Melee) Melee5+D3 S7 ap-3 D3 3.88 3.88 3.88 4.86 4.86 3.88 7.29 4.86 3.88 (1.94)5.83 4.86 (3.24)9.72



Contemptor-Achillus Dreadnought pg85[edit]

For when you want to duel a greater demon and come out on top.

Swap the sword and board (so loosing the minus 1 to hit, extra attacks and loose a point of invulnerability) for more overall hitting power. The spear variant of the custodes dreadnought is much more of a glass cannon, as you want it charging over, and over again, not because it hits harder (which it does, double the damage against some targets) but because it deals mortal wounds on the charge, a rarity and essential against all those high saves.

Despite its “reduced” survivability it will still trade upwards against its favourite targets, that being light vehicles (T7 and below), but even against other dreadnoughts and demon princes it will happily win its engagements.

160 pts

+10 pts Infernus Incinerator

+10 pts Twin Adrathic Destructor

- - Warhound Warlord Heriophant Phantom Baneblade Land Raider Rhino Imperial Knight Guilliman Custodian Guardsman Space Marine
Weapon Stats T8 W50 2+/5++ RInvuln, 2 VS T9 W120 2+/5++ RInvuln, 8 VS T8 W34 2+/5++ T9 W60 3+/4++ RInvuln T8 W26 3+ T8 W16 2+ T7 W10 3+ T8 W24 3+/5++ vs ranged T6 W9 2+/3++ T5 W3 2+/4++ T3 W1 5+ T4 W2 3+
Achilus Dreadspear (Shooting) 24" Heavy2 S8 ap-2 D3 (0.41)1.25 (0.27)0.83 1.25 0.83 1.66 1.25 2.22 1.25 1.11 (0.55)1.66 1.38 (1.15)3.47
- - - - - - - - - - - - - -
Infernus Incinerator 12" HeavyD6 S6 ap-1 D1 auto hit (0.12)0.38 (0.12)0.38 0.38 0.58 0.58 0.38 0.58 0.58 0.58 (0.77)0.77 2.43 (1.16)1.16
Lastrum Storm Bolter 24" Rapid Fire2 S5 ap-1 D1 (0.06)0.18 (0.06)0.18 0.18 0.27 0.27 0.18 0.27 0.27 0.18 (0.27)0.27 0.92 (0.55)0.55
Twin Adratic Destructor 18" Assault2 S5 ap-3 D3 (0.37)1.11 (0.37)1.11 1.11 0.83 1.38 1.11 1.38 1.11 0.55 (0.41)1.25 1.11 (0.92)2.77
- - - - - - - - - - - - - -
Achilus Dreadspear (Melee) Melee5 S14 ap-3 D3+3 9.25 9.25 9.25 11.57 11.57 9.25 14.46 11.57 5.78 (1.73)8.68 3.47 (2.89)14.46



Agamastus Custodians and Dawneagle Jetbike pg85[edit]

Sleek. Beautiful. And almost criminally expensive.

Costing more than the custodes terminators, while not having access to strength 10, what do you get for your investment? Speed. Ungodly amounts of speed and toughness 6. The custodes bikers or more akin to primarchs with their stat line than normal custodes and they also have some weapons which wouldn't look out of place in the hands of a primarch. But what you really want them for is their interceptor lances, where the terminators wound through sheer brutality, the bikers do it by rerolling wounds on the charge. This is not as effective as just being really strong above toughness 6, but toughness 6 and below is at the mercy of this unit, and with 14" of movement they can also threaten any flying units stupid enough to get near them. Toughness 6 also means that they are protected from the strength 10 weapons that threaten normal custodes and strength 3 weapons which might otherwise wound them through rate of fire.

  • 1 Lastrum Bolt Cannon or 1 Adrathic Devastator or 1 Twin Las-Pulsar or 1 Hurricane Bolter or 1 Salvo Launcher
  • 1 Interceptor Lance
  • +1 Misericordia
- - Warhound Warlord Heriophant Phantom Baneblade Land Raider Rhino Imperial Knight Guilliman Custodian Guardsman Space Marine
Weapon Stats T8 W50 2+/5++ RInvuln, 2 VS T9 W120 2+/5++ RInvuln, 8 VS T8 W34 2+/5++ T9 W60 3+/4++ RInvuln T8 W26 3+ T8 W16 2+ T7 W10 3+ T8 W24 3+/5++ vs ranged T6 W9 2+/3++ T5 W3 2+/4++ T3 W1 5+ T4 W2 3+
Hurricane Bolter 24" Rapid Fire6 S4 ap0 D1 (0.04)0.13 (0.04)0.13 0.13 0.27 0.27 0.13 0.55 0.27 0.27 (0.27)0.27 2.22 (0.83)0.83
Salvo Launcher (Melta Missile) 24" Heavy1 S8 ap-4 DD6 reroll wounds against vehicles (0.46)1.45 (0.30)1.08 0.97 0.81 2.18 1.45 2.59 1.45 0.64 (0.27)0.97 0.69 (0.69)2.43
Salvo Launcher (Flakkburst Missile) 24" HeavyD3 S7 ap-1 DD3 +1 to hit fliers, -1 to hit everything else (0.07)0.29 (0.07)0.29 0.29 0.44 0.44 0.29 0.66 0.44 0.59 (0.29)0.59 0.92 -
Adrathic Devastator 18" Heavy2 S6 ap-3 D3 (0.37)1.11 (0.37)1.11 1.11 0.83 1.38 1.11 1.38 1.11 0.83 (0.55)1.66 1.38 (0.92)2.77
Lastrum Bolt Cannon 36" Heavy3 S6 ap-2 D1 (0.13)0.41 (0.13)0.41 0.41 0.41 0.55 0.41 0.55 0.55 0.41 (0.83)0.83 2.08 (1.11)1.11
Twin Las-Pulsar 24" Heavy4 S8 ap-2 DD3 (0.41)1.66 (0.27)1.11 1.66 1.11 2.22 1.66 2.96 2.22 1.48 (1.11)2.22 2.77 (1.85)3.70
- - - - - - - - - - - - - -
Interceptor Lance (Normal) Melee4 S6 ap-3 DD3 1.48 1.48 1.48 1.85 1.85 1.48 1.85 1.85 1.11 (1.11)2.22 2.77 (1.85)3.70
Interceptor Lance (Charged) Melee4 S6 ap-3 DD3 reroll failed wounds 2.46 2.46 2.46 3.08 3.08 2.46 3.08 3.08 1.66 (1.48)2.96 3.24 (2.46)4.93



Venatari Custodians pg86[edit]

More golden and deadly than a normal custodian, but not as golden and deadly as their dickbikes.

You can look at these guys two ways. Either as faster normal custodians, or less powerful and tough jet bikes (if you can call toughness 5 and a 3+/4++ less tough). They also come as two, very different variants, either with a spear (which gives more attacks, reliable damage and a long range assault gun which annihilates guardsmen) or a pistol and shield variant (for a 2+ save, more shots, but less melee).

Out of the entire custodes roster, there is no other unit which performs two entirely different roles, as either ranged harassment for picking off anything stupid enough not to be in cover, or as a straight forward, melee beat stick for smashing into a target. Keep in mind though that this units low price compared to the heavier hitting terminators or jet bikes comes at a cost.

Note, as the two melee weapons and ranged weapons are just worst version of each other there is no highlighting which weapon is better against which target. The kinetic destroyer is a better ranged weapon than the venatari lance, and the venatari Lance is a better melee weapon than the tarsus buckler.

  • 1 Kinetic Destroyer and 1 Tarsus Buckler, or 1 Venatari Lance
  • +1 Misericordia

55pts

- - Warhound Warlord Heriophant Phantom Baneblade Land Raider Rhino Imperial Knight Guilliman Custodian Guardsman Space Marine
Weapon Stats T8 W50 2+/5++ RInvuln, 2 VS T9 W120 2+/5++ RInvuln, 8 VS T8 W34 2+/5++ T9 W60 3+/4++ RInvuln T8 W26 3+ T8 W16 2+ T7 W10 3+ T8 W24 3+/5++ vs ranged T6 W9 2+/3++ T5 W3 2+/4++ T3 W1 5+ T4 W2 3+
Kinetic Destroyer 18" Pistol2 S6 ap-2 D2 hit rolls 6+ are 2 hits (0.33)0.66 (0.33)0.66 0.66 0.66 0.88 0.66 0.88 0.88 0.66 (0.66)1.33 1.66 (0.88)1.77
Venatari Lance (Shooting) 12" Assault2 S6 ap-2 D2 (0.27)0.55 (0.27)0.55 - - - - - - - - - -
- - - - - - - - - - - - - -
Tarsus Buckler Melee3 S6 ap-2 D1 0.41 0.41 - - - - - - - - - -
Venatari Lance (Shooting) Melee4 S6 ap-3 D2 make 1 extra attack with this weapon 1.48 1.48 1.48 1.85 1.85 1.48 1.85 1.85 1.11 (1.11)2.22 2.77 (1.85)3.70



Telemon Heavy Dreadnought pg87[edit]

For when the previous two dreadnoughts aren't big enough.

The nearest thing the custodes will get to a titan or uber knight until forge world stops mucking about and release 40k rules for the psi titan. Walking around a stupid number of high quality guns, and/or melee weapons which will leave very large holes in anything they touch, the telemon is a welcome addition to the custodes line-up, especially when you consider it has all the buffs or all the other dreadnoughts (the emperors boys do get the best kit). If it can be said that it has a downside, it has relatively few wounds (14), which means that your very expensive dreadnought can be picked off by all comers.

  • 1 Iliastus Accelerator Culverin or 1 Archnus Storm Cannon or 1 Telemon Caestus and 1 Twin Plasma Projector
  • 1 Iliastus Accelerator Culverin or 1 Archnus Storm Cannon or 1 Telemon Caestus and 1 Twin Plasma Projector
  • 1 Spiculus Bolt Launcher

260 pts

+15 pts Archnus Storm Cannon

- - Warhound Warlord Heriophant Phantom Baneblade Land Raider Rhino Imperial Knight Guilliman Custodian Guardsman Space Marine
Weapon Stats T8 W50 2+/5++ RInvuln, 2 VS T9 W120 2+/5++ RInvuln, 8 VS T8 W34 2+/5++ T9 W60 3+/4++ RInvuln T8 W26 3+ T8 W16 2+ T7 W10 3+ T8 W24 3+/5++ vs ranged T6 W9 2+/3++ T5 W3 2+/4++ T3 W1 5+ T4 W2 3+
Archnus Storm Cannon (Beam) 36" Heavy2 S8 ap-4 D3 reroll wounds against vehicles (0.83)3.12 (0.61)2.31 2.55 1.38 3.75 3.12 4.44 2.55 1.11 (0.55)2.22 1.38 (1.38)4.16
Archnus Storm Cannon (Burst) 24" Heavy6 S7 ap-2 D1 (0.27)0.83 (0.27)0.83 0.83 0.83 1.11 0.83 1.66 1.11 1.11 (1.66)1.66 4.16 (2.22)2.22
Illiastus Accelerator Culverin 48" Heavy4 S7 ap-3 D2 (0.37)1.48 (0.37)1.48 1.48 1.11 1.85 1.48 2.77 1.48 1.48 (1.11)2.22 2.77 (1.85)3.70
Twin Plasma Projector 12" Heavy2D3 S6 ap-2 D1 auto hit (0.22)0.66 (0.22)0.66 0.66 0.66 0.88 0.66 0.88 0.88 0.66 (1.33)1.33 3.33 (1.77)1.77
- - - - - - - - - - - - - -
Spiculus Bolt Launcher 24" Heavy5 S5 ap-1 D1 Heavy10 if didn't move (0.15)0.46 (0.15)0.46 0.46 0.69 0.69 0.46 0.69 0.46 0.69 (0.69)0.69 2.31 1.38
- - - - - - - - - - - - - -
Telemon Caestus Melee5 S16 ap-3 D4 make 1 extra attack each fight 9.25 7.40 9.25 9.25 11.57 9.25 11.57 11.57 4.62 (1.73)6.94 3.42 (2.89)11.57



Orion Assault Dropship pg89[edit]

The space marines wish their dropship options were as cool.
  • 2 Arachnus Heavy Blaze Cannons
  • 2 Twin Lanstrum Bolt Cannons
  • 2 Spiculus Heavy Bolt Launchers

500 pts

- - Warhound Warlord Heriophant Phantom Baneblade Land Raider Rhino Imperial Knight Guilliman Custodian Guardsman Space Marine
Weapon Stats T8 W50 2+/5++ RInvuln, 2 VS T9 W120 2+/5++ RInvuln, 8 VS T8 W34 2+/5++ T9 W60 3+/4++ RInvuln T8 W26 3+ T8 W16 2+ T7 W10 3+ T8 W24 3+/5++ vs ranged T6 W9 2+/3++ T5 W3 2+/4++ T3 W1 5+ T4 W2 3+
Archnus Heavy Blaze Cannon (Beam) 48" Heavy1 S9 ap-4 DD3+3 reroll wounds against vehicles (0.49)3.39 (0.41)2.86 2.03 1.71 4.07 3.39 4.07 2.71 1.01 (0.27)1.57 0.69 (0.69)3.81
Archnus Heavy Blaze Cannon (Burst) 36" Heavy4 S7 ap-2 D1 (0.18)0.55 (0.18)0.55 0.55 0.55 0.74 0.55 1.11 0.74 0.74 (1.11)1.11 2.77 (1.48)1.48
Lastrum Bolt Cannon 36" Heavy3 S6 ap-2 D1 (0.13)0.41 (0.13)0.41 0.41 0.41 0.55 0.41 0.55 0.55 0.41 -(0.83)0.83 2.08 (1.11)1.11
Spiculus Heavy Bolt Cannon 48” Heavy3 7 ap-1 D2 - - - - - - - - - - - -



Ares Gunship pg90[edit]

Costs about a billion times more than an imperial guard bomber.
  • 2 Arachnus Heavy Blaze Cannons
  • 1 Arachnus Magna-Blaze Cannon
  • 1 Infernus Firebombs

450 pts

- - Warhound Warlord Heriophant Phantom Baneblade Land Raider Rhino Imperial Knight Guilliman Custodian Guardsman Space Marine
Weapon Stats T8 W50 2+/5++ RInvuln, 2 VS T9 W120 2+/5++ RInvuln, 8 VS T8 W34 2+/5++ T9 W60 3+/4++ RInvuln T8 W26 3+ T8 W16 2+ T7 W10 3+ T8 W24 3+/5++ vs ranged T6 W9 2+/3++ T5 W3 2+/4++ T3 W1 5+ T4 W2 3+
Archnus Heavy Blaze Cannon (Beam) 48" Heavy1 S9 ap-4 DD3+3 reroll wounds against vehicles (0.49)3.39 (0.41)2.86 2.03 1.71 4.07 3.39 4.07 2.71 1.01 (0.27)1.57 0.69 (0.69)3.81
Archnus Heavy Blaze Cannon (Burst) 36" Heavy4 S7 ap-2 D1 (0.18)0.55 (0.18)0.55 0.55 0.55 0.74 0.55 1.11 0.74 0.74 (1.11)1.11 2.77 (1.48)1.48
Archnus Magna-Blaze Cannon (Beam) 72" HeavyD3 S14 ap-4 DD3+6 (0.74)7.40 (0.74)7.40 5.92 4.44 8.88 7.40 11.11 5.92 3.70 (0.69)5.55 1.38 (1.38)11.11
Archnus Magna-Blaze Cannon (Burst) 48" Heavy3 S9 ap-3 D3 (1.11)3.33 (0.83)2.55 3.33 1.87 4.16 3.33 4.16 3.33 1.66 (0.83)2.5 2.08 (1.73)5.20



Imperial Knights[edit]

Imperial knights are some of the most dangerous combatants you will ever face in Apocalypse. They are powerful enough to take on most foes, are cheap enough that those they cannot take on 1 to 1 they can gang up on, and come in such a huge variety that you can find one for most eventualities. In the fluff knights even work together to bring down Titans! Recent editions have been very kind to the knights as well, giving them even more toys (both in models and crunch).

Knights also have the advantage from an enjoyment perspective, in that they are large enough to mean that you don't spend hours setting them up and moving them (looking at you guard and nid players) but still come in enough numbers to make you feel like you're managing an army. Titans on the other hand can get a bit tedious. Begin turn, shoot enemy, stomp enemy, look at watch and see only 10 minutes has elapsed.

Strengths

  • Very tough.
  • Very powerful.
  • Very flexible.

Weaknesses

  • High points per wound cost.
  • Easily defeated by specialised units.
  • Strategically inflexible.

Acastus Knight Asterius pg98[edit]

For all your sources of radioactive death.

The most powerful knight in existence, capable of fighting a warhound Titan and winning with a bit of support, and of course being capable of annihilating anything smaller. There is of course, a slight problem with this...and that is because it can only do this at max range.

It’s two main guns are the Twin Conversion Beam Cannons, which get weaker as the target gets closer. So whereas the 2000 point Titan can kill you at all ranges, the asterius’ main guns go down to a pitiful 2 damage a shot at its closest range bracket. So despite its incredible power, it desperately requires a screen of units to keep its enemies more that 48” away.

  • 2 Asterius Volkite Culverins
  • 1 Karacnos Mortar Array
  • 2 Twin Conversion Beam Cannons
  • 1 Titanic Feet

750 pts

- - Warhound Warlord Heriophant Phantom Baneblade Land Raider Rhino Imperial Knight Guilliman Custodian Guardsman Space Marine
Weapon Stats T8 W50 2+/5++ RInvuln, 2 VS T9 W120 2+/5++ RInvuln, 8 VS T8 W34 2+/5++ T9 W60 3+/4++ RInvuln T8 W26 3+ T8 W16 2+ T7 W10 3+ T8 W24 3+/5++ vs ranged T6 W9 2+/3++ T5 W3 2+/4++ T3 W1 5+ T4 W2 3+
Asterius Volkite Culverin 45" Heavy4 S6 ap0 D2 wound roll 6+ 1mw (0.44mw) - - - - - - - - - - - -
Karacnos Mortar Battery 60" Heavy3D3 S5 ap-1 D1 wounds on a 2+, except against vehicles and titanics - - - - - - - - - - - -
Twin Conversion Beam Cannon (Short Range) 0-24" Heavy2D3 S12 ap-1 D2 - - - - - - - - - - - -
Twin Conversion Beam Cannon (Medium Range) 24-48" Heavy2D3 S14 ap-2 D4 - - - - - - - - - - - -
Twin Conversion Beam Cannon (Long Range) 48"-72" Heavy2D3 S16 ap-3 D6 (1.48)8.88 (1.18)7.11 8.88 5.33 11.11 8.88 11.11 8.88 4.44 (1.11)6.66 2.22 (1.85)11.11



Cerastus Knight Lancer pg99[edit]

Some nobles at heart would quite happily remove all the pretence and ditch the robot for a horse.

The true melee knight, because it possesses the one thing a true melee bruiser needs in apocalypse. A melee invulnerability save. The shield and lance combo is what makes this knight truly unique, debuffing enemy titanic attacks and providing excellent protection, while the knight itself charges in to deal maximum damage. Of course though, this things ranged weapon is almost useless, but you don't get this unit for its ranged attacks.

  • 1 Cerastus Shock Lance
  • 1 Titanic Feet

440 pts

- - Warhound Warlord Heriophant Phantom Baneblade Land Raider Rhino Imperial Knight Guilliman Custodian Guardsman Space Marine
Weapon Stats T8 W50 2+/5++ RInvuln, 2 VS T9 W120 2+/5++ RInvuln, 8 VS T8 W34 2+/5++ T9 W60 3+/4++ RInvuln T8 W26 3+ T8 W16 2+ T7 W10 3+ T8 W24 3+/5++ vs ranged T6 W9 2+/3++ T5 W3 2+/4++ T3 W1 5+ T4 W2 3+
Cerastus Shock Lance (Shooting) 18" Heavy6 S6 ap-1 DD3 (0.22)0.88 (0.22)0.88 0.88 1.33 1.33 0.88 1.33 1.33 1.33 (0.88)1.77 2.77 (1.33)2.66
- - - - - - - - - - - - - -
Cerastus Shock Lance (Standard) Melee5 S14 ap-4 D6 11.11 11.11 8.88 13.33 13.33 11.11 16.66 13.33 5.55 (1.38)8.33 2.77 (2.77)16.66
Cerastus Shock Lance (Charged) Melee5 S16 ap-4 D8 18.51 14.81 14.81 17.77 22.22 18.51 22.22 22.22 7.40 (1.38)11.11 2.77 (2.77)22.22



Cerastus Knight Castigator pg100[edit]

Aka, a Vulcan Mega Bolter with legs and a sword.

The closest a knight can reasonably get to being infantry blenders without using faction abilities and other buffs. Generally, knights suffer from a low rate of fire, in both melee and at range. This isn’t too much of an issue against other knights, as your low rate of fire is averaged out by the sheer amount of damage your hits do.

The castigator however, breaks this mould, by having what amounts to a 16 shot mega bolter, and a half strength reaper chain sword which deals double hits. The sheer rate of fire this unit has at its disposal demolishes all kinds of infantry, and can even “almost” knock out a Titan void shield.

  • 1 Castigator Bolt Cannon
  • 1 Tempest Warblade
  • 1 Titanic Feet

460 pts

- - Warhound Warlord Heriophant Phantom Baneblade Land Raider Rhino Imperial Knight Guilliman Custodian Guardsman Space Marine
Weapon Stats T8 W50 2+/5++ RInvuln, 2 VS T9 W120 2+/5++ RInvuln, 8 VS T8 W34 2+/5++ T9 W60 3+/4++ RInvuln T8 W26 3+ T8 W16 2+ T7 W10 3+ T8 W24 3+/5++ vs ranged T6 W9 2+/3++ T5 W3 2+/4++ T3 W1 5+ T4 W2 3+
Castigator Bolt Cannon 36" Heavy16 S6 ap-2 D2 (0.88)3.55 (0.88)3.55 3.55 3.55 4.74 3.55 4.74 4.74 3.55 (3.55)7.11 8.88 (4.74)9.48
- - - - - - - - - - - - - -
Tempest Warblade Melee8 S14 ap-3 D3 7.11 7.11 7.11 8.88 8.88 7.11 11.11 8.88 4.44 (2.22)6.66 4.44 (3.70)11.11



Cerastus Knight Acheron pg101[edit]

There a few things more metal than a massive flamethrower and a chainfist.

The cerastes flamer is in a weird position this edition. Firstly, a lot of the sources of minus 1 to hit have been toned down, and 1 is the max a roll can be modified, so it’s previous roll of hunting down fliers and eldar is gone. It’s rate of fire and range are a bit low as well, despite the buff to flamer range. So what does your points buy you? Reliability and flexibility.

The cerastus has a suite as weapons which will do well in most situations, and it does so without a lot of the penalties other units would suffer. Following the theme it’s chainfist is a damage 6 fist with no minus 1 to hit, while it’s flamer has the damage and ap to be anti large, while having the rate of fire to be effective anti infantry. Combine this with the fact that it can shoot in melee and you have a unit which will performing well against enough targets that it will be very difficult to slow down.

  • 1 Acheron Flame Cannon
  • 1 Acheron Twin Heavy Bolter
  • 1 Reaper Chainfist
  • 1 Titanic Feet

480 pts

- - Warhound Warlord Heriophant Phantom Baneblade Land Raider Rhino Imperial Knight Guilliman Custodian Guardsman Space Marine
Weapon Stats T8 W50 2+/5++ RInvuln, 2 VS T9 W120 2+/5++ RInvuln, 8 VS T8 W34 2+/5++ T9 W60 3+/4++ RInvuln T8 W26 3+ T8 W16 2+ T7 W10 3+ T8 W24 3+/5++ vs ranged T6 W9 2+/3++ T5 W3 2+/4++ T3 W1 5+ T4 W2 3+
Archeron Flame Cannon 18" Heavy2D6 S7 ap-2 D3 auto hit (1.16)3.5 (1.16)3.5 3.5 3.5 4.66 3.5 7 4.66 4.66 (2.33)7 5.83 (3.11)9.33
- - - - - - - - - - - - - -
Archeron Twin Heavy Bolter Heavy6 S5 ap-1 D2 (0.22)0.44 (0.22)0.88 0.88 1.33 1.33 0.88 1.33 1.33 0.88 (0.66)1.33 2.22 (1.33)2.66
- - - - - - - - - - - - - -
Reaper Chainfist (Sweep) Melee12 S8 ap-2 DD3 4 2.66 4 3.55 5.33 4 7.11 5.33 3.55 (2.66)5.33 6.66 (4.44)8.88
Reaper Chainfist (Saw) Melee4 S16 ap-4 D6 11.11 8.88 8.88 10.66 13.33 11.11 13.33 13.33 4.44 (1.11)6.66 2.22 (2.22)13.33



Questoris Knight Magaera pg102[edit]

A knight that has a radioactive flamethrower. No, we're no entirely sure how it works either.
  • 1 Lightning Cannon
  • 1 Phased Plasma-Fusil
  • 1 Reaper Chainsword or 1 Hekaton Siege Claw and 1 Twin Rad Cleanser
  • 1 Titanic Feet

480 pts

- - Warhound Warlord Heriophant Phantom Baneblade Land Raider Rhino Imperial Knight Guilliman Custodian Guardsman Space Marine
Weapon Stats T8 W50 2+/5++ RInvuln, 2 VS T9 W120 2+/5++ RInvuln, 8 VS T8 W34 2+/5++ T9 W60 3+/4++ RInvuln T8 W26 3+ T8 W16 2+ T7 W10 3+ T8 W24 3+/5++ vs ranged T6 W9 2+/3++ T5 W3 2+/4++ T3 W1 5+ T4 W2 3+
Lightning Cannon 48” Heavy7 S7 ap-2 D3 hit roll 6+ is 2 hits (0.97)1.94 (0.97)2.91 2.91 2.91 3.88 2.91 5.83 5.83 3.88 (1.94)5.83 4.86 (2.59)7.77
Phased Plasma-Fusil 24” Rapid Fire2 S7 ap-3 D3 - - - - - - - - - - - -
Twin Rad Cleanser 12” Assault2D6 S2 ap0 D3 auto hit wounds on a 2+ except against vehicles and titanics - - - - - - - - - - - -
- - - - - - - - - - - - - -
Hekaton Siege Claw (Smash) Melee12 S8 ap-2 D3 - - - - - - - - - - - -
Hekaton Siege Claw (Crush) Melee4 S16 ap-4 D6 -1 to hit, +2 damage against vehicles and monsters 11.11 8.88 8.88 10.66 - - - - - - - -



Cerastus Knight Atrapos pg103[edit]

Its laser gun is also a lightsaber.

Once upon a time, this knight was the most deadly melee combatant you could get in bipedal robot form (without going to titan scales). Alas, now it is just very good at fighting vehicles and monsters with its house sized lightsaber due to changes to damage, so it’s now outdone by the lancer. Fair enough really.

However, with the changes to toughness, this units ranged weapons and void shields, this unit has a new role. Titan hunting. Or at least void shields hunter. This units graviton singularity cannon can cut straight through void shields (and many other things) due to a high rate of fire and damage.

  • 1 Atrapos Lascutter
  • 1 Graviton Cannon
  • 1 Titanic Feet

520 pts

- - Warhound Warlord Heriophant Phantom Baneblade Land Raider Rhino Imperial Knight Guilliman Custodian Guardsman Space Marine
Weapon Stats T8 W50 2+/5++ RInvuln, 2 VS T9 W120 2+/5++ RInvuln, 8 VS T8 W34 2+/5++ T9 W60 3+/4++ RInvuln T8 W26 3+ T8 W16 2+ T7 W10 3+ T8 W24 3+/5++ vs ranged T6 W9 2+/3++ T5 W3 2+/4++ T3 W1 5+ T4 W2 3+
Atrapos Lascutter (Shooting) 9" Heavy1 S12 ap-4 D6 reroll wounds against vehicles and monsters (0.39)2.92 (0.39)2.92 2.37 1.77 3.55 2.92 3.55 2.37 1.29 (0.27)1.66 0.55 (0.55)3.33
Graviton Singularity Cannon (Contained) 36" Heavy4 S8 ap-3 D3 (0.88)2.66 (0.59)1.77 2.66 1.33 - - - - - - - -
Graviton Singularity Cannon (Singularity) 36" HeavyD6+4 S14 ap-3 D3 (2.22)6.66 (2.22)6.66 6.66 5 8.33 6.66 10.41 6.66 4.16 (2.08)6.25 4.16 (3.47)10.41
- - - - - - - - - - - - - -
Atrapos Lascutter (Melee Sweep) Melee12 S6 ap-2 D3 - - - - - - - - 4 (2.66)8 - -
Atrapos Lascutter (Melee Focus) Melee4 S12 ap-4 D6 reroll wounds against vehicles and monsters 11.85 11.85 9.48 14.22 14.22 11.85 14.22 14.22 5.18 (1.11)6.66 2.22 (2.22)13.33



Knight Armigers[edit]

Like knights, but smaller. Like despite their size they hit harder than dreadnought, having the dialled back firepower of a knight but the speed of a very fast bike. This smaller size comes with less strength and toughness, fewer wounds (but the same saves) as their bigger siblings, but at a far more affordable price point.

Armigers provide the rate of fire that normal knights lack, but not at the rates you would get from infantry units. They are still terrifying however, requiring proper anti-armour weapons but giving far fewer points earned back for destroying them.

Knight Warglaive and Helverins[edit]
Those chainsaws are surprisingly difficult to paint.
Guilliman's worst nightmare made metal.
  • 2 Armiger Autocannons or 1 Thermal Spear and 1 Chain Cleaver
  • 1 Heavy Stubber or 1 Meltagun

Note, the maths on the autocannon and thermal spear are a bit misleading on a direct comparison, as a an armiger can only carry one thermal spear or carry 2 autocannons. This means that damage output for the autocannon can be viewed as being double what it is here. Do not forget to take this into account.

- - Warhound Warlord Heriophant Phantom Baneblade Land Raider Rhino Imperial Knight Guilliman Custodian Guardsman Space Marine
Weapon Stats T8 W50 2+/5++ RInvuln, 2 VS T9 W120 2+/5++ RInvuln, 8 VS T8 W34 2+/5++ T9 W60 3+/4++ RInvuln T8 W26 3+ T8 W16 2+ T7 W10 3+ T8 W24 3+/5++ vs ranged T6 W9 2+/3++ T5 W3 2+/4++ T3 W1 5+ T4 W2 3+
Armiger Autocannons 60" Heavy2D3 S7 ap-1 D3 (0.29)0.88 (0.29)0.88 0.88 1.33 1.33 0.88 2 1.33 1.77 (0.59)1.77 1.85 (0.88)2.66
Thermal Spear 30" AssaultD3 S8 ap-4 DD6 (0.44)1.94 (0.29)1.29 1.55 0.77 2.33 1.94 3.11 1.55 1.03 (0.44)1.55 1.11 (1.11)3.88
- - - - - - - - - - - - - -
Heavy Stubber Stats - - - - - - - - - - - -
Meltagun Stats - - - - - - - - - - - -
- - - - - - - - - - - - - -
Chain Cleaver (Strike) Melee4 S12 ap-3 D3 3.55 3.55 3.55 - - - - - - - 2.22 (1.85)5.55
Chain Cleaver (Sweep) Melee8 S6 ap-2 D1 0.59 0.59 0.59 - - - - - - - 4.44 (1.77)1.77



Knight Moirax pg104[edit]

The proper adeptus mechanicus knights, gaining a wider array of weapon choices and loadout flexibility than the normal armigers, at the cost of not being able to take any of the vanilla guns. All their weapons are very specialised however, so their loadout must be carefully selected to make the most out of them. This inflexibility can be a boon or a burden depending on how you use them, and as they're exactly the same stat wise as their vanilla variant (in 30k rules they get some bonuses against blast weapons) you're buying them for their guns.

Surprisingly durable in a setting where Exterminatus is a thing.
  • 1 Siege Claw and 1 Rad Cleanser or 1 Graviton Pulsar or 1 Lightning Lock or 1 Moirax Conversion Beam Cannon or 1 Volkite Veuglaire
  • 1 Volkite veuglaire or 1 Siege Claw and 1 Rad Cleanser or 1 Graviton Pulsar or 1 Lightning Lock or 1 Moirax Conversion Beam Cannon

155 pts

+10 pts Moirax Conversion Beam Cannon

- - Warhound Warlord Heriophant Phantom Baneblade Land Raider Rhino Imperial Knight Guilliman Custodian Guardsman Space Marine
Weapon Stats T8 W50 2+/5++ RInvuln, 2 VS T9 W120 2+/5++ RInvuln, 8 VS T8 W34 2+/5++ T9 W60 3+/4++ RInvuln T8 W26 3+ T8 W16 2+ T7 W10 3+ T8 W24 3+/5++ vs ranged T6 W9 2+/3++ T5 W3 2+/4++ T3 W1 5+ T4 W2 3+
Graviton Pulsar 24” HeavyD6 S6 ap-3 D2 D3 against units with 3+ or better save (0.51)1.55 (0.51)1.55 1.55 1.16 1.94 1.55 1.94 1.55 1.16 (0.77)2.33 1.94 (1.29)3.88
Lightning Lock 36” Heavy6 S6 ap-2 D1 hit roll 6 creates 2 hits - - - - - - - - - - - -
Rad Cleanser 9" AssaultD6 S2 ap0 D3 Auto hit wounds everything except Vehicles and Titanics on a 2+ - - - - - - - - - - - -
Moirax Conversion Beam Cannon (Short Range) 0-18” HeavyD3 S6 ap0 D2 - - - - - - - - - - - -
Moirax Conversion Beam Cannon (Medium Range) 18-42”” HeavyD3 S8 ap-1 D3 - - - - - - - - - - - -
Moirax Conversion Beam Cannon (Long Range) 42-72” HeavyD3 S10 ap-2 D4 (0.44)1.77 (0.44)1.77 1.77 1.77 2.37 1.77 2.37 2.37 1.18 (0.55)2.22 1.11 (0.74)2.96
- - - - - - - - - - - - - -
Morirax Siege Claw Melee4 S12 ap-3 DD6 -1 to hit +2D against Vehicles or Titanics 4.88 4.88 4.88 6.11 6.11 4.88 6.11 6.11 1.94 (0.83)2.91 1.66 (1.38)4.86



Questoris Knight Styrix pg105[edit]

Eternally angry because it can never pick anything up with its claw.
  • 1 Graviton Crusher
  • 1 Reaper Chainsword
  • 1 Titanic Feet
  • 1 Volkite Chierovolie

475 pts

- - Warhound Warlord Heriophant Phantom Baneblade Land Raider Rhino Imperial Knight Guilliman Custodian Guardsman Space Marine
Weapon Stats T8 W50 2+/5++ RInvuln, 2 VS T9 W120 2+/5++ RInvuln, 8 VS T8 W34 2+/5++ T9 W60 3+/4++ RInvuln T8 W26 3+ T8 W16 2+ T7 W10 3+ T8 W24 3+/5++ vs ranged T6 W9 2+/3++ T5 W3 2+/4++ T3 W1 5+ T4 W2 3+
Volkite Chierovile 45” Heavy5 S8 ap-3 DD6 wound roll of 6 2 mw (1.11mw) - - - - - - - - - - - -
- - - - - - - - - - - - - -
Name Stats - - - - - - - - - - - -



Acastus Knight Porphyrion pg106[edit]

For scale reference it is only slightly smaller than a warhound titan.

The most powerful ranged unit you can get without entering the Titan class of units (although it’s not far off the price of a heirophant). When you use this unit you are buying it for its 2 twin magna lascannons, a weapon so powerful that it will perform well against all targets which aren’t infantry. It’s even “almost” capable of killing girlymam with a single volley of its two guns, but it has a suite of backups to get the job done as well.

Your downside however is that this knight is very poor at melee. A much smaller knight like a gallant or a lancer will make short work of the porphyrion, so keep it as far back as you possibly can.

  • 1 Acastus Autocannons or 1 Acastus Lascannon
  • 1 Acastus Autocannons or 1 Acastus Lascannon
  • 1 Ironstorm Missile Pod or 1 Helios Defence Missiles
  • 2 Twin Magna Lascannons
  • 1 Titanic Feet

780 pts

+5 pts Acastus Lascannon

+10 pts Helios Defence Missiles

- - Warhound Warlord Heriophant Phantom Baneblade Land Raider Rhino Imperial Knight Guilliman Custodian Guardsman Space Marine
Weapon Stats T8 W50 2+/5++ RInvuln, 2 VS T9 W120 2+/5++ RInvuln, 8 VS T8 W34 2+/5++ T9 W60 3+/4++ RInvuln T8 W26 3+ T8 W16 2+ T7 W10 3+ T8 W24 3+/5++ vs ranged T6 W9 2+/3++ T5 W3 2+/4++ T3 W1 5+ T4 W2 3+
Acastus Autocannon 48" Heavy2 S7 ap-1 D2 (0.07)0.29 (0.07)0.29 0.29 0.44 0.44 0.29 0.66 0.44 0.59 (0.29)0.59 0.92 (0.44)0.88
Acastus Lascannon 48" Heavy1 S9 ap-3 DD6 (0.29)1.03 (0.22)0.77 1.03 0.58 1.29 1.03 1.29 1.03 0.51 (0.22)0.77 0.55 (0.46)1.62
- - - - - - - - - - - - - -
Helios Defence Missiles 60" Heavy2 S8 ap-2 D3 add 1 to hit against aircraft - - - - - - - - - - - -
- - - - - - - - - - - - - -
Twin Magna Lascannon 72" Heavy 2D3 S12 ap-3 D6 (1.18)7.11 (1.18)7.11 7.11 5.33 8.88 7.11 8.88 7.11 4.44 (1.11)6.66 2.22 (1.18)11.11



Titan Legions[edit]

Lets face it, apocalypse wouldn't be apocalypse if it wasn't for the titans. Individual models costing more than entire armies (in points and actual cash), more heavily armed and armoured than some factions could scrape together if given decades, and more awesome than a Angry Marine riding a laser shark into a volcano while playing a three necked guitar. Titans excel at killing other things, and have the variety of weapons to take on any target and come out on top. If you have a titan, you've probably won. If you don't have a titan, then either get a titan or a smaller unit which is specialised at taking them on.

They do however, have a major flaw, and that is that their guns are so incredibly powerful that they are overkill against anything smaller than a baneblade. Although as of 8th edition all units can split their fire chances are you have 2-3 guns, so that’s only 2-3 units you can annihilate a turn.

Strengths

  • Toughest units in the game.
  • Most powerful units in the game.
  • Most awesome units in the game.

Weaknesses

  • Extremely low model count and very high cost per wound.
  • Tactically and strategically inflexible.

Warhound Titan pg109[edit]

Woof woof Imperial scum.

The baby in a family where everyone eats nails and battery acid for breakfast, the Warhound Titan may be the smallest titan the imperials can field, but it makes up for its relatively small size with exceptional speed and the fact that it carries weapons which do not look out of place on its larger siblings. Use its speed to jump in and out of cover to allow its void shields to repair and it will be like your opponent never fired a shot at it.

  • 1 Warhound Vulcan Mega Bolter or 1 Warhound Inferno Gun or 1 Warhound Plasma Blastgun or 1 Warhound Turbo Laser Destructor
  • 1 Warhound Vulcan Mega Bolter or 1 Warhound Inferno Gun or 1 Warhound Plasma Blastgun or 1 Warhound Turbo Laser Destructor
  • 1 Warhound Feet

2000 pts

- - Warhound Warlord Heriophant Phantom Baneblade Land Raider Rhino Imperial Knight Guilliman Custodian Guardsman Space Marine
Weapon Stats T8 W50 2+/5++ RInvuln, 2 VS T9 W120 2+/5++ RInvuln, 8 VS T8 W34 2+/5++ T9 W60 3+/4++ RInvuln T8 W26 3+ T8 W16 2+ T7 W10 3+ T8 W24 3+/5++ vs ranged T6 W9 2+/3++ T5 W3 2+/4++ T3 W1 5+ T4 W2 3+
Warhound Inferno Gun Heavy4D6 24" S7 ap-3 D3 Auto Hit (3.11)9.33 (3.11)9.33 9.33 7 11.66 9.33 11.66 9.33 9.33 (4.66)14 11.66 (7.77)23.33
Warhound Plasma Blastgun (Standard) Heavy2D6 72" S9 ap-4 D4 (2.07)10.37 (1.5)7.77 8.29 4.66 12.44 10.37 12.44 8.29 4.14 (1.55)6.22 3.88 (3.88)15.55
Warhound Plasma Blastgun (Overcharged) Heavy2D6 72" S10 ap-4 D5 (2.07)12.96 (2.07)12.96 10.37 7.77 15.55 12.96 12.44 10.37 5.18 (1.94)9.72 3.88 (3.88)19.44
Warhound Turbo Laser Destructor Heavy2D3 72" S16 ap-4 D6+3 (1.48)12.03 (1.18)9.62 9.62 5.77 14.44 12.03 14.44 9.62 4.81 (1.11)7.22 2.22 (2.22)14.44
Warhound Vulcan Mega-Bolter Heavy20 48" S6 ap-2 D2 (1.11)4.44 (1.11)4.44 4.44 4.44 5.92 4.44 5.92 4.44 4.44 (4.44)8.88 11.11 (5.92)11.85
- - - - - - - - - - - - - -
Warhound Feet Melee8 S8 ap-3 D3 4 2.66 4 3.33 5 4 6.66 5 2.66 1.66(5) 3.33 (2.77)8.33



Reaver Titan pg110[edit]

Look at my missile launcher hat.

Your first proper apocalypse Titan, the reaver is your workhorse of the Titan world. It has the range of guns to fight everything to some extent, more guns to fight better than a warhound, cheaper and more flexible than a nemesis or warlord.


  • 1 Reaver Gatling Blaster or 1 Reaver Laser Blaster or 1 Reaver Melta Cannon or 1 Reaver Volcano Cannon or 1 Reaver Power Fist
  • 1 Reaver Gatling Blaster or 1 Reaver Laser Blaster or 1 Reaver Melta Cannon or 1 Reaver Volcano Cannon or 1 Reaver Power Fist
  • 1 Reaver Apocalypse Launcher
  • 1 Reaver Feet

3000 pts

- - Warhound Warlord Heriophant Phantom Baneblade Land Raider Rhino Imperial Knight Guilliman Custodian Guardsman Space Marine
Weapon Stats T8 W50 2+/5++ RInvuln, 2 VS T9 W120 2+/5++ RInvuln, 8 VS T8 W34 2+/5++ T9 W60 3+/4++ RInvuln T8 W26 3+ T8 W16 2+ T7 W10 3+ T8 W24 3+/5++ vs ranged T6 W9 2+/3++ T5 W3 2+/4++ T3 W1 5+ T4 W2 3+
Reaver Apocalypse Launcher 24"-200" Heavy2D6 S7 ap-2 D2 (0.38)1.55 (0.38)1.55 1.55 1.55 2.07 1.55 3.11 2.07 2.07 (1.55)3.11 3.88 (2.07)2.14
Reaver Gatling Blaster 72" Heavy12 S8 ap-3 D3 (2.66)8 (1.77)5.33 8 6 10 8 13.33 10 5.33 (2.66)8 6.66 (5.55)16.66
Reaver Laser Blaster 72" Heavy3D3 S16 ap-4 DD6+3 (2.22)18.05 (1.77)14.44 14.44 8.66 21.66 18.05 21.66 14.44 7.22 (1.66)10.83 3.33 (3.33)21.66
Reaver Melta Cannon 48" Heavy2D6 S16 ap-4 D8 (2.59)25.92 (2.07)20.74 20.74 12.44 31.11 25.92 31.11 20.74 10.37 (1.94)15.55 3.88 (3.88)31.11
Reaver Volcano Cannon 120" HeavyD6 S18 ap-5 D12 (1.29)23.33 (1.29)23.33 15.55 11.66 23.33 23.33 23.33 15.55 7.77 (0.97)11.66 1.94 (1.94)23.33
- - - - - - - - - - - - - -
Reaver Feet Melee8 S8 ap-4 D4 6.66 4.44 5.33 5.33 8 6.66 8 10.66 3.55 1.33(5.33) 3.33 (3.33)13.33
Reaver Power Fist Melee4 S16 ap-5 D12 20 16 13.33 16 20 20 20 20 13.33 (0.83)10 1.66 (1.66)40



Warbringer Nemesis Titan pg111[edit]

If you look really closely, you can see the titan under all the guns.
  • 3 Ardex-Defensor Maulers
  • 2 Anvillus Defence Batteries
  • 1 Nemesis Quake Cannon or Nemesis Volcano Cannon
  • 1 Reaver Gatling Blaster or 1 Reaver Laser Blaster or 1 Reaver Melta Cannon or 1 Reaver Volcano Cannon
  • 1 Reaver Gatling Blaster or 1 Reaver Laser Blaster or 1 Reaver Melta Cannon or 1 Reaver Volcano Cannon
  • 1 Warbringer Feet

3800 pts The anvillus dence battery is calculated assuming the targets listed have the FLY keyword.

- - Warhound Warlord Heriophant Phantom Baneblade Land Raider Rhino Imperial Knight Guilliman Custodian Guardsman Space Marine
Weapon Stats T8 W50 2+/5++ RInvuln, 2 VS T9 W120 2+/5++ RInvuln, 8 VS T8 W34 2+/5++ T9 W60 3+/4++ RInvuln T8 W26 3+ T8 W16 2+ T7 W10 3+ T8 W24 3+/5++ vs ranged T6 W9 2+/3++ T5 W3 2+/4++ T3 W1 5+ T4 W2 3+
Nemesis Quake Cannon 24"-480" Heavy3D6 S14 ap-5 D6 (3.11)28 (3.11)28 18.66 14 28 28 35 18.66 11.66 (2.91)17.5 5.83 (5.83)35
Nemesis Volcano Cannon 24"-120" Heavy3D3 S18 ap-5 D12 (2.22)40 (2.22)40 26.66 20 40 40 40 26.66 13.33 (1.66)20 3.33 (3.33)40
- - - - - - - - - - - - - -
Reaver Apocalypse Launcher 24"-200" Heavy2D6 S7 ap-2 D2 (0.38)1.55 (0.38)1.55 1.55 1.55 2.07 1.55 3.11 2.07 2.07 (1.55)3.11 3.88 (2.07)2.14
Reaver Gatling Blaster 72" Heavy12 S8 ap-3 D3 (2.66)8 (1.77)5.33 8 6 10 8 13.33 10 5.33 (2.66)8 6.66 (5.55)16.66
Reaver Laser Blaster 72" Heavy3D3 S16 ap-4 DD6+3 (2.22)18.05 (1.77)14.44 14.44 8.66 21.66 18.05 21.66 14.44 7.22 (1.66)10.83 3.33 (3.33)21.66
Reaver Melta Cannon 48" Heavy2D6 S16 ap-4 D8 (2.59)25.92 (2.07)20.74 20.74 12.44 31.11 25.92 31.11 20.74 10.37 (1.94)15.55 3.88 (3.88)31.11
Reaver Volcano Cannon 120" HeavyD6 S18 ap-5 D12 (1.29)23.33 (1.29)23.33 15.55 11.66 23.33 23.33 23.33 15.55 7.77 (0.97)11.66 1.94 (1.94)23.33
- - - - - - - - - - - - - -
Ardex-defence Mauler 36" Heavy6 S6 ap-2 D2 (0.33)1.33 (0.33)1.33 1.33 1.33 1.77 1.33 1.77 1.77 1.33 (1.33)2.66 3.33 (1.77)3.55
AnvillusDefence Battery 72" Heavy8 S8 ap-1 D2 (only hit FLY) (0.44)1.77 (0.29)1.18 1.77 1.77 2.66 1.77 3.55 2.66 2.37 (1.18)2.37 3.70 (2.22)4.44
- - - - - - - - - - - - - -
Warbringer Nemesis Feet Melee6 S8 ap-4 D4 5 3.33 4 4 6 5 8 6 2.66 (1)4 2.5 (2.5)10



Warlord Titan pg112[edit]

The cream of the plastic crack addiction that is warhammer.

Admit it. This was what you went straight to look at. You saw the apocalypse tactics, saw that it covered the warlord Titan and went straight for it. Well, you won’t be disappointed.

The warlord Titan is the most powerful unit in the game. No ifs. No buts (or butts). No maybes. It has the most wounds, the best save and void shields and the best guns. It doesn’t even matter that it’s melee weapons don’t annihilate like they did last edition, as it can shoot while in melee, so it’s ranged weapons have become melee weapons. It’s such a large unit, it’s able to take scout Titan weaponry on its shoulders. Weapons which would normally be the most powerful guns on the battlefield are but tertiary weapons for this unit.

But the question is, is it worth it? Is this unit worth the 5500 points and £1000 price tag? Well that very much depends. The warlord will win you matches undoubtedly, and your opponent will need to bring a Titan of reaver grade in numbers in order to fight you. But the real question is, do you want to? Yes it would be awesome to own one, but the warlord suffers from the same problem supercars have, in that they’re expensive, you will rarely ever use it, it’s only ever fun when you’re using it against someone who also has one, and everyone will think you’re a twat when you use it against their fords and BMWs.

In short, if you buy one I commend you for it, and I will defend you to the death for owning one, as these kinds of units need to exist. just please... don’t use it against me without prior warning. And my own army of baneblades.

  • 2 Apocalypse Launchers or 2 Laser Blasters
  • 2 Ardex-Defensor Lascannons
  • 2 Ardex-Defensor Maulers
  • 1 Arioch Power Claw or 1 Belicosa Volcano Cannon or 1 Mori Quake Cannon or 1 Sunfury Plasma Annihilator
  • 1 Arioch Power Claw or 1 Belicosa Volcano Cannon or 1 Mori Quake Cannon or 1 Sunfury Plasma Annihilator

5500 pts

- - Warhound Warlord Heriophant Phantom Baneblade Land Raider Rhino Imperial Knight Guilliman Custodian Guardsman Space Marine
Weapon Stats T8 W50 2+/5++ RInvuln, 2 VS T9 W120 2+/5++ RInvuln, 8 VS T8 W34 2+/5++ T9 W60 3+/4++ RInvuln T8 W26 3+ T8 W16 2+ T7 W10 3+ T8 W24 3+/5++ vs ranged T6 W9 2+/3++ T5 W3 2+/4++ T3 W1 5+ T4 W2 3+
Arioch Power Claw (Shooting) Heavy20 48" S6 ap-2 D2 (1.11)4.44 (1.11)4.44 4.44 4.44 5.92 4.44 5.92 4.44 4.44 (4.44)8.88 11.11 (5.92)11.85
Belicosa Volcano Cannon 120" Heavy3D3 S20 ap-5 D12 (2.22)40 (2.22)40 26.66 20 40 40 40 26.66 13.33 (1.66)20 3.33 (3.33)40
Macro Gatling Blaster 100" Heavy12 S9 ap-4 D4 (3.55)17.77 (2.66)13.33 14.22 8 21.33 17.77 21.33 14.22 7.11 (2.66)10.66 6.66 (6.66)26.66
Mori Quake Cannon 280" Heavy3D6 S14 ap-5 D6 (3.11)28 (3.11)28 18.66 14 28 28 35 18.66 11.66 (2.91)17.5 5.83 (5.83)35
Sunfury Plasma Annihilator (Standard) 72” HeavyD6+6 S14 ap-4 D5 (2.81)17.59 (2.81)17.59 14.07 10.5 21.11 17.59 26.38 14.07 8.79 (2.63)13.19 5.27 (5.27)26.38
Sunfury Plasma Annihilator (Overcharged) 72” HeavyD6+6 S16 ap-4 D8 (3.51)35.18 (2.81)28.14 28.14 16.88 42.22 35.18 42.22 14.07 14.07 (2.63)21.11 5.27 (5.27)42.22
- - - - - - - - - - - - - -
Apocalypse Launcher 24"-200" Heavy2D6 S8 ap-2 D2 (0.58)2.33 (0.38)1.55 2.33 1.55 3.11 2.33 4.14 2.33 2.07 (1.55)3.11 5.83 (3.88)7.77
Laser Blaster Heavy2D3 72" S16 ap-4 D6+3 (1.48)12.03 (1.18)9.62 9.62 5.77 14.44 12.03 14.44 9.62 4.81 (1.11)7.22 2.22 (2.22)14.44
- - - - - - - - - - - - - -
Arioch Power Claw (Melee) Melee4 S18 ap-5 D18 30 30 20 30 30 30 30 30 10 (0.83)15 1.66 (1.66)30
Warlord Feet Melee8 S9 ap-4 D5 11.11 8.33 8.88 10 13.33 11.11 13.33 13.33 4.44 (1.33)6.66 3.33 (3.33)16.66



Forces of Chaos[edit]

Chaos Space Marines[edit]

Greater Brass Scorpion pg133[edit]

On the plus side, it's too large to crawl up your trouser leg.

WE’RE ON THE HIGHWAY TO HELL!!! The brass scorpion is an awesome unit, embodying everything which is cool about forge world. It looks awesome, is incredibly unique and has some awesome rules to go with it, but at the same time it all makes sense together. It’s a giant scorpion built out of the souls of the damned with pincers the size of tanks, fuck the space marines, gw should use this for their advertising.

Tabletop wise, the GBS excels at whatever you want it to do. You want it to shoot stuff? It will do that fairly well. You want it to fight in melee? It’s a giant fuck off scorpion! It will outright annihilate anything smaller than itself (although the prick that is guilliman will still refuse to die) and does reasonable damage against Titans. Do you want a distraction carnifex? Once again, it’s a giant, fuck off scorpion, what do you think your opponent is going to do when they see it?

The one thing to be careful about with the GBS is that it isn’t cheap. Yes it will win fights, but if you’re not careful it will only get to have one fight, and to make back it’s cost you want it to be fighting multiple times a game.

525 pts

- - Warhound Warlord Heriophant Phantom Baneblade Land Raider Rhino Imperial Knight Guilliman Custodian Guardsman Space Marine
Weapon Stats T8 W50 2+/5++ RInvuln, 2 VS T9 W120 2+/5++ RInvuln, 8 VS T8 W34 2+/5++ T9 W60 3+/4++ RInvuln T8 W26 3+ T8 W16 2+ T7 W10 3+ T8 W24 3+/5++ vs ranged T6 W9 2+/3++ T5 W3 2+/4++ T3 W1 5+ T4 W2 3+
Demolisher Cannon 24" HeavyD6 S10 ap-3 DD6 (1.03)3.62 (1.03)3.62 3.62 2.72 4.53 3.62 4.53 3.62 1.81 (0.97)3.40 1.94 (1.62)5.67
Hellmaw Flame Cannon 12" AssaultD6 S8 ap-2 D1 auto hit (0.29)0.87 (0.19)0.58 0.87 0.58 1.16 0.87 1.55 1.16 0.77 (1.16)1.16 2.43 (1.62)1.62
Scorpion Cannon 36" Heavy15 S5 ap-2 D1 (0.55)1.66 (0.55)1.66 1.66 1.66 2.22 1.66 2.22 2.22 1.11 (2.5)2.5 6.66 (4.44)4.44
- - - - - - - - - - - - - -
Hellcrusher Claws (Crush) Melee6 S16 ap-4 D6 16.66 13.33 13.33 16 20 16.66 20 20 6.66 (1.66)10 3.33 (3.33)20
Hellcrusher Claws (Sweep) Melee 18 S8 ap-2 D2 6 4 6 5.33 8 6 10.66 8 5.33 (4)8 10 (6.66)13.33



Kytan Ravager pg135[edit]

If only the lord of skulls had looked this good to begin with.

Not quite as awesome as the greater brass scorpion, but is basically the same thing but lite.

440pts

- - Warhound Warlord Heriophant Phantom Baneblade Land Raider Rhino Imperial Knight Guilliman Custodian Guardsman Space Marine
Weapon Stats T8 W50 2+/5++ RInvuln, 2 VS T9 W120 2+/5++ RInvuln, 8 VS T8 W34 2+/5++ T9 W60 3+/4++ RInvuln T8 W26 3+ T8 W16 2+ T7 W10 3+ T8 W24 3+/5++ vs ranged T6 W9 2+/3++ T5 W3 2+/4++ T3 W1 5+ T4 W2 3+
Kytan Gatling Cannon 48" Heavy8 S8 ap-2 D2 - - - - - - - - - - - -
- - - - - - - - - - - - - -
Kytan Cleaver (Smash) Melee5 S16 ap-4 D6 13.88 11.11 11.11 13.33 16.66 13.88 16.66 16.66 5.55 (1.38)8.33 2.77 (2.77)16.66
Kytan Cleaver (Smash) Melee15 S8 ap-2 D2 - - - - - - - - - - - -



Kharybdis Assault Claw pg141[edit]

Everything was bigger back in 30k, especially the drop pods.

400 pts

- - Warhound Warlord Heriophant Phantom Baneblade Land Raider Rhino Imperial Knight Guilliman Custodian Guardsman Space Marine
Weapon Stats T8 W50 2+/5++ RInvuln, 2 VS T9 W120 2+/5++ RInvuln, 8 VS T8 W34 2+/5++ T9 W60 3+/4++ RInvuln T8 W26 3+ T8 W16 2+ T7 W10 3+ T8 W24 3+/5++ vs ranged T6 W9 2+/3++ T5 W3 2+/4++ T3 W1 5+ T4 W2 3+
Kharybdis Storm Launcher (Frag Missile) 36" Heavy2D6 S4 ap-1 D1 - - - - - - - - - - - -
Kharybdis Storm Launcher (Krak Missile) 36" Heavy2 S8 ap-3 DD6 - - - - - - - - - - - -
- - - - - - - - - - - - - -
Blade Struts Melee4 S16 ap-4 D3 - - - - - - - - - - - -
Melta Array Melee1 S8 ap-4 D6+2 (1 extra attack with this weapon) - - - - - - - - - - - -



Black Legion[edit]

Abbadon the Despoiler[edit]
As long as gw keeps making models like this we’ll keep giving them our money.

Another example of how new edition models are becoming more like custodes than space marines. Abbadon is a beast, sitting somewhere between Calgar and Guilliman on the combatant weight scale. Think of him as heretical valdor, but with less defence and more fighting power.

Other than allowing auto passing morale tests to nearby units he doesn’t provide much else unfortunately, just throw him at any character in the game and watch as said character disappears.

  • 1 Drach’nyen
  • 1 Talon of Horus

220pts

- - Warhound Warlord Heriophant Phantom Baneblade Land Raider Rhino Imperial Knight Guilliman Custodian Guardsman Space Marine
Weapon Stats T8 W50 2+/5++ RInvuln, 2 VS T9 W120 2+/5++ RInvuln, 8 VS T8 W34 2+/5++ T9 W60 3+/4++ RInvuln T8 W26 3+ T8 W16 2+ T7 W10 3+ T8 W24 3+/5++ vs ranged T6 W9 2+/3++ T5 W3 2+/4++ T3 W1 5+ T4 W2 3+
Talon of Horus (Shooting) 24” Rapid Fire2 S4 ap-1 DD3 - - - - - - - - - - - -
- - - - - - - - - - - - - -
Talon of Horus (Melee) Melee6 S10 ap-4 DD3 6.42 6.42 5.18 7.77 7.77 6.42 7.77 7.77 2.59 (2.43)4.86 4.86 (4.86)9.72
Drach’nyen Melee3.33 S6 ap-3 D3 make D6 extra attacks with this weapon, 0 attacks on a roll of 1 - - - - - - - - - - - -



Thousand Sons[edit]

Magnus the Red[edit]
Fuck you Russ!
I HAVE NIPPLES ON MY HEAD!!!

The most psychically powerful individual alive in the galaxy (although, are demon princes alive?) and not a slouch in melee either. If you're familiar with Nagash in AoS, then you'll know how magnus works. Dominate the psychic phase and then chop up anyone left standing with your staff which is bigger than a dreadnought. He doesn't buff his army as well as guilliman does, but does give a rerolls to 1’s on psychic test to allies, which is nothing to sneez at in 9th edition, where aoe buffs have been dialled back.

If you want to make him tougher (which can be said to be his only real flaw) you can make him your warlord you can give him plus 1 to his invulnerability save and mess around with the thousand sons traits. In the fluff magnus is the biggest of the primarchs, so it's fitting that he should get better stats than his brothers.

465 pts

- - Warhound Warlord Heriophant Phantom Baneblade Land Raider Rhino Imperial Knight Guilliman Custodian Guardsman Space Marine
Weapon Stats T8 W50 2+/5++ RInvuln, 2 VS T9 W120 2+/5++ RInvuln, 8 VS T8 W34 2+/5++ T9 W60 3+/4++ RInvuln T8 W26 3+ T8 W16 2+ T7 W10 3+ T8 W24 3+/5++ vs ranged T6 W9 2+/3++ T5 W3 2+/4++ T3 W1 5+ T4 W2 3+
The Blade of Magnus Melee7 S16 ap-4 D3 14.17 11.34 11.34 13.61 17.01 14.17 17.01 17.01 5.67 (2.83)8.50 5.67 (5.67)17.01



Death Guard[edit]

Mortarion[edit]
He somehow looks greasier here than he does in his 40k model.
It begs the question, how does he fly with so many holes in his wings? The answer. Farts.

Mortarion lives up to his many names, the most notable in this case is that of the Reaper. It is a fitting title, as he absolutely annihilates all that stands before him. Partly this is because he is a very large beat stick, running around with the usual primarch toys (3+/4++, rerolls to hit and wounds in melee) but its his death guard flairs which make him truly dangerous. As already stated on this page toughness and strength have been reworked so that they don't go anywhere near as high as they used to, so now the toughest thing you are likely to face is toughness 8. Mortarion causes all units with 7" of him to lose a point of toughness. All of sudden, the toughness 9 which used to be the highest toughness available becomes toughness 8, and with his strength of 16 and rerolls to hit and wound, means that he is only unit in the game which can achieve the holy grail of hitting 97% of the time and wounding 97% of the time.

Combine all of this with the fact that Morty is a psyker and has disgustingly resilient, and it means that mortarion can duel any other unit in the game into the dirt, because he simply hits harder and takes less damage that anything else in the game.

For Mortarion, his minus 1 toughness for units within 7" will be taken into account, but only for his melee weapons. Yes, technically his grenades fall within the 7" range, but for the maths a distinction will be made to say that the 7" range is effectively melee.

490 pts

- - Warhound Warlord Heriophant Phantom Baneblade Land Raider Rhino Imperial Knight Guilliman Custodian Guardsman Space Marine
Weapon Stats T8 W50 2+/5++ RInvuln, 2 VS T9 W120 2+/5++ RInvuln, 8 VS T8 W34 2+/5++ T9 W60 3+/4++ RInvuln T8 W26 3+ T8 W16 2+ T7 W10 3+ T8 W24 3+/5++ vs ranged T6 W9 2+/3++ T5 W3 2+/4++ T3 W1 5+ T4 W2 3+
Phosphex Bomb 6" Grenade2D6 S5 ap-1 D1 - - - - - - - - - - - -
The Lantern 18" Pistol1 S8 ap-3 D3 - - - - - - - - - - - -
- - - - - - - - - - - - - -
Silence (Eviscerating Blow) Melee6 S16 ap-4 DD6 Plague Weapon 16.54 16.54 13.23 19.84 19.84 16.54 19.84 19.84 6.61 (2.83)9.92 5.67 (5.67)19.84
Silence (Reaping Scythe) Melee18 S8 ap-2 D1 Plague Weapon 6.80 5.10 6.80 6.80 9.07 6.80 9.07 9.07 4.53 (8.50)8.50 17.01 (11.34)11.34
Attendant's Claws and Teeth MeleeD6 S2 ap0 D1 make D6 extra attacks with this weapon - - - - - - - - - - - -



Chaos Deamons[edit]

The home to your biggest, and baddest creations the galaxy can produce, Chaos Deamons provide four flavours (which, if you're reading this, you should already know) by which you can play your battles:

  • Incredibly tough, strong, but slow.
  • Incredibly fast, swift with attacks but squishy.
  • Incredibly fast, strong, but squishy and hates psykers.
  • Fiery book nerds which are tougher to kill, but require cunning to use.

Due to a native 6+ invulnerability save and relatively cheap troops, Chaos Deamons are one of the few factions which can bring massed infantry, and not simply have it evaporate immediately. Combine this with the sheer variety of units you have at your disposal and a demon army can compete very well on the apocalypse stage.

A note, I did not come up with the names for these things. If there is a hell the writers of these names will be being tortured by dyslexic demons.

Be'lakor[edit]

All those who think old warhammer models were better...feast thy retinas.

Scabeiathrax the Bloated pg149[edit]

Not as terrifyingly tough as he used to be, Scabeiathrax still sits in a heavyweight position. With a 4+ invulnerability save, toughness 8, disgustingly resilient and an AOE melee hit debuff he's not going anywhere. Just because he's tough doesn't mean he cannot fight however, ranged he gets a twin linked, souped up heavy flamer with blast (Horrific Vomit, basically a flamer Vulcan Heavy Bolter but with chunk bits) while his melee is a Reaper Chainsword lite, but with reroll to wound. Unfortunately (for me) he still comes with his stupid nurgling attacks, which still need the damage calculating for.

On top of that of course (otherwise he wouldn't be worth his girlyman plus price point) he's a psyker (casting and denying 2 and knows smite and 2 from nurgle) and buffs unit leadership. Ow, and he also explodes. Also with added chunky bits.

475 pts

- - Warhound Warlord Heriophant Phantom Baneblade Land Raider Rhino Imperial Knight Guilliman Custodian Guardsman Space Marine
Weapon Stats T8 W50 2+/5++ RInvuln, 2 VS T9 W120 2+/5++ RInvuln, 8 VS T8 W34 2+/5++ T9 W60 3+/4++ RInvuln T8 W26 3+ T8 W16 2+ T7 W10 3+ T8 W24 3+/5++ vs ranged T6 W9 2+/3++ T5 W3 2+/4++ T3 W1 5+ T4 W2 3+
Horrific Vomit 12" Assault2D6 S6 ap-2 D2 Auto hit (0.58)2.33 (0.58)2.33 2.33 2.33 3.11 2.33 3.11 3.11 2.33 (2.33)4.66 5.83 (3.11)6.22
- - - - - - - - - - - - - -
Blade of Decay Melee5 S10 ap-4 DD3+3 reroll wounds 15.43 15.43 12.34 18.51 18.51 15.43 18.51 18.51 6.17 (2.02)10.12 4.05 (4.05)20.25
Nurglings Melee2D6 S2 ap0 D1 make 2D6 attacks with this weapon - - - - - - - - - - - -



An'ggrath the Unbound pg150[edit]

Is it just me, or does his head look a bit derpy?

The biggest and angriest thing Khorne has to offer, An'ggrath's datasheet is quite simple. He hits things. Very hard and often. He runs the classic Tolkien look of the Bolrog, one whip (souped up 2D6 autocannon for totally NON-kinky whipping) and his axe with two profiles, the standard sweep for double hits, and the strike. However, with his base strength of 10 (which unfortunately degrades) both attacks will wound everything in the game on at least a 3+, and with 8 attacks he can kill most things by sheer volume of attacks. He's even one of the few units in the game which can kill Guilliman in a single round of combat, which is incredibly rare, even on the scale of apocalypse.

After that it's the usual greater demon stuff, 4+ invulnerability save, leadership buffs and 2 denies a turn for being buddies with Korne.

550 pts

- - Warhound Warlord Heriophant Phantom Baneblade Land Raider Rhino Imperial Knight Guilliman Custodian Guardsman Space Marine
Weapon Stats T8 W50 2+/5++ RInvuln, 2 VS T9 W120 2+/5++ RInvuln, 8 VS T8 W34 2+/5++ T9 W60 3+/4++ RInvuln T8 W26 3+ T8 W16 2+ T7 W10 3+ T8 W24 3+/5++ vs ranged T6 W9 2+/3++ T5 W3 2+/4++ T3 W1 5+ T4 W2 3+
Bloodlash 12" Assault2D6 S7 ap-3 D2 - - - - - - - - - - - -
- - - - - - - - - - - - - -
An'ggrath's Axe of Khorne (Scythe) Melee16 S10 ap-2 DD3 8.88 8.88 8.88 11.85 11.85 8.88 11.85 11.85 5.92 (5.55)11.11 11.11 (7.40)14.81
An'ggrath's Axe of Khorne (Cleave) Melee8 S13 ap-4 DD3+3 18.51 18.51 14.81 22.22 22.22 18.51 22.22 22.22 9.25 (2.77)13.88 5.55 (5.55)27.77



Aetaos'Rau'Keres pg150[edit]

And I shall curse dyslexics to never be able to say or spell my name. JUST AS PLANNED!!!

Tzeentch's biggest, and baddest demon, and by extension the best caster in the game (or at least, second to Magnus, and third if the Emperor ever gets a model). He gets plus 2 to his psychic tests as long he's above 14 wounds (which then drops to plus 1), can cast 3 and deny 2 psychic powers a turn, but only knows smite and 2 from Tzeentch and other psykers in range take mortal wounds when they cast powers. His invulnerability save of 4+ is specified as being unmodifiable (mostly a negative, because you're Tzeentch, so could buff it to a 3+), but can still be ignored, which combined with only a 3+ save makes him a bit squish.

After the psychic stuff his gear is a bit dull on the Titanic stage, a minus 1 strength, D6 Lascannon for ranged, and the choice of a damage 3 reaper chainsword/staff to bonk people on the head, or double hitting talons with the chance to deal mortal wounds.

700 pts

- - Warhound Warlord Heriophant Phantom Baneblade Land Raider Rhino Imperial Knight Guilliman Custodian Guardsman Space Marine
Weapon Stats T8 W50 2+/5++ RInvuln, 2 VS T9 W120 2+/5++ RInvuln, 8 VS T8 W34 2+/5++ T9 W60 3+/4++ RInvuln T8 W26 3+ T8 W16 2+ T7 W10 3+ T8 W24 3+/5++ vs ranged T6 W9 2+/3++ T5 W3 2+/4++ T3 W1 5+ T4 W2 3+
Staff of Cataclysm (Shooting) 48" AssaultD6 S8 ap-4 D3 - - - - - - - - - - - -
- - - - - - - - - - - - - -
Staff of Cataclysm (Melee) Melee6 S16 ap-4 D3 - - - - - - - - - - - -
Warpfire Talons Melee12 S8 ap-3 DD3 wound roll of 6+ +1mw (1.66mw) - - - - - - - - - - - -



Zarakynel pg151[edit]

Zarakynel is a... interesting case, as they are one of the few units which still deals mortal wounds on their attacks. The souleater blade deals mortal wounds on a 4+ to wound, and deals 3 of them instead of normal damage. This means that, even if it only wounds on a 6+ normal (which it won't at strength 9) it will always be dealing (on average) 7.5 mortal wounds. Its other weapon (slicing claws) also gives it bonus attacks with that weapon, giving it 6 attacks with the blade and 4 extra with the claws.

Otherwise, Zarakynel is what you would expect from the kinkiest deamon of Slaanesh, they're stupidly fast, debuff hits against them and regain wounds each turn (D6 to be exact) if they killed a non-vehicle/had an orgasm from combat. In short, out of all the demons listed so far, this one is the most dangerous...just don't let them get sniped by a volcanno cannon.

450 pts

- - Warhound Warlord Heriophant Phantom Baneblade Land Raider Rhino Imperial Knight Guilliman Custodian Guardsman Space Marine
Weapon Stats T8 W50 2+/5++ RInvuln, 2 VS T9 W120 2+/5++ RInvuln, 8 VS T8 W34 2+/5++ T9 W60 3+/4++ RInvuln T8 W26 3+ T8 W16 2+ T7 W10 3+ T8 W24 3+/5++ vs ranged T6 W9 2+/3++ T5 W3 2+/4++ T3 W1 5+ T4 W2 3+
Slicing Claws Melee4 S7 ap-4 D3 make 4 extra attacks with this weapon 2.77 2.77 2.22 3.33 3.33 2.77 4 3.33 2.22 (1.11)3.33 2.77 (2.22)6.66
The Souleater Blade Melee6 S9 ap-3 D3 wound roll of 4+ deals 3mw instead of normal damage (7.5mw) 9.16 7.5 9.16 7.5 9.58 9.16 9.58 9.58 8.33 (0.41)8.75 9.16 (1.38)11.66



Chaos Knights[edit]

Chaos Titan Legions[edit]

Alas, there is no difference between the Chaos and Loyalist titans, so for their maths and descriptions go to the Titan Legion section. How long will it take for them to give chaos titans demon firing guns.

Forces of the Xenos[edit]

Craftworlds[edit]

Graceful. Elegant. Deadly. And liable to die in a stiff breeze without planning. This is the Craftworld eldar. They are often overlooked on the apocalypse stage because of this but they actually have an excellent suite of toys to use on this stage. Their infantry is fast, relatively cheap, hits relatively hard and can be effectively buffed. Their vehicles are varied and come with guns more more powerful than the equivalent imperial stat line. And lastly, they are the only faction titans (plural) which can stand up in a proper titan fight.

Revenant Titan pg179[edit]

The absolute overpriced, laughing stock of last edition has become a major contender in the latest one, as it now has more wounds, a better invulnerability save and better toughness than its equivalent imperial counterpart (the warhound titan). Yes, this cannot be a direct comparison, as the warhound has void shields, a better armour save and bigger, and better guns, the revenant is now worth its cost, and you even have points spare in a 2000 point match to bring... I don't know, a psyker or two for psychic shenanigans. Combine this with the fact that the revenant comes with the <Craftworld> keyword, instead of the entirely cosmetic equivalent of <Forge World>, means that the revenant is an absolute monster, and should be an automatic inclusion if you're an eldar player.

  • 1 Revenant Pulsar or 1 Sonic Lance
  • 1 Revenant Pulsar or 1 Sonic Lance
  • 1 Cloudburst Missile Launcher
  • 1 Titanic Stride

1500 pts

- - Warhound Warlord Heriophant Phantom Baneblade Land Raider Rhino Imperial Knight Guilliman Custodian Guardsman Space Marine
Weapon Stats T8 W50 2+/5++ RInvuln, 2 VS T9 W120 2+/5++ RInvuln, 8 VS T8 W34 2+/5++ T9 W60 3+/4++ RInvuln T8 W26 3+ T8 W16 2+ T7 W10 3+ T8 W24 3+/5++ vs ranged T6 W9 2+/3++ T5 W3 2+/4++ T3 W1 5+ T4 W2 3+
Cloudburst Missile Launcher 36" Heavy2D6 S8 ap-2 D2 (0.58)2.33 (0.38)1.55 2.33 1.55 3.11 2.33 4.14 2.33 2.07 (1.55)3.11 5.83 (3.88)7.77
Revenant Pulsar 60" Heavy6 S12 ap-4 D4 (1.77)8.88 (1.77)8.88 7.11 5.33 10.66 8.88 10.66 7.11 4.44 (1.66)6.66 3.33 (3.33)13.33
Sonic Lance 18" Heavy3D6 S4 ap-3 D1 wound on a 2+, wound vehicles and monsters on a 4+ (1.16)3.5 (1.16)3.5 3.5 2.62 4.37 3.5 4.37 3.5 1.75 (4.37)4.37 8.75 (7.29)7.29
- - - - - - - - - - - - - -
Titanic Stride Melee12 S9 ap-3 D3 10.66 8 10.66 10 13.33 10.66 13.33 13.33 5.33 (2.66)8 6.66 (5.55)16.66



Phantom Titan pg180[edit]

You would be forgiven for thinking this was a T'au titan.

Not as cheap as it was last edition, but last edition this unit was so cheap that there was no reason to never not take it. Stat wise it is identical to its smaller sibling the revenant, except that its slower and has more wounds (obviously spending time in whatever a wraithbone gym is). As you can expect for the eldar equivalent to the reaver, it has more and better guns, and better melee, and is one of the few units left at apocalypse level which can still deal mortal wounds with its attacks, always useful with teh sheer amount of invulnerability saves at this level.

  • 1 Phantom Pulsar or 1 D-Bombard or 1 Starcannon and 1 Wraith Glaive
  • 1 Phantom Pulsar or 1 D-Bombard or 1 Starcannon and 1 Wraith Glaive
  • 1 Star Cannon
  • 1 Voidstorm Missile Launcher
  • 1 Titanic Stride
  • +Any Starcannon may be replaced with a Bright Lance

3000pts

- - Warhound Warlord Heriophant Phantom Baneblade Land Raider Rhino Imperial Knight Guilliman Custodian Guardsman Space Marine
Weapon Stats T8 W50 2+/5++ RInvuln, 2 VS T9 W120 2+/5++ RInvuln, 8 VS T8 W34 2+/5++ T9 W60 3+/4++ RInvuln T8 W26 3+ T8 W16 2+ T7 W10 3+ T8 W24 3+/5++ vs ranged T6 W9 2+/3++ T5 W3 2+/4++ T3 W1 5+ T4 W2 3+
D-Bombard 72" Heav2D3 S16 ap-5 D8 wound roll 4+ 3+MW (+4mw) (1.48)21.77 (1.18)18.22 15.85 11.11 21.77 21.77 21.77 15.85 9.92 (1.11)12.88 6.22 (2.22)21.77
Phantom Pulsar 120" Heavy8 S14 ap-4 D5 (2.37)14.81 (2.37)14.81 11.85 8.88 17.77 14.81 22.22 11.85 7.40 (2.22)11.11 4.44 (4.44)22.22
Voidstorm Missile Launcher 48" Heavy2D6 S8 ap-3 D2 (0.77)3.11 (0.51)2.07 3.11 1.55 3.88 3.11 5.18 3.11 2.07 (1.55)3.11 3.88 (3.24)6.48
- - - - - - - - - - - - - -
Titanic Stride Melee18 S9 ap-3 D3 16 12 16 15 20 16 20 20 8 (4)12 10 (8.33)25
Wraith Glaive Melee6 S18 ap-5 D12 40 40 26.66 40 40 40 40 40 13.33 (1.66)20 3.33 (3.33)40



Drukhari[edit]

Tantalus pg183[edit]

It may look relatively small, but by dark eldar standards it's huge.
- - Warhound Warlord Heriophant Phantom Baneblade Land Raider Rhino Imperial Knight Guilliman Custodian Guardsman Space Marine
Weapon Stats T8 W50 2+/5++ RInvuln, 2 VS T9 W120 2+/5++ RInvuln, 8 VS T8 W34 2+/5++ T9 W60 3+/4++ RInvuln T8 W26 3+ T8 W16 2+ T7 W10 3+ T8 W24 3+/5++ vs ranged T6 W9 2+/3++ T5 W3 2+/4++ T3 W1 5+ T4 W2 3+
Pulse Disintegrator 36" Assault6 S8 ap-3 D2 - - - - - - - - - - - -
- - - - - - - - - - - - - -
Dire Scythe Blade Melee6 S7 ap-2 D2 - - - - - - - - - - - -



Necrons[edit]

Gauss Pylon pg188[edit]

(Begin Metal Gear Railgun charging music).

The be all and end all to immovable defences. The gauss Pylon is a ranged monster, mainly specialised towards hunting down aircraft, but will happily chew on most other things, all while providing an AOE invulnerability save to your mooks. The best part is that you do not put it onto the battlefield during deployment (although you can). It gets to deepstrike. Just be sure to keep it out of melee (at least this edition it can shoot in melee).

  • 1 Gauss Annihilator
  • 1 Tesla Arc
  • 1 Teleportation Matrix

475 pts

- - Warhound Warlord Heriophant Phantom Baneblade Land Raider Rhino Imperial Knight Guilliman Custodian Guardsman Space Marine
Weapon Stats T8 W50 2+/5++ RInvuln, 2 VS T9 W120 2+/5++ RInvuln, 8 VS T8 W34 2+/5++ T9 W60 3+/4++ RInvuln T8 W26 3+ T8 W16 2+ T7 W10 3+ T8 W24 3+/5++ vs ranged T6 W9 2+/3++ T5 W3 2+/4++ T3 W1 5+ T4 W2 3+
Gauss Annihilator (Focused Beam) 120" Heavy2D3 S16 ap-4 D3+6 +2hit AIRCRAFT (1.48)14.81 (1.18)11.85 11.85 7.11 17.77 14.81 17.77 11.85 5.92 (1.11)8.88 2.22 (2.22)17.77
Gauss Annihilator (Flux Arc) 30" RapidFire6 S6 ap-2 D2 (0.33)1.33 (0.33)1.33 1.33 1.33 1.77 1.33 1.77 1.77 1.33 (1.33)2.66 3.33 (1.77)3.5
Tesla Arc 3" Assault3D6 S4 ap0 D1 2hits for hit rolls of 6 (0.07)0.22 (0.07)0.22 0.22 0.45 0.45 0.22 0.90 0.45 0.45 (0.45)0.45 3.62 (1.36)1.36



Seraptek Heavy Construct pg189[edit]

Its face almost looks ant like. If ants ate Knights for snacks.

The closest thing the Necrons have to a knight, and as far as knights go it will out shoot and out melee all but the best and most specialised of them. In reality it has more in common with a hierophant than a knight it’s that dangerous. Running around with more, and better guns and melee attacks, an all encompassing invulnerability save and regeneration the SHC will earn its points back and more if you're sensible with it.

  • 2 Singularity Generators or 2 Synaptic Obliterators and 2 Transdimensional Projectors
  • Titanic Forelimbs

650 pts

- - Warhound Warlord Heriophant Phantom Baneblade Land Raider Rhino Imperial Knight Guilliman Custodian Guardsman Space Marine
Weapon Stats T8 W50 2+/5++ RInvuln, 2 VS T9 W120 2+/5++ RInvuln, 8 VS T8 W34 2+/5++ T9 W60 3+/4++ RInvuln T8 W26 3+ T8 W16 2+ T7 W10 3+ T8 W24 3+/5++ vs ranged T6 W9 2+/3++ T5 W3 2+/4++ T3 W1 5+ T4 W2 3+
Singularity Generator 36" Heavy3D3 S8 ap-3 D6 (1.33)4.66 (0.88)3.11 4.66 2.33 5.83 4.66 7.77 4.66 3.11 (1.33)4.66 3.33 (2.77)9.72
Synaptic Obliterator 72" HeavyD3 S16 ap-4 D6 (0.74)5.55 (0.59)4.44 4.44 2.66 6.66 5.55 6.66 4.44 2.22 (0.55)3.33 1.11 (1.11)6.66
Transdimensional Projector 24" HeavyD6 S6 ap-2 1 (0.12)0.38 (0.12)0.38 0.38 0.38 0.51 0.38 0.51 0.51 0.38 (0.77)0.77 1.94 (1.03)1.03
- - - - - - - - - - - - - -
Titanic Forelimbs (Impaling Strike) Melee6 S16 ap-3 D5 11.11 8.88 11.11 11.11 13.88 11.11 13.88 13.88 5.55 (1.66)8.33 3.33 (2.77)13.88
Titanic Forelimbs (Reaping Sweep) Melee12 S8 ap-1 D2 2.66 1.77 2.66 2.66 4 2.66 5.33 4 3.55 (1.77)3.55 6.66 (6.66)13.33



Orks[edit]

Orks are the ascetic rulers of apocalypse. Not the winners. Apocalypse is too messy and vast a world for an entire faction to be an outright "winner", but orks embody what it means to play apocalypse in body and soul.

They have a lot of guns.

They have a lot of crazy units.

They can field units in swarms.

And (most importantly) they are visually customisable.

You don't even need to turn up with an single ork model in your army, as orks are the only faction where you can customise, kitbash and steal models from every other faction and it just works (there's even an example of a hierophant kitbashed into a...Gargant?). The downside orks have is that they are generally overcosted and do not have anything in the 1000+ points category for titan fighting. This is however, these of an issue in 9th edition, as toughness 9 is now the highest you will face, putting the dice gods in your favour.

A note on Orks. Dakka! Dakka! Dakka! effectively gives orks +1 to their ballistic skill, due to 6's counting as 2 hits. As such, the numbers are calculated assuming as much.

Ghazghkull Mag Uruk Thraka[edit]

About time he got a new model. His previous model was older than me.
  • 1 Gork's Klaw
  • 1 Mork's Roar
  • 1 Stickbomb

300 pts

- - Warhound Warlord Heriophant Phantom Baneblade Land Raider Rhino Imperial Knight Guilliman Custodian Guardsman Space Marine
Weapon Stats T8 W50 2+/5++ RInvuln, 2 VS T9 W120 2+/5++ RInvuln, 8 VS T8 W34 2+/5++ T9 W60 3+/4++ RInvuln T8 W26 3+ T8 W16 2+ T7 W10 3+ T8 W24 3+/5++ vs ranged T6 W9 2+/3++ T5 W3 2+/4++ T3 W1 5+ T4 W2 3+
Mork's Roar 36" Assault12 S5 ap-1 D1 (0.22)0.66 (0.22)0.66 0.66 1 1 0.66 1 1 0.66 (1)1 3.33 (2)2
- - - - - - - - - - - - - -
Gork's Klaw Melee5 S14 ap-4 D4 10.80 10.80 8.64 12.96 12.96 10.80 16.20 12.96 5.40 (2.02)8.10 4.05 (4.05)16.20



Gargantuan Squiggoth pg200[edit]

It's better than a tank because it has tusks and dakka.

You know how tanks are usually crap in melee? And how if you're transporting units across the battlefield then that's a lot of firepower which isn't doing anything while it's snugg and warm? Well the Gargantuan Squiggoth has you covered in so many departments, that you too will want this massive hunk of plastic in your life as well! The Gargantuan Squiggoth combines the protection of a super heavy tank, with the open topped nature of a light tank, allowing the 20 boyz inside to shoot back, along with the firepower (if a big dialled back and costing some transport space). In an apocalypse setting though, what you're buying this for is to keep your (very squishy) troops safe, until they disembark and the squiggoth charges something very big and not so goof in melee worth more points. Say, I don't know, a Titan? Only the orks would be insane and brilliant enough to do so.

Ow, it also has the usual ork and <clan> rules, so your monster is actually a lot more reliable and buffable than it first appears.

  • 1 Huge Tusks
  • +1 Kannon
  • +1 Squiggoth Supa-Kannon

510 pts

+15 pts Kannon

+40 pts Supa-Kannon

- - Warhound Warlord Heriophant Phantom Baneblade Land Raider Rhino Imperial Knight Guilliman Custodian Guardsman Space Marine
Weapon Stats T8 W50 2+/5++ RInvuln, 2 VS T9 W120 2+/5++ RInvuln, 8 VS T8 W34 2+/5++ T9 W60 3+/4++ RInvuln T8 W26 3+ T8 W16 2+ T7 W10 3+ T8 W24 3+/5++ vs ranged T6 W9 2+/3++ T5 W3 2+/4++ T3 W1 5+ T4 W2 3+
Squiggoth Supa-Kannon 60" Heavy2D6 S8 ap-2 D3 (0.87)2.62 (0.58)1.75 2.62 1.75 3.5 2.62 4.66 3.5 2.33 (1.16)3.5 2.91 (1.94)5.83
- - - - - - - - - - - - - -
Huge Tusks Melee8 S12 ap-4 D3+3 14.81 14.81 11.85 17.77 17.77 14.81 17.77 17.77 7.40 (2.22)11.11 4.44 (4.44)22.22



Kill Tank pg201[edit]

The ork baneblade.

Sweet god emperor this vehicle is deceptively powerful. Despite costing less than a knight or roughly the price of a ban blade, the Kill tank has the firepower to severely hurt most other units.

  • 1 Bursta Kannon or 1 Giga Shoota
  • 1 Twin Big Shoota
  • 1 Reinforced Ram

275 pts

+50 pts Bursta Kannon

- - Warhound Warlord Heriophant Phantom Baneblade Land Raider Rhino Imperial Knight Guilliman Custodian Guardsman Space Marine
Weapon Stats T8 W50 2+/5++ RInvuln, 2 VS T9 W120 2+/5++ RInvuln, 8 VS T8 W34 2+/5++ T9 W60 3+/4++ RInvuln T8 W26 3+ T8 W16 2+ T7 W10 3+ T8 W24 3+/5++ vs ranged T6 W9 2+/3++ T5 W3 2+/4++ T3 W1 5+ T4 W2 3+
Bursta Cannon 36” Heavy3D6 S10 ap-3 D3 (2.33)7 (2.33)7 7 5.25 - - - - - - - -
Giga Shoota 48” Heavy30 S6 ap-2 D1 - - - - - - - - - - - -
- - - - - - - - - - - - - -
Reinforced Ram Melee8 S9 ap-1 D3 - - - - - - - - - - - -



Kustom Stompa pg202[edit]

If only it was survivable as it is awesome.

Ork units have always suffered with being over costed, as the designers never really know or appreciate how their maths works. The Kustom Stompa has been the pinnacle of this. Yes its a S10 T8 unit with 40 wounds and a 3+ save, so it must fall into the knightly cost territory. But unlike a knight it has no invulnerability save, and cannot be buffed because its specifically a Kustom Stompa not a Stompa in its rules, and only has the ork 5+ ballistic skill (4+ with dakka dakka). So what do you get for your 800+ price tag? Guns. A lot of Guns. And a melee potential capable of destroying most other units in the game outright.

Although the kustom stompa is a bit squishy it makes up for it with the simply, undiluted volume of pure damage it can send out into the world. It is a glass cannon of such incredible lethality that it’s worth taking it just to see what might happen.

A note on the Kustom Lifts-Droppa. The Droppa does not use a normal wounding mechanic, which is good this edition as it actually makes it easier to wound all targets, and there are no dramatic odds changes like the probability difference between a 2+ and 3+ dice roll. As the max toughness is now 9 as well you will wound everything in the game with this weapon about 66.03% of the time (more decimal places are available).

  • 3 Big Shootas
  • 1 Deffkannon, 1 Kustom Supa-Rokkits and 1 Supa-Gatler or 1 Stompa Klaw or 1 Stompa Lifta Droppa
  • 1 Gaze of Mork
  • 1 Skorcha
  • 1 Twin Big Shoota
  • 1 Mega Choppa or 1 Stompa Klaw or 1 Stompa Lifta Droppa
  • +1 Bellygun

800 pts

+50 pts Belly Gun

+20 pts Stompa Klaw

- - Warhound Warlord Heriophant Phantom Baneblade Land Raider Rhino Imperial Knight Guilliman Custodian Guardsman Space Marine
Weapon Stats T8 W50 2+/5++ RInvuln, 2 VS T9 W120 2+/5++ RInvuln, 8 VS T8 W34 2+/5++ T9 W60 3+/4++ RInvuln T8 W26 3+ T8 W16 2+ T7 W10 3+ T8 W24 3+/5++ vs ranged T6 W9 2+/3++ T5 W3 2+/4++ T3 W1 5+ T4 W2 3+
Belly Gun 36" Heavy3D6 S8 ap-2 D2 (0.65)2.62 (0.43)1.75 2.62 1.75 3.5 1.75 4.66 3.5 2.33 (1.75)3.5 4.37 (2.91)5.83
Gaze of Mork 18" Heavy3 S12 ap-4 D6 (0.66)5 (0.66)5 4 3 6 5 6 4 2.5 (0.62)3.75 1.25 (1.25)7.5
Kustom Supa-Rokkits 100" HeavyD6 S8 ap-3 DD6 (0.58)2.04 (0.38)1.36 2.04 1.02 2.55 2.04 3.40 2.04 1.36 (0.58)2.04 1.45 (1.45)5.10
Stompa Lifta-Droppa 48" Heavy 4D3 S* ap-4 D3+3 roll 3D6 against toughness for successful wound (2.05)12.81 (1.76)11.00 10.25 6.60 15.37 12.81 17.16 15.37 6.08 (1.92)9.62 3.98 (3.94)19.71
- - - - - - - - - - - - - -
Stompa Klaw Melee6 S20 ap-5 D9 wound roll 4+ D3 extra MW (+4mw each volley) 34 34 24 34 34 34 34 34 14 (1.66)19 7.33 (3.33)34



T'au Empire[edit]

Titans are awesome. They provide something which warhammer very much needed for its battlefields. A colossal threat. But they also gave us something else. Giant mechs. The tau were created on simple premise that we like giant mechs, why not create a faction of them?

In apocalypse the diverse toolkit of the tau allows them to play to a number of styles, with infantry which will now always wound on a 5+ at least that can be buffed to high heaven, to mini mechs which you can kit out to face any target, to what used to be some of the cheesiest vehicles in the game, or the Russian doll which is the manta. The tau suffer however from a lacklustre guard ballistic skill.

Strengths

  • Very efficient firepower.
  • Very powerful firepower on fairly low cost units.
  • Very tactically flexible and mobile.

Weaknesses

  • Buggered in melee.
  • Very squishy.
  • Very low ballistic skill for the firepower they bring.

Manta pg213[edit]

Literally the widest thing Forge World sells.

Markerlights. The manta is heavily dependent on them (there is a reason why it comes with 6 of them). The manta only has a 4+ ballistic skill, which is NOTHING at titanic levels. Only the ork titans do worse with their 5+ ballistic skill, but orks have an excuse (and dakka dakka). But as mentioned, the manta has 6 markerlights on it. Plus 2 heavy rail rifles. And 6 ion cannons. And 16 long barrelled burst cannons. And a load of missiles which will only hit on 6's without markerlights. It's almost like the designers are trying to tell us something. Like that if you get a full round of markerlights on say a Warhound Titan, and then unload everything at said titan, that something might happen, like that titan taking a lot of damage.

Now, the manta is also more than just a gun platform. It is also the largest transport vehicle in warhammer. It can carry:

  • 200 Infantry or Drones
  • 4 Devilfish, Sky Ray Gunships or Hammerheads
  • and 8 Battlesuits with 9 wounds or less

All of these are cumulative, and the transports may also carry units. The manta can carry an entire apocalypse army of models (the basic infantry would be around 1500 points to begin with), and with toughness 8, a 3+/5++ and a minus 1 to hit it, the Manta is also a very tough unit.

  • 2 Heavy Rail Cannons
  • 6 Ion Cannons
  • 16 Long-Barrelled Burst Cannons
  • 6 Markerlights
  • 2 Missile Pods
  • 10 Seeker Missiles

2000 pts

- - Warhound Warlord Heriophant Phantom Baneblade Land Raider Rhino Imperial Knight Guilliman Custodian Guardsman Space Marine
Weapon Stats T8 W50 2+/5++ RInvuln, 2 VS T9 W120 2+/5++ RInvuln, 8 VS T8 W34 2+/5++ T9 W60 3+/4++ RInvuln T8 W26 3+ T8 W16 2+ T7 W10 3+ T8 W24 3+/5++ vs ranged T6 W9 2+/3++ T5 W3 2+/4++ T3 W1 5+ T4 W2 3+
Heavy Rail Cannon 72" Heavy2 S14 ap-5 DD3+6 successful wound deals +D3 MW (1.33mw on 3+, 1.66mw on 2+) (0.44)6.66 (0.44)6.66 4.88 3.99 6.66 6.66 8.32 4.88 3.88 (0.41)4.99 2.49 (0.83)8.32
Long-Barrelled Burst Cannon 36" Assault4 S5 ap0 D1 (0.03)0.11 (0.03)0.11 0.11 0.22 0.22 0.11 0.22 0.22 0.11 (0.16)0.16 0.88 (0.44)0.44



3+ 1.33 2+ 1.66

KX139 Ta'Unar Supremacy Armour pg214[edit]

Now all they need to do is make it good in melee...

Note, as the Heavy Rail Cannon Array will wound everything on a 2+ (S18 will do that this edition) it is assumed that the mortal wounds it deals are constant across all units.

  • 4 Burst Cannons
  • 3 Pulse Ordinance Drivers or 2 Nexus Missile Launchers or 1 Heavy Rail Cannon Array and 1 Fragmentation Cluster Shell Launcher
  • 4 Smart Missile Systems
  • 2 Tri Axis Ion Cannons or 2 Fusion Eradicators
  • 1 Crushing Feet

1000 pts

- - Warhound Warlord Heriophant Phantom Baneblade Land Raider Rhino Imperial Knight Guilliman Custodian Guardsman Space Marine
Weapon Stats T8 W50 2+/5++ RInvuln, 2 VS T9 W120 2+/5++ RInvuln, 8 VS T8 W34 2+/5++ T9 W60 3+/4++ RInvuln T8 W26 3+ T8 W16 2+ T7 W10 3+ T8 W24 3+/5++ vs ranged T6 W9 2+/3++ T5 W3 2+/4++ T3 W1 5+ T4 W2 3+
Fragmentation Cluster Shell Launcher 36" Heavy3D6 S5 ap-1 D1 (0.25)0.77 (0.25)0.77 0.77 1.16 1.16 0.77 1.16 1.16 0.77 (1.16)1.16 3.88 (2.33)2.33
Heavy Rail Cannon Array 120" Heavy2 S18 ap-5 DD6+6 successful wound deals +3MW (3.33mw) (0.74)13.88 (0.74)13.88 10.36 8.60 13.88 13.88 13.88 10.36 6.84 (0.55)8.60 4.44 (1.11)13.88
Nexus Missile Launcher 60" Heavy3D6 S6 ap-3 D1 (0.51)1.55 (0.51)1.55 1.55 1.16 1.94 1.55 1.94 1.55 1.16 (2.33)2.33 5.83 (3.88)3.88
Pulse Ordnance Driver (Concentrated) 90" Heavy2 S10 ap-4 D5 (0.59)3.70 (0.59)3.70 2.96 2.22 4.44 3.70 4.44 2.96 1.48 (0.55)2.77 1.11 (1.11)5.55
Pulse Ordnance Driver (Dispersed) 72" HeavyD6 S8 ap-2 D2 (0.29)1.16 (0.19)0.77 1.16 0.77 1.55 1.16 2.07 1.55 1.03 (0.77)1.55 1.94 (1.29)2.59
- - - - - - - - - - - - - -
Fusion Eradicator 24" Heavy5 S8 ap-4 DD6 (1.11)4.86 (0.74)3.24 3.88 1.94 5.83 3.24 7.77 3.88 2.59 (1.11)3.88 2.77 (2.77)9.72
Tri-Axis Ion Cannon (Standard) 60" Heavy9 S7 ap-2 D2 (0.5)2 (0.5)2 2 2 2.66 2 4 2.66 2.66 (2)4 5 (2.66)5.33
Tri-Axis Ion Cannon (Overcharge) 60" Heavy3D6 S8 ap-2 D3 (1.75)5.25 (1.16)3.5 5.25 3.5 7 5.25 9.33 7 4.66 (2.33)7 5.83 (3.88)11.66
- - - - - - - - - - - - - -
Crushing Feet Melee12 S8 ap-2 D2 2 1.33 2 1.77 2.66 2 3.55 2.66 1.77 (1.33)2.66 3.33 (2.22)4.44



Tyranids[edit]

Tyranids and apocalypse go together like jaws and raw, unprotected, flesh. On normal scales they feel a bit out of place, running around with a few units and a few big gribbles. Apocalypse however, is the scale where the tyranids can bring out all their toys. Colossal swarms of infantry drowning their foes in a tide of flesh. Giant monsters crunching open tanks like tin cans to get at the baked beans within. Ravenous flying beasts hunting down enemy fliers, who have not yet learned that melee can fly in the 42nd millenium.

On a more practical point the tyranids have also done well at apocalypse. Their units have been reasonably priced and very versatile, doing well at ranged, melee and psychic play, only suffering a little from having relatively low armour saves.

Dimachaeron pg219[edit]

More teeth than an explosion at a dentists surgery.

Although technically a fast attack unit, this monster hits and behaves more like a lord of war. It is very fast though, moving with a speed and agility normally only seen on fliers, while being deceptively tough (despite being "only" toughness 7, it has a 5+ invulnerability save and access to a 5+ feel no pain save). And then there's its attacks. It has no ranged weapons, but instead has two, very powerful, melee weapons, and an ability to deal mortal wounds if it beats the units strength on a D6 (which is where it gains its feel no pain save).

All of this means that the Dimachaeron (as long as it doesn't get shot off the board) can duel quite happily with most targets, and come out smiling.

230 pts

- - Warhound Warlord Heriophant Phantom Baneblade Land Raider Rhino Imperial Knight Guilliman Custodian Guardsman Space Marine
Weapon Stats T8 W50 2+/5++ RInvuln, 2 VS T9 W120 2+/5++ RInvuln, 8 VS T8 W34 2+/5++ T9 W60 3+/4++ RInvuln T8 W26 3+ T8 W16 2+ T7 W10 3+ T8 W24 3+/5++ vs ranged T6 W9 2+/3++ T5 W3 2+/4++ T3 W1 5+ T4 W2 3+
Massive Scything Sickle-Talons Melee6 S8 ap-3 DD3+3 reroll failed hit rolls 8.88 5.92 8.88 7.40 11.11 8.88 14.81 1.11 5.92 (1.77)8.88 4.44 (3.70)18.51
Scything Tail Melee1 S7 ap-3 D2 (1 addition attack with this weapon) 0.29 0.29 0.29 0.37 0.37 0.29 0.55 0.37 0.29 (0.22)0.44 0.55 (0.37)0.74



Barbed Hierodule pg221[edit]

Like a carnifex, only with bigger guns.

275 pts

- - Warhound Warlord Heriophant Phantom Baneblade Land Raider Rhino Imperial Knight Guilliman Custodian Guardsman Space Marine
Weapon Stats T8 W50 2+/5++ RInvuln, 2 VS T9 W120 2+/5++ RInvuln, 8 VS T8 W34 2+/5++ T9 W60 3+/4++ RInvuln T8 W26 3+ T8 W16 2+ T7 W10 3+ T8 W24 3+/5++ vs ranged T6 W9 2+/3++ T5 W3 2+/4++ T3 W1 5+ T4 W2 3+
Bio-Cannon 48" Heavy6 S8 ap-2 D2 (0..5)2 - - - - - - - - - -
- - - - - - - - - - - - - -
Hierodule Scything Talons Melee4 S10 ap-3 DD3+3 reroll 1's to hit 6.91 6.91 6.91 8.64 8.64 6.91 8.64 8.64 3.45 (1.29)6.48 2.59 (2.16)10.80



Scythed Hierodule pg221[edit]

Like a carnifex, only with bigger claws.

The Hierodules are fairly dull, in that they are just tanks. They use the same rules (but tyranid style) and have the same toughness 8 and 3+ save as a heavy tank. However, the hierodules are tanks that fight in melee, they do it well and cost less than a baneblade.

The scythed version takes the melee to the extreme by having extra attacks, and a souped up flamer for infantry clearance.

235 pts

- - Warhound Warlord Heriophant Phantom Baneblade Land Raider Rhino Imperial Knight Guilliman Custodian Guardsman Space Marine
Weapon Stats T8 W50 2+/5++ RInvuln, 2 VS T9 W120 2+/5++ RInvuln, 8 VS T8 W34 2+/5++ T9 W60 3+/4++ RInvuln T8 W26 3+ T8 W16 2+ T7 W10 3+ T8 W24 3+/5++ vs ranged T6 W9 2+/3++ T5 W3 2+/4++ T3 W1 5+ T4 W2 3+
Bio-Acid Spray 18" Heavy3D6 S6 ap-2 D1 auto hit - - - - - - - - - - - -
- - - - - - - - - - - - - -
Hierodule Scything Talons Melee6 S10 ap-3 DD3+3 reroll 1's to hit 10.37 10.37 10.37 12.96 12.96 10.37 12.96 12.96 5.18 (1.94)9.72 3.88 (3.24)16.20



Harridan pg222[edit]

Can also be built with gargoyles clinging to its underside.

The harridan (and hierophant) both come with an interesting ability called frenzied metabolism. At the cost of taking mortal wounds, both units add 1 to their wound roles with their ranged weapons for a phase. This is better than normal plasma, as unless you would wound the target on a 2+ already it represents a definite increase in damage. The increased damage for this is shown separately.

700 pts

- - Warhound Warlord Heriophant Phantom Baneblade Land Raider Rhino Imperial Knight Guilliman Custodian Guardsman Space Marine
Weapon Stats T8 W50 2+/5++ RInvuln, 2 VS T9 W120 2+/5++ RInvuln, 8 VS T8 W34 2+/5++ T9 W60 3+/4++ RInvuln T8 W26 3+ T8 W16 2+ T7 W10 3+ T8 W24 3+/5++ vs ranged T6 W9 2+/3++ T5 W3 2+/4++ T3 W1 5+ T4 W2 3+
Dire Bio-Cannon 48" Heavy8 S10 ap-3 D3 (2.37)7.11 (2.37)7.11 7.11 5.33 8.88 7.11 8.88 7.11 3.55 (2.22)6.66 4.44 (3.70)11.11
Dire Bio-Cannon (Frenzied Metabolism) 48" Heavy8 S10 ap-3 D3 +1 to wound (2.96)8.88 (2.96)8.88 8.88 6.66 11.11 8.88 11.11 8.88 4.44 (2.22)6.66 4.44 (3.70)11.11
- - - - - - - - - - - - - -
Gargantuan Scything Talons Melee5 S10 ap-3 D6 reroll 1's to hit 10.37 10.37 10.37 12.92 12.92 10.37 12.92 12.92 5.18 (1.62)9.72 3.24 (2.70)16.20



Hierophant pg223[edit]

The biggest pile of nom nom you can buy.

The hierophant is the most dangerous titan for its price point. Bar none. It has a fulltime 5+ invulnerability save and a 2+ normal save. It's toughness 8. It's fast and its guns pump out A LOT of shots. It's also lethal in melee. It has been drastically scaled back from 8th edition, with all its attacks dealing less damage, but it now costs less than half the price, meaning you can bring two of them for 2000 points. By itself it will happily fight a warhound titan, and although it won't win (its guns are too short range at only 48") it will survive long enough to wipe out its void shields and do some damage on top.

If there are no other titans about then the hierophant can quite happily just running around murdering everything in all phases. Buy one, and you won't be dissapointed.

The hierophant (and harridan) both come with an interesting ability called frenzied metabolism. At the cost of taking mortal wounds, both units add 1 to their wound roles with their ranged weapons for a phase. This is better than normal plasma, as unless you would wound the target on a 2+ already it represents a definite increase in damage. The increased damage for this is shown separately.

850 pts

- - Warhound Warlord Heriophant Phantom Baneblade Land Raider Rhino Imperial Knight Guilliman Custodian Guardsman Space Marine
Weapon Stats T8 W50 2+/5++ RInvuln, 2 VS T9 W120 2+/5++ RInvuln, 8 VS T8 W34 2+/5++ T9 W60 3+/4++ RInvuln T8 W26 3+ T8 W16 2+ T7 W10 3+ T8 W24 3+/5++ vs ranged T6 W9 2+/3++ T5 W3 2+/4++ T3 W1 5+ T4 W2 3+
Bio-Plasma Torrent 12" Assault2D6 S7 ap-3 D1 auto hit (0.51)1.55 (0.51)1.55 1.55 1.16 1.94 1.55 2.91 1.55 1.55 (2.33)2.33 5.83 (3.88)3.88
Dire Bio-Cannon 48" Heavy8 S10 ap-3 D3 (2.37)7.11 (2.37)7.11 7.11 5.33 8.88 7.11 8.88 7.11 3.55 (2.22)6.66 4.44 (3.70)11.11
- - - - - - - - - - - - - -
Bio-Plasma Torrent (Frenzied Metabolism) 12" Assault2D6 S7 ap-3 D1 auto hit +1 to wound (0.77)2.33 (0.77)2.33 2.33 1.75 2.91 2.33 3.88 2.33 1.94 (2.91)2.91 5.83 (4.86)4.86
Dire Bio-Cannon (Frenzied Metabolism) 48" Heavy8 S10 ap-3 D3 +1 to wound (2.96)8.88 (2.96)8.88 8.88 6.66 11.11 8.88 11.11 8.88 4.44 (2.22)6.66 4.44 (3.70)11.11
- - - - - - - - - - - - - -
Gargantuan Scything Talons Melee6 S10 ap-3 D6 reroll 1's to hit 12.44 12.44 12.44 15.55 15.55 12.44 15.55 15.55 6.22 (1.94)11.66 3.88 (3.24)19.44
Lashwhip Pods Melee10 S5 ap-1 D1 (10 extra attacks made with this weapon) 0.74 0.74 0.74 1.11 1.11 0.74 1.11 1.11 0.74 (1.66)1.66 3.70 (2.22)2.22



The Apocalypse Drinking Game[edit]

Let’s face it, if you’re playing apocalypse you’re doing it with your friends and you’re staying at least a night. You’ve planned it for months and sunk thousands of pounds into it, and the battle itself is likely to be longer than in 8th edition with how much tougher units are. So why not make a drinking game out of it!

As you will be playing for at least two days, and over many hours it is advised that you use long drinks (pints and cocktails, etc) for this, and remember to drink plenty of water. It is also advised that you plan your meals. Not just as breaks from the game of apocalypse, but to soak up the vast quantities of booze.

Rules:

Drink when:

  • You lose an:
    • INFANTRY unit (sorry guard, ork and nid players).
    • A CHARACTER unit. Drink twice if that unit is made up of multiple CHARACTERS.
    • Model with more than 9 wounds.
  • One of your units enters the board via deep strike or by a similar ability (you’re playing apocalypse, you should be punished for not setting up all your units in the hour or four provided).
  • One of your units leaves the board to enter reserves (sorry genestealer cults).
  • One of your units retreats from combat (be glad this is 9th edition where units with fly cannot flee combat).
  • You use a large receptacle to store and then roll your dice (the price of maximum dakka).


Take a long Drink when:

  • An otherwise healthy/full health unit is wiped out in a single phase (fate and artillery are fickle masters).
  • You lose a TITANIC unit.
  • You accuse someone of cheating and the accusation is unfounded.

Finish your drink when:

  • The game ends (waste not want not).
  • You lose the game, cumulative with the game-ending (you will need to refill your drink).
  • You lose your warlord (you may have a moment of silence to mourn their loss).
  • You lose a proper Titan unit (eg. War hound Titan).
  • You lose a Warlord Titan (this is cumulative with losing a Titan, so I hope you have an iron stomach).
  • You wish to leave the game or complain that it’s taking to long (the alcohol will provide much-needed determination).
  • You are accused of cheating and the accusation is found to be true (cheaters never prosper, but they do pickle).
  • The game is paused for a meal break (the food will help).

Stratagems[edit]

  • You Ain’t Drinking Enough
1 CP
A player of your choice drinks.
  • You Can’t Do That
1 CP + drink
A player may not reroll a die they were going to reroll.
  • This Hurts Me More Than it Hurts You
1 CP
Select an enemy unit within 12” of an enemy unit then roll 2D6+2. That enemy unit suffers mortal wounds equal to the difference between the value rolled and their leadership characteristic. You then drink a number of times equal to the value rolled.
  • I Feel No Pain (hiccup)
1 CP
Select a friendly unit when it is about to take wounds; that unit ignores damage received on a roll of 6 on a D6 for the remainder of the phase. If that unit already has a similar ability it adds 1 to that roll. At the end of the phase you drink a number of times equal to the damage ignored.


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